DM Fflash's Shackled City Campaign

Game Master DM Fflash

Chapter 10: Thirteen Cages

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Male Human Wizard (Conjuror) 10 / Loremaster 4

After we settled on a place to talk, Nowzai speaks to the kobold slowly and deliberately.

Draconic:
"Listen up, little dragon. These men behind me, these big, angry men, are expecting you to give them some information. If you remain silent, dodge answers, or lie, they will be very angry, and that is not good. But, if you help them, they will reward you with gratitude and shinies."

He pulls out a gold coin and holds it before the prisoner.

Draconic:
"Understand? Good. The big men want to know who you are, how many other kobolds live in here, and who your leader is. Are there any places in here you are wary of, and why? And, have you seen a woman with red hair come through recently?"

Nowzai looks back at the others and shrugs.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN
Nowzai al'Nazari wrote:

After we settled on a place to talk, Nowzai speaks to the kobold slowly and deliberately.

** spoiler omitted **

He pulls out a gold coin and holds it before the prisoner.

** spoiler omitted **

Nowzai looks back at the others and shrugs.

While Nowzai is talking to Kobold, i will be searching the dead Kobolds taking anything of value. if the Kobold looks at me i will break a limb of the dead kobold

Intimidate check
1d20 - 1 ⇒ (10) - 1 = 9

Search Body 1
1d20 + 8 ⇒ (7) + 8 = 15
Search Body 2
1d20 + 8 ⇒ (6) + 8 = 14
Search Body 3
1d20 + 8 ⇒ (5) + 8 = 13


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:

"Tie the kobold up and let's keep going.

Once the others are done with the interrogation Epik will use his rope to hog tie the kobold.


Captured Kobold Scout

Nowzai Intimidate roll vs DC10 1d20 + 2 + 4 ⇒ (1) + 2 + 4 = 7 (aid other and size included)

Draconic:
Stupid pink-skinned blood bag. No clan Black Claw help you!

The kobold thrashes around in the net, spitting and attempting to nip at Nowzai's boots unsuccessfully[/spoiler]

Sorry about the Intimi roll, maybe you want to try the repeat ... DC increased by 5 each time. Diplomacy will be through the roof for the questions you want ... around DC40

Searching the scouts

Loot:
6d6 ⇒ (1, 1, 6, 3, 2, 1) = 14Gold pieces
2 small spears
2 small slings
2 small leather armors
1 small masterwork shortbow
17 arrows
1 small masterwork longsword
1 small masterwork studded leather
2 vials medium spider venom

Please keep loot distro/claims in Discussion thread


Male Human Wizard (Conjuror) 10 / Loremaster 4

I wasn't trying to intimidate him, I was trying to appeal to his sense of greed, but whatever...

Diplomacy/Intimadate recheck: 1d20 ⇒ 18


Umm ... you threatened him?

Nowzai looks at the kobold and starts to move away. As the others start to move in, the fiesty kobold breaks and starts babbling.

Draconic:
"Okey, okey ... make Big Shootem Arrows go away, I talk ... I talk!!!!! Me called Depkulk, me part of Black Claw clan ... The Captain Who Doesn't Like Being Named bring us n' his elites." he points at the black scaled kobold on the ground and continues, "We have whole warband here with us ... now worship pink skin god becuz of new ally, Great Lady with Fire who can Boss Captain When Nobody Else Can." He licks his lips, "We don't go in water becuz of demon n' we don't go in creepy spider place where Depnaakra is n' we don't go into traps n' we don't go into sacrifice room becuz Jekkajak may think we pink skin and cut out heart... Das about it."


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai blinks a few times, trying to absorb the kobold's ranting gibberish, but then he waves off the others. With a smile, he replies...

Draconic:
"I thank you, little dragon. For your good graces, I'll give you two gold coins. Now, my companions don't trust you, so they're going to leave you here, tied and gagged... but safe. If you keep quiet, get some sleep or meditate, I'll have another three gold coins for you when we return."

Nowzai turns back to the others. "Difficult to make out much of what it said, but... its name is Depkulk, of the Black Claw clan. It did not name its chief, who apparently does not like its name spoken aloud. It intimated that the black scaled kobolds are 'elites', and they have an entire warband in the caves. 'Great Lady with Fire', who I can only assume is this Triel person, has taken over recently."

