DM Fflash's Shackled City Campaign

Game Master DM Fflash

Chapter 10: Thirteen Cages

Roll 20 Link

Slayer Totals


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Male Fetchling Slayer 7/ Red Mantis 5

Can you DD all of us through?


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

I was going to ask that question as well, how many feet do you have left Nowzai? I can get some as well


Male Human Wizard (Conjuror) 10 / Loremaster 4

I'm spent. Pulling Ma'puande and Dalamus out of the death room used up what I had left.


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus has 1 DD available, but he can only bring one person with him. I don't remember, was there a way to open the door from the other side?


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Should we rest for the night so that Nowzai can regain his spells?


Male Human Wizard (Conjuror) 10 / Loremaster 4

Rest in the dungeon? I suppose...


Female Human (Zenji) Oracle 12; AC 23, touch 13, flat-footed 22; hp 79; Fort +7, Ref +7, Will +10; Init +7; Senses lifesense, Perception +0

Ma'puande raises her hand "What do you need to open the door, it sounds like a spell is needed, perhaps I have one." She adds, sheepishly "I feel a bit like a third teat"


Male Human Wizard (Conjuror) 10 / Loremaster 4

"'Flesh to stone'," Nowzai replies.


Female Human (Zenji) Oracle 12; AC 23, touch 13, flat-footed 22; hp 79; Fort +7, Ref +7, Will +10; Init +7; Senses lifesense, Perception +0

This is so not going to work...but
Ma'Puande thinks for a moment, then she bends down and picks up some dust from the floor, she then spits into the dust and grime on her hands and makes a bit of mud and smears it on the locking mechanism, then starts casting Bear's Endurance on the mud.
Using the skill Use Magic Device to substitute a different transmutation spell as the trigger.
Use Magic Device: 1d20 + 16 ⇒ (12) + 16 = 28


Magma's hammering on the door is akin to taking a hammer to a wooden door not a metal one as shards of the door fly in all directions.
The going is slow as the door is extremely large and thcick.

Ma'puande gets an idea and pushes Magma aside and puts all her effort into tricking the door, and the addition of burning spell magic aids a bit, but not enough. (Bonus of +1 per level of spell)

Collapsing in frustration, she leans up against the wall for a moment and then notices something odd. She feels a slight shimmer in the wall to the north of the door and hears the very faint zapping of the rays, but it feels right behind the wall, not in the northern room.

I know you guys are caught in a tough place, but I'm not going to DM rescue you. Need you all to come up with a plan. Ideas so far:

  • Rest
  • Go west
  • Wait for Magma to break down door
  • Use Sam/Dalamus ddoors or Nowzai teleport scroll

Others if you have them


Male Fetchling Slayer 7/ Red Mantis 5

We can go west....what is the worst that can happen :)


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Let's go west then. We might find something useful.


Male Human Wizard (Conjuror) 10 / Loremaster 4

West it is. We will probably have to rope down.


Female Human (Zenji) Oracle 12; AC 23, touch 13, flat-footed 22; hp 79; Fort +7, Ref +7, Will +10; Init +7; Senses lifesense, Perception +0

Ma'puande agrees "do we know anything about this place?" As she follows the others, she starts looking around at her surroundings. "Do you think the Eye creature built this place? She has an item called "treasure hunter's goggles", it grants the spell like ability "detect secret doors" at will. So, she should see any she passes.


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai nods, "It appears this creature carved its lair into the very bedrock below Cauldron, but we had no idea it was here. We came into this place from the Mayor's mansion in the city above. The evil plaguing our city has proven elusive and deeply rooted."


Small point of clarification. The Mayor is missing, you are below is Lord Vhalantru's mansion. He was voted in as mayor pro temp following the disappearance of the real Mayor. He has been notably absent recently

@Ma'puande: the goggles still have to be activated and you have to spend a round or 2 concentrating as per the spell. It's not an "always on" kind of thing.


You used all the rope you had on the first shaft: 150'. Without that, how do you plan to descend?


Male Human Wizard (Conjuror) 10 / Loremaster 4

"I can feather fall all of us safely to the bottom, but getting back up will require a different plan. That is, of course, if we must return by this route."


