[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)


7,401 to 7,450 of 12,548 << first < prev | 144 | 145 | 146 | 147 | 148 | 149 | 150 | 151 | 152 | 153 | 154 | next > last >>

Iron Gods: Iron maps;

When Kikinnin and JJ approach to the doors they just open. The skeletons have moved and set themselves just in the entrance, but it seems their presence did not trigger the doors opening.

They each perform a single attack on the dwarf and the young man.
Claw vs Kikinnin: 1d20 + 5 ⇒ (13) + 5 = 18
S/B damage: 1d4 - 1 ⇒ (3) - 1 = 2

Claw vs Kikinnin (cover): 1d20 + 5 ⇒ (14) + 5 = 19
S/B damage: 1d4 - 1 ⇒ (2) - 1 = 1

Claw vs JJ: 1d20 + 5 ⇒ (12) + 5 = 17
S/B damage: 1d4 - 1 ⇒ (1) - 1 = 0

Claw vs JJ (cover): 1d20 + 5 ⇒ (18) + 5 = 23
S/B damage: 1d4 - 1 ⇒ (3) - 1 = 2
But they fail to reach them, the last of the attacks banging on the door's corner.

JJ: 57/66 hp
Juraan: 36/44 hp
Ryan: 51/61 hp
Marigold: 71/80 hp
Maxim: 50/53 hp
Kikinnin: 82/84 hp, shield other 7 h, -1 strength damage

It's the party's round!


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 = 27
HP = 82/84
Weapon Equipped = +2 Dwarven Greataxe
Conditition(s) = -1 Str, Shield Other

Kikinnin begins to bash bone, belligerently. Target Blue

+2 Dwarven Greataxe, Power Attack: 1d20 + 14 - 3 ⇒ (18) + 14 - 3 = 29 for 1d10 + 5 + 6 ⇒ (8) + 5 + 6 = 19 damage

+2 Dwarven Greataxe, Power Attack: 1d20 + 9 - 3 ⇒ (4) + 9 - 3 = 10 for 1d10 + 5 + 6 ⇒ (6) + 5 + 6 = 17 damage

"Be quick about it, JJ. You're gonna feel like you're passing through unyielding branches in a forest, for the number of arms they've got."


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's Round 1

Marigold takes a few steps forward into the hallway and calls down a blast of holy power on the skeletons!

Holy Smite: 5d8 ⇒ (6, 5, 4, 3, 2) = 20
Damage If Evil Outsiders: 8d6 ⇒ (5, 1, 4, 1, 6, 1, 3, 2) = 23

SR Checks (If Needed): 1d20 + 8 ⇒ (15) + 8 = 23
SR Checks (If Needed): 1d20 + 8 ⇒ (1) + 8 = 9
SR Checks (If Needed): 1d20 + 8 ⇒ (15) + 8 = 23
SR Checks (If Needed): 1d20 + 8 ⇒ (17) + 8 = 25
__________

Marigold casts Holy Smite; DC 19 Will. Also GM, don't forget we have Communal Protection from Evil running :)


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 tests out hte weight of the mace and starts swinging, concentrting first on the blue one (if it is still up after Kikinnin) and then moving onto the one in green rags.

wall of attacks:

primary attack, TWF: 1d20 + 15 - 2 ⇒ (11) + 15 - 2 = 24
TWF attack, TWF: 1d20 + 15 - 2 ⇒ (13) + 15 - 2 = 26
secondary attack, TWF: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 16
ITWF attack, TWF: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26
primary damage(silver, ,blunt): 1d6 + 6 ⇒ (1) + 6 = 7
TWF damage(silver,magic,piercing): 1d6 + 3 ⇒ (4) + 3 = 7
secondary damage(silver,blunt): 1d6 + 6 ⇒ (3) + 6 = 9
ITWF damage(silver,magic,piercing): 1d6 + 3 ⇒ (3) + 3 = 6

"See, that is why I thought I'd let the rest of you join in. I know you think I'm impetituous, but rushing into the middle of that lot was a bit much, even for me."


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 hangs back, with no relevant magic to bring to bear, he merely watches the melee from a distance - ready to assist if required.

(Not much I can do here, so happy to hang back in the meantime and let the meat shields do their thang :)


Iron Gods: Iron maps;

Kikinnin's axe is not as effective as normal against the skeleton, but nevertheless its sheer weight cracks four ribs of the creature, that seems to suffer no pain.

