DM Fflash's Shackled City Campaign

Game Master DM Fflash

Chapter 10: Thirteen Cages

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Slayer Totals


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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 nods, "We must not destroy him if there is any doubt."

He ties up Vhalantru. "Let's take him and the dead back to the Temple of Iomedae."


The party gathers up their loot and keeps Vhalantru bound for now. The nobleman looks confused and continues to whine and plead for release.

The five remaining halfling servants approach Sam in the ballroom, heads bowed and demured, several scorched or bruised from being caught in the cross fire. The one dead halfling is blue with asphyxiation. The tell tale sign of bulging eyes and greenish tinge to the inner parts of his nose and mouth indicate he got caught in the cloudkill cloud with a weak constitution.

The first halfing speaks with a heavy Chelaxian accent, "Master, what would you have use do, now>"

Where to now ... there is only the secret door unexplored


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai drops to a knee to address the halflings. "You are free. Your former masters are dead. If you have family, you should return to them." He takes out some coins from his haversack, stacks of 50 platinum for each halfing. "Go... Get away of Cauldron by any means. You are free." He takes out another 100 coins and hands it to the lead servant. "Please give this to the family of the fallen, with our sincerest remorse."


Male Fetchling Slayer 7/ Red Mantis 5

I think someone was drunk when they posted last night! stacks of 50PP each!! Damn, you and your deep pockets!


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 at the secret door. "We should probably clear that space before we leave. Let's take a look."

He leads the way in.


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 Channels Healing Energy: 6d6 ⇒ (6, 1, 3, 6, 2, 1) = 19

She also cast Protection from Evil (Communal) and then Bless on everyone.

Current HPs = 53
Spells left: 1 - 6
6/6/1/1/0/0
Channel: 5


Heading to the secret door, the party pushes into what appears to be a small study. This room contains a large desk carved with fancy scrollwork and cluttered with papers and scrolls, a tall-backed chair, and six small cages resting atop small tables or hanging from the ceiling by steel chains. In each of these cages is a different animal wearing a small chain from which hangs 2 discs: A small silver disc etched with a caged bird on one side and a adamantine disk etched with a white skull within a cage -- the skull has a smoking eye. On the other side is a name. The different animals are a bat, lizard, monkey, rat, toad, and raven. The monkey gestures at you immediately when you walk in pointing excitedly at the raven's cage.

Perception DC30:

You are able to read the names on the discs through the cage

The Pairs of Names (Silver / Adamantine)

  • Thirifane Rhiavadi / Orbius
  • Fetor Abradius / Shebeleth
  • Zarn Kyass / Gau Kleeoch
  • Jil / The Jester
  • Ike Iverson / Embril Aloustinai
  • Khyron Bonesworn / Alurad Sozizan
  • Gathering up the papers and scroll on the desk, the party discovers a treasure trove of notes about the Cagewrights and various plans Thirifane has been implementing, all written in Draconic. She also appeared to be keeping tabs on others in the conspiracy. With time and research, you may be able to connect some dots. (+6 to knowledge rolls to research the Cagewrights)

    The notes also include designs of unique magic items and illusions to include the bathtub and icebox found in other parts of the mansion.

    Knowledge Arcana DC25 - no bonus from above:
    You find the designs and notes for some sort of simulacrum suit that Thirifane apparently considered her greatest achivevement as a transmuter and illusionist. It mentions that anyone can use the suit to disguise themselves as someone else and that she built it to defeat all magical detection. She notes that it cost an immense amount of money to make, so much so she couldn't afford to make a second one. She alludes to giving it to someone she refers to as "V" in return for ample favors and payments


    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

    Perception: 1d20 + 0 ⇒ (4) + 0 = 4

    Apparently the spirits are very noisy in this area, this evening, and Ma'paude doesn't "see/hear/sense" Shit!

    Also, she has no ranks in Knowledge (Arcana)

    ...SoooOOOo, she just wanders around staying out of the way.


    Male Human Wizard (Conjuror) 10 / Loremaster 4

    Perception: 1d20 + 14 ⇒ (20) + 14 = 34

    "Look closely," Nowzai says, pointing at the discs. "Names are etched on each side. We know some of these." He reads off the names. (from the spoiler above)

    He looks over the collected notes, briefly cataloging the contents. "I will need some time to delve into these further. Certainly this is a trove of information about the enemies of Cauldron! With Irori's guidance, perhaps we can divine our next course of action."

