[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)


9,451 to 9,500 of 12,548 << first < prev | 185 | 186 | 187 | 188 | 189 | 190 | 191 | 192 | 193 | 194 | 195 | next > last >>

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 = 29 (34 AC against Yellow for Smite)
HP = 148/148
Weapon Equipped = +2 Dwarven Greataxe
Condition(s) = Heroism(+2 Attack/Saves/Skills), Magic Circle v Evil, Resist Electricity 20/18 minutes

Fortitude Save v DC 21: 1d20 + 19 ⇒ (9) + 19 = 28
Fly Check to Hover, DC 15: 1d20 + 4 - 5 ⇒ (16) + 4 - 5 = 15 whew

Kikinnin's eyes enlarge to saucers, as the flock of vrock becomes a single demon bleeding before him. He turns back to take in the other mirrored menaces, and confirms that they no longer benefit from the magical effect. He considers praising the halfling lass for dismissing the magic for all present, until something teases at his own sight. He looks past Kythel and Maxim, then pulls his sight backwards. For a moment, the two men appear to stand behind foggy glass, with mists swirling about them. He fears for their safety, for a moment, until he shakes his head, and their appearance comes back to normal.

For this gift of vision, the black beard hopes he can kill this one quickly, so he can lend his Axe to the gaggle surrounding JJ.

Blessing of Fervor for an Additional Attack

+2 Dwarven Greataxe, Power Attack, Heroism, Smite: 1d20 + 18 - 4 + 2 + 2 + 5 ⇒ (15) + 18 - 4 + 2 + 2 + 5 = 38 for 1d10 + 5 + 8 + 12 ⇒ (3) + 5 + 8 + 12 = 28 damage

+2 Dwarven Greataxe, Power Attack, Heroism, Smite: 1d20 + 13 - 4 + 2 + 2 + 5 ⇒ (1) + 13 - 4 + 2 + 2 + 5 = 19 for 1d10 + 5 + 8 + 12 ⇒ (7) + 5 + 8 + 12 = 32 damage

+2 Dwarven Greataxe, Power Attack, Heroism, Smite: 1d20 + 8 - 4 + 2 + 2 + 5 ⇒ (15) + 8 - 4 + 2 + 2 + 5 = 28 for 1d10 + 5 + 8 + 12 ⇒ (7) + 5 + 8 + 12 = 32 damage

BoF Attack: 1d20 + 18 - 4 + 2 + 2 + 5 ⇒ (13) + 18 - 4 + 2 + 2 + 5 = 36 for 1d10 + 5 + 8 + 12 ⇒ (10) + 5 + 8 + 12 = 35 damage

GM Rutseg:

Not sure if it's a burst damage at first, but if the Spore attack can be halted by effects that provide Immunity to Disease, then Kikinnin will gladly decline the vines, for his Paladin nature ;)


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)

Apologies all - been under the hammer at work... through the turbulence now lol.

Round 3 Conditions/Buffs: Blessing of Fervor, Endure Elements & Resist Energy (Electrical 20)

As the mass combat begins in earnest, Maxim invokes some of his arcane power to imbue his pistol with the ability to ignore the Vrock's multi-faceted defence (Swift Action: Sacrifice Knock spell to gain Seeking ability onto Pistol for 2 minutes.

Seeking Weapons:

A seeking weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. The wielder still has to aim the weapon at the right square.

The gun-mage shifts (5ft Step), then levels his pistol at the nearest Vrock (Blue) and fires:

Deadly Aim Ranged Touch Attack: +1 Seeking Pistol 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30

Deadly Aim Pistol Damage: 1d8 + 1 + 4 + 2 ⇒ (5) + 1 + 4 + 2 = 12

He then reloads with an alchemical cartridge (Move Action - Provokes AoO)

R3 Blessing of Fervour Boon: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

Round 4 Conditions/Buffs: Blessing of Fervor, Endure Elements , Resist Energy (Electrical 20) & Seeking - Pistol 2 minutes

Seeing JJ assailed on all sides, the canny gun-mage calls forth another spell to cause the young warrior's bane staff to be even deadlier;

"Scherpe rand!" (Gnomish: Keen Edge)

Standard Action: Cast Keen Edge on Alakast. Critical Threat for JJ's wall of attacks is now 19-20 for 80 minutes :).

R4 Blessing of Fervour Boon: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

(Have a Move Action left but will waive as am happy with my map position)


Iron Gods: Iron maps;

Kikinnin:
I do have same interpretation. The power does not say you are immune, only that it halts, so my guess is initial damage affects but then the spores do not grow

Maxim round 3 Fort DC 21 (stunning): 1d20 + 10 ⇒ (14) + 10 = 24
Maxim resists the first screech and blasts one of the Vrocks with his pistol. The bullet seeks its target, but the hard skin of the Vrock means only a small scratch is dealt. DR/good

An angelic aura covers JJ and the terrible slashes in one of his shoulders quickly patches up. The young man turns towards the Kalavakus, whom is not grappled anymore as he managed to escape the web, and demonstrates why he is known as a demonslayer. His style with the staff is lethal to the demon, and with his last swirling attack JJ sends the violet hunky to the ground!