When Marigold raises her hand, the skeletons suffer under the powerful divine wave!
Will DC 19 Red: 1d20 + 7 ⇒ (17) + 7 = 24
Will DC 19 Blue: 1d20 + 7 ⇒ (9) + 7 = 16
Will DC 19 Green: 1d20 + 7 ⇒ (13) + 7 = 20
Will DC 19 Yellow: 1d20 + 7 ⇒ (4) + 7 = 11
Half of them are flashed by the holy power and render unable to see for a moment.

JJ's sword is almost ineffective against the skeleton, its tip ending in between the bones once and again, but the mace results mighty powerful breaking bones in multiple places.

Red: 10 damage
Blue: 53 damage, blinded
Green: 10 damage
Yellow: 20 damage, blinded
------------
Party buffs: communal protection vs evil
JJ: 57/66 hp
Juraan: 36/44 hp
Ryan: 51/61 hp
Marigold: 71/80 hp
Maxim: 50/53 hp
Kikinnin: 82/84 hp, shield other 7 h, -1 strength damage

Juraan and Ryan


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)

Ryan presents his shield towards the creatures and channels Abadar's divine power, only this time to harm the undead instead of healing his friend's.

Channel Energy: 4d6 ⇒ (6, 1, 5, 5) = 17


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))

oopse, extra 3 points of damage from each blow with primary hand and 1 point for secondary. I forgot about JJs ... divine blessing.


Male Human Sorcerer (inactive)

Round 1
Juraan casts the only useful spell he can think of to fight the strange skeletons: « זויער קויל » . . "flaming sphere (acid damage)", in terran

The acid sphere appears in the same place as one of the skeletons (Green):
flaming sphere (acid damage): 3d6 + 3 ⇒ (5, 5, 5) + 3 = 18
(dc 16, reflex negates, 1 of 7 rounds)


1 person marked this as a favorite.
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)

GM, neglected to Ryan moved up behind JJ and Kikinnin before channeling against the skellys. Posted while pulled over on a gas stop between N Carolina and Florida


Iron Gods: Iron maps;

Ryan relocates next to Kikinnin and JJ and raises his holy symbol, the sacred wave partially damaging the six-armed skeletons.
Will DC 16 Red: 1d20 + 7 ⇒ (20) + 7 = 27
Will DC 16 Blue: 1d20 + 7 ⇒ (12) + 7 = 19
Will DC 16 Green: 1d20 + 7 ⇒ (14) + 7 = 21
Will DC 16 Yellow: 1d20 + 7 ⇒ (12) + 7 = 19

The skeleton targeted by Juraan jumps to the side avoiding the acidic sphere.
Ref DC 16: 1d20 + 7 ⇒ (18) + 7 = 25

There is then a hurricane of skeleton arms that start attacking JJ and Kikinnin, but man and dwarf block one after one all the claws forming a perfect defensive wall.
Red Claw vs JJ (cover): 1d20 + 5 ⇒ (5) + 5 = 10
Red Claw vs JJ (cover): 1d20 + 5 ⇒ (13) + 5 = 18
Red Claw vs JJ (cover): 1d20 + 5 ⇒ (6) + 5 = 11
Red Claw vs JJ (cover): 1d20 + 5 ⇒ (12) + 5 = 17

Blue Claw vs JJ: 1d20 + 5 ⇒ (7) + 5 = 12 Blinded misschance 50%: 1d100 ⇒ 23
Blue Claw vs JJ: 1d20 + 5 ⇒ (2) + 5 = 7 Blinded misschance 50%: 1d100 ⇒ 18
Blue Claw vs JJ: 1d20 + 5 ⇒ (13) + 5 = 18 Blinded misschance 50%: 1d100 ⇒ 55
Blue Claw vs JJ: 1d20 + 5 ⇒ (15) + 5 = 20 Blinded misschance 50%: 1d100 ⇒ 28

Green Claw vs Kikinnin: 1d20 + 5 ⇒ (9) + 5 = 14
Green Claw vs Kikinnin: 1d20 + 5 ⇒ (5) + 5 = 10
Green Claw vs Kikinnin: 1d20 + 5 ⇒ (19) + 5 = 24
Green Claw vs Kikinnin: 1d20 + 5 ⇒ (8) + 5 = 13

Yellow Claw vs Kikinnin (cover): 1d20 + 5 ⇒ (16) + 5 = 21 Blinded misschance 50%: 1d100 ⇒ 12
Yellow Claw vs Kikinnin (cover): 1d20 + 5 ⇒ (4) + 5 = 9 Blinded misschance 50%: 1d100 ⇒ 16
Yellow Claw vs Kikinnin (cover): 1d20 + 5 ⇒ (7) + 5 = 12 Blinded misschance 50%: 1d100 ⇒ 27
Yellow Claw vs Kikinnin (cover): 1d20 + 5 ⇒ (17) + 5 = 22 Blinded misschance 50%: 1d100 ⇒ 16

Afterwards, the skelletons recover sight.

