GM alientude's Shackled City

Game Master Kyle Smith 700

The frontier city of Cauldron has a dark future rapidly approaching. Will a disparate band of adventurers be able to save it?


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Dorian steps up to the doorway. "Allow me to take a quick look." He then casts detect magic and scans the room for any magic auras.


Male Dwarf Cave Druid 2

"No footprints in the dust. No children. Locked and trapped door. We can come back later when we have found what we are looking for."

Darthal seems increasingly concerned about the fate of the children down here.


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

Dorian:
No magical auras found.

Diurn opens the small chests. Each contains a dusty wool blanket, an off-white tabard emblazoned with an insignia depicting a wooden gear with a yellow, eight-pointed star in its hollow center, and old personal effects.

Perception DC 10:

This room looks like it hasn't been disturbed in decades.


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

"Darthal is right, we can come back and check out these foot lockers more later. Lead on."


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
Darthal Blackaxe wrote:
"I'm thinking that other door in the entry chamber first," Darthal says. "Bad idea to let foes get between you and the exit. After that, maybe those tunnels in the room they sprung out of."

"Okay, that room's cleared. Let's check those tunnels. I think I'll start with the easternmost."

With that the dwarven rogue sticks his head in, sniffs around, and makes his way.


Male Dwarf Cave Druid 2

Darthal, and presumably the rest of us, follow along, remaining in the room outside the tunnel. Darthal keeps a wary eye on the door towards the staircase.

After a minute or so, he wonders aloud "Why didn't they barricade the entrance more strongly? Guards, a block, a sentry with a horn? These skulks seem fairly careless of entry into their lair."


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

Dreygard sneaks down the tunnel, which goes on for nearly a hundred feet before curving around to the north and then back to the east, where it branches to the north and south.

Map


CG Male Human Fighter 2|HP 30/30|AC 19|F +7 R +9 W +7|Perc +7 (+2 init)|Speed 25ft|Hero Points: 1

"Maybe they relied more on secrecy, that their lair wouldn't be discovered. After all, we needed a priestess to converse with her god and get a riddle in order to find them in the first place. I'm sure they weren't expecting that!"


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

When the scout reports back, Diurn suggests they go left.


Male Dwarf Cave Druid 2

Left is fine with me.

Darthal frowns, comparing the map the gnome gave us with the tunnel course as reported by Dreygard. "Do those tunnels slant down or something? It seems like they must be going under the floor of the other chambers on this map. It looks as if we've found a real set of secret tunnels, maybe made by someone else, and not just the gnomish secret doors. Though if it were made by someone else, where did they put the stone? Or maybe these are never-finished sewer tunnels, though I'd not expect a gnome to have thought of such practical matters. Clockwork-driven automatons to empty chamberpots, that's what they'd use."

Darthal moves over and examines the tunnels, to see if he can find out anything about how they were made, how old they are, and if it looks like anything has ever used them.

Perception 1d20 + 8 ⇒ (7) + 8 = 15


retired

Eying the narrow tunnel Dreygard disappeared into that the party as a whole is about to enter, Valamont draws a broad-bladed, twin-tined dagger from a sheath at the small of his back.

He whispers cheerily, "Yes, I agree. Twisting narrow passages none of us fit in that lead to Nethys knows where... very dangerous. I'm sure we'll be perfectly fine and that nothing untoward will happen while we're all crammed inside though, so don't worry, mother."


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

As part of the rearguard we are extra alert after we bear left at the junction and listen carefully at the junction before catching up with the others.

Per 1d20 + 6 ⇒ (5) + 6 = 11


retired

Perception 1d20 + 2 ⇒ (15) + 2 = 17 It is as Diurn says... extra alert and perceptive!


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

F +2; R +4; W +1 (+3 vs spells, spell-like, poison)
AC 14; TAC 12; FFAC 12; CMD 15 (19 vs bull rush and trip)
hp 10/10 Temp 0 | NL 0 perception +4 (+5 traps)

Dreygard follows the left branch, keeping an eye out for traps and secret doors as well as paying attention to the slope.

