[AP] The Shackled City Adventure Path by GM Rutseg (Inactive)

Game Master Balacertar

Chapter 12 - ASYLUM

Cauldron map
Redgorge map
Current map

Campaign Index / Campaign diary
Loot sheet
Old loot sheet (Maxim)

Redgorge crafting possibilities
Skie's catalog (20% discounted)

Group Stealth (passive): -5 (Kikinnin)
Group Stealth (active): 5 (Kikinnin)
Group Perception: 27 (Marigold)
Group Sense motives: 30 (Marigold)
Group Spellcraft: 24 (Maxim)
Group Appraise: 23 (Maxim)


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Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

It's all good. I'm just going to chill here for minute, figure I've earned it.


Iron Gods: Iron maps;

With his last strengths Ruben places his blade on the construct's slit. His muscles tense then, his neck spitting a cry of terrible effort. The metal cracks while the armor catches Ruben by his neck in a one-to-one effort to finish one another. Ruben can find himself fainting when a last heroic impulse makes him push his weapon even deeper. The helmet cracks finally giving up to the enormous tension. The metallic head jumps out of place while the whole body falls like a stone over Ruben taking him to the floor where he loses his consciousness, still grasping strongly his blade.

Combat is over!

Loot:

mwk gnome hooked hammer
mwk small breastplate

As you inspect the old secret chamber, JJ takes the mwk thief tools and easily forces open the chest. At first sight it seems empty. But after a tactile inspection you discover it is just another of the gnome's tricky illusions.

As you start to remove things from the chest, they suddenly become visible.

Treasure:

three shrew statuettes carved from smoky quartz worth 75 gp each
a mother-of-pearl-inlaid board with matching wooden game pieces (gnome kings, queens, knights, and other figures) worth 250 gp for the set
a tiny silk pouch containing three white pearls worth 100 gp each
a fine book written in gnome by Jzadirune's personally, invaluable

Well done! :)
Small recap:
Before the combat you were trying to decide what to do with the 3 dark creatures currently stable.
You also were trying to decide if follow Kikinnin's path to the west, Ruben's north secret door or breaking through the makeshift wall.


Iron Gods: Iron maps;

Jzadirune’s book (Gnome)
The book is written by a gnome wizard named Jzadirune.

The first part of the book is a brief summary of Cauldron’s early history and what role gnomes took in their foundation. Gnome architects and artisans designed and built much of Cauldron. Jzadirune himself worked as an architect helping on buildings as the Bluecrater Academy or the Major’s mansion.

In the second part it explains how Jzadirune also found time to carve out a secluded enclave beneath the city for himself and his kin. It relates how the enclave, which was named after its creator, became a sanctuary for gnome spellcasters and maesters, how Jzadirune became known as a place to build or acquire wondrous magic items.

In a third part the book becomes a dissertation about magic including an study about four new spells apparently from Jzadirune’s own hand creation, with full descriptions on how to reproduce its effects:
Jzadirune’s Break
Jzadirune’s Crafter’s Fortune
Jzadirune’s Masterwork Transformation
Jzadirune’s Resinous Skin

From there a fifth chapter continues, now with a different script. It first relates Jzadirune’s death of natural causes a few years after fulfilling his dream. It describes how the enclave continued to churn out new magic items. Its forges spit out magic rings by the handful, its weavers spun magic clothing to pack a hundred wardrobes, and young gnomes were taught the fine arts of scroll scribing, wandmaking, and potion brewing. It seems the gnomes of Jzadirune were also innovative on the way they created machinery, building an assortment of mechanical automatons. Then, around seventy-five years ago, the gnomes of Jzadirune fell
prey to a magical plague they called the Vanishing. It follows a short story of unsuccessful search for the origin and solution, and how the afflicted were becoming translucent until their total disparition. The affliction seemed tightly linked to magical items created on Jzadirune.