Red: 18 damage
Blue: 69 damage
Green: 18 damage
Yellow: 28 damage
------------
Party buffs: communal protection vs evil
JJ: 57/66 hp
Juraan: 36/44 hp
Ryan: 51/61 hp
Marigold: 71/80 hp
Maxim: 50/53 hp
Kikinnin: 82/84 hp, shield other 7 h, -1 strength damage

The party is up!


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 2

Status:

AC = 27, 29 PfE
HP = 82/84
Weapon Equipped = +2 Dwarven Greataxe
Condition(s) = PfE

Kikinnin keep swinging, until Blue falls, so he can move onto Green.

+2 Dwarven Greataxe, Power Attack: 1d20 + 14 - 3 ⇒ (7) + 14 - 3 = 18 for 1d10 + 5 + 6 ⇒ (7) + 5 + 6 = 18 damage

+2 Dwarven Greataxe, Power Attack: 1d20 + 9 - 3 ⇒ (10) + 9 - 3 = 16 for 1d10 + 5 + 6 ⇒ (4) + 5 + 6 = 15 damage

The black beard shoots words of thanks over his shoulder, for the magics weakening the bone guard before them. "Shouldn't be too much longer, I think."

If Blue falls, Kikinnin steps into the space between skellies, trying to get past them, in order to flank, eventually. His resolve is greater for Marigold's gilding.


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's Round 2

Satisfied that the skeletons were soften up good and proper by her opening salvo, Marigold now conjures her ghostly whip and sends it to strike the closest of the still-standing skeletons.

Spiritual Weapon (Whip): 1d20 + 6 + 5 ⇒ (13) + 6 + 5 = 24
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Spiritual Weapon (Whip): 1d20 + 1 + 5 ⇒ (17) + 1 + 5 = 23
Damage: 1d8 + 2 ⇒ (8) + 2 = 10


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 continues his assault, but given the ineffectiveness of his short sword, just relies on it for parrying rather than attacking. STill, Ryan's mace seems to do a good job.

primary attack, 'blessing': 1d20 + 15 ⇒ (16) + 15 = 31
secondary attack, 'blessing': 1d20 + 15 - 5 ⇒ (18) + 15 - 5 = 28
primary damage(silver, ,blunt): 1d6 + 8 ⇒ (5) + 8 = 13
secondary damage(silver, ,blunt): 1d6 + 8 ⇒ (5) + 8 = 13

I'm assuming the mace is just silver, but not masterwork at all?

JJ keeps bashing at the badly wounded blue one before wanting to try the green one on for size.


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

Maxim moves forward as not to leave himself too distant from the grand melee (Double Move), positioning himself shoulder-to-shoulder with Ryan.


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)

Yes silver not masterwork, sorry JJ

Shield and mace in hand Ryan steps forward and takes aim at the nearest of the creatures.

hvy mace: 1d20 + 9 ⇒ (18) + 9 = 27 additional +2 if Divine Favor still in play GM
damage: 1d8 + 3 ⇒ (8) + 3 = 11 also additional +2 if DF in play

Running out of time before we shove off:

here is a quick run down of offense and defense for melee, although this is a straight copy from Ryan's profile. Ryan is resigned to the fact he's a better defender than front li er and is working to make that effective best I can. Spells listed in profile are his default list. Have fun all see you when we get back into port.
-------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+10 base, +7 armor, +1 Dex, +3 shield)
gear - +1 Agile Breastplate, +1 Dwarven Heavy Shield
Magic Vestment +2 AC for 8 hours (enhancement bonus) applied to +1 Agile Breastplate, when active 22/11T/21FF

--------------------
Offense
--------------------

Melee
Master Key +9/+4 (1d8+3) +1 Heavy Mace
MWK dagger +9/+4 (1d4+2/19-20) or dagger +8/+3 (1d4+2/19-20)
silver light mace +8/+3 (1d6+2)

Ranged
light crossbow +7 (1d8)

Attack Modifiers
Divine power +2 attack/damage for 1 minute (luck bonus)
Bull's Strength +2 attack/ melee damage for 8 minutes (enhancement bonus to strength)
Magic Weapon, Greater +2 attack/damage for 8 hours (enhancment bonus to weapon)


Iron Gods: Iron maps;

Kikinnin's axe destroys the first skeleton, then steps in and goes for the second breaking even more bones.