    His frown deepens as he discovers the notes about the simulacrum skin. "This confirms my suspicions -- that thing is a simulacrum, and Vhalantru is indeed in league with the Cagewrights." He turns to Epik, "Terminate it, immediately."


    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 says a prayer to Iomedae as he draws his great sword. "If you can communicate with the real Vhalantru, tell him we are coming for him next."

    He then decapitates the simulacrum with a single fluid motion.


    Epik's sword slips through Vhalantrus neck and out the other side with barely a noise and with very little fan fare. For a moment it appears as nothing happened, but then the Lord's hair turns white and his face loses color as his head falls forward off a bloodless neck.

    Then the rest of his body, clothes included lose all their color and definition. A slit appears in the front of chest and parts both ways like a zipper. A wriggling tentacle sprouts from his neck, a single eyeball attached to the end of it pointing directly at Epik Several others can be seen struggling at the base to also push out.

    The slit continues to expand and the body, now looking more like a colorless cloth body suit, falls to the side first revealing a massive eye and then a growing maw, dripping with green ichor. The orb expands impossibly into the beholder you encountered earlier. It opens with a tremendous groan of relief.

    "You can talk to me right now, fool boy. I guess, as they say, the gig is up!"

    The central eye stares straight at Epik and the others, the anti magic washing over you all.

    Initiative and first round actions. The beholder is large and will fill the 4 spaces where Vhalantru's token is (assuming it is the lower right part) I'll update the map tonight.

    Vhalantru Initiative: 1d20 + 9 ⇒ (17) + 9 = 26

    I assumed placement based on your posts above. Nothing from Sam but I assumed he would be with the party searching the secret area


    Male Human Wizard (Conjuror) 10 / Loremaster 4

    Initiative: 1d20 + 2 ⇒ (19) + 2 = 21


    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 full up attacks the beholder. "I always knew you were a monster Vhalantru! This time you die!"

    Init: 1d20 + 1 ⇒ (14) + 1 = 15

    Power Attack: 1d20 + 19 ⇒ (20) + 19 = 39
    damage: 2d6 + 7 ⇒ (5, 3) + 7 = 15

    Power Attack: 1d20 + 9 ⇒ (9) + 9 = 18
    damage: 2d6 + 7 ⇒ (1, 5) + 7 = 13;

    Crit: 1d20 + 9 ⇒ (9) + 9 = 18
    damage: 2d6 + 7 ⇒ (1, 6) + 7 = 14;
    additional bleeding damage: 2d6 ⇒ (5, 5) = 10;

    Power Attack: 1d20 + 4 ⇒ (2) + 4 = 6
    damage: 2d6 + 7 ⇒ (1, 6) + 7 = 14;


    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

    Initiative: 1d20 + 7 ⇒ (20) + 7 = 27

    On her turn, Ma'puande will attempt to move to the opposite side of the eyeball from Epik. Hugging the wall if she can.

    She will then cast her paltry spells at the thing.

    Cast Summon Monster IV : 1d3 + 1 ⇒ (1) + 1 = 2 Apes

    summoned-creature-ape

    Current HPs = 53
    Spells left: 1 - 6
    6/6/1/0/0/0
    Channel: 5


    Sam Initiative: 1d20 + 6 ⇒ (1) + 6 = 7
    Jenya: 1d20 - 3 ⇒ (6) - 3 = 3
    Fario: 1d20 + 9 ⇒ (17) + 9 = 26
    Fellian: 1d20 + 3 ⇒ (5) + 3 = 8
    Nemoris: 1d20 + 4 ⇒ (7) + 4 = 11
    Magma: 1d20 + 2 ⇒ (8) + 2 = 10

    Vhalantru Unmasked Round 1

    Init: Mapuande, Vhalantru, Fario, Nowzai, Epik, Nemoris, Magma, Fellian, Sam, Jenya, Tlanextic

    @Ma'puande: You can't get around the beholder right now. He is flying but only slightly off the ground. You may retcon your action.

    Vhalantru casts a spell, conjuring rolling clouds of greenish smoke into the area where he is and spilling out into the room beyond to the south. It cuts off immediately where it hits the antimagic cone. (Only affects Tlanextic at the moment, who I don't think is immune to poison? 1d4 ⇒ 2 Con damage; Fort Save DC22 for half)

    He fires a green ray into the roof above, pulverizing a huge chunk of the ceiling and opening a 10 foot wide hole exposing the roof above.