Kikinnin maintains height and with a series of smiting axe cuts he too demonstrates why he is a demonslayer. With his last slash, thanks to Marigold's fervor, the Vrock falls dead on the cliff!

Maxim round 4 Fort DC 21 (stunning): 1d20 + 10 ⇒ (6) + 10 = 16
The second screech was terrible for Maxim. The dwarf takes his hands to his ears, dropping his gun, and unable to do much for the round, as he is trying to recover from the stunning sound.

Marigold round 4 Fort DC 21 (stunning): 1d20 + 13 ⇒ (4) + 13 = 17
Marigold is as well trying to recover from the nasty screech of the fallen Vrock and does nothing else.
BoF: +2

Kythel does something heroic.

Despite the two fallen demons, the remaining Vrocks continue their assault, enraged by the smell of Surabar's blood!

Fly Hover DC 15: 1d20 + 12 ⇒ (2) + 12 = 14
The blue feathered one attacks the stunned Marigold, but as she cannot maintain her flying height, the Vrock lands and attacks from the less advantageous position.
Claw 1+PA: 1d20 + 13 - 3 ⇒ (12) + 13 - 3 = 222d6 + 5 + 6 ⇒ (6, 6) + 5 + 6 = 23
Claw 2+PA: 1d20 + 13 - 3 ⇒ (19) + 13 - 3 = 292d6 + 5 + 6 ⇒ (2, 2) + 5 + 6 = 15
Bite+PA: 1d20 + 13 - 3 ⇒ (15) + 13 - 3 = 251d8 + 5 + 6 ⇒ (4) + 5 + 6 = 15
Talon 1+PA: 1d20 - 3 + 13 ⇒ (15) - 3 + 13 = 251d6 + 5 + 6 ⇒ (6) + 5 + 6 = 17

Talon 2+PA: 1d20 + 13 - 3 ⇒ (8) + 13 - 3 = 181d6 + 5 + 6 ⇒ (6) + 5 + 6 = 17
Kythe's circle vs evil deflects the first claw, but the stunned Marigold cannot do much to avoid most of the other attacks that lash at her arms in many places.

The red feathered one is able to hold his flying position and unleashes a terrible attack.
Fly Hover DC 15: 1d20 + 12 ⇒ (6) + 12 = 18
Claw 1+PA+height+Surabar: 1d20 + 13 - 3 + 1 ⇒ (14) + 13 - 3 + 1 = 252d6 + 5 + 6 + 1 ⇒ (4, 1) + 5 + 6 + 1 = 17
Claw 2+PA+height+Surabar: 1d20 + 13 - 3 + 1 ⇒ (20) + 13 - 3 + 1 = 312d6 + 5 + 6 + 1 ⇒ (5, 3) + 5 + 6 + 1 = 20

Critical?: 1d20 + 13 - 3 + 1 ⇒ (4) + 13 - 3 + 1 = 152d6 + 5 + 6 + 1 ⇒ (1, 5) + 5 + 6 + 1 = 18
Bite+PA+height+Surabar: 1d20 + 13 - 3 + 1 ⇒ (8) + 13 - 3 + 1 = 191d8 + 5 + 6 + 1 ⇒ (7) + 5 + 6 + 1 = 19
Talon 1+PA+height+Surabar: 1d20 - 3 + 13 + 1 ⇒ (16) - 3 + 13 + 1 = 271d6 + 5 + 6 + 1 ⇒ (3) + 5 + 6 + 1 = 15
Talon 2+PA+height+Surabar: 1d20 + 13 - 3 + 1 ⇒ (2) + 13 - 3 + 1 = 131d6 + 5 + 6 + 1 ⇒ (2) + 5 + 6 + 1 = 14
The mess of beaks, claws and talons is at some point almost to cut JJ in half, but he manages to avoid the worst, but the rage upon the descendant of Surabar takes the best from the vulpture demon, whom finally sends the nimble warrior to the ground.

With his enemy down, the last Vrock flies forward charging on the stunned Maxim with his fly.
Claw 1+PA+height: 1d20 + 13 - 3 + 1 ⇒ (16) + 13 - 3 + 1 = 272d6 + 5 + 6 ⇒ (5, 1) + 5 + 6 = 17
The claw breaks through the dwarf's magical defenses and opens a deep wound on his face.

The spores left by the Vrocks grow into thick green vines causing even more pain on your skin.
Spores on JJ: 1d4 ⇒ 2
Spores on Maxim: 1d4 ⇒ 3
Spores on Marigold: 1d4 ⇒ 4
They do something come to a halt on Kikinnin's body whom is not further affected by the affliction.

Maxim and Marigold feel their muscles start to respond once more. They are not stunned anymore.

