[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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Iron Gods: Iron maps;

The environment is even cooler in the darkness inside of the ruins.

As Juraan advances with his typical dancing lights a chamber with a floor that angles upward as it meets the walls appears. It then angles inward like those of a pyramid, creating a space shaped like a cut diamond. The walls are smooth and somewhat transparent, like foggy quartz, save for where three opaque doors stand to the north, east, and west. In the center of the room, a clear 5-foot square pedestal culminates with the shape of a disk slot.


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)

Like the font color GM, thought I'd done something to my computer until I noticed the thread title.

Ryan follows Juraan into the next area, noting the doorways at the corners and the ceiling above. Taking a moment to see if any of it rang a bell from his studies.

Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Kn:Religion: 1d20 + 9 ⇒ (20) + 9 = 29


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 peers curiously over Juraan's shoulder as his lights illuminate the room beyond. "Wh-what a strange p-place..." she murmurs as she peers about, wondering if perhaps the building once served some specific purpose in time.

Kn. History: 1d20 + 12 ⇒ (4) + 12 = 16
Kn. Religion: 1d20 + 7 ⇒ (3) + 7 = 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))

"I wonder if they left any gold behind.." muses the ever practical JJ as he follows the others deeper into the structure.


Iron Gods: Iron maps;

Ryan slides to the bottom of the next room with the pedestal. He inspects the area and reaches the conclusion it was some kind of temple of Ancient Osirion, although some traits reminds him of the spell weaver vaults.

The Sun disappears in the sky, blocked by the cliff edge, and Kikinnin defaults to move inside of the ruins with the others.


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 approaches the crystal.

"Hey Ryan... did you get one of those spellweaver disks? Think it would fit in here?"


Male Human Sorcerer (inactive)

"I'm just as keen to get home as you, Kikinnin.
"But it looks like our best bet to get back quickly is see what these ruins might have on offer."

Juraan enters the chamber after Ryan and casts a spell: « דיטעקט מאַגיש » . . "detect magic", in terran

⋯ and tries to find what kind of magic the pedestal has: spellcraft: 1d20 + 12 ⇒ (16) + 12 = 28


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 shares a not so sure about that Professor look with Kikinnin at Juraan's optimistic rationale for exploration.

The gun-mage eyes the slots warily;

Perception (Traps): 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28

"Reckon' fillin' yon slots will either release our doom or reveal our fortunes.. Hopin' for the latter an' fearin' the former!"


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

"It does s-seem like the most obvious s-solution..." Marigold admits, having been unable to determine anything of use about the ruins. "We sh-should at least t-try it and s-see what happens, once Juraan and M-Maxim have checked everything out."


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)

Reading comprehension fail, missed the last 5 words of the GM's post. Was like 'What are they talking about' all day long

Ryan delays as Maxim and Juraan check the room for trouble of both the magical and mundane reasons. Withdrawing the disk, JJ had mentioned , he places it within the slot if no warning come from Maxim and Juraan.

"Here goes nothing."


Iron Gods: Iron maps;

While Juraan senses some abjuration magics in the room, Maxim finds out the doors are all trapped.

When Ryan places the Spell weaver's disk on the pedestal though, a multi-colored ray emerges from the disk and projects to the northern door that opens without triggering any of the traps.

Beyond the group finds a long set of stairs that descends deep into the ruins. Your magical light penetrates in the darkness and your steps break the ancient silence.

At the end of the stairs, the corridor turns to the right and opens into a semicircular room. Two curved ramps ascend gently from one end of the room toward its northwest entrance. More than a dozen statues line the intricately painted walls, and all face toward an immense crystal that projects from the southeast wall. The statues are carved in the Osiran fashion, some bearing the heads of animals, and many holding objects like staves, ankhs, oil lamps, and scepters in their supple marble hands. Four engravings in the likeness of gemstones are set into shallow circular recesses in the floor arrayed before the huge jewel.

K. religion 20 or Lore (Osirion) DC 15:

You identify one of the figures as Nethys depicted in an archaic style. You do indentify the others as Ptah, the ancient Osirian god of architecture and inventions, and Thoth, the god of wisdom and writing.


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

Kn. Religion (DC 20): 1d20 + 7 ⇒ (18) + 7 = 25

"H-huh. One of these st-statues is actually N-Nethys, but the representation is p-pretty archaic..." Marigold remarks, squinting up at some of the statues as the group filters into the room. "And I know th-these two here are P-Ptah, god of archit-tecture and inventions, and Th-Thoth, g-god of wisdom and writing."

After a slight pause, she adds, "Those t-two are, um, Osiriani g-gods...if the n-names weren't a d-dead giveaway."


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))

"Who is Nethys?" asks JJ.

He looks at the statues, slightly creeped out.

"Anyone else get the feeling they are looking at you..."


