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
Dalamus Othreleth wrote:
The answer from the prisoners could very easily change our plans.

Agreed, let's make sure there isn't information we can get from these prisoners. Any reason I should not use intimidate? If Dalamus wants me to hold off, I will.

Intimidate: 1d20 + 9 ⇒ (13) + 9 = 22 Tell us the truth or it will go poorly for you!


Male Fetchling Slayer 7/ Red Mantis 5

We are looking for Splintershield, so if he is over there, we don't need to enter the main chamber. Worst case scenario, we might get information on him. Hopefully they will at least know he is alive.


The Prison

The first voice from the north hollers, "I'm White-eye and I was captured by the kuo-toa on a raid. This other guy is working with the kuo-toa. He tried to get me to talk one day and then told the jailers everything while I pretended to sleep!"

The second voice, from the south yells back, "Liar! You're the frog lover, not I! I'm Cherrit, and this 'White Eye' is a mercenary magician working for the kuo-toa. He locked himself in here just a few minutes before you arrived."

Intimidate takes at least a minute of interaction with a specific NPC


Male Fetchling Slayer 7/ Red Mantis 5

There all yours Nemorsis


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

Leave them there, we have to deal with the evil Sam feeling


Male Human Wizard (Conjuror) 10 / Loremaster 4

Frowning, Nowzai agrees with Magma. "We can sort this out after the greater threat is dealt with."


I didn't note it in the room descriptions but you can see on the map that the eastern and western rooms have stairs as well. Sorry about that.


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

Sam glances at the door to the prison, "These two are not who we seek, and we can come back and sort them out after we deal with whatever Mord'ael is sensing." Sam pauses, "I am not sure what, if anything we will run in to through this door, if the area allows for it, I will drop the mist to keep Nemoris and Nowzai protected while Epik, Magma and myself will move in to attack. If the ritual is not completed, our first priority must be to put a stop to it, Nowzai or I should be able to figure out how best to do that and will call it out." Sam's eye take on a fierce glow, "If the fiend has been summoned, we must destroy it quickly, hold nothing back. We will send it screaming back to hell with our names on it's lips, warning any and all other fiends that this world is under our protection and we will not suffer demons here!"


Male Human Wizard (Conjuror) 10 / Loremaster 4

"Save the mist until we know what we're up against. No need to blind ourselves."


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 press on through the door. We can circle back and recover the prisoners once we have a better idea of what we're dealing with."


Male Fetchling Slayer 7/ Red Mantis 5

"Ok boys....Sounds like have ourselves a plan. Magma or Epik should open the door and I will stay back with Nemoris with our bows at the ready"


SHRINE TO THE SEA MOTHER

A seventy-foot-high statue of a lobster-headed and lobster-clawed woman dominates this chamber. Its eyes glow with a bright crimson that illuminates the room. A stairway leads out of a pool of water below up to a platform that encircles the midsection of the statue, a few feet below its massive crustacean claws. An iron-railed balcony rings the room at a height of thirty feet, following the walls three-quarters of the way around the chamber. To the east and west are stairs leading both up and down. About thirty feet above this balcony is another balcony, which extends only halfway along the left and right walls. Frescos of bloody sacrifices – mostly stylized kuo-toas carrying dismembered body parts – cover the walls. Every single kuo-toa depicted is facing the lobster statue.

At the base of the stairs, four kuo-toa are the source of the rhythmic croaking, their hands interlocked in a circle and swaying back and forth. One of them watches you carefully as you enter the room.

Sound of pattering feet can be heard from the walkway above.

Knowledge Religion DC25:
The obsidian statue is of Blipdoolpoolp, an entity from an ancient race older than demons and some argue the gods. She is worshipped by the kuo-toa as a divine being

Map here

Not in combat yet, but give me actions as if you were constrained by round (movement/standard etc.

For prep, I only had Sam and Nowzai casting shield on themselves


Male Human Wizard (Conjuror) 10 / Loremaster 4

Shrine to the Seam Other

Knowledge (religion): 1d20 + 12 ⇒ (5) + 12 = 17

Nowzai grunts, shaking his head slightly. He stays under cover of the entryway, readies a wand and waits for the others to proceed.


Male Fetchling Slayer 7/ Red Mantis 5

SHRINE TO THE SEA MOTHER

Dalamus will unleash an arrow at one of the four holding hands.

"Quickly, there is no time to waste, those down there are teh ones that Same was concerned about!"

Attack
1d20 + 9 ⇒ (11) + 9 = 20

Damage
1d6 + 2 ⇒ (1) + 2 = 3


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

I'll attack the closest chanting/croaking kuo-toa.