"It mentioned some hazards... a demon in the water, a creepy spider place, traps, and a sacrifice room. It also mentioned some names, but they're meaningless at this point."

Nowzai shrugs before adding, "We could take it with us, to point out the traps. But, I trust Dalamus's skills more than this creature's good intent."


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

Elder ask him if he has any more friends in the tunnel. Where does the tunnel end?


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Edit: Fantastic, I swore I put this on on the discussion tab, not game play. I'll spoiler it out so it doesn't take up a ton of space... bleh

Big Shootem Arrows Level 4:
Level 4:

Hitpoints: 1d10 + 2 + 35 ⇒ (9) + 2 + 35 = 46

Stat: +1 Dex

+1 to reflex and will save

Skills
Favored Class: Fighter +1 skill, 2 + Int (2) = 5

+1 Craft, Bowmaking
+1 Intimidate
+2 Ride
+1 Survival

Armor Training: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1.

In addition, a fighter can also move at his normal speed while wearing medium armor.


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6
Nowzai al'Nazari wrote:

After we settled on a place to talk, Nowzai speaks to the kobold slowly and deliberately.

** spoiler omitted **

He pulls out a gold coin and holds it before the prisoner.

** spoiler omitted **

Nowzai looks back at the others and shrugs.

Awesome, that was perfect


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

Can you find out what he was running to do? Is there an alarm he was going to sound or was he just running away? If there is an alarm, where is it and does he know how to disable it? What is the usual response to the alarm?


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai sighs and turns back to Depkulk.

Draconic:
"Little dragon, the big men have more questions. They want to know what else lies ahead in the tunnel... More Black Claws, traps, alarms? If there is an alarm, what kind of alarm is it? Is it magical, mechanical, perhaps a shrieker? What is the standard response from the defenders? Is there a way to disable this alarm? How far does the tunnel go?"


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:
Nowzai al'Nazari wrote:

Nowzai sighs and turns back to Depkulk.

** spoiler omitted **

"Enough of this speaking in demonic tongues. We didn't come here to parley with kobolds. Let's secure the wands and be done with this place of evil."


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

Epik, if we are to fight all these creature we must be prepared. i will go outside and make some more torches because they are the best defense against spider webbing so we don't get stuck.

I go outside and make some torches.

Survival check 1d20 + 7 ⇒ (2) + 7 = 9 torches 1d6 ⇒ 3

What time is it?


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN
Magma Iron Clan wrote:

Epik, if we are to fight all these creature we must be prepared. i will go outside and make some more torches because they are the best defense against spider webbing so we don't get stuck.

I go outside and make some torches.

Survival check 1d20 +7 torches 1d6

What time is it?

That did not work let try that again

survival check 1d20 + 7 ⇒ (6) + 7 = 13 torches 1d6 ⇒ 6


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN
Magma Iron Clan wrote:
Magma Iron Clan wrote:

Epik, if we are to fight all these creature we must be prepared. i will go outside and make some more torches because they are the best defense against spider webbing so we don't get stuck.

I go outside and make some torches.

Survival check 1d20 +7 torches 1d6

What time is it?

That did not work let try that again

survival check 1d20 + 7 torches 1d6

That is much better

i have 9 torches for our trip in the tunnel


Captured Kobold Scout

The kobold cocks its head at Nowzai and then barks out a couple of unsure sounding yips.

Draconic:
Me not know every word you use, but I go tell JingJing down in Small Space for Making Scary Ride to let warband know we attacked. Tunnel long run ... maybe 3 or 4 stops for breath. More Black Claws wit The Captain.

The kobold's "friendliness" from Intimidate has worn off and he is back to being hostile and unfriendly now that he's given you his answers

The Lava Tube

The tunnel travels about 1500 feet all told, a couple of branch tubes set off in different directions but with light the party can easily tell which path is traveled. (DM is assuming Malcolm's sunrod is lit in his left hand, Magma's torch in his left hand and Nowzai's light spell. Correct as required) It is long and winding and maintains a universal 6-foot diameter until it suddenly ends at a small ledge.