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

"Oh! He's a g-god of magic," Marigold responds. "Not really g-good but not really b-bad, either. It's m-more...magic for magic's sake, you know? No m-matter what use it gets p-put to..."


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))

"Maybe that is why Great Grandfather took the Big N here. " muses JJ.

"He was a great wizard, so a god of magic... it seems to fit. But why so far from Cauldron?"

He shrugs.

"Maybe he reasoned the further away the better."


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 arches a bushy eyebrow at Marigold's description of this Nethys;

"Neither good nor ill, an a god o' magic eh? Hell's Teeth iffin I was inclined to get religion this Nethys fella sounds the part!"

The gun-mage nods toward the gem illustrated recesses;

"What we thinkin' there? Four gems to find an' place in there? Unlocking' the untold riches o' these Osiriani?"


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)

"The four gems I agree with Maxim, however I'm not so sure about the untold riches part. The last doorway we opened brought us face to face with a demon from JJ's familial past. Nice stroke there with that foul creature, Kikinnin."

Ryan studies the statues surrounding the room, each seemingly watching the crystal, but with hands ready to do damage when needed.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23
kn:Religion: 1d20 + 9 ⇒ (13) + 9 = 22


Iron Gods: Iron maps;

With a quick study of the doors Ryan quickly determines they are armed with a weight counterbalance mechanism. If opened the statues pedestals will likely go down and make several of the statues in the room to fall. An skillful person could jam this mechanism or a strong one might be able to move the statues into a saver position.

Ryan and Marigold:

The gems and lamps seem part of a funerary ritual. Some of these rituals are used to help the spirits of noble men and women to navigate through the halls of Farasma, while others are used to preserve the state of high personalities of society after death.
Passing the light of the lamps through the gems shall partially undo that ritual, weakening their preserving magics, if properly aimed the light over the corpse at the same time. That would resume the corruption process of nature.


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))

"Want me to try and move them?" offers the still god-infused JJ.

"They don't look that heavy."

He moves over to one of the statues and try to adjust it.

STR: 1d20 + 8 ⇒ (12) + 8 = 20


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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 shoots a look at Ryan, wondering if he's picked up on the same things that she has as they continue to examine the room.

"Th-these lamps and gems, I th-think they're part of a f-funerary ritual," she remarks. "I've heard of s-some rituals that are s-supposed to help the sp-spirits of noble men and women navigate the...the h-halls of Pharasma?"

She shakes her head. "M-maybe that's a r-regional difference. It p-probably means the B-Boneyard. A-Anyway, there's other r-rituals that are meant to p-preserve bodies after death."

"I th-think if you were to p-pass the lamp light through the g-gems and onto one of the b-bodies it would start to undo the p-preservation ritual and the body would start to r-rot again."


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)

"Hmmm, what would they need to resume the rotting process for? Seems most of the time you want to preserve the dead bodies of those gone on."

Moving over to help JJ, Ryan lends a hand...

Aid Another(Str): 1d20 + 2 ⇒ (10) + 2 = 12


Iron Gods: Iron maps;

With his great strength and the aid of Ryan, JJ is able to move the statues from the balance plates, placing them at safe.

Once placed to safety the group is able to open the doors without fear to break the statues. At the other side there is a circular domed chamber with a white tiled floor and a deep pit in the middle. Though no wind can be felt, particles of sand slowly blow around the pit as if circulated by a lazy breeze, their movement creating a soft, rasping susurrus.

A broad, simple, flat-topped column of sandstone rises from the depths and finishes here with a vertical coffin. The case is made of the same sandstone material and over it engraved there is depicted a strange humanoid with six arms.


Male Human Sorcerer (inactive)

Juraan moves up a bit after JJ and the others have disarmed the trapped statues.

He then casts an oft-used spell: « דאַנסינג לייץ » . . "dancing lights", in terran

And moves his Dancing lights into the circular chamber nearer the strange vertical coffin.
To see if there is any reaction, or more details made known.
perception: 1d20 + 11 ⇒ (6) + 11 = 17


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)

Spotting the increasingly familiar six-armed creature, Ryan steps into the circular chamber to study the column and it's matching coffin better.

"Thanks Juraan"

perception: 1d20 + 5 ⇒ (17) + 5 = 22


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))

"Is that..." says JJ, mouth agape.

"A dead spellweaver? It is just like the skeletons... but has a whole body. Let's hope it really is dead. Though given our recent experiences...Who knows."


Male Human Sorcerer (inactive)

"You're welcome, Ryan. Don't get too close to it until we know it's safe, mind."


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 follows suit, urging caution before a trap is triggered or foe unleashed;

"Who knows indeed Surabar. So let's be keepin' curious hands off until we discerned iffen it contains somethin' unsavoury or is trapped to prevent grave-robbers eh?"