A last entry on the book is very disturbing “[...]I have come to understand that Jzadirune founded our settlement on a spell weaver vault during his early exploration of the region. I base this opinion on the kind of art found on the original chambers, very similar to those documented on spell weaver constructions from the region early history. I need to go back to the Demonskar and check there if this is true and attempt to find answers to solve the Vanishing, but I do not know if I will be on time. I am afflicted myself. For now, I am saving this here on the hope the armored guard will protect it until my return. I am joining now the desperate evacuation of Jzadirune[...]” the last entry is signed by someone called Dzariel.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Seeing all in sight are showing signs of fatigue, Ryan kneels down next to Ruben and grasping his key once more ask for Abadar's blessing on those with him.

"Refresh those who have fought well in search of the children."

Selective Channel hp: 1d3 ⇒ 2 - everyone back to full except Ruben

"Well fought Ruben, Marigold has the wand and will have you back in fighting form once more momentarily." he says with a hand outstretched to help Ruben back to his feet. Once Ruben is situated he check in on JJ to see what he has found.

Who can read the book MG and Maxim?


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Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ looks around for a chair or something else to sit on.

"Well done. I must say while lucrative, the life of an explorer may be a very short one!"

As the story is read out, JJ listens with rapt attention.

"I love hearing about early stories of Cauldron. What is a Spellweavers vault?"


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Yeah, I think MG and Maxim may be the only two in the active party that understand Gnomish.

With the battle over, Marigold kneels down next to Ruben as Ryan's healing wave brings the young man back to the waking world. "T-that was amazing...the b-blow you struck that armored thing, n-not your injury! Now h-hold still for a second..."

Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4 Charges remaining (43).
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9 Charges remaining (42).

"T-there, g-good as n-new!" she smiles, pleased with the wand's handiwork.

At least doing this is getting a little easier.

As the treasure from the broken construct and from the chest and cataloged, she peers at the book written in a Gnomish script with interest. Quickly determining that the magic contained within is largely out of her realm of expertise and experience, she passes it over to Maxim but does continue to peep over his shoulder as he scans through it.

"Wow...s-so they t-turned this p-place into a...a...a m-magical item f-factory? All that m-magical energy in one p-place, n-no w-wonder something went wrong!"


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

Ruben's eyes flicker briefly open as Ryan's healing wave washes over him. The wound on the side of his head still seepa blood, making that entire side of his face crimson, his hair sticking up at odd angles.

One hand goes to his temple and he groans, still lying there for moments after regaining some semblance of consciousness.

It is only when Marigold begins to treat his wounds that his vision starts to return to normal and the feeling if grinding glass in his head begins to abate.

Aye but it was almost worth it to wake up to your angelic face, Dimples. he manages a grin and with great effort rolls on to his side, searching for his sword and shield.

He stands with some support from Ryan and offers the priest a curt nod of thanks.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ looks relieved as Ruben comes around again.

"Oh mygoodness!"

He reaches out a hand, as if to check the man is still there.

"For a moment..." he pauses, and then changes tack.

"Has anyone been keeping track of the time? How long have we been down here? There are those three creatures out there. We have to tell the authorities about them. What if there is an army of them down here, waiting to flood into Cauldron?"


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Maxim holsters his pistol at the conclusion of combat;

"Well done all. That Dread Clanker was a tough 'un well handled..."

As Marigold flicks through the gnomish book, Maxim begins processing and recording the treasure gained. When placed in his gizzled hands, the dwarf continues to scan to pages, allowing time for Marigold to relay their words.

"Gnomiz are a funny lot. Oft to burn the candle at both ends, but create quite the illuminations when they do... My sidearm is a product o' their magicks..."

At JJ's words and the last entry Maxim's voice trails off in thought:

Knowledge (Local or Arcana - to identify Spell Weaver reference?: 1d20 + 6 ⇒ (9) + 6 = 15


Iron Gods: Iron maps;

Maxim has not heard anything about Spell Weaver before. But if what the book entry is true, there might be some history book about Cauldron region somewhere in the best city libraries that should tell what that is.

Meanwhile at JJ's citation of the city guard, some of you start to realize you have not seen Dandarrion for a time now. At least since you went check the forest chamber and he said he will cover your backs.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

The gun-mage pauses in his reading;

"Huh. Not heard of Spell Weavers before... one to research Master Surabar? B'sides which, been a might too long since we saw or heard Brokenhill... Best we seek him out..."