Perception 1d20 ⇒ 9
Generic: +4 = 13
Trapfinding: +5 = 14
Stonecunning: +6 = 15
Stonecunning + trapfinding: +7 = 16


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

GM rolls:

DS: 1d20 + 6 ⇒ (14) + 6 = 20
DCP: 1d20 + 4 ⇒ (16) + 4 = 20
DCS: 1d20 + 12 ⇒ (11) + 12 = 23

Darthal:
Judging by the rubble in the room and the rough nature of the tunnels, you’d wager that they were not created by the gnomish denizens of Jzadirune. They seem fairly new.

Dreygard advances to the north while the rest of the party moves up to the tunnel intersection.

Dreygard:

The tunnel curves into another room. In the far west wall is another five-foot wide, rough-hewn tunnel. The rubble left by the excavation of these tunnels has been pushed into the northeast part of the room, leaving the rest of the chamber clear. A few rat bones litter the floor, but otherwise the room appears empty.

As you quietly scan the room, a voice rings out from the western room. ”Taral yan zyggek!” Your eyes dart to the tunnel on the opposite side of the room, catching a glimpse of a small humanoid in filthy black rags as it runs down the tunnel.

Everybody else:

A few moments after Dreygard leaves, you hear a voice echo down the tunnel. ”Taral yan zyggek!”

Map


CG Male Human Fighter 2|HP 30/30|AC 19|F +7 R +9 W +7|Perc +7 (+2 init)|Speed 25ft|Hero Points: 1

"What did he say?"


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

Any chance the language is Dwarf or Undercommon?


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

We are on the way to help.


Male Dwarf Cave Druid 2

Darthal moves forward as well, but behind Sir Adolphus.


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

The language is one none of you speak.


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

Dreygar tries to identify the humanoid that he saw.

Knowledge local 1d20 + 5 ⇒ (15) + 5 = 20
Knowledge dungeoneering 1d20 + 5 ⇒ (2) + 5 = 7

Dreygard flashes the lamp to indicate to come here. He tells the first to arrive what he saw.

I bet that dungeoneering be the one I need.


CG Male Human Fighter 2|HP 30/30|AC 19|F +7 R +9 W +7|Perc +7 (+2 init)|Speed 25ft|Hero Points: 1

Luc runs up to Dreygard, "What happened and who was that?"


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

Dreygard:
You recognized the creature as a Dark Creeper, a vile subterranean creature. They were among the type of corruption that your brother, Zenith, vowed to cleanse from the Underdark. From the stories you were told as a child, you remember that they are very sensitive to bright light, and that they can call darkness itself to their command.


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

"We are right behind you, let's go."


retired

Valamont guardedly moves with the group down the unworked tunnel, his broad-bladed dagger held ready. Hopefully, as our lineup crushes into single file, Diurn is at the tail end rather than Valamont. If not and Val is the ultimate rearguard, then hopefully Diurn is adjacent to him for when the inevitable surprise-sneak-attack-from-behind happens!

"Hush, mother. This is not the time for 'I-told-you-so's'."


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

"Oh man, it's getting away!" Dreygard drops the lantern and runs to the other side of the room trying to catch the creeper.

Run action should put him in the square directly below the opposite door.
.
Oh, and Initiative 1d20 + 4 ⇒ (17) + 4 = 21


CG Male Human Fighter 2|HP 30/30|AC 19|F +7 R +9 W +7|Perc +7 (+2 init)|Speed 25ft|Hero Points: 1

Luc follows, pistol drawn, locked and loaded.


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

GM rolls:

Fickle hand of fate: 1d20 ⇒ 16

Dreygard:

Attack roll: 1d20 + 8 ⇒ (15) + 8 = 23 for 1d6 + 4 ⇒ (5) + 4 = 9 damage.

As you rush forward, a large metal object appears out of nowhere and wallops you upside the head. Reeling and dizzy from the blow, you look to the south and sees a metal monstrosity standing where none was before. The thing looks something like a four-legged metal lobster with spiked wedges instead of claws. Instead of a head, it has a round opening at the top of its body. Soft “pinging” sounds come from the opening.

Everybody else:

As you move towards Dreygard and the voice, you hear another, much more troubling sound - that of a heavy object thudding into flesh and a dwarf yelling in pain.