Kalavakus: 143 damage, dead
Green: 27 damage, 3i, slightly damaged
Blue: 2 damage, 7i
Red: 5i
Yellow: 140 damage, 8i, dead
Party buffs: resist energy (electricity 20) 18 min, Blessing of fervor r13
Marigold: 64/118 hp
JJ: -5/105 hp, dying
Maxim: 67/91 hp, endure elements 24 h
Kikinnin: 142/148 hp, herosim 80 min, fly 8 min, true seeing 13 min
Kythel: circle vs evil 100 min
Round 4: JJ, Marigold, Kikinnin, Round 5: Maxim, Kythel (x2), Vrocks, Kalvakus

Bold can act. Kythel, you should throw in 2 rounds of actions, but remember you have a Fort save pending vs the stunning screech, so maybe you cannot act on the first of the two


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's blood burns, the blue fire spilling to the ground around him and soaking into the jungle. His world a mass of demon-induced pain his mind flees his body.

stabilise: 1d20 + 1 - 5 ⇒ (2) + 1 - 5 = -2

And still more celestial blood fertilises the already verdant jungle.


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 = 29 (34 AC against Green for Smite)
HP = 148/148
Weapon Equipped = +2 Dwarven Greataxe
Condition(s) = Heroism(+2 Attack/Saves/Skills), Magic Circle v Evil, Resist Electricity 20/18 minutes

Blessing of Fervor for +2s

Kikinnin seethes as the demons overcome JJ en masse. He tucks his chin, and charges Green, hoping to bury the lot of them, as well as hoping that the boy is resilient enough to find his way back to consciousness.

In his desperation, he pleads with Abadar to bring yet more righteous anger against the still standing vrocks. Swift to Smite Green

+2 Dwarven Greataxe, Charge, Power Attack, BoF, Smite: 1d20 + 18 + 2 - 4 + 2 + 5 ⇒ (13) + 18 + 2 - 4 + 2 + 5 = 36 for 1d10 + 5 + 8 + 24 ⇒ (10) + 5 + 8 + 24 = 47 damage, including Smite

"Damn your numbers, demons. We're here to bleed, by our God's will. You're a blight, and we'll burn you out. Come test your strength on me."


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 4

Taking the +2 AC/Reflex option for BoF this round~

Though pained by the vrock's flurry of attacks Marigold is more concerned about her brother; even though he'd risen again every time that a foe felled him, there was always the smallest hidden fear that he might not be so fortunate the next time.

But there was still her own attacker to contend with.

She takes a step back and adopts a defensive position as she begins to cast...

Cast Defensively (DC 23): 1d20 + 18 ⇒ (17) + 18 = 35

...and conjures holy power to smite both Blue and Red!

Spell Resistance vs. Blue (If Applicable; Spell Penetration): 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
Spell Resistance vs. Red (If Applicable; Spell Penetration): 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18

Holy Smite vs. Evil Outsiders: 10d6 ⇒ (5, 5, 5, 2, 5, 1, 2, 5, 3, 6) = 39


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 5 Conditions/Buffs: Blessing of Fervor (+2s this round) Endure Elements , Resist Energy (Electrical 20) & Seeking - Pistol 2 minutes

Seeing JJ fall, the grim-faced gun-mage attempts to reduce the effectiveness of their demonic foes...

Hand outstretched toward the southernmost Vrock (Blue) he calls forth one of his spells:

"Verdrijf Magie! (Cast Dispel Magic as Standard Action - targeting Blue Vrock's Mirror Image effect)

Casting Defensively DC21: 1d20 + 8 + 3 ⇒ (12) + 8 + 3 = 23

Dispel Check: 1d20 + 8 ⇒ (9) + 8 = 17 vs (DC23: 11 + the spell’s caster level CL12)... Darn.

As his spell is cast, Maxim moves towards where JJ lies... (10ft Move Action)


1 person marked this as a favorite.
Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

Fortitude Save DC 21 - 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27

Round 4

Kythel manages to shrug off once more the effects of the screech.

He slightly re-positions and releases a positive energy burst at the Demons!

Alignment Channel Injure All Evil Outsiders within 30' DC 22 Will Save for 1/2 - 5d6 ⇒ (3, 5, 6, 4, 1) = 19

Round 5

Seeing JJ down and his allies are receiving hits, he cannels positive energy once more, this time to heal his allies.

Channel Energy Selectively Channel OUT all of the Foes. HP Regained 5d6 ⇒ (5, 1, 5, 6, 4) = 21

8 of 10 Channels Remain.


Iron Gods: Iron maps;

Red Will DC 22: 1d20 + 6 ⇒ (15) + 6 = 21
Green Will DC 22: 1d20 + 6 ⇒ (13) + 6 = 19
Blue Will DC 22: 1d20 + 6 ⇒ (15) + 6 = 21
Resisting the screech Kythel channels Pharasma's energy and a wave of powerful light blasts the area burning all the Vrocks surrounding the party in holly light! The demons screech in pain and large burns are left in their bodies after the energy fades out!

JJ slightly bleeds out.