Will update the loot sheet accordingly when I get some clear air at work


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

Ruben looks around him.

I might not be with it yet, but where's that other guy? he hears Maxim then. Aye, Brokenhill. He better not have wandered off, we'll never find him.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Marigold blushes a little at Ruben's compliment, but attempts to wave it off. "H-happy to see you again t-too Ruben," she chuckles.

*********************************

"Research?" Marigold's ears perk up. "There's always B-Bluecrater Academy, whenever we decided to go back t-topside. I w-work there and I think Dandarrion has some t-ties there t-too, so getting in shouldn't be t-too much hassle."

After a moment, she looks around as some of the others begin to point out Dandarrion's conspicuous absence. "Wait, that's right...wh-where is D-Dandarrion anyway? L-last I saw him was at that f-forest chamber..." She turns to the others, looking extremely worried. "W-we have to g-go back and look for him! Ruben's right, we'll n-never find him if he w-wandered off and what if there are m-more of those things hiding d-down here?"


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Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Kikinnin watches the combat in a blur, thrown into hesitation as Ruben and the metal-man engage. He looks down on his blade, and holds off, hoping flesh overcomes steel with steel.

...

As Ruben blushes Marigold about the face, Kikinnin smiles a silly smile. Even below the city, things can bloom.

Black-beard joins Blond. "This is going well, eh? We've got several more rooms on a map, several thorns stepped on already. One of us is lost, and one almost got his skull crushed clean in. Good start."

Kikinnin waits for Ruben to heal up, then readies to shuffle off with the others, a renewed effort to pay attention and stay ahead of the unfolding events.

"We should probably look for the guard? Back the way we came?" The dwarf nods to the others, then tries to remember how to get back to the forest chamber. He has yet to set eyes upon it himself.


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

Ask those dark things if they say him go past. Ask 'em hard. They ain't no use to us anyway.


Iron Gods: Iron maps;

Seems most of you want to check about Dandarrion and the Forest. Let it be done

You slowly undo your steps towards the hidden forest once more. The sound of your steps reverberating in the large chambers of the old gnome settlement.

J50
As you walk up the stairs you get back into the small forest. Four great trees sprout from the grassy floor, their leafy crowns fanning out twenty feet overhead to form a roof of deciduous leaves through which rays of sunshine filter. Brambles and thickets form impassible walls, although bramble archways set into the north and south walls lead to dark passages and chambers beyond. Two mounds of stony rubble flank a hole in the middle of the east wall that appears to be a natural tunnel through the underbrush. A gentle zephyr causes leaves to rustle, and birds chirp merrily in the boughs above.

Perception DC 14:

Tiny spots of blood catch your attention behind one of the trees. Perhaps someone can track them.
There are no trace of enemies around.

Survival (track) DC 14:

Tiny spots of blood catch your attention behind one of the trees, they seem to head into the darkness through the eastern tunnel, then head south into the next room.


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

Casting Expeditious Retreat


Iron Gods: Iron maps;

Ok, but take into account it only lasts 1 minute


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ looks around the room.

"He was over here, right?"

Taking his time, the young man searches for signs of where Dandarrion may have gone.

survival: 1d20 + 5 ⇒ (9) + 5 = 14

"This way! The eastern tunnel. There are some drops of blood. Was he wounded in the fight earlier? Oh I hope it is not his. "


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

survival: 1d20 + 3 ⇒ (16) + 3 = 19
perception: 1d20 + 3 ⇒ (12) + 3 = 15

Having been in the room once before does little to squash the awe at the illusion the gnomes created here, however having spotted the drops of blood, Ryan consults the map Master Ghelve gave them before following them out and to the south.

"Your right JJ, let's see if we can follow them. Accordingto the map we are on the outside edge of the original complex but barely half way down this side. Keep your eyes open."


Iron Gods: Iron maps;

You follow the dips trail through the tunnel in the west wall. Carved into the stone it opens to what seems an old messy kitchen.