The gun-mage survey's the sarcophagus with a critical eye from a distance (10ft);

Perception (Traps) + Stonesense: 1d20 + 8 + 2 + 1 ⇒ (8) + 8 + 2 + 1 = 19


2 people marked this as a favorite.
Iron Gods: Iron maps;

You carefully examine the coffin from the distance, but you cannot tell anything of significance without jumping into the depths of the abyss separating you from the coffin. Ryan's accurate eye and Maxim's stonecunning vision can tell though, the coffin would take an extraordinary strength, a tool to make lever or magic to be opened.

Linguistics, Appraise or K. engineering DC 15:

The coffin has symbols of Ancient Osirion, and the construction style, makes you date the coffin back 3000 years.

The coffin junctures makes you think it was designed to be closed and never opened again.

K. history DC 20:

It is still a mystery for many researchers how the Garundi nomadic tribes finished their internal battles and united settling the banks of the Sphynx river. Some theories point that Azghaad, the first pharaoh, had met a mysterious stranger named Nethys, before it became a god. But there are others who point the phenomena of Osirion's dramatic rise from barbarism to a sudden and otherwise inexplicable spike in culture, architecture and military success can only be explained by the visitation of an alien and more advanced civilization.

In parallel you have found now enough evidence that the spell weavers arrived to Cauldron region around 3000 years ago. And by one thousand years later, when their civilization collapsed with the disaster that lead to the Demonskar creation, the Starry Mirror had been built and connected Cauldron region with this area of Osirion.

Those events might be a coincidence or it might have something to do with each other. But Osirion creation during the Age of Destiny was approximately also around 3000 years ago. And by the time the Demonskar might have been created and the spell weaver civilization destroyed, Osirion had begun its decline. In particular, some texts say 2000 years ago the pharaoh An-Hepsu XI released the daemonic harbinger Zelishkar from the Labyrinth of Shiman-Sekh. A coincidence with the creation of the Demonskar. Zelishkar was later just imprisoned back into the Labyrinth. Some sources say this imprisonment was in agreement with a powerful archdemon.


Male Human Sorcerer (inactive)

knowledge (engineering): 1d20 + 7 ⇒ (18) + 7 = 25

"Looks like that coffin was made about three thousand years ago, in the ancient Osiriani style.
"Designed never to be opened again, from the looks of it.
"Which could mean it's full of something either fabulously valuable,
"OR something fabulously dangerous.
"I think the latter is much more likely, given our luck at the moment.
"Can anyone actually read the symbols on it?"


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))

ling: 1d20 + 12 ⇒ (6) + 12 = 18
"Well, it is definitely in Ancient Osirion. But I don't know how anyone can read those picture languges. There is a reason people say 'It's All Osirion to me' after all."


2 people 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)

"Hmm, the doorway before this was made so that the embalmed could be returned to the path of corruption their body normally would follow, and the coffin above was sealed so that it shouldn't be opened again. What has been sealed within and should we even contemplate opening the coffin and possibly releasing what lies within?"

Seeing visions of a six-armed mummy haunting our trip all they way back to Cauldron."


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 at the statues and the coffin.,

"If it had opened, then it would have presumably walked through that area that would have removed the preservatives.... maybe that was some kind of safety device..."


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

"Oh I'm almost p-positive that whatever's inside is d-dangerous," Marigold remarks wryly as she gazes at the coffin, sitting atop the pillar. "B-because that's just how our l-luck goes."

Kn. History (DC 20): 1d20 + 12 ⇒ (17) + 12 = 29

"You know...no one's r-really sure just what b-brought all the nomadic Garundi t-tribes together to s-settle along the Sphynx R-River here in Osirion," Marigold says, slowly. "B-But there's a theory that s-says..."
____________

Go ahead and read the above Kn. History spoiler as Marigold will explain it to the group.


Male Human Sorcerer (inactive)

"Right! Let's recap, shall we?
"Nabthatoron was not mentioned by name in this story, but Zelishkar was.
"So I think it's safe to say they are not one and the same.
"Which should mean that Zelishkar is within that coffin.
"And it should just stay there just the way it is now.
"I've had my fill of demon fighting for now, thankyouverymuch!"

Then after a moment's reflection:
"Besides, releasing this … THING … will detract from our finding the way back to Cauldron.
"Having said all that, I think we should carefully reseal this chamber on our way out.
"Just so someone else doesn't accidentally release Zelishkar."


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 shakes his head. "I'm not disagreeing about leaving it alone..although you have to admit to being curious about what is in there. But I'm pretty sure it wouldnt be Zelishkar - if he is stuck in that maze then he can't be in there."

He thinks a bit more "I bet it is a spellweaver mummy."


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 mulls the debate back and forth;

"Course maybe there ain't nothin' in the sarcophagus... Maybe it opens a door to this maze ye keep on mentionin'... So indirect like it does release this Zelishkar..."