The Overlook
The ledge overlooks a vast cavern. A small pile of wooden planks is stacked on the edge of the ledge. Nearly a 100 feet below, the waters of a lake filled with dimly glowing green algae lap against cave walls encrusted with pallid fungi. A small stone building is built into the side of the ledge wall, and a pair of heavy ropes descends from a winch on the building's side, dangling across the lake to a similar winch attached to a wooden structure on the lake's far shore. Suspended on these ropes is a rickety wood and iron cage mounted on a system of pulleys. The lake's phosphoresence just barely illuminates the vast cavern, and you can see what appear to be the partially melted ruins of several buildings protruding from a sparkling wall of volcanic rock along the far wall of the cave. Several of these buildings have small doorways at ground level but you see know windows in the ominous dark facades. The air here is thick, warm, and excessively humid.

Winch (U)
This room is dominated by a large Winch. A kobold rests in a chair snoring, sound asleep. A tiny one-foot square circular window is set into the southern wall. Affixed next to the wall next to the window is a perfectly 6-inch round smooth obsidian stone.

Disable Device or Knowledge Engineering 15:
2 mechanical systems are attached to the winch. One is a safety to automatically stop the ropes, the other is a locking mechanism with a quick enable lever

Winch Barracks
This room contains 2 bunks, a table, and one chair. A set of playing cards is on the table.

Storage Room
Two weeks rations and drinkable water and planks similar to the ones out front can be found here.

Map here


Male Human Wizard (Conjuror) 10 / Loremaster 4

Captured Scout

Nowzai shrugs, (carefully) hands the kobold two gold, and turns to the others. "The kobold was running to tell the others further inside of our incursion. Not surpringly, it has no knowledge of any alarms or defensive systems, integrated or otherwise. It did infer that the lava tube runs quite a distance, though its measurement terminology is indecipherable." After a moment of restraint, he adds, "I say we keep moving, with all due caution and Akbar's blessing."

*

Winch

Nowzai holds up a finger to his lips, signaling the others to be quiet, before pointing meaningfully at the sleeping kobold. He pulls out a wand and stands ready.

Knowledge (engineering): 1d20 + 10 ⇒ (18) + 10 = 28


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

Captured Scout
What are we doing with him? we can't leave him here.

what are going to do with the horses? Won't the Animals around the cave kill the horses?
Survival Check
1d20 + 7 ⇒ (2) + 7 = 9

Winch
i will wait until the sleeping kobold is secured.

After kobold is Secured what are we going to do him? should we take him with us as a trap finder?


Male Human Wizard (Conjuror) 10 / Loremaster 4

Captured Scout

"We leave it here, bound, until we return, as I offered to it in exchange for information. As for the horses... well, I do not like the idea of leaving them to the mercies of the local fauna, but unless someone stays behind to guard them, I see little other choice. Could we leave them loosely tied, so if they make to flee, they can easily break the reins?" Nowzai looks around to anyone with more animal handling experience than he (which is everyone).


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6
Magma Iron Clan wrote:

Captured Scout

What are we doing with him? we can't leave him here.

what are going to do with the horses? Won't the Animals around the cave kill the horses?
Survival Check
1d20 + 7

Winch
i will wait until the sleeping kobold is secured.

After kobold is Secured what are we going to do him? should we take him with us as a trap finder?

Good point Magma, I will let you know that I have 3-4 torches before you head outside, but if you still go I'll accompany you:

Survival Role: 1d20 + 10 ⇒ (15) + 10 = 25 Number of Torches: 1d6 ⇒ 5

Let's also secure the camp and horses. If we can know if they would be ok that'd be great Tike. I'd be quite distraught if my cool new war horse died. Would that be another survival roll?

Survival Role: 1d20 + 10 ⇒ (18) + 10 = 28


The Captured Scout

You know that you can't guarantee they'll be safe. There are enough "things" living in the jungle from personal experience, rumor, and from signs of wild animal passing. The horses would be in danger

Torches are made easily. It takes a vial of lamp oil to make them all, though.


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

Captured Scout

I am not sure if we can trust him or make sure of him staying tied up. Any thoughts on how to keep him under control? I suggest just knocking him out, I believe Magma has a gauntlet he can use to give the kobold sweet dreams.

After that I will speak to Nowzai.

It's good to see you up and around again Nowzai, I was fearful we lost you forever.

I will grip his shoulder warmly

How are you feeling? Do we need to rest now that we are all together so you can recover from your ordeal?

As for the horses.

After exploring the tunnels, we might be able to keep the horses in one of those first rooms after we remove the sleeping kobold


Male Human Wizard (Conjuror) 10 / Loremaster 4
Malcolm Reigns wrote:

Captured Scout

After that I will speak to Nowzai.