J52
Two stone hearths fill the east corners of the kitchen. Stone shelves, barren and dusty, fill the wall space between the blackened fireplaces. In the middle of the room stand two stout tables covered in old webs, while against the south wall rests a dilapidated wooden cabinet on the verge of collapsing under its own weight. Debris from the tunnel you come from spills into the room. Near the opening are heaped the shriveled husks of three enormous spiders.

K. nature 10:

The spiders have been drained from their arachnid virulent venom. You know medium spider venom damages Strength quite efficiently.

Resting over a pile of broken dishes lies the lifeless body of Dandarrion. His bow lies next to him broken in two pieces.

Heal DC 15:

Dandarrion has dagger wounds all over his corpse. The wounds are still recent as he is bleeding profusely.
The human seems still faintly alive, but his musculature seems totally destroyed by the effects of some kind of venom.

GM:

1d20 + 12 ⇒ (9) + 12 = 21
1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
JJ: 1d20 + 5 ⇒ (6) + 5 = 11
Kikinnin (+2 stones): 1d20 + 1 ⇒ (10) + 1 = 11
Marigold: 1d20 + 2 ⇒ (16) + 2 = 18
Maxim (+2 stones): 1d20 + 1 ⇒ (2) + 1 = 3
Ruben: 1d20 + 3 ⇒ (6) + 3 = 9
Ryan: 1d20 + 3 ⇒ (19) + 3 = 22

Ryan:

You had the feeling something went inside the northern fireplace at the time you reached the room.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

heal(DC15): 1d20 + 8 ⇒ (11) + 8 = 19
perception: 1d20 + 3 ⇒ (18) + 3 = 21

"COUSIN!" Ryan calls out at the sight of Dondarrion lying broken on the floor. "Beware the northern fireplace, something may have went that way" he says distractedly while examining the guardsman.

Looking to Marigold, "There is some life left in him but the poison that must have covered the blades has destroyed much of his body's muscle. This is well beyond my ken to recover him from..."

While Ryan and Dondarrian may not have been best of friends they were family and Ryan would rush to check on him.

Just a reminder, everyone should be at full hp after the last channel. :)


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ looks aghast at the state of Dandarrion.

"Oh my goodness... he's alive you say? Thank St Cuthbert!"

Drawing his sword, he cautiously approaches the chimney.

"What would drain the blood from a spider? There is something very amiss here."

perception: 1d20 + 5 ⇒ (11) + 5 = 16


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Knowledge(Nature), Untrained v DC 10: 1d20 ⇒ 16

Kikinnin looks around, warily. Understanding the condition of the spiders, and the condition of the guard, the black-beard dwarf steps up alongside the northern fireplace, and remains wary about anything suddenly appearing. He keeps his axe at the ready.

"Something's drained the spiders. I thought spiders do the draining. Now I have to be nervous about what drains the drainers. That's wonderful." Kikinnin looks to JJ and Ryan to finish their examinations.

He points to the western door. "Someone want to listen to the door, while we wait?"


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

"N-no, what h-happened?" Marigold gasps as they come upon Dandarrion's near-lifeless corpse. Even as she moves to have a closer look at the young man, Ryan is already two steps ahead of her and assessing his injuries as she kneels down beside the two.

"P-poison, you say...I c-can't d-do anything f-for th-that either b-but m-maybe the wand c-can save his life!" she stutters as she attempts to use the wand's healing magic on their injured companion.

Cure Light Wounds (if applicable): 1d8 + 1 ⇒ (6) + 1 = 7 Charges remaining (41).

Will wait to see if that does anything or if he's too far gone before doing anything else.


Iron Gods: Iron maps;

Marigold identifies the glyph in this door as a gnomes 'E' when she walks close by. The wand seems to recover Dandarrion pulse, but he seems to have problems to move, just faintly moving his eyes to side and side.

When JJ checks the northern fireplace, he finds out another dark creeper there hidden.