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))

"Then why the elaborate things to make a body decay? " points out JJ.

"That says there is a corpse in there, a preserved one. Demons dont worry about their bodies decaying."


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

"M-maybe the spellweavers t-tried to escape to here after what happened with the D-Demonskar?" Marigold suggests, her head beginning to throb slightly as she tries to make sense of all the bits and pieces they've learned within the last couple of hours. "W-wait no...Osirion was already in d-decline by the time the D-Demonskar happened..."


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)

"Well we have limited options, attempt to open it now, try to search the rest of the area for clues, there were more doorways, then open it, or leave it alone. I'm guessing us being here probably leaves us at the first two, but what relevance is there between this site and the trouble affecting Cauldron, outside of the spellweaver. If we understand that perhaps we can better judge our options."

To be perfectly honest Ryan might have a clue, but I'm lost on this right now


Male Human Sorcerer (inactive)

"Maybe we should check those other two doors off the side of that chamber with the pedestal Ryan put the Spell Weaver disk on?
"Maybe something in either or both of those rooms will shed a bit of light on what's in this chamber."


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 nods.

"I think so. Maybe it is just coincidence that we ended up here... but I'm guessing great grandfather imprisoned the demon in that room for a reason."


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 toward the coffin;

"I can use my flyin' spell to get one o' us o'er yonder..."


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

"G-good to know but I think we sh-should look around a little more l-like Juraan and Ryan said," Marigold chimes in.


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
Juraan wrote:
"I'm just as keen to get home as you, Kikinnin, but it looks like our best bet to get back quickly is see what these ruins might have on offer."

Kikinnin returns Maxim's look, but refrains from speaking caution to the curious, for how little the words will weigh.

Marigold wrote:
"H-huh. One of these st-statues is actually N-Nethys, but the representation is p-pretty archaic... And I know th-these two here are P-Ptah, god of archit-tecture and inventions, and Th-Thoth, g-god of wisdom and writing.

Kikinnin raises an eyebrow at the miss's scholarship. "It's good to know one's history. That Academy seems to have educated you well, miss Marigold."

Ryan wrote:
"Nice stroke there with that foul creature, Kikinnin."

Kikinnin nods, much as one would do while sharing an observation as a fellow audience member in a dueling competition. "Praise Abadar. He was right there with us, in the face of such deep evil."

The black beard listens respectfully enough, as the focus narrows down to the Sarcophagus. Unfortunately, his thoughts backwards to remember the earlier bits of the conversation grow quickly hazy.

"So, this place is... evil?" Kikinnin takes a good, long look over the Sarcophagus, trying to parse out what might be parsed out. Detect Evil, at will

"Does this place register as somewhere specific, somewhere you can connect in your geography, as it relates to Cauldron?" He figures that should be somewhat a priority, but he also mulls over the debate of evil, and their role in confronting it, here and now.

"So, from what you all understand of this, uh, mausoleum... what we have here either requires we do nothing, or we do someething. In doing nothing, we hope that its remoteness can obscure the possible evil's entombment from civilization, effectively leaving it limp. In doing something, we hope we're more powerful than it, and can vanquish it as we did the Nab. But... if we do something, and it's more powerful than we, then we unleash a powerful evil on this world. Where others sought to imprison it, we might free it, foolishly..."

Kikinnin leaves his words to air out, before turning to his companions, and waiting for direction.


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 about the size of it." agrees JJ.

"OF course if it has been here this long, the chances of someone else just coming along and finding it ... seems remote. "

He stops and thinks for a moment.

"On the other hand, it does feel rather than we have been led here... but who or what I don't understand. And if so... then if we don't deal with this, then that ... entity is likely to lead others here."


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

"I'd have Ryan ask Abadar whether that's a good idea, or no."

Kikinnin doesn't go so far as to say he'd trust an omniscient god's word over the word of a rash, daydreamin' boy. He hopes it doesn't require saying.


Iron Gods: Iron maps;

Kikinnin:

There is a moderate aura of evil around the coffin.


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 moves alongside Ryan, as his sight is assaulted by the oily black shimmer around the Sarcophagus.

"Whoa, now. There's something foul there, of that I'm certain. It's not a weak shimmer, but it's not very strong, either. I'd call it middling. Doesn't make our decisions much clearer, but I'm not dissuaded, from what I've seen."

The black beard raises his Axe, to rest it on his left shoulder, and doesn't allow his gaze to drift away from the Sarcophagus.


Male Human Sorcerer (inactive)

"Since whatever it is in't as strong as Nabthatoron, that is good news.
"We should see what else is in this complex and then kill that thing.
"Whatever it is, it probably poses a danger to Cauldron."


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

"I'm still foggy about how this place and Cauldron are connected. I can understand Redgorge and here, because there's Vaprak's Voice to consider, what with the Starry Mirror and all. But we still don't know where we are."

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