Marigold's force whip lashes with mighty strength on the animated bones, bursting on them.

Juraan's sphere damages the skeleton leaving it in a bad shape, and JJ bursts the bones with a couple of swings fully destroying the six-armed skeleton.
Ref: 1d20 + 7 ⇒ (1) + 7 = 8
Acid sphere: 3d6 ⇒ (5, 2, 3) = 10

With the front cleaned, Ryan comes in and blasts one of the skeletons around the corner with his mace.

The remaining skeletons retaliate against Kikinnin and Ryan.
Red Claw vs Kikinnin: 1d20 + 5 ⇒ (9) + 5 = 14
Red Claw vs Kikinnin: 1d20 + 5 ⇒ (12) + 5 = 17
Red Claw vs Kikinnin: 1d20 + 5 ⇒ (3) + 5 = 8
Red Claw vs Kikinnin: 1d20 + 5 ⇒ (11) + 5 = 16

Yellow Claw vs Ryan (cover): 1d20 + 5 ⇒ (6) + 5 = 11
Yellow Claw vs Ryan (cover): 1d20 + 5 ⇒ (4) + 5 = 9
Yellow Claw vs Ryan (cover): 1d20 + 5 ⇒ (4) + 5 = 9
Yellow Claw vs Ryan (cover): 1d20 + 5 ⇒ (17) + 5 = 22
But the claws only find armor and walls, unable to slash through the group defenses.

Red: 18 damage
Blue: 82 damage, destroyed
Green: 80 damage, destroyed
Yellow: 39 damage
------------
Party buffs: communal protection vs evil
JJ: 57/66 hp
Juraan: 36/44 hp
Ryan: 51/61 hp
Marigold: 71/80 hp
Maxim: 50/53 hp
Kikinnin: 82/84 hp, shield other 7 h, -1 strength damage

The party is up!


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 steps forward, his god-enhanced strength enabling him to twist and twirl the hefty mace with relative ease. Again and again he strikes at the six armed dead creature.

attack: 1d20 + 15 ⇒ (2) + 15 = 17
second attack: 1d20 + 15 - 5 ⇒ (20) + 15 - 5 = 30
damage#1(blunt,silver): 1d6 + 7 ⇒ (4) + 7 = 11
damage#2(blunt,silver): 1d6 + 7 ⇒ (2) + 7 = 9

second attack, crit?: 1d20 + 15 - 5 ⇒ (3) + 15 - 5 = 13
bonus damage on crit(blunt,silver): 1d6 + 7 ⇒ (4) + 7 = 11


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 3

Status:

AC = 27, 29 PfE
HP = 82/84
Weapon Equipped = +2 Dwarven Greataxe
Condition(s) = PfE

With two skellies shattered, Kikinnin takes heart, and steps into the room a little more, before swinging on Red.

+2 Dwarven Greataxe, Power Attack: 1d20 + 14 - 3 ⇒ (10) + 14 - 3 = 21 for 1d10 + 5 + 6 ⇒ (5) + 5 + 6 = 16 damage

Second Swing: 1d20 + 9 - 3 ⇒ (10) + 9 - 3 = 16 for 1d10 + 5 + 6 ⇒ (10) + 5 + 6 = 21 damage

"What kind of monstrosity walks the earth with three sets of arms? Did the hags make them from multiple humans?"


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))

"If so...where are the left over parts?" wonders JJ.


Male Human Sorcerer (inactive)

Round 2
Juraan moves the acid sphere right to attack one of the remaining skeletons (Yellow):
flaming sphere (acid damage): 3d6 + 3 ⇒ (6, 1, 5) + 3 = 15
(dc 16, reflex negates, round 2 of 7)


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's Round 2

Marigold moves up but makes no attempt to enter the room as it appears that Kikinnin and JJ largely have things under control. She does, however, direct her whip to try and help finish off the more injured of the two remaining skeletons.