    Nowzai acts ...

    Epik striked out hitting once and gouging the beast slightly as the blade barely penetrates the thick hide. It chuckles, "Tickles ... heh"

    Retcons and others to act. Need some input from Sam or input from the others to cover for him and the NPCs


    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

    Ok, since shes in the anti-magic area. Ma'puande swings her Morningstar at the eyeball

    ToHit_Morningstar1: 1d20 + 10 ⇒ (16) + 10 = 26
    Damage_Morningstar1: 1d8 + 1 ⇒ (7) + 1 = 8

    ToHit_Morningstar2: 1d20 + 5 ⇒ (12) + 5 = 17
    Damage_Morningstar2: 1d8 + 1 ⇒ (6) + 1 = 7

    Well, that sucked!


    Male Human Wizard (Conjuror) 10 / Loremaster 4

    Tlanextic Fort save: 1d20 + 9 ⇒ (10) + 9 = 19

    Tlanextic is harmed by the toxic cloud. He retreats through the rooms to the south, warning the others of the beholder and his actions. It seems to be withdrawing to the roof.

    Nowzai, awash in the anti-magic and cornered in the secret room, pulls out a feather token and waits.


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

    Sam will 5' back to try and move out of the Antimagic, if successful he will see if Nowzai wants to come with him if he DDoors us to the room below, behind the beholder, and if he can gust of wind the cloud out the hole the beholder just made or even just up the stairs as the antimagic should destroy it either way. Or dispel it. If he doesn't want to come Sam will delay to see what Nowzai does do


    Looking at the way cones work and where the door is, Nowzai is not in anti magic. The other spots in the room are.


    Ma'puande's morningstar strikes are ineffectual, unable to land a solid hit on the massively thick armored creature. Fellian and Faro fire bows and throw starknives to equal effectivity as the oracle.

    Nowzai and Sam step through folded space and appear on the other side. Nowzai gives the feather token to Sam.

    Tlanextic flees. Nemoris, Magma and Jenya spy the couatl but fail to react this round. (Inputs required from you all on these 3 NPCs ... I'll cover Fario and Fellian)

    Sam's action. He still has a standard and a move as far as I can tell ... but no movement allowed?


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

    Sam uses the Fan Token to push the cloud kill spell back up the stairs and over the Beholder.

    Knowing that the Anti Magic eye will dispel it before it hits the party or that the thing will have to close it's eye and allow the party time to destroy it


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

    Nemoris will move up and get into position to fire at the thing next round.

    Jenya is dead


    Hmm, is Malcolm? Thought Jenya was raised for some reason.

    Sam uses the fan token and not only does he push the gas back into the beholder and disperses it out through the windows and other opening, rendering it completely ineffectual. (no stairs ... you guys are all on the same level. The stairs go down from where you are to the first floor)

    Nemoris moves up just as the creature spins to focus his eye on Sam and Nowzai. EPik and Ma'puande feel their magic rush back into them as the beholder turns.

    It fires another green ray into the ceiling disintegrating the ceiling some more and then 3 rays striking both Epik and Ma'punade.

    Finger of Death vs Ma'puande: 1d20 + 13 ⇒ (7) + 13 = 20; HIT! Take 100 points of damage; Fort Save DC25 to take 3d6 ⇒ (5, 2, 4) = 11 negative energy damage istead
    Flesh to Stone vs Epik: 1d20 + 13 ⇒ (9) + 13 = 22; HIT!; Fort Save DC24 or be turned to stone]
    Slow vs Epik: 1d20 + 13 ⇒ (17) + 13 = 30; HIT!; Will Save DC21 or be slowed

    It then spits at Nemoris, causing him to stiffen up in paralysis, but then shake it off.

    Spit vs Nemoris Touch: 1d20 + 13 ⇒ (16) + 13 = 29; HIT!
    Nemoris Save: 1d20 + 12 ⇒ (12) + 12 = 24; success

    Party's actions


    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:

    Fort: 1d20 + 21 ⇒ (17) + 21 = 38
    Will: 1d20 + 18 ⇒ (16) + 18 = 34

    Epik smites the beholder, steps forward and then power attacks.