Initiative rolls
Luc: 1d20 + 6 ⇒ (1) + 6 = 7
Valamont: 1d20 + 1 ⇒ (8) + 1 = 9
Diurn: 1d20 + 1 ⇒ (15) + 1 = 16
Darthal: 1d20 + 0 ⇒ (13) + 0 = 13
Adolphus: 1d20 + 1 ⇒ (10) + 1 = 11
Dorian: 1d20 + 4 ⇒ (11) + 4 = 15
Dreygard: 21 (pre-rolled by character)
Creature: 1d20 + 0 ⇒ (15) + 0 = 15

Surprise round over.
Round 1 – Map

Initiative order
Dreygard
Diurn
Dorian
Creature
Darthal
Adolphus
Valamont
Luc


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

F +2; R +4; W +1 (+3 vs spells, spell-like, poison)
AC 14; TAC 12; FFAC 12; CMD 15 (19 vs bull rush and trip)
hp 1/10 Temp 0 | NL 0 perception +4 (+5 traps)

"ACK!" Dreygard reals with the blow and scurries away from the lobster. "Shoot it!"

Withdraw diagnally up and left, then as far left as he can get.


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Diurn rushes up to see into the room. Double move 8 squares up right to the corner. I don't think we take AoOs rushing to the spot Dreygard was, only past.


CG Male Human Fighter 2|HP 30/30|AC 19|F +7 R +9 W +7|Perc +7 (+2 init)|Speed 25ft|Hero Points: 1

DM, map has no coordinates.


Male Dwarf Cave Druid 2

Darthal, being stuck behind Adolphus, delays until after he goes, then moves up and aids the AC of whomever he is behind.

aid another's AC 1d20 ⇒ 12


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
Darthal Blackaxe wrote:

Darthal, being stuck behind Adolphus, delays until after he goes, then moves up and aids the AC of whomever he is behind.

aid another's AC 1d20

you can move through friendly squares if they let you. I'm guessing Dolph would let you.


retired

are we squeezing through these narrow halls or are we able to move at our normal speed?

Valamont catches Diurn's eye as he makes to move past him and nods decisively, "Go on and help Dreygard, Diurn. I'll make sure nothing rushes in on us from behind."

If Dorian advances, Valamont will go total defense and simply take a 5 ft step into the space the wizard previously occupied, his back to the group. Otherwise, he'll just take a total defense action and remain where he is.


CG Male Human Fighter 2|HP 30/30|AC 19|F +7 R +9 W +7|Perc +7 (+2 init)|Speed 25ft|Hero Points: 1

Luc guards the rear as everyone advances. Readied action to shoot anything that appears behind the party.


Male Dwarf Cave Druid 2

I'm sure Adolphus would let me. Darthal is sure he wants the big fighter type between him and the foe.


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

You’re able to move at normal speed in these tunnels.

GM rolls:

Fickle hand of fate: 1d20 ⇒ 4

Dreygard stumbles through the rubble but manages to retreat from the creature, but the terrain slowed him down more than he’d thought, and he wasn’t able to get as far away as he’d have liked.

Diurn rushes forward to the bend in the tunnel.

Diurn:

You see a creature that looks something like a four-legged metal lobster with spiked wedges instead of claws. Instead of a head, it has a round opening at the top of its body. Soft “pinging” sounds come from the opening. Dreygard has retreated from the creature, a large bleeding welt on the side of his face.

Dorian stays back, waiting for his armored friends to take the lead before risking advancing. Dorian delays, since he hasn’t posted yet.

The creature’s “head” swivels back and forth between Dreygard and Diurn’s position. A few sparks and some steam escape from its back, and it does nothing else.

Adolphus draws his greatsword and hurries to his ally’s defense.

Darthal moves forward as well, ending up behind Diurn. Not enough movement to get into a position to aid Adolphus without provoking an attack of opportunity, which I’m sure Darthal doesn’t want to do. Stayed behind Diurn so the battle cleric has a clearer way forward to melee.

Valamont and Luc stay behind, both guarding Dorian and keeping an eye out for creatures that might sneak up on them, like the skulks did earlier.

If anybody that can see the creature wants to make a Knowledge check about it, it would be Arcana.

Round 2 – Map – the dotted lines indicate the tunnel goes beneath the newly seen hall that runs north/south.

Initiative order
Dorian
Dreygard
Diurn
Creature
Adolphus
Darthal
Valamont
Luc


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Diurn will prepare an Enlarge Person on Adolphus and stay in his spot.
One full round spell so Adolphus can 5' step past and fill the 2x2 space to the left of the creature when he enlarges and goes again. The reach should enable more of us to engage the creature if the battle takes as long as I suspect.