It's good to see you up and around again Nowzai, I was fearful we lost you forever.

I will grip his shoulder warmly

How are you feeling? Do we need to rest now that we are all together so you can recover from your ordeal?

"Thank you, I am feeling quiet well. I'm barely aware that anything untoward happened... much like the fading memory of a bad dream. Anyway, I am still refreshed and ready to explore, for the moment."


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:

"So, what's the plan? Incapacitate the kobold guard and then try to winch ourselves across? That sounds a bit risky. How about we make a raft out of those tables, climb down to the shore, and then have one of us cross over with a rope and pitons. The rest can cross via rope if we can anchor it on both ends of the lake. Otherwise, we use the rafts to shuttle across."


Male Fetchling Slayer 7/ Red Mantis 5

Disable device
1d20 + 19 ⇒ (5) + 19 = 24

"I say we tie and gag the scout, then we tie him securely near the horses, so that if something does come, he may scare it off. If we bring the horses in the tunnel, we will give ourselves away to any of these things that are coming in"

"As for the snoring Kobold....I can sneak over behind him, and secure him without giving him the chance to make a noise....Then I will volunteer to move across the rope to the other side, after I am over there, I can make sure things are safe for everyone else to follow. Just be sure to keep your bows at the ready in case, things are not going so well."

Stealth:

Stealth
1d20 + 12 ⇒ (9) + 12 = 21


Male Human Wizard (Conjuror) 10 / Loremaster 4

Captured Scout

Dalamus Othreleth wrote:
"I say we tie and gag the scout, then we tie him securely near the horses, so that if something does come, he may scare it off. If we bring the horses in the tunnel, we will give ourselves away to any of these things that are coming in"

Nowzai raises an eyebrow, "The bound and gagged kobold is going to scare something off? More likely it'll be the appetizer before the main course of horses. I doubt the horses will be happy entering the lava tube, unless we blindfold them; otherwise I suggest we tie them off loosely enough that they can break free and flee, if required."

*

Winch

Nowzai replies in a whisper, "Epik, let me examine the winch up close first. If it is in safe condition, it is more likely a safer passage than the river. Akbar knows what lurks down there." He then waits and watches Dalamus do his work.


Captured Scout

So the plan is with the horses, kobold, rest ...?

Winch

Dalamus sneaks over behind the kobold and easily subdues and gags the creature.

Nowzai examines the winch closely gaining the knowledge above.

So climb down the cliff to the water, let Dalamus shimmy across the ropes or attempt to work the winch and cage (the cage looks to be built to hold three people but you could all cram in there)?


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai will make a thorough examination of the winch and cage to understand its operation and determine its condition.

After, he will take a look at the obsidian stone.

Detect Magic


Male Fetchling Slayer 7/ Red Mantis 5

Tie both Kobolds up and gag them, leave them and the horses secured in a room closest to the entrance.

If we can operate the winch from only one side, one of use would need to stay, in order to move the cage, correct? If that is the case, then perhaps the group should use the cage and Dalamus will shimmy down after he has gotten them across.

Even if one of us doesn't need to stay behind, we probably should not do that, considering we would be trapped if this was to go poorly


Nowzai al'Nazari wrote:

Nowzai will make a thorough examination of the winch and cage to understand its operation and determine its condition.

After, he will take a look at the obsidian stone.

Detect Magic

Using your earlier Knowledge Engineering Roll The winch is built to be cranked by one person, although it seems a bit tight and very slightly rusted, probably needs to be a burly guy. The safety mecahnism will keep the cage from moving without the winch being cranked. The cage itself is of relatively new construction and is safe enough. Based on the size and condition of the ropes, you think the cage will hold for what it was designed for (you're guessing 7-800 lbs), but more than that probably isn't wise.

The detect magic confirms the stone radiates abjuration magic. Spellcraft to ID?

Coaxing the horses down a 6-foot diameter tunnel will require some active Handling ... they balk at entering the tunnel


Male Human Wizard (Conjuror) 10 / Loremaster 4

Winch

"Dalamus, that sounds like a good plan, but be careful if you attempt the tightrope walk." Nowzai looks across to the far side, looking for a second winch device.

Spellcraft: 1d20 + 11 ⇒ (19) + 11 = 30


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

I could go with Dalamus to provide cover and support if things get ugly over there, I am fairly nimble myself.