Female Human (Zenji) Oracle 12; AC 23, touch 13, flat-footed 22; hp 79; Fort +7, Ref +7, Will +10; Init +7; Senses lifesense, Perception +0

The spirits have shown me a spell called Levitate, I have enough energy left to cast it 7 times today. Would that help?


Female Human Priestess of Iomedae 10

"That should work! Let's get through before this door closes and we can't go this way at all. We need to move fast, maybe we'll get lucky and it will think we teleported out!"

Jenya, in a rare moment of taking charge, starts ushering everyone through the western door and waves at Nowzai with her fingers, "Cast the floaty spell. Let's go!"


Shortly after Jenya gets you through, the door rolls shut behind you.
With Nowzai's spell, you feather fall down to the bottom of the shaft where you find two more doors. The western one is emblazoned with a ruby and showing a depiction of a man inside a heart. The eastern one has an amber gem and depicts a snail.

Roll 20 updated -- pan due south from the shaft on the beholder level. Door/spell correlations added for journaling purposes.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik scratches his head as he looks at the depiction. "The heart would seem to indicate love or attraction. Could this door require a charm spell to open?"


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

"I can get us through the snail most likely, but I don't have access to charm"


Male Fetchling Slayer 7/ Red Mantis 5

"Ugh....Another set of trick doors. Maybe the eastern door is some sort of slow spell?"


Female Human (Zenji) Oracle 12; AC 23, touch 13, flat-footed 22; hp 79; Fort +7, Ref +7, Will +10; Init +7; Senses lifesense, Perception +0

Spellcraft: 1d20 + 16 ⇒ (9) + 16 = 25

I don't really understand these doors, does it have to be the same spell or can a spell from the same school of magic work?
I have a few Enchantment and Transmutation spells, but not any Charm or Slow


Male Human Wizard (Conjuror) 10 / Loremaster 4

"I have the requisite spells," Nowzai says, drawing another scroll. "Time will be limited before the door closes itself. Be ready to move quickly." Nowzai then casts a spell on the western door: charm person.


Sphere of Water

Nowzai hits the door with a spell and it rolls open into a dome shaped room. Moist cool air hits you in the face. A foot below the opening to the door, the room is filled with blackish water that gently laps on the sides of the room. Another beholder door is in the north, a deep red garnet set in the design, engraved with another heart, but with a dragon inside. The heart is exactly the same as the one on the door you just came through.


Male Human Wizard (Conjuror) 10 / Loremaster 4

"Charm... dragon?" Nowzai asks aloud, clearly confounded. "That is not a spell I am aware of, and more specifically, not one I have read among a beholder's arsenal of eye beams. It is clear this creature is some variant, so perhaps it has some other spell-like abilities as well."


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik scans the room and detects evil. "Let's clear the room."

If there are no obvious threats he moves in for a closer look.

Perception: 1d20 + 11 ⇒ (2) + 11 = 13


No evil, but if you want to move through the room, make a swim check, oh armored one.


Male Human Wizard (Conjuror) 10 / Loremaster 4

"I have no means to open that door. Shall we try this one behind us instead? I have a slow spell prepared on scroll."


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik hesitates at the thought of swimming in his armor. ”Yes, let’s try the other door.”


Male Fetchling Slayer 7/ Red Mantis 5

"Yes, let's not waste any time with a door that we know we can't open"


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai nods, casting slow on the other door.


Nowzai casts his spell and the door rolls open expectedly. A blast of foul air, rank with urine and animal smell hits you as you enter a room strewn with gnawed on bones, stray bits of straw and animal feces. You spy no actual creatures.

The irregularly shaped room has three circle doors. The eastern one directly across from you is the other side of the door at the bottom of the eastern shaft. The black onxy gem and image of a skeletal finger are the same here. The northeastern door has a blood red garnet and an image of a blade dripping blood. The southwestern door holds a topaz gem with an image of a prone man curled into a ball, head resting on his hands.

This room contains one other oddity and that is a set of bronze double doors emblazoned with a flame on shield symbol.

Knowledge Local DC25:
You recognize the symbol as belonging to a notorious mercenary group known as the Flamewarders who have not been reported active in the region in a number of years. (Higher rolls will beget more information)


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik detects evil in the room and scans for danger. "Dalamus, you had better make sure there are no traps before we enter."