Luc may be able to fire from cover in the spot to the left of me.


Male Dwarf Cave Druid 2

Darthal yells down the tunnel "Big mean metal lobster, don't know what it is!", then steps forward to aid Adolphus' AC.

Aid another 1d20 ⇒ 1

Probably slipped in Dreygard's blood or something.


Once the tunnel ahead clears up, Dorian moves to stand behind Darthal. "Big mean metal lobster?" He racks his brain to try to remember something that fits that description.

I can't see the thing yet, but here's a Knowledge check in case I can identify what it is based on what Darthal said: 1d20 + 7 ⇒ (15) + 7 = 22


retired

ROUND 2
"Metal.... lobster? I hope none of you are allergic to shellfish!"

Valamont fades back (to the north, following the rest of the party) with a 5' step and total defense action, his eyes watching the corridor behind the group.


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

F +2; R +4; W +1 (+3 vs spells, spell-like, poison)
AC 14; TAC 12; FFAC 12; CMD 15 (19 vs bull rush and trip)
hp 1/10 Temp 0 | NL 0 perception +4 (+5 traps)

Valamont Caine wrote:

"Metal.... lobster? I hope none of you are allergic to shellfish!"

"I must be. I just had a severe reaction to that thing!" Dreygard cries while spitting blood.


CG Male Human Fighter 2|HP 30/30|AC 19|F +7 R +9 W +7|Perc +7 (+2 init)|Speed 25ft|Hero Points: 1

Luc moves up 4 spaces (or as close as possible) and readies the same action.


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

GM rolls:

Fickle hand of fate: 1d20 ⇒ 20

Dorian:
You recall stories of gnomish machines with two claw-like appendages that were used for mining. If you could just get a look at it, you’re sure you could remember more. Once you can see the creature, you’ll get the information your Knowledge check entitles you to.

Dreygard, still reeling from the attack, stands still and concentrates on keeping his balance and defending himself. No action posted, so assuming full defense.

Diurn begins casting his spell.

Creature Attack roll: 1d20 + 6 ⇒ (6) + 6 = 12
Adolphus power attack: 1d20 + 4 ⇒ (11) + 4 = 15

The sparks and steam erupting from the creature’s back subside, and it slams a claw at Adolphus, who neatly parries the blow with little effort. He steps to the side and unleashes a heavy swing of his own, but doesn’t connect.

Darthal steps forward and attempts to distract the creature, but is himself distracted by nearly slipping on the trail of blood Dreygard left as he retreated.

Valamont holds steady in the back, keeping a watchful eye out.

Luc moves forward, but also watches the tunnel behind.

Round 3 – Map

Initiative Order
Dorian
Dreygard (full defense)
Diurn
Creature
Adolphus
Darthal
Valamont (full defense)
Luc (readied action)


retired

same as before - 5ft step to L14, full defense


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

[Round 3]
Completing the spell that enlarges Adolphus, Diurn shifts left to attack at the creature.
Cover may be a factor. 1d20 + 2 ⇒ (16) + 2 = 181d8 + 2 ⇒ (5) + 2 = 7


Male Dwarf Cave Druid 2

Darthal aids Sir Adolphus, and if there's room takes a 5' step to let more people come into the room. (I am assuming Adolphus once he enlarges and has reach will take a 5' step west to allow more people to help.)

Aid Adolphus 1d20 ⇒ 16


CG Male Human Fighter 2|HP 30/30|AC 19|F +7 R +9 W +7|Perc +7 (+2 init)|Speed 25ft|Hero Points: 1

Same readied action as before.


Dorian shouts, "I think I migth have heard of these... I'll know for sure once I've seen it myself!" and remains where he is until Diurn moves to attack the creature. He then advances up the hallway (to G14) and flings an orb of acid at the creature he can now see.

Acid splash vs. touch AC 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 3


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

Dreygard will limp to D2 and keep an ready an attack against any creature that comes out of either hall.

attack 1d20 + 3 ⇒ (20) + 3 = 23
Damage 1d6 + 4 ⇒ (2) + 4 = 6
Sneak attack if it applies 1d6 ⇒ 3

Crit confirm 1d20 + 3 ⇒ (9) + 3 = 12
Damage 4d6 + 16 ⇒ (1, 3, 3, 4) + 16 = 27

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