AoO Claw 1+PA: 1d20 + 13 - 3 ⇒ (10) + 13 - 3 = 202d6 + 5 + 6 ⇒ (1, 5) + 5 + 6 = 17
Kikinnin turns back and nosedives in the air charging on the closer demon. As he flies down his axe shines with the power of Abadar smiting the evil being. The clash of the dwarven metal on the skin opens a breach leaving the Vrock badly injured.

Giving a step back Marigold calls for holy power to smite two of the vrocks, but her spell is not strong enough to pierce their spell resistance this time.

Maxim attempts to dispel the images on one of the vrocks but their magical resistance interposes in the way once more.

Kythel channels energy once more, but this time the cleric's power patches up some of the wounds, effectively stopping JJ's bleeding and bringing him up.
JJ's initiative adjusted to just before Kythel

Green accepts Kikinnin's challenge and goes toe to toe with the dwarf, both flying in the air.
Fly Hover DC 15: 1d20 + 12 ⇒ (9) + 12 = 21
Claw 1+PA: 1d20 + 13 - 3 ⇒ (12) + 13 - 3 = 222d6 + 5 + 6 ⇒ (1, 6) + 5 + 6 = 18
Claw 2+PA: 1d20 + 13 - 3 ⇒ (18) + 13 - 3 = 282d6 + 5 + 6 ⇒ (2, 4) + 5 + 6 = 17
Bite+PA: 1d20 + 13 - 3 ⇒ (15) + 13 - 3 = 251d8 + 5 + 6 ⇒ (2) + 5 + 6 = 13
Talon 1+PA: 1d20 - 3 + 13 ⇒ (5) - 3 + 13 = 151d6 + 5 + 6 ⇒ (3) + 5 + 6 = 14
Talon 2+PA: 1d20 + 13 - 3 ⇒ (11) + 13 - 3 = 211d6 + 5 + 6 ⇒ (3) + 5 + 6 = 14
Clad in his Malachite armor and protected by his faith in Abadar, none of the Vrock's attacks are able to damage the black dwarf.

Red ignores for once the awakening JJ and gets distracted by Maxim.
Fly Hover DC 15: 1d20 + 12 ⇒ (9) + 12 = 21
Claw 1+PA+height: 1d20 + 13 - 3 + 1 ⇒ (19) + 13 - 3 + 1 = 302d6 + 5 + 6 ⇒ (4, 2) + 5 + 6 = 17
Claw 2+PA+height: 1d20 + 13 - 3 + 1 ⇒ (17) + 13 - 3 + 1 = 282d6 + 5 + 6 ⇒ (2, 4) + 5 + 6 = 17

Bite+PA+height: 1d20 + 13 - 3 + 1 ⇒ (11) + 13 - 3 + 1 = 221d8 + 5 + 6 ⇒ (8) + 5 + 6 = 19
Talon 1+PA+height: 1d20 - 3 + 13 + 1 ⇒ (1) - 3 + 13 + 1 = 121d6 + 5 + 6 ⇒ (2) + 5 + 6 = 13
Talon 2+PA+height: 1d20 + 13 - 3 + 1 ⇒ (20) + 13 - 3 + 1 = 311d6 + 5 + 6 ⇒ (4) + 5 + 6 = 15
Critical?: 1d20 + 13 - 3 ⇒ (9) + 13 - 3 = 191d6 + 5 + 6 ⇒ (5) + 5 + 6 = 16
Protected by his arcane armor and Kythel's magical circle a couple of the attacks are deflected, but three others pierce through the dwarf's skin.

The reddish one keeps her assault on the halfling.
Fly Hover DC 15: 1d20 + 12 ⇒ (6) + 12 = 18
Claw 1+PA+height: 1d20 + 13 - 3 + 1 ⇒ (15) + 13 - 3 + 1 = 262d6 + 5 + 6 ⇒ (4, 6) + 5 + 6 = 21
Claw 2+PA+height: 1d20 + 13 - 3 + 1 ⇒ (18) + 13 - 3 + 1 = 292d6 + 5 + 6 ⇒ (3, 6) + 5 + 6 = 20

Bite+PA+height: 1d20 + 13 - 3 + 1 ⇒ (8) + 13 - 3 + 1 = 191d8 + 5 + 6 ⇒ (1) + 5 + 6 = 12
Talon 1+PA+height: 1d20 - 3 + 13 + 1 ⇒ (15) - 3 + 13 + 1 = 261d6 + 5 + 6 ⇒ (3) + 5 + 6 = 14
Talon 2+PA+height: 1d20 + 13 - 3 + 1 ⇒ (14) + 13 - 3 + 1 = 251d6 + 5 + 6 ⇒ (1) + 5 + 6 = 12

Despite her efforts to self-defend herself, Marigold is struck by the Vrock in her head and arms.

