PF Shackled City SCAP

Game Master Freddy Honeycutt

Shackled City Adventure Path

Vapraks Voice

Dungeon level

Tunnel Level

V coded

Tully Tully render


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M somewhat akin to a kender Y / MA

All the hobgoblins are dead and coming apart in the acid, the intact hall floor in front of the pit tilted when the pit opened, which was why they slide into the pool......


Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7
KenderKin wrote:

All the hobgoblins are dead and coming apart in the acid, the intact hall floor in front of the pit tilted when the pit opened, which was why they slide into the pool......

So it would appear that it is no longer a 5' jump, but a 10' jump to clear the pit - 5' for the pit itself, 5' for the slide. Is that correct?


M somewhat akin to a kender Y / MA

The slide itself is not that steep, mostly a product of the pit, and cover construction.....The cover comes off the top of the pit, and the other part drops down to the lip of the pit, eliminating handholds, etc.......you can easily walk to the edge of the pit....

Starbrow tries to pull Broccan up

Strength check
1d20 ⇒ 6

Broccan is still dangling like meat in the window above the acid pool...


Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7

Who's across the pit and who is not? Edrukk will use his size to aid anyone attempting to cross and, once he is across himself, aid Broccan in climbing out. He may well be able to carry Erine and/or Minniwick. Once Canvy's across, he will pass the polearm across to him so he can keep the skunk sniper honest while Edrukk is aiding the others.


M somewhat akin to a kender Y / MA

Starbrow is across, having went before the pit was opened.
Broccan is more across than not.

Edrukk (while enlarged) can aid everyone across and assist Broccan without to much trouble......

Will assume you did so.

Starbrow
"this is as far as I can go"

he disappears into a grey mist as is banished by magic.

Will you be leaving either gear door open?


M somewhat akin to a kender Y / MA

The new room is approximately 40 feet of area and shaped like an octagon. The floor of this octagonal room is actually a large wooden platform supported by taut iron chains looped over eight enormous pulleys bolted to the fifteen-foot-high ceiling. One end of each chain is fastened to a corner of the platform, while the other end drops through a hole in the platform, connected to something far below. Set into the northeast wall is an iron panel with an iron lever jutting from it.

Question

Spoiler:

Closing doors, leaving open, etc

Unfortunately you have no map of the Malachite Fortress ;(


Male Human Brawler 3 I AC 17 T 13 FF 14 l HP 40/40 l F +7 R +6 W +2 l Init +3 l Perc +1 I Action Points 1/6 I Att +6 I CMB +5/+7*/+9** I CMD 17/+19*

Broccan takes in the layout of the room.

"'Is room looks like'uh big mine lift!"


Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7

Edrukk takes it in, as well, but he's curious about the pit trap. Can he figure out how it is disabled or can be reset?

Perception 1d20 + 4 ⇒ (7) + 4 = 11 including Stonecunning

Edrukk is fine with either closing the doors or leaving them open.

Liberty's Edge

Male Human Cleric/2 Fighter/1 HP: 36/55 AC10/T10/FF10 Conditions:

Canvy looks worried at the mine shaft, "How can we be sure that the children were taken down here?" Canvy will leave the doors open.


M Gnome Alchemist/ 6/ Init +0/ HP 54/54 // AC: 13/T:11/FF:13 - Percep: +13// F +6/R +5/W +4 /CMB +1 - CMD 11/ Speed 20/ Bombs 6/12

Starbrow showed us how to open them so if we are on the right side to reopen them I would close them

To Canvy "No way that I know of but I am not willing to leave them to fate."

Take a look at the device and see if Minniwick can figure out how to lower it.

Perception 1d20 + 9 ⇒ (14) + 9 = 23
Disable Device 1d20 + 4 ⇒ (7) + 4 = 11
KN: Local 1d20 + 7 ⇒ (10) + 7 = 17

Pushes up his hat with one hand and scratches his forehead "let me see if I can get this thing to work"


Male Human Brawler 3 I AC 17 T 13 FF 14 l HP 40/40 l F +7 R +6 W +2 l Init +3 l Perc +1 I Action Points 1/6 I Att +6 I CMB +5/+7*/+9** I CMD 17/+19*

Broccan offers his assistance to Minniwick, pointing out the similarities to a mine lift and how they function, hoping to provide some insight. Profession Miner (to aid Minniwick's check): 1d20 + 4 ⇒ (14) + 4 = 18

Liberty's Edge

Male Human Cleric/2 Fighter/1 HP: 36/55 AC10/T10/FF10 Conditions:

Canvy walks to Minniewick and touches him as he quietly prayers.

Cast guidance on Minniewick, +1 to whatever check he makes to work the lift.


