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

I'll show the tracks to the group and see if anyone can identify the more amphibious prints. It looks like this area does see some "foot" traffic. It will probably be best to be on the look out.

Sama'el Val'varen wrote:
"I can see well in the dark, I don't mind taking point if Dalamus is unable to see in full darkness. We should come up with some inconspicuous sounds to be able to pass alerts"

I do some great bird calls.

In all seriousness maybe not a bad idea, not sure what we can do that will carry but not sound out of place underground. Dripping noises, maybe drop a few small rocks, like 2-3 in quick succession?


If Dalamus takes point and you use a torch, his visibility will be limited to 120 feet from the source of light, but you move at full speed while he stealths. If Sam takes lead, he must be 60 or more from the party for Darkvision to work with the torch and then he can see 60 feet from whatever point he is sitting at, however the party moves at half speed while he stealths.


Since we havent heard from Dalamus in a while, we'll assume Sam scouts this one out

The Fissure

The large crack in the earth leads down about 100 feet gradually over the next quarter mile. Sam picking his way slowly is a benefit to the light-restricited humans who find it easier to move slowly across the rubble and cracks of the fissure in the earth. As you enter the ground, you note the ceiling crawls away varying from about 20 to 50 feet, eventually turning into a stalactite-studded overwatch. The fissure itself is between 10 and 40 feet wide.

Eventually the fissure levels out and the party progresses forward slowly, checking several short dead-end passages along the way. Nemoris finds more tracks of the amphibious creatures, several elf tracks, some dwarf-like ones, and some giant-sized creatures. Once he even spots a couple hoofprints ... from a two-legged passenger. Over the course of roughly 10 miles and a span of 6 hours, though, the party doesn't encounter anything living and suddenly the passage breaks out ...

Bhal-Hamatugn

... into an immense rift cavern at least a half-mile wide across and several hundred feet deep. Faintly glowing with a phosphoresence at the bottom of the rift is a massive stone structure shaped like a prehistoric spined fish. A wide stairway can be dimly seen leading up into the fish's mouth. A narrow ledge slopes down, huggin the side of the cavern as it descends in a series of switchbacks.

View from on high

Perception DC25 (visual):
You note that water covers the floor of the cavern. From this distance you cannot tell how deep it is


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

Perception
1d20 + 12 ⇒ (11) + 12 = 23


Male Human Wizard (Conjuror) 10 / Loremaster 4

Throughout the underground journey, Nowzai uses his light spell whenever needed to help illuminate the path for the humans. Once his darkvision spell fades, he needs the light just as much.

"Most impressive..." he mutters upon seeing the Bhal-Hamatugn cavern.

Is the phosphorescence bright enough to see by?


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:

"We've been walking for a while. Let's find a place where we can rest and monitor the city."

Can we see anything moving in the city from here? Is there somewhere off the beaten path where we can rest without being seen from the path?


It gives you shadowy illumination


Male Fetchling Slayer 7/ Red Mantis 5

Sorry, I had forgotten to check on the game

Dalamus is at 13/55 HPs. healing would be helpful.

Magma, I have a +2 Comp bow. Considering this is my primary attack option, I would prefer the +3, and I would give you the +2. Let's chat..

Perception
1d20 + 13 ⇒ (5) + 13 = 18


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

"I am ok with resting here to watch for a bit if we can find a safe place to stay out of the way and not be seen. Knowing what is coming and going is not a bad option and I don't mind scouting around if we have a staging area."

Dalamus - Magma healed for 26 in AoE so we would have made sure you were nearby for that.


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

Dalamus when you were at -4, epik heal you for 17 then I heal you for 15 plus the 26 for the 5 healing surges. So 17+15+26-4 =54 out of 55


Male Fetchling Slayer 7/ Red Mantis 5

I must have missed that....I was a little behind. :)


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai nods at Epik's suggestion, then quickly writes down a note in his journal.

Must learn that 'tiny hut' spell...


The party monitors the structure for a short while and does see a couple humanoid figures moving about occasionally, but it is impossible to make out their features from this far away in the dim light.

About a half mile back, you take a dead end passage that blocks light from the main passage and although it is cold and dark, you are able to make camp.

You find it difficult to sleep and only those of you with remarkable willpower are able to fall asleep so soon after having slept earlier.

Everyone make a DC 10 will save to sleep otherwise you will be without sleep as you head in to the structure around midnight and subject to potential fatigue later in the night/morning

Action plan moving forward? Light, prep spells, formation?