Initiative:

JJ: 1d20 + 2 ⇒ (20) + 2 = 22
Kikinnin: 1d20 + 1 ⇒ (5) + 1 = 6
Marigold: 1d20 + 3 ⇒ (14) + 3 = 17
Maxim: 1d20 + 0 ⇒ (2) + 0 = 2
Ruben: 1d20 + 2 ⇒ (19) + 2 = 21
Ryan: 1d20 + 1 ⇒ (8) + 1 = 9
Foes: 1d20 + 3 ⇒ (18) + 3 = 21

I will advance the creepers turn for convenience but JJ should go first

The dark creeper seems not expecting to be discovered but reacts fast after JJ attacking him.
dagger: 1d20 + 6 ⇒ (5) + 6 = 11
P damage+sneak attack: 1d3 + 1d6 ⇒ (1) + (6) = 7
Fort (poison) DC 14: 1d20 + 3 ⇒ (15) + 3 = 18
The attack is too fast and only hits the side of the fireplace.

All of a sudden another small dark creeper jump out of the southern fireplace.

Readied attack against first one approaching:

dagger (flatfooted): 1d20 + 6 ⇒ (3) + 6 = 9
P damage+sneak attack: 1d3 + 1d6 ⇒ (3) + (4) = 7
Roll Fort (poison) DC 14 or lose 1d2 Str


JJ: 12/12 hp, lantern
Kikinnin: 16/16 hp
Marigold: 12/12 hp
Maxim: 7/7 hp, mage armor (10 min)
Ruben: 11/11 hp, expeditious retreat (r9)
Ryan: 11/11 hp, light (10 min)
Surprise round: Ryan, Dark creepers
Round 1: JJ, Creepers, Ruben, Marigold, Ryan, Kikinnin, Maxim
Round 2: JJ, Creepers, Ruben, Marigold, Ryan, Kikinnin, Maxim
Everybody can act.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

"How many of these things are there?" cries JJ

His sword lashes out at the creeper that attacked him.

attack: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d6 + 3 ⇒ (6) + 3 = 9

He then tries a slightly fancier move, trying to cut from the other side of the creeper.

attack: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d6 + 3 ⇒ (1) + 3 = 4

"I think I may have this one.. concentrate on the other."


Iron Gods: Iron maps;

JJ surprises the creeper connecting a couple of strikes on its superior limbs. The dark creature shrieks in pain and angriness as the human blocks his scape out of the fireplace.

Green: 13 damage
JJ: 12/12 hp, lantern
Kikinnin: 16/16 hp
Marigold: 12/12 hp
Maxim: 7/7 hp, mage armor (10 min)
Ruben: 11/11 hp, expeditious retreat (r9)
Ryan: 11/11 hp, light (10 min)
Surprise round: Ryan, Dark creepers
Round 1: JJ, Creepers, Ruben, Marigold, Ryan, Kikinnin, Maxim
Round 2: JJ, Creepers, Ruben, Marigold, Ryan, Kikinnin, Maxim


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Round 1

Even though a part of her knows she should've expected it with Dandarrion's injuries being so fresh, Marigold is still caught by surprise as two more of the creeping creatures make their presence known. As JJ manages to give as good as he's gotten since being down here, Marigold attempts to try and move Dandarrion's prone form away from the fighting.

"તેમને Dandarrion દૂર રાખો!" she cries as she attempts to drag the much larger human back.

Str Check (if required): 1d20 - 1 ⇒ (8) - 1 = 7

Abyssal:

"Keep them away from Dandarrion!"

She'll try to put him in the southwest corner between the wall and the table/shelf. Doing a preemptive Round 2 action since I'll be out and about for awhile today.

If Round 1 Action Unsuccessful:

Round 2

Having been unable to move her companion very far, Marigold desperately tries again. "શા માટે મનુષ્યો જેથી ભારે છે!?"

Str Check (if required): 1d20 - 1 ⇒ (20) - 1 = 19

If Round 1 Action Successful:

Round 2

With Dandarrion out of immediate harm's way, Marigold draws her morning and moves to support Ryan and the others against the nearest creeper.

Aid Another (Ryan +2 AC): 1d20 ⇒ 8


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Round 1: Mage Armour (+4 AC)

Maxim moves into the room as the sounds of combat erupt. He shifts to the opposite corner from the Dark Creeper JJ is engaging and mirthlessly draws his pistol, leveling it at the creature;

"Watch my line Surabar!"