If I'm able to take a 5 foot step forward and get within 30 feet:

Attack: 1d20 + 11 ⇒ (19) + 11 = 30 Damage: 1d8 + 9 ⇒ (1) + 9 = 10 Crit: 1d20 + 11 ⇒ (8) + 11 = 19
Attack: 1d20 + 11 ⇒ (3) + 11 = 14 Damage: 1d8 + 9 ⇒ (4) + 9 = 13 Crit: 1d20 + 11 ⇒ (6) + 11 = 17
Attack: 1d20 + 6 ⇒ (16) + 6 = 22 Damage: 1d8 + 9 ⇒ (2) + 9 = 11 Crit: 1d20 + 6 ⇒ (10) + 6 = 16


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)
Sama'el Val'varen wrote:

If Epik senses evil, Sam will use his Wand of Shield on everyone, including Nowzai if he wants it, before we go through the door. Order - Nowzai, Nemoris, Magma, Epik, Sam. Lasts one minute, but will take a round each cast unless Tike wants to be cool about it :)

I will also have the wand of Obscuring Mist ready in my tail to either cast or stow as needed

I cast shield on everyone, forgot Dal in this first post but I would have added him in at Nowzai's spot

Round 1 / AC 23 / HP 64

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)

I will aim at the same KT as everyone else
To Hit - 1d20 + 8 ⇒ (20) + 8 = 28
Damage - 1d8 ⇒ 2
Confirm Crit - 1d20 + 8 ⇒ (15) + 8 = 23
Total Damage - 2d8 + 2 ⇒ (6, 7) + 2 = 15


Sorry, thought I posted this: shield has a range of personal, can only be cast on the wand user


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

Ahh I didn't notice that, I knew Mage Armor was like that but for some reason I didn't think Shield was. Sorry I didn't already know that

Knowledge Religion - 1d20 + 6 ⇒ (13) + 6 = 19

Initative - 1d20 + 4 ⇒ (17) + 4 = 21


Male Human Wizard (Conjuror) 10 / Loremaster 4

As the others attack, Nowzai will send an acid dart at the most wounded foe.

Acid Dart (ranged touch): 1d20 + 5 ⇒ (10) + 5 = 15; Damage: 1d6 + 3 ⇒ (3) + 3 = 6 acid damage


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

Acid dart at the same one as the edler
Range touch
1d20 + 6 ⇒ (4) + 6 = 10

damage
1d6 + 1 ⇒ (1) + 1 = 2


Male Fetchling Slayer 7/ Red Mantis 5

I had forgotten to give you initiative.

Initiative
1d20 + 5 ⇒ (12) + 5 = 17


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 moves up to the closet KT and attacks:

Attack: 1d20 + 11 ⇒ (11) + 11 = 22 Damage: 1d8 + 4 ⇒ (2) + 4 = 6


Is Epik going to jump over the railing? They are on the floor below you.


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

initiative
1d20 + 2 ⇒ (10) + 2 = 12


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

Initiative: 1d20 + 2 ⇒ (15) + 2 = 17

Should we attack from up here instead of charging in? I'm worried about what they might summon...


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 missed the rail. Epik will move to the stairs to the right.


Shrine of the Sea Mother Rouns 1

Init: Soldiers, Sam, Dalamus, Nemoris, Whips, Magma, Nowzai, Epik

The pattering of feet upstairs gets louder and soldiers appear around the stairs on both side. Meanwhile a bluish lighted mist begins to form in the air in front of the lobster statue.

Sam steps forward and selects the closest whip, firing an arrow deep into the creature's chest. just missing the vitals. Nemoris and Dalamus move to the rail and follow up with two more shots, but Dalamus deflects his off the craeture's armor. The creature spits blood but moves with his brethren breaking their circle.

The chanting kuo-toas spread out and as one reach their hands into the air. Lightning leaps from the statue to their hands and they proceed to launch bolts at the party, causing them to scatter Saves and damage in spoiler below

As Epik moves to the right, Magma and Nowzai fire bolts of acid at the injured priest, but only the wizard's hits.