    Power Attack: 1d20 + 19 - 4 + 7 ⇒ (7) + 19 - 4 + 7 = 29
    damage: 2d6 + 7 + 12 + 13 ⇒ (1, 4) + 7 + 12 + 13 = 37

    Power Attack: 1d20 + 9 - 4 + 7 ⇒ (9) + 9 - 4 + 7 = 21
    damage: 2d6 + 7 + 12 + 13 ⇒ (1, 2) + 7 + 12 + 13 = 35;

    Power Attack: 1d20 + 4 - 4 + 7 ⇒ (3) + 4 - 4 + 7 = 10
    damage: 2d6 + 7 + 12 + 13 ⇒ (6, 3) + 7 + 12 + 13 = 41;


    Male Human Wizard (Conjuror) 10 / Loremaster 4

    Good to see the Epik dice debuff is still in effect...

    Now truly in the anti-magic, Nowzai simply retreats into the next room and waits.

    Tlanextic finds a way outside and flies up to where the beholder is cutting a hole in the roof. Fly 60, double move

    Suggest Magma run in and attack.


    Round 2

    Epik's attacks bounce harmlessly off the thick hide. The paladin realizes aim for the weak points will be more important than brute fore to get through the beholder's hide.

    Tlanextic and Nowzai reposition strategically.

    Others?


    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

    Fort_Save: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16

    So, shes dead now too

    Current HPs = 53
    Spells left: 1 - 6
    6/6/1/0/0/0
    Channel: 5


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

    Nemoris will attack aiming for the eye? You said aim for weak spots, not sure what that means

    To Hit - 1d20 + 22 ⇒ (17) + 22 = 39 Damage - 2d8 + 36 ⇒ (8, 4) + 36 = 48

    To Hit - 1d20 + 22 ⇒ (14) + 22 = 36 Damage - 1d8 + 18 ⇒ (4) + 18 = 22

    To Hit - 1d20 + 22 ⇒ (16) + 22 = 38 Damage - 1d8 + 18 ⇒ (5) + 18 = 23

    To Hit - 1d20 + 17 ⇒ (10) + 17 = 27 Damage - 1d8 + 18 ⇒ (7) + 18 = 25

    To Hit - 1d2 + 12 ⇒ (2) + 12 = 14 Damage - 1d8 + 18 ⇒ (6) + 18 = 24


    Flavor text. To hit higher AC required

    You remove magic from those bonuses? Looks to be buffed and hastes


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

    No I don't actually know what his bonuses are, I just copied his last round of attack, sorry I don't have his sheet.

    Sam moves 5' out of the AM and cats DDoor to be outside the tower at the window.

    His Fly should still be going


    Nemoris gets a couple arrows lodged into the creature and it whines with a loud, "Owwwwww!"

    Sam casts ddoor and moves to the outside as Ma'puande collapses to the floor, dead for the second time in 15 minutes.

    The beholder fires again at the ceiling this time disintegrating the roof beyond it and he rises up, staring at the hole he created as he does so with his central eye. It lifts about 40 feet up above the roof, shouting, "See ya, suckers!"

    Party's actions. Anti magic is limited to the area directly below the creature right now ... and anyone who can get a line of sight on him through the hole in the roof.


    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 drops his sword, draws his bow and fires once on the beholder.

    Attack, Bow: 1d20 + 14 + 7 ⇒ (8) + 14 + 7 = 29; smite evil
    Damage: 1d8 + 13 ⇒ (3) + 13 = 16


    Male Human Wizard (Conjuror) 10 / Loremaster 4

    Nowzai moves to collect the dead.


    Epiks arrow bounces off the beholder. Nowzai checks on Mapuande.

    Sam?


    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 twitches...


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

    Sam will cast invisibility and wait to see if we wants to follow the beholder. Moving up to get a slightly better view of what direction it flies


    Sam casts a spell as the beholder flies off and begins to follow it. As he gets close enough to see where the creature is going, several of the eyes talks swirl to point directly at him but dont fire.

    The beholder heads out high above Caukdron to Hous Vhalantru and then descends down and blasts a hole in the roof. It enters.


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

    Sam will fly back and assist with the gathering of the dead

    He will also tell everyone what he saw


    End Combat

    What now? Both tactically and strategically. Some dead bodies, rest and requip required to take care of as well as your next big steps.
    Make sure you resolve anything from the secret room.that you need to.