The the thick green vines keep growing in JJ, Maxim and Marigold's bodies causing even more pain.
Spores on JJ: 1d4 ⇒ 1
Spores on Maxim: 1d4 ⇒ 4
Spores on Marigold: 1d4 ⇒ 2

Green: 93 damage, 3i, badly damaged
Blue: 21 damage, 7i, slightly damaged
Red: 19 damage, 5i, slightly damaged
Party buffs: resist energy (electricity 20) 18 min, Blessing of fervor r13
Marigold: 16/118 hp
JJ: 14/105 hp
Maxim: 35/91 hp, endure elements 24 h
Kikinnin: 148/148 hp, herosim 80 min, fly 8 min, true seeing 13 min, smite green
Kythel: circle vs evil 100 min
Round 5: Marigold, Kikinnin, Round 6: Maxim, JJ, Kythel, Vrocks, Kalvakus


1 person marked this as a favorite.
Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

Round 6

Kythel observes the field and opts to aid Maxim with his spells. He takes a 5' step to the spellslinger and beseeches Pharasma for aid.

Cure Critical Wounds 4d8 + 10 ⇒ (2, 8, 2, 2) + 10 = 24 +50% = Maxim regains 36 HP.

I need Quicken Channel for my next feat!


1 person marked this as a favorite.
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))

Blue light surges from his wounds as JJ's eyes painfully open. Once again he had felt the breath of Phrasma on him, and once again she had pulled him back from the brink.
What plans has the lady of spirals for me? Perhaps Saranie is not the only one interested in redemption?
LoH: 5d6 ⇒ (3, 4, 2, 5, 3) = 17
Taking a risk, he lashes out from the ground at the horrid vrock circling just above him.
At the least I should be able to get rid of the images.. he hopes.

wall of attacks:

-4 to attack from prone
+10 to attack and damage from terrain mastery(abyss)
+2 to attack and +2+2d6 damage from evil outsider bane.
Selecting extra attack for his blessing of fervor
primary attack, TWF: 1d20 + 20 - 2 - 4 + 10 + 2 ⇒ (11) + 20 - 2 - 4 + 10 + 2 = 37
TWF attack, TWF: 1d20 + 20 - 2 - 4 + 10 + 2 ⇒ (10) + 20 - 2 - 4 + 10 + 2 = 36
secondary attack, TWF: 1d20 + 15 - 2 - 4 + 10 + 2 ⇒ (17) + 15 - 2 - 4 + 10 + 2 = 38
ITWF attack, TWF: 1d20 + 15 - 2 - 4 + 10 + 2 ⇒ (11) + 15 - 2 - 4 + 10 + 2 = 32
tertiary attack, TWF: 1d20 + 10 - 2 - 4 + 10 + 2 ⇒ (15) + 10 - 2 - 4 + 10 + 2 = 31
BoF attack, TWF: 1d20 + 20 - 4 + 10 + 2 ⇒ (17) + 20 - 4 + 10 + 2 = 45

Image destruction on a 1
real is 1: 1d6 ⇒ 1
real is 1: 1d6 ⇒ 2
real is 1: 1d5 ⇒ 5
real is 1: 1d4 ⇒ 2
real is 1: 1d3 ⇒ 2
real is 1: 1d2 ⇒ 1

primary damage(blunt,magic,good): 1d6 + 7 + 10 + 2 + 2d6 ⇒ (1) + 7 + 10 + 2 + (4, 5) = 29
TWF damage(blunt,magic,good): 1d6 + 4 + 10 + 2 + 2d6 ⇒ (2) + 4 + 10 + 2 + (5, 2) = 25
secondary damage(blunt,magic,good): 1d6 + 7 + 10 + 2 + 2d6 ⇒ (6) + 7 + 10 + 2 + (5, 3) = 33
ITWF damage(blunt,magic,good): 1d6 + 4 + 10 + 2 + 2d6 ⇒ (6) + 4 + 10 + 2 + (4, 3) = 29
tertiary damage(blunt,magic,good): 1d6 + 7 + 10 + 2 + 2d6 ⇒ (4) + 7 + 10 + 2 + (4, 4) = 31

BoF damage(blunt,magic,good): 1d6 + 7 + 10 + 2 + 2d6 ⇒ (2) + 7 + 10 + 2 + (1, 1) = 23


Four of the images vanish, leaving just the vrock and a single doppleganger of it, both of which wear a broken wing.


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 5

Status:

AC = 29 (34 AC against Blue for Smite)
HP = 148/148
Weapon Equipped = +2 Dwarven Greataxe
Condition(s) = Heroism(+2 Attack/Saves/Skills), Magic Circle v Evil, Resist Electricity 20/18 minutes

Kikinnin throws another arc across Green, hoping it falls swiftly, so he can move towards Blue, and finish it, as well.

GM Rutseg:

Correct me if I'm wrong, illustrious GM, but Kikinnin's gonna 5' fly here, so less than half his movement, but he's not gonna Hover, if Green falls.

Fly Check v DC 10: 1d20 + 4 - 5 ⇒ (12) + 4 - 5 = 11

Blessing of Fervor for +2s

Kikinnin tries to end Green first.