Spiritual Weapon (Whip): 1d20 + 6 + 5 ⇒ (20) + 6 + 5 = 31
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Spiritual Weapon (Whip): 1d20 + 1 + 5 ⇒ (17) + 1 + 5 = 23
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Crit!?: 1d20 + 6 + 5 ⇒ (11) + 6 + 5 = 22
Damage: 1d8 + 2 ⇒ (5) + 2 = 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

Bereft of useful magicks Maxim is content to let the melee play out, whilst hanging back guarding the group's rear.

(No actions this round)


Iron Gods: Iron maps;

JJ hits the wall covering the undead with his first swing, but the second one connects breaking more bones.

With a better angle, Kikinnin swings his axe, bones jumping out of the lifeless corpse!

The skeleton jumps to the side avoiding Juraan's sphere!
Ref DC 16: 1d20 + 7 ⇒ (20) + 7 = 27

Marigold's whip lashes the surrounded skeleton finally finding its place in the world for it.

Maxim observes from the distance calibrating his own strengths.

Ryan steps into the room and swings his mace destroying the skeleton's head! A second swing breaks a rib.
hvy mace: 1d20 + 9 ⇒ (20) + 9 = 29
damage: 1d8 + 3 ⇒ (8) + 3 = 11
hvy mace: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d8 + 3 ⇒ (5) + 3 = 8
crit?: 1d20 + 9 ⇒ (19) + 9 = 28
damage: 1d8 + 3 ⇒ (8) + 3 = 11

Meanwhile the skeleton, in very bad shape, scratches the cleric's face with a claw.
Yellow Claw vs Ryan: 1d20 + 5 ⇒ (9) + 5 = 14
Yellow Claw vs Ryan: 1d20 + 5 ⇒ (8) + 5 = 13
Yellow Claw vs Ryan: 1d20 + 5 ⇒ (16) + 5 = 21 damage: 1d4 - 1 ⇒ (4) - 1 = 3
Yellow Claw vs Ryan: 1d20 + 5 ⇒ (14) + 5 = 19

Red: 75 damage, destroyed
Yellow: 69 damage
------------
Party buffs: communal protection vs evil
JJ: 57/66 hp
Juraan: 36/44 hp
Ryan: 48/61 hp
Marigold: 71/80 hp
Maxim: 50/53 hp
Kikinnin: 82/84 hp, shield other 7 h, -1 strength damage
The party is up!


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 does his best to work his way around the outside of the last skeleton, before bringing his loaned mace into play.

attack,flank: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
damage(silver,blunt): 1d6 + 8 ⇒ (4) + 8 = 12


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's Round 3

While her conjured whip continues to whip the skeleton good, Marigold remains outside in the hallway with her eyes still peeled for additional, sneaky threats.

Perception: 1d20 + 13 ⇒ (14) + 13 = 27

Spiritual Weapon (Whip): 1d20 + 6 + 5 ⇒ (9) + 6 + 5 = 20
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Spiritual Weapon (Whip): 1d20 + 1 + 5 ⇒ (6) + 1 + 5 = 12
Damage: 1d8 + 2 ⇒ (3) + 2 = 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 4

Status:

AC = 27, 29 PfE
HP = 82/84
Weapon Equipped = +2 Dwarven Greataxe
Condition(s) = PfE

Kikinnin takes a brief step towards Yellow, and lends his Axe to further damage, hopefully destroy, the damnable thing.

"Bone is brittle, little like stone."

+2 Dwarven Greataxe, Power Attack: 1d20 + 14 - 3 ⇒ (18) + 14 - 3 = 29 for 1d10 + 5 + 6 ⇒ (10) + 5 + 6 = 21 damage

"It tries to spite, despite its lies."

Second Swing: 1d20 + 9 - 3 ⇒ (5) + 9 - 3 = 11 for 1d10 + 5 + 6 ⇒ (6) + 5 + 6 = 17 damage

"Let's be done of this. I've got no more rhyme, this time."


Male Human Sorcerer (inactive)

Round 3
Juraan moves the acid sphere right to attack the last skeleton (Yellow):
flaming sphere (acid damage): 3d6 + 3 ⇒ (1, 5, 3) + 3 = 12
(dc 16, reflex negates, round 3 of 7)


Iron Gods: Iron maps;

The combined strength of the Cauldron Watchers is enough to break through the last skeleton leaving the room back into silence.

Combat is over!