    Male Human Wizard (Conjuror) 10 / Loremaster 4

    Nowzai will gather up the notes, discs and valuables into his haversack, or make sure Sama'el or Epik do so. He'll carefully see Jenya, Dalamus and Ma'puande into the bag of holding (dead PCs). Probably Shensen too. He'll check with Nemoris, Magma, Fario, Felian and the other surviving leaders, telling them to keep things steady until we get back. Oh, and burn the bodies of the enemy leaders. To ash. Then disintegrate that ash pile.

    Then he'll use his scroll and teleport himself, Epik and Sama'el to Kaer Maga. Or anywhere else.


    Limited to 1200 miles ... which will probably get you to Port Peril or Eleder. Maybe Katapesh. Some other big cities in Nex or Geb, but I doubt you want to go there.

    Actually that's if you cast it. Not sure what the caster level of the scroll is. Where did you get it?


    Male Human Wizard (Conjuror) 10 / Loremaster 4

    I scribed it myself. CL 11 is enough to take me + 3.

    Katapesh is fine. Nowzai apprenticed in Nex, so he'd know the place, for what its worth.


    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 stops Nowzai before he casts the scroll, "We need to finish Vhalantru off, or die trying."


    Male Human Wizard (Conjuror) 10 / Loremaster 4

    Nowzai frowns, "We have no chance of defeating that thing in our current state. You cannot damage it, my spells are spent and frankly useless in its anti-magic. The same could be said for Sama'el. We need to retreat, revive our allies and recover."


    Katapesh is just accessible at 1400 miles

    Being the second largest trade city in the world, Katapesh has the following stats for you. I'm not going to role play the city, but it's a massive Arabian bazaar, essentially. Details in the spoiler from the Inner Sea World Guide below.

    Size: Metropolis (conventional); Alignment: Neutral
    GP Limit: 100,000 GP; Assets: 1,000,000,000 GP
    Population: 212,300
    Type: mixed (80% human, 6% dwarf, 5% half-elf, 2% half-orc, 3% Halfling, 3% gnome, 1% other race. 70% of the populace is free, 25% permanent slaves and 5% temporary criminal sentenced slaves.

    Katapesh:
    The teeming metropolis of Katapesh,
    second in size only to Absalom, consists of closely packed
    stone tenements interspersed with wide stone plazas.
    These plazas provide space for the city’s ever-changing
    temporary bazaars and fairs, as well as more permanent
    markets like the Peculiar Emporium and the infamous
    Nightstalls. Anywhere else in the world, such a place as the Nightstalls would be an underground black market, forever
    at risk of discovery and closure. In Katapesh, however, the
    Nightstalls can display its wares openly and proudly. While
    commonplace contraband like information, drugs, poisons,
    and smuggled relics can be found in the Nightstalls, most
    of its patrons come seeking more exotic and vile wares:
    diseases, diabolic contracts, cursed and corrupt magics,
    and even such rare magical components as the tears of a new
    moon, a madman’s dreams, or the screams of a thrice-slain
    virgin. Near the city’s center, clusters of twisting marble
    minarets capped with shining, onion-shaped iridium
    domes tower high—these are the homes of the mysterious
    Pactmasters themselves, the entrances guarded night and
    day by faithful and vigilant aluums. The most influential
    temple in Katapesh is the Immaculate Repository, where
    the clergy of Abadar—under the leadership of Master of
    the Vault Jalal Abdul-Abadar—offer banking, storage, and
    surety services to the city’s merchants


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

    Sam says "I should be able to decipher the scroll and raise Ma'puande"

    UMD - 1d20 + 15 ⇒ (20) + 15 = 35


    Sam is able to raise Mapuande who is at 13 HP with 2 permanent negative levels.


    Male Human Wizard (Conjuror) 10 / Loremaster 4

    In that case, skip the teleport and we can hole up at our vault for a couple days to recover.


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

    We may need to teleport to that city anyway, I am not sure that we are going to be able to find the diamonds we need to cast the raise dead spells needed here.

    Once he is able to rest for the night, Sam will start trying to track down the needed supplies in town.

    He will first check in with the people we know and if no one can help start looking for high end merchants who may have what we need.


    Male Human Wizard (Conjuror) 10 / Loremaster 4

    Of our NPC allies, who is left and who's down?

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