+2 Dwarven Greataxe, Power Attack, Heroism, Smite, BoF: 1d20 + 18 - 4 + 2 + 5 + 2 ⇒ (11) + 18 - 4 + 2 + 5 + 2 = 34 for 1d10 + 5 + 8 + 12 ⇒ (9) + 5 + 8 + 12 = 34 damage

Then the black beard shifts in air towards Blue. He doesn't hesitate to bring the same fury of Abadar to bear upon the slightly injured demon. Swift Action- Smite Blue

Second Swing: 1d20 + 13 - 4 + 2 + 5 + 2 ⇒ (5) + 13 - 4 + 2 + 5 + 2 = 23 for 1d10 + 5 + 8 + 12 ⇒ (9) + 5 + 8 + 12 = 34 damage

Third Swing: 1d20 + 8 - 4 + 2 + 5 + 2 ⇒ (7) + 8 - 4 + 2 + 5 + 2 = 20 for 1d10 + 5 + 8 + 12 ⇒ (1) + 5 + 8 + 12 = 26 damage

If Green doesn't fall, then Kikinnin keeps on him until he does, and 5' adjusts mid-air.


1 person marked this as a favorite.
Iron Gods: Iron maps;

About Fly, Hover, etc...:

After some years of that stuff I have come to the interpretation that Hover is taken when you do not want to use a move action to keep flying.
The moving less than half your speed would mean you are moving 5' for example, which would generate AoOs.
Taking a 5 foot step is usually not considered an action, which makes me think it falls on the Hover stuff.
If you are ok with this interpretation Kikinnin is forced to move (5' is enough), and he gets 2 AoOs and cannot perform more than 1 attack.

Seeing Maxim protecting JJ, Kythel approaches and touches the dwarf with an empowered healing conjuration.

JJ is further healed by his own angelic lineage and even with his back in the ground he keeps fighting the demons with his staff, destroying most of the images and striking a couple of powerful blows on the vuplture's talons.

Kikinnin smites his demon for his evilness with a deep long cut that sends the vulpture-like creature to the ground! The dwarf loses balance and is forced to move in the air.
Claw 1+PA: 1d20 + 13 - 3 ⇒ (10) + 13 - 3 = 20
But he blocks the near Vrock's claw with his shield.

Green: 127 damage, 3i, dead
Blue: 21 damage, 7i, slightly damaged
Red: 71 damage, 1i, considerably damaged
Party buffs: resist energy (electricity 20) 18 min, Blessing of fervor r13
Marigold: 16/118 hp
JJ: 31/105 hp
Maxim: 71/91 hp, endure elements 24 h
Kikinnin: 148/148 hp, herosim 80 min, fly 8 min, true seeing 13 min, smite green
Kythel: circle vs evil 100 min
Round 5: Marigold, Kikinnin, Round 6: Maxim, JJ, Kythel, Vrocks, Kalvakus

Marigold and Maxim. Only two brave demons to go!


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 6 Conditions/Buffs: Blessing of Fervor (+2s this round) Endure Elements , Resist Energy (Electrical 20) & Seeking - Pistol 2 minutes

As the battle rages Maxim reaches out to JJ to cast a spell upon the warrior;

"Sterk als een stier!" (Gnome: "Strong like bull!")

(Casting Bull's Strength on JJ as Standard Action; JJ gains +4 STR for 8mins)

Casting Defensively DC21: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21

As his spell is cast, Maxim moves to give himself a better angle at the nearest Vrock (20ft Move Action)


Iron Gods: Iron maps;

Maxim protects himself as he places the strength of the gorgon on his younger fellow.
Acrobatics (tumble): 1d20 + 10 ⇒ (15) + 10 = 25 I guess the canny Maxim tumbles to avoid attacks as he moves out of reach
AoO: Claw 1+PA+height: 1d20 + 13 - 3 + 1 ⇒ (6) + 13 - 3 + 1 = 172d6 + 5 + 6 ⇒ (5, 2) + 5 + 6 = 18
He then tumbles uncannily avoiding the claws of the Vrock as he moves away.

Concentration+warrior priest DC 27: 1d20 + 18 + 2 ⇒ (10) + 18 + 2 = 30
Heal: 130 = 130
Seeing herself pressed to hold Marigold steps back and calls for powerful magic that removes all her wounds in once. The growing vines in her skin are also cleansed by her healing magic, as it removes the disease from her.

Seeing the clad dwarf over him, the Vrock attempts to be more precise on her attacks.
Hover DC 15: 1d20 + 12 ⇒ (12) + 12 = 24
Claw 1: 1d20 + 13 ⇒ (15) + 13 = 282d6 + 5 ⇒ (2, 4) + 5 = 11
Claw 2: 1d20 + 13 ⇒ (6) + 13 = 192d6 + 5 ⇒ (2, 1) + 5 = 8
Bite: 1d20 + 13 ⇒ (20) + 13 = 331d8 + 5 ⇒ (2) + 5 = 7
Critical?: 1d20 + 13 ⇒ (17) + 13 = 301d8 + 5 ⇒ (1) + 5 = 6
Talon 1: 1d20 - 3 + 13 ⇒ (4) - 3 + 13 = 141d6 + 5 ⇒ (4) + 5 = 9
Talon 2: 1d20 + 13 ⇒ (2) + 13 = 151d6 + 5 ⇒ (5) + 5 = 10
Yet, she only barely manages to strike a bite on Kikinnin's shoulder!