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

Engineering - 1d20 + 6 ⇒ (2) + 6 = 8 I am not sure engineers built this, I think it was created by space monkeys


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

Winch

Elder can't we use the Winch to get to the beach?

are we going to rest here or press on?


Since the map isn't 3-D, just want to make sure everyone is aware that the rope line slopes down to the western beach, so the Cage travels across the water and down a 100 feet to arrive on the lake level. Clear?

Nowzai can see that the ropes enter another building very similar to this one in construction (and not melted like the other ruins, as a matter of fact) but cannot see inside it to see if there's a second winch.

Nowzai identifies the piece of obsidian as a stone of alarm, activated by touch and intent, it will let out an ear-piercing scream. It can be removed and deactivated easily.

Some open questions and not really consensus, but if you decide to do something (either climb down, shimmy across using Acrobatics, use winch (requires Str check) or rest) ensure you state that you're doing that and give the appropriate rolls along with it.


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6
DM Fflash wrote:

The Captured Scout

You know that you can't guarantee they'll be safe. There are enough "things" living in the jungle from personal experience, rumor, and from signs of wild animal passing. The horses would be in danger

Torches are made easily. It takes a vial of lamp oil to make them all, though.

What do you think Magma, 3 enough, or do we need to go out and make more? I've got 2 flasks of lamp oil, so I can donate one to the cause.

Let's see if we can get the horses someplace safe, I also think we should look at Nowzai's horse, he's pretty badly injured from our trip here.

Do you think we'll find a good place to tether them inside or close by?

Malcolm Reigns wrote:

Captured Scout

As for the horses.

After exploring the tunnels, we might be able to keep the horses in one of those first rooms after we remove the sleeping kobold

Excellent, if we can coax them into the tunnel I think that might be our best option. I'm not sure we'll want to keep the two captives right by our two horses however. Unless we're certain that they won't be able to escape, sound the alarm, or make off with our possessions.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

What do you think Magma, 3 enough, or do we need to go out and make more? I've got 2 flasks of lamp oil, so I can donate one to the cause.

I have made 9 torches plus what you have made we should be good.

Kobolds
we can take them with us as guides and trap finders.

Nowzai identifies the piece of obsidian as a stone of alarm, activated by touch and intent, it will let out an ear-piercing scream. It can be removed and deactivated easily.

we have to disable and remove the alarm.


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai doesn't need to rest, so unless someone else is fatigued, I vote we press. He's also very much against bringing the kobolds along - leave them tied up/knocked out/whatever.

Winch

"Looks like there might be another winch device on the far side. I recommend Epik, Nemoris and I cross together first, testing the operation. If we can then winch the rest of you across, then fine. At worst, Dalamus winches Magma and Malcolm and then follows on the wire. Objections, questions, or anecdotes?"

If by 'easily' you mean 'not requiring a DD check'... Nowzai will remove the alarm stone and place it in the bag of holding.


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

Captured Kobolds

"I think we should bind the kobolds outside of the cave so there is less chance of someone stumbling across them and knock them out."

"I can either pistol whip them or if someone stronger then me is able to knock them out with little effort then have at it."

I will also gather the other bodies and find somewhere in the woods to hide them and clean up the signs of battle as much as possible in case someone else comes in or leaves the cave.

"I think if we cover the horses heads we should be able to lead them into the cave easily. But if someone stumbles across them it will be fairly easy to tell that something is weird and sound an alarm. There are several other tunnels though that look untraveled, maybe we could hide the horses there"

Winch

Nowzai al'Nazari wrote:

"It mentioned some hazards... a demon in the water, a creepy spider place, traps, and a sacrifice room. It also mentioned some names, but they're meaningless at this point."

'Safety Tip #1, don't go in the water."

What would the check be for Dalamus and I to cross the rope before we lower the cage?


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:

"I'm concerned that we are vulnerable while crossing in that cage. We will be easy targets and we'll be in plain sight for the whole cavern to see. If we're sighted, they could have the whold tribe waiting for us on the other side. I would rather try to be more stealthy and climb down and cross over the water using a make shift raft, or another means. But, I defer to the group. If you want to risk the cage, I'll volunteer to cross first."


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

"Yeah so the bit about the monster in the water, I am going to go ahead and just say no to anything make-shift or really anything having to do with going near, in, or on the water.