Actions: Move into room and draw pistol (previously loaded). Like Marigold I'll post my Round 2 actions to keep things flowing:

Round 2:

Given a clear line of fire Maxim pulls the trigger and with a loud crack, the blackpowder weapon spits its payload at the shadowy creeper:

"Time to pay for sticking my friend Creeper!"

Missle: Pistol: 1d20 + 3 ⇒ (19) + 3 = 22
Pistol Damage: 1d8 ⇒ 5


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Round 1

Status:

AC = 18, Shield on
HP = 16/16
Weapon Equipped = Dwarven Greataxe
Condition(s) = None

Kikinnin bangs his axe to his shield, as JJ stands his ground with the northern creeper. "Aye, I'll make sure you're left alone... lemme, just, step past you here..."

The black-beard takes time to bring his axe up and over, intent on stopping any of his crew from getting injured. He looks the creeper over, hoping his weapon doesn't look icky.

Dwarven Greataxe: 1d20 + 3 ⇒ (9) + 3 = 12 for 1d10 + 2 ⇒ (9) + 2 = 11 damage


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

Ruben focuses what strange power he has and feels a surging rush of adrenaline course through him. He has never fully understood it, never felt any compunction to explore it in those stuffy halls of the Acadamae - just simply accepted it.

As combat breaks out in the room next door he rushes to JJ's aid, attempting to cleave the head from the neck of the dark thing.

Attack, Arcane Strike: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9


Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

Round 2 action.

Ruben then reverses his blade and thrusts it toward the abdomen of the dark creeper before him.

Round 2 attack, Arcane Strike: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Scrap Maxim's spoilered R2 action - Ruben has moved into the line of would-be fire ;)

Round 2 Revised Action

As Ruben moves into his line of fire, the gun-mage grimaces and belays his shot;

Dammit LaChance!!

The gruff dwarf spits a glob of tobacco in frustration, then moves toward his fallen friend, weapon still drawn and mindful of other shadowy foes that may lurk...

Maxim nods toward Ryan and Marigold as the combat around them rages, stooping to assist the halflings attempt to shift Dandarrion's wounded body;

"Let me help you there lil' lady..'

STR check 1d20 ⇒ 14


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

You guys realize there are TWO dark creepers in the room, don't you? Not just the one that JJ is fighting.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Yep. Will have its creepy little hands full with The Black Shuck mate :)


Iron Gods: Iron maps;

In an attempt to find his inner strength Marigold pulls from Dondarrion without moving more than a few dishes until Maxim joins her, placing the human to good save on the corner. The dishes, forks and knives create a resounding noise all over the chamber as they open a path for them.

Kikinnin stands against the second dark creeper, testing him with a low axe blow the creeper dodges with a small jump.

Ruben adds his strength to JJ's cutting the creepers left hand with a powerful blow while his sword shines with magic. The dark creature looks at his hand with fear and faints as the blood start to smear the floor.

The creature, totally scared, with a small movement creates a bubble of darkness on his dagger.
Kikinnin has an AoO
Concentration: 1d20 + 3 ⇒ (17) + 3 = 20 If AoO hits AC 16 and deals more than 8 damage, the spell-like darkness fails, otherwise...

Kikinnin and Maxim:

You see the dark creeper steps to one side and the darkness bubble puts off JJ's lantern and Ryan spell.

Others:

All of a sudden the complete darkness surrounds you, making it nearly impossible to locate the creature.
Perception DC 20+distance to locate the creeper, and even then 50% misschance

Everybody but Kikinin and Maxim: Effectively blinded
Green: 22 damage, unconscious
JJ: 12/12 hp, lantern
Kikinnin: 16/16 hp
Marigold: 12/12 hp
Maxim: 7/7 hp, mage armor (10 min)
Ruben: 11/11 hp, expeditious retreat (r9)
Ryan: 11/11 hp, light (10 min)
Surprise round: Ryan, Dark creepers
Round 2: Creepers, Ruben, Marigold, Ryan (x2), Kikinnin, Maxim, JJ
Ryan, on your first turn you can move and attack as if not affected by the darkness. Apply the penalty only to your second turn of actions please.