The last Vrock sees JJ finishing his companion and decides to strike until the end on the Surabar!
Hover DC 15: 1d20 + 12 ⇒ (8) + 12 = 20
Claw 1+PA+prone+Surabar: 1d20 + 13 - 3 + 4 + 1 ⇒ (2) + 13 - 3 + 4 + 1 = 172d6 + 5 + 6 + 1 ⇒ (6, 5) + 5 + 6 + 1 = 23
Claw 2+PA+prone+Surabar: 1d20 + 13 - 3 + 4 + 1 ⇒ (9) + 13 - 3 + 4 + 1 = 242d6 + 5 + 6 + 1 ⇒ (3, 1) + 5 + 6 + 1 = 16
Bite+PA+prone+Surabar: 1d20 + 13 - 3 + 4 + 1 ⇒ (4) + 13 - 3 + 4 + 1 = 191d8 + 5 + 6 + 1 ⇒ (6) + 5 + 6 + 1 = 18
Talon 1+PA+prone+Surabar: 1d20 - 3 + 13 + 4 + 1 ⇒ (4) - 3 + 13 + 4 + 1 = 191d6 + 5 + 6 + 1 ⇒ (6) + 5 + 6 + 1 = 18
Talon 2+PA+prone+Surabar: 1d20 + 13 - 3 + 4 + 1 ⇒ (2) + 13 - 3 + 4 + 1 = 171d6 + 5 + 6 + 1 ⇒ (3) + 5 + 6 + 1 = 15
And yet, he dodges on the ground to one side and the other, and when one of the claws is up to scratch his face, Kythel's circle against evil effectively deflects the attack!

The thick green vines keep growing in JJ and Maxim's bodies causing even more pain.
Spores on JJ: 1d4 ⇒ 1
Spores on Maxim: 1d4 ⇒ 4

Blue: 21 damage, 7i, slightly damaged
Red: 71 damage, 1i, considerably damaged
Party buffs: resist energy (electricity 20) 18 min, Blessing of fervor r13
Marigold: 118/118 hp
JJ: 30/105 hp, bull Str 8 min
Maxim: 67/91 hp, endure elements 24 h
Kikinnin: 141/148 hp, herosim 80 min, fly 8 min, true seeing 13 min, smite blue
Kythel: circle vs evil 100 min
Round 6: Marigold, Kikinnin, Round 7: Maxim, JJ, Kythel, Vrocks, Kalvakus

@JJ probably you have already considered this, but just as a reminder, Blessing of Fervor allows standing up as a swift before generating an AoO


Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

Round 7

Kythel makes another step to JJ to heal him further.

Cast Cure Serious Wounds on JJ - CSW 3d8 + 10 ⇒ (3, 3, 6) + 10 = 22 + 50% = 33 HP regained.


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))

"Mythanks to you and your lady." mutters JJ and he frantically rolls around trying to avoid the demons attacks, but rolling right into the priests arms.

Blue light continues to drip from his rapdily closing wounds, albeit at a slower rate than before.
LoH: 6d6 ⇒ (3, 1, 2, 6, 6, 5) = 23
I guess grandmothers gift is running low..

Still, with the demon above him, he continues continues to break demonic bones.

Alakast to the rescue!:

Blessing of fervor for extra attack.
+10 to hit and damage from TM(abyss)
+2 to hit and +2+2d6 damage from evil outsdier bane
-4 to hit from prone.
+1 to hit and damage from bulls strength (only +1 due to +2 from belt already in place)
Total +9 to hit; +13+2d6 to damage

primary attack, TWF: 1d20 + 20 - 2 + 9 ⇒ (10) + 20 - 2 + 9 = 37
TWF attack, TWF: 1d20 + 20 - 2 + 9 ⇒ (15) + 20 - 2 + 9 = 42
secondary attack, TWF: 1d20 + 15 - 2 + 9 ⇒ (6) + 15 - 2 + 9 = 28
ITWF attack, TWF: 1d20 + 15 - 2 + 9 ⇒ (2) + 15 - 2 + 9 = 24
tertiary attack, TWF: 1d20 + 10 - 2 + 9 ⇒ (11) + 10 - 2 + 9 = 28
blessed attack, TWF: 1d20 + 20 + 9 ⇒ (7) + 20 + 9 = 36

real on a 1: 1d2 ⇒ 1
real on a 1: 1d2 ⇒ 1
real on a 1: 1d2 ⇒ 1
real on a 1: 1d2 ⇒ 1
real on a 1: 1d2 ⇒ 2

primary damage(blunt,magic,good): 1d6 + 7 + 13 + 2d6 ⇒ (2) + 7 + 13 + (3, 5) = 30
TWF damage(blunt,magic,good): 1d6 + 4 + 13 + 2d6 ⇒ (4) + 4 + 13 + (2, 3) = 26
secondary damage(blunt,magic,good): 1d6 + 7 + 13 + 2d6 ⇒ (6) + 7 + 13 + (1, 4) = 31
ITWF damage(blunt,magic,good): 1d6 + 4 + 13 + 2d6 ⇒ (2) + 4 + 13 + (6, 1) = 26
tertiary damage(blunt,magic,good): 1d6 + 7 + 13 + 2d6 ⇒ (4) + 7 + 13 + (5, 1) = 30
blessing attack damage(blunt,magic,good): 1d6 + 7 + 13 + 2d6 ⇒ (1) + 7 + 13 + (1, 4) = 26

Heavenly light bursts from the staff at each contact. And with each blow the demon looks weaker and weaker, the light from Alakast surrounds it, burning demonflesh and feathers in a wash of holy fire.