I am willing to go in the cage, we should split Nemoris and myself up so there is ranged cover in the cage and on either bank at any given time. His bow has longer range so it might make more sense for me to go first to cover the bottom.


Male Fetchling Slayer 7/ Red Mantis 5

"I am ok with staying behind and winching everyone over, but if something were to happen while I am here alone, you could all be dangling there until I get that problem taken care of"

"I think it is better if I scout ahead across the ropes, so that we know what we are getting into, and we would also have someone on each end to operate the cage. This is just what I would recommend, but I think the other plan....Not the makshift raft plan is good as well. There are monsters in that water??? That, that does not sound fun...."

Winch:

If Winch
Strength Check
1d20 + 2 ⇒ (16) + 2 = 18

Scout Ahead:

If scout ahead
Acrobatics check
1d20 + 10 ⇒ (20) + 10 = 30
Now that is nailing it!


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

Since the cage lowers to the other shore, could we rig something that would allow us to slide down like a zipline?

Acrobatics Check - 1d20 + 10 ⇒ (17) + 10 = 27


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

I will start actively looking for more of those alarm stones and removing them as we go. I will also be actively looking for more sleeping, wandering and stationed guards as well as traps.


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6
Epik wrote:
"I'm concerned that we are vulnerable while crossing in that cage. We will be easy targets and we'll be in plain sight for the whole cavern to see. If we're sighted, they could have the whold tribe waiting for us on the other side. I would rather try to be more stealthy and climb down and cross over the water using a make shift raft, or another means. But, I defer to the group. If you want to risk the cage, I'll volunteer to cross first."

As long as I can see the other side I should be able to provide cover, although the farther out it gets the harder it is to hit anything. Very good point about us getting stuck halfway could be really bad. What happens as well though if the cage only makes it down and isn't able to be returned? I don't know that I trust my climbing skills to make it the whole way down that rope.

I think some quick checking is in order, let's make sure it goes back and forth, see how loud it is, and all of that before we send either a lone scout or most of our party over.

Malcolm Reigns wrote:

Captured Kobolds

"I think we should bind the kobolds outside of the cave so there is less chance of someone stumbling across them and knock them out."

"I can either pistol whip them or if someone stronger then me is able to knock them out with little effort then have at it."

I will also gather the other bodies and find somewhere in the woods to hide them and clean up the signs of battle as much as possible in case someone else comes in or leaves the cave.

"I think if we cover the horses heads we should be able to lead them into the cave easily. But if someone stumbles across them it will be fairly easy to tell that something is weird and sound an alarm. There are several other tunnels though that look untraveled, maybe we could hide the horses there"

How long do you think it will take to clean everything up? Are we going to spend more time than we'd save? Anyone who shows up should know that guards were supposed to be posted, and then would come look at the alarm, see it missing, more guards missing... I think it might be better to truss up the captives, stow the horses quickly and make our way across the lake. Thoughts?

If we agree to bring the horses in, here's a few rolls.
Handle Animal: 1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (11) + 3 = 14


Captured Kobolds

The horses balk and Nemoris can't force them in. Leave them tied loosely and tie up/pistol whip the 2 kobolds in the Winch house, correct?

Winch

Malcolm ... big thick ropes at about a 20 degree angle. Probably not a zip line. Easier to tightrope (acrobatics) or climb down. Not terribly difficult. You don't see any more alarms stones up here. Actively looking for traps etc will mean I roll Perception vice the standard take 10 that I've been doing. Take 20 only happens if you want to spend the indefinite amount of time looking (generally 5 minutes per square ... must specify each time

Dalamus ... you are able to move the cage out and back easily

Multiple plans --> need you guys to commit to one.

    =
  • 1) Malcolm or Dalamus scout ahead, follow with 2 loads of cage people, last person shimmy down if required
  • 2) Climb down cliff and cross water (I think Epik may be the only proponent of this)
  • Take half the party now, half later, assuming there is a winch on the other side


Male Human Wizard (Conjuror) 10 / Loremaster 4

1 ffs


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN
Nowzai al'Nazari wrote:
1 ffs

i agree with the elder 1


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6
Nowzai al'Nazari wrote:
1 ffs

same,btw, what kind of roll did I need for that Tike, seemed like anything above 15 was pretty crazy, like making a dog go get you a beer!

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