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Attack of Opportunity

Dwarven Greataxe: 1d20 + 3 ⇒ (4) + 3 = 7 for 1d10 + 2 ⇒ (10) + 2 = 12 damage Of course...

Round 2

Kikinnin chases after the damnably-hard-to-hit creature, bringing his axe from low to high. "Would have struck you solid, you nimble bastard. Fair enough. I need to improve my swing, I know that."

Dwarven Greataxe: 1d20 + 3 ⇒ (15) + 3 = 18 for 1d10 + 2 ⇒ (3) + 2 = 5 damage

"More blasted darkness for the likes of you all. I'll try and bring him down, sorry it's taking a bit to do so."


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Round 2

Marigold squeaks with fear as everything suddenly goes pitch dark. "જેજે, શું થઈ રહ્યું છે!? હું નથી જોઈ શકો છો!" she cries. Afraid to move, she grips her morningstar tightly in her hand and readies herself to swing if something gets too close.

Readied Action (Attack; Morningstar): 1d20 ⇒ 14
Miss vs. Concealment: 1d100 ⇒ 41

Abyssal:

"JJ, what's going on!? I can't see!"

I figure that Marigold was aware of Maxim next to her when the lights go out, but anyone approaching directly from the front without announcing themselves...


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

With darkness snuffing out his lighting Ryan is blinded, unable to see where anyone is but knowing that Kikinnian was in persuit calls out.

"The creature flees from the might of your greataxe, Kikinnin. Bring him low as the rats who have made your name" Inspiring word for Kikinnin +2 to most things.

Inspiring Word:
Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.

As Marigold, standing ready to return attack for attack..."Maxim what do you see?" hoping the wizard can warn him before trouble arrives.

if attacked:

heavy mace: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d8 + 2 ⇒ (4) + 2 = 6


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

"હું ક્યાં નથી જોઈ શકે છે. આ શ્યામ વેલ ખરેખર ખૂબ જ કાળી છે."

JJ steps back into the fireplace. He readies a strike at anything trying to push past him.

"Stay back from the fireplace everyone, I don't want to hit you by mistake.."

Readied attack miss chance; miss on a 1: 1d2 ⇒ 2


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

"હું ક્યાં નથી જોઈ શકે છે. આ શ્યામ વેલ ખરેખર ખૂબ જ કાળી છે."

JJ steps back into the fireplace. He readies a strike at anything trying to push past him.

"Stay back from the fireplace everyone, I don't want to hit you by mistake.."

Readied attack miss chance; miss on a 1: 1d2 ⇒ 1
attack: 1d20 + 5 ⇒ (19) + 5 = 24
damage: 1d6 + 3 ⇒ (2) + 3 = 5


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Bah, site eating my post
potential crit config: 1d20 + 5 ⇒ (16) + 5 = 21
potential extra damage: 1d6 + 3 ⇒ (4) + 3 = 7


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Round 2: Effects; Mage Armour (+4 AC)

Maxim's eyes penetrate the arcane gloom summoned by the fell creeper. He stays close to Marigold, hoping his presence provides a degree of comfort and moral as he whispers words of encouragement:

"Am staying close by Mistress Montajay... If something comes calling I'll let you know..."

The gun-mage shouts in response to Ryan's call;

"With your back toward the door we entered as North, the Creep lurks South East of you Taskerhill!"

The gun-mage scans the room, wary of other shadow lurking foes that may be draw by the clamour;

Perception: 1d20 + 1 ⇒ (3) + 1 = 4 Dammit.


Iron Gods: Iron maps;

Kikinnin hits the armor of the creeper as this one casts and the blade is deflected, the darkness engulfing everything around.

Revising Ruben's round 2 action.
With the other creeper dropped and the darkness, let me assume you will inspire. Feel free to retcon this.

Unable to see what is happening, Ruben starts to sing inspiring courage to the party.

Similarly Ryan's words inspire Kikinnin's heart making him prone to heroics.