M somewhat akin to a kender Y / MA

Closing both doors behind you maybe slowing any pursuit....

Edrukk et al determine that the pit control levers are likely on the other side of the secret panels the skulks used to fire at you.

The lever in this room appears to operate the floor beneath your feet to lower you into the Malachite fortress below.

Minniwick

Spoiler:

The sight of this reminds you of seeing it operate long ago although you never rode into the depths below.....

Edrukk

Spoiler:

You would like to fill the pit in at this point perhaps with skulks and hobgoblins!

Anyone pulling the lever?


Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7

Edrukk shrugs his shoulder at Minniwick's comment and moves back across the pit to close the door for him. Are we able to close the inner door? Or does it require a key?

He also looks at the secret panels. Are they still open? Can he see into the rooms beyond to determine if there is indeed a lever?


M Gnome Alchemist/ 6/ Init +0/ HP 54/54 // AC: 13/T:11/FF:13 - Percep: +13// F +6/R +5/W +4 /CMB +1 - CMD 11/ Speed 20/ Bombs 6/12

Wait until everyone is in. After looking at the lever for suprises, and if there are no objections pull the lever. Perception 1d20 + 9 ⇒ (15) + 9 = 24

"Going down!"


M somewhat akin to a kender Y / MA

The walls turn from bare grey stone to polished black malachite as the elevator creaks and groans. You are surprised that you could not hear this rattle-trap through the gear doors better as it is anything but quiet. After a minute-long descent down the dark shaft, the wooden floor shudders as it comes to rest, and the chains stop rattling. Above, the shaft rises into darkness. The only exit from this room appears to be an iron-reinforced wooden door set into one wall.

Knowledge dungeoneering or profession miner
DC 14

Spoiler:

The lift comes to rest about 200 feet below Jzadirune.

Liberty's Edge

Male Human Cleric/2 Fighter/1 HP: 36/55 AC10/T10/FF10 Conditions:

"Well!", says Canvy impatiently.


Male Human Brawler 3 I AC 17 T 13 FF 14 l HP 40/40 l F +7 R +6 W +2 l Init +3 l Perc +1 I Action Points 1/6 I Att +6 I CMB +5/+7*/+9** I CMD 17/+19*

"Anneone wan'eh check th'door 'fore I open it?"


M somewhat akin to a kender Y / MA

1d20 + 2 ⇒ (17) + 2 = 19

Erdukk notices a secret door off to the left of the iron bound door.

The secret door opens to an area of 20 feet, a cold dark room. An iron lever juts from an iron plate bolted to the eastern wall....

The iron bound door opens into a 20 foot hall that opens into a room, a large column blocks further view.


Male Human Brawler 3 I AC 17 T 13 FF 14 l HP 40/40 l F +7 R +6 W +2 l Init +3 l Perc +1 I Action Points 1/6 I Att +6 I CMB +5/+7*/+9** I CMD 17/+19*

Perception: 1d20 + 5 ⇒ (15) + 5 = 20

Broccan scans the room, looking for trouble.

Edit, per GM-Kenderkin's instructions below: Initiative: 1d20 + 1 ⇒ (8) + 1 = 9


M somewhat akin to a kender Y / MA

Broccan

Spoiler:

Nothing seems out of the ordinary....

You continue into the large room with the column.....

The ceiling of this hall rises to an apex of twenty feet overhead. The floor, walls, and vaulted ceiling are composed of smooth black stone that almost seems to absorb light. Two cylindrical iron cages, each one five feet tall and two feet wide, dangle from the ceiling by iron chains. The base of each cage hangs five feet above the floor. A strange sculpture stands in the middle of the hall between the two cages: a five-foot tall column of roughly hewn gray stone covered with sharp protrusions. Four crystal-tipped appendages jut from the stony mass, each one pointing in a different direction.

anyone who has not go ahead and roll perception/initiative


Female Gnome Witch 6 (Ward currently on Nobody, Hero Points: 1, Hit Points: 50/54)

*Bad feeling*
Perception: 1d20 + 2 ⇒ (2) + 2 = 4
Init: 1d20 - 1 ⇒ (16) - 1 = 15
Know (dungeoneering): 1d20 + 5 ⇒ (9) + 5 = 14

"Wow. That's two hundred feet down." Erine eyes the strange room nervously. "Maybe...zeit sorsilik."
Detect magic on the walls, the sculpture, the cages, the chains, and the area beneath the cages.