Two things: anybody in the party not good? Second, please roll miss chance when shooting missile weapons at the kuo-toa priests

ACTIONS Round 2

Map here

EDIT: just realized the northern priest had 2 bolts coming from him. Disregard the one that goes south to Magma

The Dice:

Nowzai Init: 1d20 + 2 ⇒ (4) + 2 = 6
Epik Init: 1d20 + 1 ⇒ (4) + 1 = 5
Whip Init: 1d20 + 2 ⇒ (12) + 2 = 14
Soldier Init: 1d20 + 3 ⇒ (20) + 3 = 23
Sam miss: 1d100 ⇒ 25
Dalamus miss: 1d100 ⇒ 27
Nemoris miss: 1d100 ⇒ 63
Nowzai miss: 1d100 ⇒ 71
KT bolt: 4d6 ⇒ (4, 4, 1, 2) = 11; Nemoris & Sam: Reflex save DC17 for half
KT1 bolt: 4d6 ⇒ (1, 3, 4, 6) = 14; Magma & Dalamus: Reflex save DC17 for half
KT2 bolt: 4d6 ⇒ (1, 4, 6, 1) = 12; Magma & Nowzai: Reflex save DC17 for half
KT3 bolt: 4d6 ⇒ (5, 1, 4, 5) = 15; Nemoris: Reflex save DC17 for half
Whip Recharge: 1d4 ⇒ 2


Male Fetchling Slayer 7/ Red Mantis 5

Reflex Save (Tike I thought I had evasion, if fact I was sure of it, but it is not on my character. Do you have that noted anyplace?)

1d20 + 10 ⇒ (15) + 10 = 25

Attacking the injury Kuo that is chanting

Attack
1d20 + 9 ⇒ (9) + 9 = 18

Damage
1d6 + 2 ⇒ (5) + 2 = 7


Male Fetchling Slayer 7/ Red Mantis 5

Ok I found it....I must not have transferred it to my Hero Lab version

http://www.dndsheets.net/view.php?id=7073


Level 2 rogue gets evasion, even in Hero Lab. Under the rogue tab, hover over Special abilities, top left.


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

Ref Save - 1d20 + 7 ⇒ (9) + 7 = 16

Round 2 / AC 27 / Init 21 / HP 58/64

I am not good

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 - 47 Charges
  • True Strike - 46 Charges
  • Obscuring Mist - 49 Charges
  • Weapon Wand - 48 Charges

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

Sam grunts as the spell hits, but his Barrier flares up reducing some of the damage

Are the KT on the right at the top or bottom of the stairs


Male Fetchling Slayer 7/ Red Mantis 5

Thanks Tike I found it....I was looking in the wrong areas on Hero Lab


Sam, top.


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

If I cast reduce person on myself will the casters be able to see me over the wall? Also, will I be able to move up and/or down the stairs or will it be a double move?


Reduce person makes you small? Yes, its a railing not a wall, doesn't give cover and the standard adage, if you can see them, they can see you, applies. Stairs are normal stairs.


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:

Round 1 HP 66/69 AC 22

Epik engages the KT coming up the stair. Assuming they are coming up to him he will take a full round action, otherwise he will move to them and take a single attack.

Attack:1d20 + 11 ⇒ (14) + 11 = 25 Damage:1d8 + 4 ⇒ (4) + 4 = 8
Attack:1d20 + 6 ⇒ (16) + 6 = 22 Damage:1d8 + 4 ⇒ (6) + 4 = 10


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

Round 2 / AC 27 / Init 21 / HP 58/64

I will use my tail to get my Truestrike wand and use it on a bow shot against the closest KT priest

To Hit (No miss chance) - 1d20 + 8 + 20 ⇒ (20) + 8 + 20 = 48

Confirm Crit - 1d20 + 8 + 20 ⇒ (3) + 8 + 20 = 31

Total Damage - 3d8 ⇒ (3, 5, 1) = 9


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

Round 1 || Initiative 17 || 64/64 hp || AC 23

Reflex Save: 1d20 + 8 ⇒ (20) + 8 = 28

Half damage rounded down, right?


Yup, always round down. Nemoris did have 2 saves to make and according to ze policy ...


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

Move to left stairwell attack KT.
1d20 + 12 ⇒ (2) + 12 = 14 dam2d6 + 11 ⇒ (4, 4) + 11 = 19
Crit1d20 + 12 ⇒ (3) + 12 = 15 crit dam4d6 + 22 ⇒ (6, 2, 3, 3) + 22 = 36


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

I am CN


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6
DM Fflash wrote:
Yup, always round down. Nemoris did have 2 saves to make and according to ze policy ...