V14.
Three large beds sit in this room. Along the north wall hangs a set of golden baboon masks. The smooth stone walls and the floor are covered by colorful and bizarre tapestries and carpets. An elaborate weaver's loom occupies the southwest corner. Various skeins of wool of many different colors are piled near the loom, next to a basket of sewing tools. A wooden chest sits in the southeast corner.

The chest contains 130 gp in a large purse, 12 pieces of assorted silver ware (jugs, plates, bowls) worth a total of 450 gp, a golden armband (worth: 120 gp), a magical scroll, a strange necklace with 3 beads, two potions of cure serious wounds, four potions of cure moderate wounds and a +1 light mace.

Scroll: Spellcraft DC 24 or Read magic:

The Scroll contains a copy of:
- prying eyes
- greater dispel magic
- sequester
All at caster level 14th.

Necklace: Detect magic+Spellcraft DC 25:

neeklace of fireballs (type III, with just one SD6 and two 3d6 spheres left)


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

"A kn-kn-knitting room? I g-guess even hags h-have their h-hobbies," Marigold muses, shaking her head. As the group begins searching around she attempts to help identify the items they find, but nothing about their auras makes any sense to the halfling.

Spellcraft (DC 24): 1d20 + 8 ⇒ (3) + 8 = 11
Spellcraft (DC 25): 1d20 + 8 ⇒ (8) + 8 = 16

"I'm s-sorry Alek w-wasn't in here," she sighs, giving JJ a sympathetic pat on the arm. "B-but there's st-still more of this p-place to search! We'll f-find him!"


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))

"There has to be a clue here.." says JJ, who starts a thorough search of the place.

"They knew him.."

perception, gods touch, underground: 1d20 + 12 - 2 + 2 ⇒ (15) + 12 - 2 + 2 = 27


Male Human Sorcerer (inactive)

Juraan sets about identifying the scroll: « לייענען מאַגיש » . . "read magic", in terran

Then he turns his attention to the necklace: « דיטעקט מאַגיש » . . "detect magic", in terran
spellcraft, dc25: 1d20 + 11 ⇒ (17) + 11 = 28
"This is another Necklace of Fireballs, like the one I had some time back!"
type III, with just one 5D6 and two 3d6 spheres left

"If I take the necklace and Maxim the scroll, that would be best."

GM Rusteg:
Should "SD6" in your spoiler be "5D6" instead?


Iron Gods: Iron maps;

Juraan:

Yes, it's 5d6

JJ feels a push towards the northern wall. Checking behind the baboon masks he uncovers a hid­den switch built into the wall. After triggering it, a shallow drawer slides out of the wall. Wrapped in silk inside this drawer is a quarterstaff made of an strange metallic alloy, with its tips reinforced and carvings all along the body resembling the light of heaven.


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 carefully removes the staff. "Wow, sweet. It would have been nice to find this before fighting the skeletons."

Then realisising it is probably magical he offers it to Maxim and Juraan. "I guess it can do more than just hit peoples heads though."


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

"H-hey, w-wait...that's a st-strange-looking st-staff," Marigold points out. Then something clicks and her eyes grow wide. "JJ! M-m-maybe it's the...th-the th-thing! The Thing!" she gasps. "Th-the st-staff from the t-tapestry!"


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)

Spellcraft DC24: 1d20 + 12 ⇒ (4) + 12 = 16

Maxim examines the scroll, but shrugs as he fails to decipher it. He shakes his head, handing it back to Juraan;

"Can't make head nor tail of it Professor. Maybee's you'll have a mite more luck..."

The dwur hands Kikinnin back the mace;

"Thanks Bror. Thinkin' I'll need a hammer fur such matters in the future. The Hold will provide..."

As Marigold draws their collective attention to the staff, Maxim eyes her warily;

"The Thing? You gone all addled like Surabar Lil'Miss?"


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))

"That is right!" he says, smiling at Marigold.

"It showed an encounter between Surabar and a sword-wield­ing angel, in which the angel gives Surabar a glowing quarterstaff. That was grandmother... so this must have been her staff.. You said it had a name..... Alakast!"

He holds the staff gingerly as he tries one the name.

"But was it a weapon for hitting things... or to make Spellmasons spells more powerful?"


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...j-just c-couldn't think of the name for a m-moment there," Marigold blushes. "T-too excited about f-finding a r-real, g-genuine piece of history!"

She looks at the staff with awe. "I d-don't know...M-Maxim or J-Juraan would d-definitely be the b-best ones of us t-to try and check, though."