M Gnome Alchemist/ 6/ Init +0/ HP 54/54 // AC: 13/T:11/FF:13 - Percep: +13// F +6/R +5/W +4 /CMB +1 - CMD 11/ Speed 20/ Bombs 6/12

Perception 1d20 + 9 ⇒ (6) + 9 = 15 Init 1d20 ⇒ 15

Liberty's Edge

Male Human Cleric/2 Fighter/1 HP: 36/55 AC10/T10/FF10 Conditions:

Perception 1d20 + 2 ⇒ (12) + 2 = 14
Initiative 1d20 + 0 ⇒ (13) + 0 = 13


Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7

Initiative 1d20 + 1 ⇒ (1) + 1 = 2
Perception 1d20 + 2 ⇒ (8) + 2 = 10

"Ah'm thinkin' we might be wishin' we pulled 'at lever first..."


M somewhat akin to a kender Y / MA

The hall is 20 feet wide and 50 feet long. The columns are in the middle of the width and each is within 10 feet of each end.

Another hall angles off to the right and there is a door towards the end of the hall on the left.

The strange crystaline statue or stalagmite or what ever it is dominates the center area with protrusions out in four directions...

Can proceed basically along the right hand wall, the left hand wall or up the center.....

Liberty's Edge

Male Human Cleric/2 Fighter/1 HP: 36/55 AC10/T10/FF10 Conditions:

Canvy speaks under his breath, I don't like wandering into the enemy's garrison with a fanfare, I think it would be best to split in two groups, one up the left and one up the right. If we see enemy we can catch them is cross fire, then maybe flank them, what do you think?


Female Gnome Witch 6 (Ward currently on Nobody, Hero Points: 1, Hit Points: 50/54)
Erine Wintyle wrote:

*Bad feeling*

Perception: 1d20+2
Init: 1d20-1
Know (dungeoneering): 1d20+5
"Wow. That's two hundred feet down." Erine eyes the strange room nervously. "Maybe...zeit sorsilik."
Detect magic on the walls, the sculpture, the cages, the chains, and the area beneath the cages.


M somewhat akin to a kender Y / MA

Erine

Spoiler:

The stone sculpture radiates earth elemental magic of some sort...


M Gnome Alchemist/ 6/ Init +0/ HP 54/54 // AC: 13/T:11/FF:13 - Percep: +13// F +6/R +5/W +4 /CMB +1 - CMD 11/ Speed 20/ Bombs 6/12

also trying to be quiet Sounds like a good plan. I will take the left. before moving check the path for traps 1d20 + 9 ⇒ (18) + 9 = 27


Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7

The dwarf shrugs and moves to follow the gnome around the left side of the room. He will draw his greatsword so it's in hand should a threat present itself.

Liberty's Edge

Male Human Cleric/2 Fighter/1 HP: 36/55 AC10/T10/FF10 Conditions:

Come Broccan, let's take the right hand side....Erine follow us..


M somewhat akin to a kender Y / MA

As you get to the center of the room along each wall, the strange sculpture begins to move it's 4 long arms and seems uncertain which direction to look.

The creature seems not to know which group to approach
Knowledge nature or arcane (can also add stonecunning)
DC 15

Spoiler:

Seems to be some sort of earth elemental

DC 20

Spoiler:

Is not unintelligent or a summoned creature...


Female Gnome Witch 6 (Ward currently on Nobody, Hero Points: 1, Hit Points: 50/54)
KenderKin wrote:

As you get to the center of the room along each wall, the strange sculpture begins to move it's 4 long arms and seems uncertain which direction to look.

The creature seems not to know which group to approach
Knowledge nature or arcane (can also add stonecunning)
DC 15
** spoiler omitted **

DC 20
** spoiler omitted **

Knowledge (arcana): 1d20 + 9 ⇒ (14) + 9 = 23

"It's an earth elemental! Oh, if only I'd learned Terran! Ultis du drak?*"
Erine waits a moment. "Lominel bell?**"
Another pause. "Arak kratus wicke?***"
*Draconic:
"Do you speak Draconic?"

**Undercommon:
"Speak the Cavern Tongue?"

***Infernal:
"Do you speak Infernal?"


Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7
KenderKin wrote:

As you get to the center of the room along each wall, the strange sculpture begins to move it's 4 long arms and seems uncertain which direction to look.

The creature seems not to know which group to approach
Knowledge nature or arcane (can also add stonecunning)
DC 15
** spoiler omitted **

DC 20
** spoiler omitted **

Knowledge (Arcane) 1d20 + 4 ⇒ (1) + 4 = 5


Male Human Brawler 3 I AC 17 T 13 FF 14 l HP 40/40 l F +7 R +6 W +2 l Init +3 l Perc +1 I Action Points 1/6 I Att +6 I CMB +5/+7*/+9** I CMD 17/+19*

Broccan watches the stone creature warily, sheathing his sword and resting his hand on his warhammer, ready to draw it if the creature moves toward them.