Perception: 1d20 + 11 ⇒ (15) + 11 = 26


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus nods and starts to check out the room

Perception
1d20 + 18 ⇒ (1) + 18 = 19

Disable Device
1d20 + 19 ⇒ (12) + 19 = 31


Neither Dalamus nor Epik detect anything in the room, but Epik hears movement through the double doors to the northwest.


Male Fetchling Slayer 7/ Red Mantis 5

"The room looks clear, let's check out these doors"

Dalamus enters the room and head to the Northeastern door and check out the blood garnet and dagger. He will closely study them.

Perception
1d20 + 18 ⇒ (8) + 18 = 26


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik points to the double bronze doors to the northwest. He whispers to the others "Someone is there. Let's deal with this first."

He moves to the door and opens them when the others are in position.


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus will ready his weapon, and try to find a place to hide around the perimeter.

Stealth
1d20 + 22 ⇒ (19) + 22 = 41

The map looks outdated, I was going to position Dalamus on it


Its not.


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai moves to the back and nods ready.


Epik pushes open the doors and is hit with a wave of heat. The temperature on the other side of the doors is not one that a human could last in for long.

Sconces shaped like stony fists protrude from the walls of this twenty-foot-high chamber at regular intervals, each one grasping an everburning torch. A great, fire-scorched throne sits at the north end of the room. The throne is carved in the shape of a fire giant.

In the middle of the room, a tall woman with hair like flames swings her greatsword at unseen foes, seemingly oblivious to your presence. Her body is covered with a layer of rust-colored fur, and her eyes smolder. She is clad in a mithril breastplate, wears metal gauntlets, and has a large shield floating beside her, moving as she moves. A pink, rhomboid-shaped stone orbits her head lackadaisically, and she wears a red-lacquered armband on one upper arm. As she cleaves the air in front of her, you see that fire plays across one edge of her greatsword, ice across the other.

Across the room from her lie three massive ebony furred wolves that lie on the ground, heads on paws. All three train flaming eyes on you as you enter, but none move. They wear scroched mail barding and jewel-studded collars.

Suddenly the woman stops, looking barely out of breath. Casting a baleful glance at you, she walks over to the throne and sits down. From behind the throne emerges a normal-sized sneering wolf with flame-colored fur and red embers for eyes. Surprisingly, it is the wolf that speaks

“Flameless Ones, have you come to pay tribute to Ti’irok Coalfire?” the fiery wolf hisses.


Male Fetchling Slayer 7/ Red Mantis 5

Dalmaus will attempt to sneak into the room (using Epik as a distraction), and once in he will cast obscuring mist.

Stealth
1d20 + 22 ⇒ (4) + 22 = 26


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik looks skeptically at the wolf. "We have come to save the city of Cauldron from the tyrant Vhalantru. I pay tribute only to the Inheritor, but perhaps we can find common cause. Why are you here?"

Diplomacy: 1d20 + 18 ⇒ (2) + 18 = 20

He detects evil on the wolf and fire giant.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Sam starts to prepare some defensive spells while Epik tries to be diplomatic.

Long Arms first and then a greater invis if there is time.


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai casts communal stoneskin, giving himself, Epik, Dalamus and Sama'el protection.

DC 10/adamantine for 40 points each!


Heads up, casting spells and using abilities are obvious actions.


"No, brother, they've come to fight," the woman on the throne leaps up with her sword as the party starts casting spells, "Dreadful, Heinous, Malice ... Gak'tor!"

Infernal:
A devil's word for attacking with no quarter

Roll initiative, none of your spells above are cast. Your opportunity for free casting was before the door was open. You can keep them as your first round action or change based on how

Knowledge Planes 24:
The flaming wolves are Nessian warhounds, flame breathing monstrous versions of their lesser cousins, hell hounds

Warhound Init: 1d20 + 6 ⇒ (19) + 6 = 25
Khetru Init: 1d20 + 7 ⇒ (1) + 7 = 8
Aszithefl Init: 1d20 + 8 ⇒ (5) + 8 = 13

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