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

Will save: 1d20 + 7 ⇒ (3) + 7 = 10

Did everyone know that it was just a few hours since we slept? I assumed it was reaching regular "night time" from what we were saying. Seems like kind of a waste with everyone being nearly healed, and now the possibility of us moving on with some not being fully rested.


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

will save'1d20 + 8 ⇒ (19) + 8 = 27


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

Spells for tomorrow
3(0) 2(1) +1 domain
(0)
resistance
read magic
Light
(1)
Bless
Protection from Evil
Domain
Sanctuary


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

Dalamus the masterwork composite bow (+3 Str) only adds +3 to your damage if you have a strength of 16 or greater. what is your strength bonus? all master work bows are +1 weapons


Male Human Wizard (Conjuror) 10 / Loremaster 4

I don't know... after an eight hour "arduous climb" into the mountains, hydra battle, and six hours hiking underground on high alert, I don't think any of us would have trouble taking a break...

Will Save: 1d20 + 7 ⇒ (13) + 7 = 20

Nowzai finds a relatively dry patch of moss to sleep on, and wakes well-rested.


Yeah, that's my bad. I completely forgot about the trip in the morning. Its actually the perfect time to rest. No timekeeper in this campaign. Disregard the will save

200xp to Nowzai for the catch


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

Tike you had said we could use player knowledge on Kuo-toa based on what we remember. Since these are not in paizo, as I think the rights are owned by WotC, are they going to be like the 3.0 counterparts I remember? ie will they have the truesight type ability that they had? Would I know the immunities and weakness to bright lights? Do they actually have those same strengths and weaknesses?

I just want to prep spells and work with Nowzai about how to best prep for what's coming up. No point in taking Mirror Image or Vanish if they can just see me


Likely to be similar . I have pathfinderized them, so use 3.0 info at your own risk.


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

Ok will do

Before we rest for the night Sam will approach Nowzai.

Sam looks at Nowzai with some hesitation, "I thought we could brainstorm a little bit before we rest on what we should both memorize before tomorrow." Sam pauses and speaks to the entire group, "From what I have read on Kuo-toa I remember hearing that they can see invisible with little to no effort and are immune to paralysis. They do hate the light though, it needs to be bright, something like Daylight. I do have Pyrotechnics, but I am unsure if it will be a bright enough flash of light but since we may be carrying torches anyway it might make sense for me to have one ready. What are your thoughts?"


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai offers a shrug. "I have few spells one would consider 'bright', and certainly no illusion dreck. I won't be able to help much in that regard. If they rely on sound more than sight, perhaps loud sonic magic may effectively deafen them." He ponders for several moments.


Still looking for input, folks .... post was on Monday. What's the plan? Light/formation?


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

No input from me on spells, not sure if any of my knowledge would give us more information on the Kuo-toa. I've got Religion, Nature, and Dungeoneering.

Respectively:
1d20 + 4 ⇒ (2) + 4 = 6
1d20 + 6 ⇒ (13) + 6 = 19
1d20 + 6 ⇒ (18) + 6 = 24


Male Fetchling Slayer 7/ Red Mantis 5

Will Save

1d20 + 2 ⇒ (10) + 2 = 12

Dalamus will take point again. Sam should stay a close second...

"I think we should start with torch's for light, that way I can see ahead, and keep the heavy stuff in case we come across them. There is likely to be other creatures down here, where the light would not bother them."


Male Human Wizard (Conjuror) 10 / Loremaster 4

"Indeed," Nowzai agrees. "So, shall we approach the place from the front, or look along the edges for alternate entrances?"


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

Sound good to me, I will bring up rear so that we have someone with dark vision scanning the back trail.
I also have 3 or 4 dark vision potion for anyone who wants one spoils from the gnome city


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

I think a side or rear entrance is a much better approach. Out of curiosity, do we see any light other than ours? I wonder if having torches lit is going to really stand out and identify us?

While we move around I'll check for evidence of other traffic, keeping a close eye to see if I can find any burnt out torches, candle wax, etc. that shows other sources of light.
Survival: 1d20 + 13 ⇒ (18) + 13 = 31


No evidence of any of that, just the faintly phosphorescent structure.


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 move out on the front approach then. I have a bullseye lantern that will minimize our exposure. Do we know that the Kuo Toa are evil and hostile?


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

"Epik, I don't know if it's so much that they are evil so much more so that they are just so...alien. They are not from the world and so I don't think that they fall into simple good and evil but in a black or white world I do believe from my reading that their reputation would mark them as evil. I don't know if they will be hostile, but I think we should be prepared for them to be both hostile and prepared for us." Sam pauses to think, "If what I remember about them is true, they will be able to see us whether it is by torch light or even in blackest darkness, I think we would be best prepared to fight them if we make sure that our human teammates are able to see what is coming and from where. I don't think stumbling around in the dark will serve us very well at all."