"Be care'fl wee-lass, tha'boulder'll smash'ye like'a nit, iff'it don't like'ya!


Female Gnome Witch 6 (Ward currently on Nobody, Hero Points: 1, Hit Points: 50/54)

If the creature does not respond to her speaking, Erine sighs. She points to the others. She points to the exit and smiles. She points to Canvy's sword and shakes her head.


M somewhat akin to a kender Y / MA

The creature pauses listening but soon not hearing anything familiar decides to head towards the group on the right hand side.

The strange limbs move cautiously.....

Anyone else know any languages?


Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7

Edrukk sheathes his sword and backs toward the entry. He realizes that Erine is looking at each of the others - maybe the creature did not understand her... He stops his movement and speaks to the creature.

In Dwarven:

Spoiler:
"Greetings, old one."

If the creature does not respond, he tries...

In Giant:

Spoiler:
"Greetings, old one."


M somewhat akin to a kender Y / MA

The creature pauses again a temberous voice like stones rubbing together speaks....

Dwarven

Spoiler:

Who now comes into the halls of The Malachite Fortress?

Long has it been since I have heard Dwarven spoken here


Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7

"'e speaks Dwarven. What d'ye want me t' be sayin'?"

In Dwarven:

Spoiler:
"We are humble servants, old one. I am called Edrukk. My friends and I seek those that have been stolen from where they belong. Do you know where they have been taken?"


M somewhat akin to a kender Y / MA

Dwarven

Spoiler:

Long have I slept in this chamber surrounded by strange creatures that do not understand the stone...Yes they come through here back and forth, trudging about unaware....


Male Human Brawler 3 I AC 17 T 13 FF 14 l HP 40/40 l F +7 R +6 W +2 l Init +3 l Perc +1 I Action Points 1/6 I Att +6 I CMB +5/+7*/+9** I CMD 17/+19*

Broccan looks a the creature, then to Edrukk.

[b]"If 'es talkin', my guess's e's no' gonna crush us."[b]

Liberty's Edge

Male Human Cleric/2 Fighter/1 HP: 36/55 AC10/T10/FF10 Conditions:

Canvy waits patiently to one side, whilst the dwarf negotiates with the creature, in whatever strange tongue they use. Broccan, if Edrukk can make friends with this creature, it can only be good news for us, it looks a tough opponent.


M somewhat akin to a kender Y / MA

Everyone can ask a question directly and read dwarven spoilers just assume Edrukk is translating as an ongoing process....


Male Human Brawler 3 I AC 17 T 13 FF 14 l HP 40/40 l F +7 R +6 W +2 l Init +3 l Perc +1 I Action Points 1/6 I Att +6 I CMB +5/+7*/+9** I CMD 17/+19*

"If e's been down'ere a long time, maybe 'e can tell us when things start'd goin' bad."


M Gnome Alchemist/ 6/ Init +0/ HP 54/54 // AC: 13/T:11/FF:13 - Percep: +13// F +6/R +5/W +4 /CMB +1 - CMD 11/ Speed 20/ Bombs 6/12

Minniwick can translate for the party so that Edrukk can devote his full attention to speaking with the creature

if needed
Aid Another Diplomacy 1d20 + 3 ⇒ (12) + 3 = 15


Dwarven Warpriest of Gorum| AC 20, T 11, F 19| HP 78/99| F 8 R 4 W 9, +2 vs poison, spells, spell-like abilities| Init +1| Perc +5| Fervor 6/7| Blessing 7/7| Sacred weapon 7/7| armor 7/7

Please submit your questions and pay the gnome on my left! ;-)

Dwarven:

Spoiler:
"Old one, we seek those that come through unaware. Can you tell us anything of them?"

"'e says 'e 'as seen 'em comin' through 'ere. Ah'm askin' if'n 'e c'n tell us 'bout 'em."

Liberty's Edge

Male Human Cleric/2 Fighter/1 HP: 36/55 AC10/T10/FF10 Conditions:

"Can you ask him if there's anything of value down 'ere?" Canvy speaks to Minniewick.

Which you might translate into, 'Is there anything that we can do to make your vigil less onerous?' or any other question you see as more fitting.


M somewhat akin to a kender Y / MA

"Only onersous beasts that know not how to speak to my ear. There is a dwarf here but she was surrounded by the beasts and once they know of me I will likely be destroyed or tormented."

"One of the beasts a big one lives in the door ahead of you, I suggest you kill it there rather than further in."

"Two great dwarven machine lie further in they are set to attack anyone who they have not seen before. They have pichers and hammers for hands, when they attack you may command them by saying 'by the stones' in dwarven"

"I shall be waiting here...."

The creature offers no other aid or information.

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