Round 2 || Initiative 17 || 44/64 hp || AC 18

Full round attack at an injured Kuo-Toa:

Attack: 1d20 + 11 ⇒ (18) + 11 = 29 Damage: 1d8 + 9 ⇒ (4) + 9 = 13 Miss:1d100 ⇒ 39 Crit: 1d20 + 11 ⇒ (1) + 11 = 12
Attack: 1d20 + 11 ⇒ (12) + 11 = 23 Damage: 1d8 + 9 ⇒ (5) + 9 = 14 Miss:1d100 ⇒ 95 Crit: 1d20 + 11 ⇒ (14) + 11 = 25
Attack: 1d20 + 6 ⇒ (12) + 6 = 18 Damage: 1d8 + 9 ⇒ (5) + 9 = 14 Miss:1d100 ⇒ 65 Crit: 1d20 + 6 ⇒ (3) + 6 = 9


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:
I am CN

I was CN, when i became a Cleric of Torag i had to move to LN


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

reflex save
1d20 + 7 ⇒ (18) + 7 = 25

1d20 + 7 ⇒ (7) + 7 = 14

just in case i need to 2


Male Human Wizard (Conjuror) 10 / Loremaster 4

Round 2

Nowzai:

hp 27 of 39
AC 16 (t 12, ff 14)
Status darkvision (60 min), mage armor (1 hour)

Spells Prepared
Cantrips: detect magic, light, mage hand, sonic snap
1st: benign transposition, enlarge person, lsr orb of sound (x2), shield
2nd: create pit, sonic weapon, smn mon II
3rd: hydraulic torrent, sound lance, smn mon III, wind wall

Acid Dart 6 uses remaining (8/day)
Riftcutter 1 use remaining (1/day)

Pearl of Power (1st) 1 use remaining (1/day)
Slippers of Spider Climbing 10 minutes remaining (10/day)
Staff of Size Alteration 10 charges remaining

Wand of acid arrow 5 charges
Wand of detect secret doors 13 charges
Wand of mage armor 34 charges
Wand of magic missile 34 charges
Wand of unseen servant 50 charges

Crossbow bolts 17

Reflex save: 1d20 + 5 ⇒ (5) + 5 = 10

Nowzai grunts in pain as the lightning strikes him. He takes a step away from the balcony as he summons a lantern archon in the center of the shrine, fifteen feet above the chanting kuo toa.

SM3... lantern archon


Magma Iron Clan wrote:

reflex save

1d20+7

1d20+7

just in case i need to 2

So the rule is, your very next post and your very next dice rolls for saves (my monsters included) or auto fail, so hate to be the bearer of bad news, but Magma fails both saves.


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

Per our discussion, here is a miss chance on the round 2 bow shot, I will then move towards Epik to the east, drop the bow near the stairs and draw Mord'ael

Miss Chance Round 2 - 1d100 ⇒ 27

edit -

Mord'ael:
Is this where you are sensing the fiend? Are we close?


Shrine of the Sea Mother Round 2

Init: Soldiers, Sam, Dalamus, Nemoris, Whips, Magma, Nowzai, Epik

The soldiers continue to hop down the stairs, and one tries to flip through Epik's square but fails (You may take an AoO) and then stabs at Epik instead missing. His comrade attempts the same thing and also fails, hanging in the back. The soldiers on the west side run down the stairs and then pull up, hurling spears at Dalamus but missing wide.

Sam fires his bow hitting the injured priest in the shoulder and then drops his bow moving to the east behind Epik. Nemoris finishes off the injured priest with an arrow between the eyes and then fires at the NE priest winging it. (fyi Nemoris is not within 30 feet since it is 30 feet straight down to the floor)

Sam:
It's stink is all over this room ... this is where it spends most of its time

The whips each chant something diabolical, cast spells at Nemoris, Nowzai and Sam (All make DC15 will saves or become shaken) as the presence of this room overcomes them, a horrid feeling of insescapable doom begins settle in their minds.

Magma moves to the west engaging the frogmen, but the agile creature dodges under his swing. Next to him, Nowzai begins chanting.

Epik retaliates against his kuo-toa opponent, cutting two deep gashes in the green-skinned creature. (Depending on the earlier AoO, it may be dead)

Actions Round3

Map here

The Dice:

KT3 Acro: 1d20 + 9 ⇒ (10) + 9 = 19
KT2 Acro: 1d20 + 9 ⇒ (3) + 9 = 12
KT3 vs Epik: 1d20 + 5 ⇒ (7) + 5 = 12
KT vs Dalamus: 1d20 + 6 ⇒ (10) + 6 = 16
KT1 vs Dalamus: 1d20 + 6 ⇒ (3) + 6 = 9


Male Fetchling Slayer 7/ Red Mantis 5

Tike, you didn't reflect my attack. Did I hit?

Dalamus will continue to attack the chanting Kuo

Attack
1d20 + 9 ⇒ (9) + 9 = 18

Damage
1d6 + 2 ⇒ (4) + 2 = 6


No, thought I wrote it in after Sams shot but its not there!

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