"I will keep behind Dalamus and be our second lookout."

"I have memorized a spell that will cause any source of fire flare up to a painfully blinding light, I am not sure if it will work to blind the Kuo Toa but it will blind all of us if we don't look away when I cast it, I will shout out a warning code word, 'caecus' when I do, you must turn away or risk being blinded as well"

Sama'el:

Spells Prepared
Cantrips - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Touch of Fatigue

Level 1

Level 2

Arcane Pool
Arcane Pool Power Points – 8.5
Arcane Pool Power(s)

  • Wand Wielder

Wands

  • Shield - 49 Charges
  • True Strike - 49 Charges
  • Obscuring Mist - 50 Charges
  • Weapon Wand - 50 Charges

Darkness - 1/Day (1 left)
Pearl of Power 1/day (1 left)


The Ferry

With light spells and torches illuminating the way, the party proceeds forth, heading from the tunnel and down the smooth switchback ledge to the bottom of the massive cavern. Nemoris keeps an eye out, but no discernible tracks are found.

As the party closes in on the bottom, realization sets in that the bottom of the cavern floor is covered in water. It begins about a hundred yards from the base of the stairway that leads into the structure. From the shore on this side, it's obviously murky, silty water -- only a few inches deep at first, but it's impossible to tell by looking how deep it gets. A thin mist floats a few feet over the surface of the water.

A few moments after the party arrives, a long canoe emerges from the mist, drifting slowly towards them. Crouched in the stern is a froglike creature the size of a human, holding a paddle in one hand and a shortspear in the other. The canoe stops about 20 feet from the water's edge and the creature looks in the party's direction.

Image Here

Not quite on the map, yet. ACTIONS?


Male Human Wizard (Conjuror) 10 / Loremaster 4

Before setting out, Nowzai will cast mage armor and darkvision on himself.

Nowzai stands ready for anything. He looks to the others and offers a shrug.


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus looks around at the group....Then decides to speak First in Gnome, then common "Rammu. Fa yna rana baylavimmo, yht fecr du lnucc. Luimt oui ramb ic?"

If he does not seem to understand, he will repeat the same in commom

Hello. We are here peacefully, and wish to cross. Could you help us?"


After Dalamus asks it a couple questions, it stares for a few moments and then croaks out in a foreign language:

Kuo-Toa:

"Seek ye the Smoking Eye? Come, I'll guide ye through the smoking maw."

The creature sets down its short spear and makes a beckoning motion with its hand.


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

how many can fit into the canoe?


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai shakes his head, frowning, "I do not know this tongue."

He takes a step towards the edge of the water, holding his hands wide. "آیا شما این زبان صحبت می کنند"

Thassilonian:
"Do you speak this language?"


Male Fetchling Slayer 7/ Red Mantis 5

Does Dalamus understand the language?


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 think we're going to have to trust him."

Epik will strip off his armor and strap it to his backpack. He then steps into the canoe.


The fish-man stares unblinkingly and then speaks again, in a different foreign language

Aklo or (Thassilonian AND Linguistics DC 30):
[b]"You speak one of the other slave languages from the ancient masters. I ask again in the masters' tongue. Seek ye the Smoking Eye? Come, I'll guide ye through the smoking maw."

If you don't know Aklo or Thassilonian, anyone with at least 1 rank in linguistics can aid other, but only someone with both linguistics ranks and Thassilonian can make the primary roll. Roll not required if you know Aklo.

EDIT: The time it takes to translate is roughly equal to the time it takes Epik to get out of his armor. Which reminds me ... who has the armor gem?


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

i believe epik has the gem


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

i will put my armor into the bag of holding


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus will follow Epik into the canoe.


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai narrows his eyes...

Linguistics: 1d20 + 11 ⇒ (12) + 11 = 23

... and shakes his head. "I have no idea what it is saying."


I believe both Magma and Dalamus have a rank in Linguistics. Just sayin'


Male Human Wizard (Conjuror) 10 / Loremaster 4

23 + 4 < 30...


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

Epik, do you detect evil?

Not sure if I can non-verbally sense motive, but I'm fairly suspicious of this.

Sense motive: 1d20 + 8 ⇒ (8) + 8 = 16


Plus Sam who I know has it. Wasn't sure about Nemoris and Epik.


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

1d20 + 3 ⇒ (11) + 3 = 14

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