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
Maxim wrote:
"Thanks Bror. Thinkin' I'll need a hammer fur such matters in the future. The Hold will provide..."

"Very likely, yes." Kikinnin tucks the neglected mace back in its belt loop. "Nothing a good axe can't handle, though. You should consider one."

He returns to the unexplored hallway, and proceeds, when the others have spent their curiosities on the found items.

When the group gathers in the hallway, he checks the door for sounds, then gives it a try, hoping they're not too far from finding Alex, though he still chews on the words of the hag, before she lost the fight.


Male Human Sorcerer (inactive)

Juraan tries to make sense of the staff JJ found: « აღმოაჩინე ჯადოსნური » . . "detect magic", in draconic
spellcraft: 1d20 + 11 ⇒ (16) + 11 = 27


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 nods at Kikinnin's words;

"Got my side blade already... hammer will give me another option and its a mite more familiar to me as a smith. Reckon I'll leave the hatchet work to you bror."

He smiles grimly and moves to where Juraan is attempting to discern more on the staff;

(Aid Another) Spellcraft: 1d20 + 12 ⇒ (10) + 12 = 22


1 person marked this as a favorite.
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 sets the head of his Axe on the hallway floor, and gives his forearm a rest, while waiting for the others to continue to delay their forward progression. He notes with a bit of irk that JJ is no longer huffing about delays in finding his uncle, now that he's got a new toy to occupy himself with. He colors humans as fickle things, and thinks no more on it, watching the unopened door as a dog would while waiting for its master to return from a dig.


Iron Gods: Iron maps;

Juraan and Maxim find out the staff is really magical, its both tips evil outsider bane and counting as good.

Kikinnin heards a couple of voices talking in a strange language at the other side of the doors.


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 grins at the staff. "I wonder if this is was Alex was looking for..."

He sheaths his swords and gives the staff a few swings.

"This brings back memories! Uncle Alex taught me a lot with a staff." The youth rubs his back as if in remembered pain.

Seeing the impatient dwarf waiting by the door he shakes his head. "Of course, Uncle Alex... he has to be close.."

JJ advances up to the door. "Everyone ready?"


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

"R-ready here! J-just be careful where and h-how you swing that th-thing if you're g-going to use it," Marigold advises, eyeing JJ's new weapon(?) with some caution.


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 raises two fingers, pointing to the door, tapping his ear, and motioning for those bringing up the rear to be aware, and probably on the quiet side.

The black beard hefts his Axe, and waits for someone who might understand the muted conversation to parse words, before opening the door, and exposing the conversationalists.


Male Human Sorcerer (inactive)

Juraan stands behind Kikinnin, ready to see what happens when he opens the door.


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 scowls as JJ moves to impetiously open the door despite warnings of inhabitants from his bror.

God's be darned Surabar! Hold yer horses!

The gun-mage bids the swordsman hold off as he casts a spell (Comprehend Languages) then moves to listen intently at the door;

Perception: 1d20 + 7 ⇒ (6) + 7 = 13 (Trying to hear words spoken - at worst ID what language is being used)


Iron Gods: Iron maps;

When Maxim approaches to properly listen and understand. The doors slide open on detecting the close presence.

V15. STARRY MIRROR
The ceiling in this room forms a four-sided dome.
The apex of the dome is thirty feet off the ground.
An odd, ten-foot-wide pentagonal mirror hangs on the west wall, from where it casts a dark reflection of the room. This reflection is distorted in an unsettling way, and dotted with shimmering, star-like pinpoints of white light. A single chair of white stone with triple armrests sits in the middle of the room, facing the mirror. A colorful hexagonal diagram is engraved in the floor surrounding the mirror.

On the central throne sits Sir Alek Tercival. He looks at you like wakening from a long dream "Cauldron is under great danger..."


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's jaw drops as the door is opened to reveal Alek sitting upon a throne. Once again, she wasn't sure what she was expecting but it wasn't this. She swallows.

"We've f-found him b-but...what's wrong with h-him??" she hisses, looking rapidly from JJ to Kikinnin and back again. "He's not under s-some sort of s-sorcery, is he?"

She attempts to surreptitiously find out by mumbling a magical detection spell.
__________

Marigold casts Detect Magic~

1 to 50 of 12,548 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [AP] The Shackled City by GM Rutseg - Gameplay All Messageboards

Want to post a reply? Sign in.