JJ and Marigold ready themselves for the worst, but as the seconds pass it seems another one received the visit of the creature.

Maxim & Kikinnin:

Kikinnin succeeds at striking strong the creeper, the blade creating a gash at the dark creature's left arm much stronger than expected thanks to Ruben's inspiration.

Wary of the dwarves the creature attempts to surround Ryan while avoiding Kikinnin.
Acrobatics (tumble) DC 14: 1d20 + 3 ⇒ (11) + 3 = 14
Despite Kikinnin attempts to catch the creeper on the fly, the creature succeeds to perform a couple of steps and place himself next to Ryan and traitorously stabbing him from the back.

Ryan:

Dagger+invis (flatfooted): 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
P damage+sneak attack: 1d3 + 1d6 ⇒ (2) + (6) = 8
Fort DC 15 (poison) or suffer 1d2 Str damage
You feel the creature moving around and only discovers he is in the back too late. A terrible pain in your backbone as the creature stabs you in the back.

Everybody else:

All you hear are the desperate shouts of Kikinnin and Maxim trying to alert Ryan followed by a terrible shout of pain by the cleric. Fortunately his complains afterwards tell you he is still alive.

Maxim and Kikinnin shout "Just north of you Ryan!"

Everybody: +1 hit/damage (inspire courage r?)
Everybody but Kikinin and Maxim: Effectively blinded
Yellow: 6 damage
Green: 22 damage, unconscious
JJ: 12/12 hp, lantern
Kikinnin: 16/16 hp, inspire word (r4; +2 to most rolls)
Marigold: 12/12 hp
Maxim: 7/7 hp, mage armor (10 min)
Ruben: 11/11 hp, expeditious retreat (r9)
Ryan: 3/11 hp, light (10 min)
Round 3: Creeper, Ruben, Marigold, Ryan, Kikinnin, Maxim, JJ


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Just let me know when it gets in my range...

JJ readies an action for one of the dwarves calling his name and a direction.

readied attack, auto-miss on a 1: 1d2 ⇒ 1

But stabbing with a sword against a target you can't see is hard. The blow goes very wide.


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Attacks:
Longsword +4 (Arcane Strike) 1d8+3+1
Stats:
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield) | HP 19 | Fort +3, Ref +5, Will +3; | Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14 | Base Atk +1; CMB 4; CMD 16
Skills:
Acro +5, Bluff +7, Dip +7, Dis +6, Intim +10, Perc +4, Perf (orat) +6, SoH +5, Scrft +5, UMD +8

Not knowing anything about this sudden darkness, Ruben casts light on his blade, hoping to illuminate the room but finding it fruitless.

Ruben has no ranks in Spellcraft so this seems like a logical move for him


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Round 3: Effects - Mage Armour (+4 AC); Inspire Courage?

As the Creeper shifts in the dark, stabbing at Ryan, the gun-mage snaps;

Enough o’ this crud! Thrice-damned creep will taste lead afore he drops one more of us!”

Maxim shifts to gain a better shot, then levels and fires his pistol at their umbral foe;

"Time for a reckoning you craven scum!"

Ranged: Pistol: 1d20 + 3 ⇒ (3) + 3 = 6 Grrrr… Drastic times require drastic measures!

Use Hero Point for re-roll

Ranged: Pistol: 1d20 + 3 ⇒ (20) + 3 = 23 Now we’re talking!

Pistol - Critical Threat: 1d20 + 3 ⇒ (15) + 3 = 18

Pistol Damage: 1d8 ⇒ 6 +1 Inspire Courage?

Pistol Critical Damage: 2d8 ⇒ (2, 2) = 4


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Fort(DC15): 1d20 + 4 ⇒ (8) + 4 = 12
StrDmg: 1d2 ⇒ 1

A hiss escapes Ryans lips as the dagger is withdrawn and the poison seems into his bloodstream. Swinging his mace at the source of his pain

Miss%(1): 1d2 ⇒ 2
mace: 1d20 + 2 ⇒ (15) + 2 = 17
Dmg: 1d8 + 2 ⇒ (1) + 2 = 3

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