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 6

Status:

AC = 29 (34 AC against Blue for Smite)
HP = 141/148
Weapon Equipped = +2 Dwarven Greataxe
Condition(s) = Heroism(+2 Attack/Saves/Skills), Magic Circle v Evil, Resist Electricity 20/18 minutes

Kikinnin grunts as his feet touch the ground. For his armor, and his poor skill with Maxim's gift of flight, the black beard brushes back his embarrassment. That can wait. The demon beside him cannot. He heartens with the creature's proximity.

Blessing of Fervor for an Additional Attack

+2 Dwarven Greataxe, Power Attack, Heroism, Smite: 1d20 + 18 - 4 + 2 + 5 ⇒ (1) + 18 - 4 + 2 + 5 = 22 for 1d10 + 5 + 8 + 12 ⇒ (7) + 5 + 8 + 12 = 32 damage

2nd Slash: 1d20 + 13 - 4 + 2 + 5 ⇒ (6) + 13 - 4 + 2 + 5 = 22 for 1d10 + 5 + 8 + 12 ⇒ (6) + 5 + 8 + 12 = 31 damage

3rd Slash: 1d20 + 8 - 4 + 2 + 5 ⇒ (10) + 8 - 4 + 2 + 5 = 21 for 1d10 + 5 + 8 + 12 ⇒ (1) + 5 + 8 + 12 = 26 damage

BoF Attack: 1d20 + 18 - 4 + 2 + 5 ⇒ (10) + 18 - 4 + 2 + 5 = 31 for 1d10 + 5 + 8 + 12 ⇒ (7) + 5 + 8 + 12 = 32 damage

+12 damage on the first successful strike

Kikinnin stands defiant, looking up at Blue. The creature doesn't fight for its brothers, it fights to feed, like a base predator. Why it's not ravaging the countryside, on weaken townsfolk, worries him. They've traveled to the Demonskar, to their territory. Why they haven't flown from this place, he finds no easy answer.


Iron Gods: Iron maps;

Kythel heals JJ's wounds that also keep healing themselves by divine magic, while Alakast's holy fire leave nothing but dust from the vulputure-like demon!

At the same time Kikinnin turns to slash with his axe, piercing easily through the images illusion, the dwarf brings down the last demon!

Blue: 125 damage, 7i, dead
Red: 210 damage, dead
Party buffs: resist energy (electricity 20) 18 min, Blessing of fervor r13
Marigold: 118/118 hp
JJ: 86/105 hp, bull Str 8 min
Maxim: 67/91 hp, endure elements 24 h
Kikinnin: 141/148 hp, herosim 80 min, fly 8 min, true seeing 13 min, smite blue
Kythel: circle vs evil 100 min

Combat is over!


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 slumps to the ground, and then looks around to see how badly hurt everyone else is.

"I hope we won't face too many more fights like that." he sighs.

"I went down like a dry rag doll on a bonfire." he adds looking dejected. "Guess I should have tried to secure some better protections rather than this ring." sighs the melodramatic youth.


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 to the others around him as they vanquish their foes. He places a calloused hand upon JJ's shoulder;

"Protections we can surely work upon Surabar... but ne'er forget ye fought well 'gainst mighty powerful foes. Hell boy, I didn't contribute squat with their immunities an' such."

He sighs to himself, patting the iron at his hip;

"Reckon we all need to up our game."


Iron Gods: Iron maps;

With the demons gone the quietness of the Demonscar returns to the cliff. The silence is only disturbed by the water falling and percolating down below ground.

Linguistics: 1d20 + 9 ⇒ (17) + 9 = 26
With some effort Marigold is able to read the message in the obelisk piecing up the fragments eroded by the weather: Down below the waters lay the chambers of Karran Kural, alien terror of ice and death. Be aware, the knowledge there sealed shall never again be recovered.


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 dusts himself off of any spore still clinging to his clothes. "Those magics feels like you upped my game, at least. Flying is not as easy as it looks, but it certainly evens the odds, when the beasts think they're safe in the sky."

He turns to the young man. "The demons were drawn quite strongly to you, JJ. You had three of them on you, which protected the others. Take some heart in that. You might consider wearing something stronger than that elven blouse. Might get struck less often."

When everyone is ready, Kikinnin tries to stay towards the front of the advance towards Karran Kural. He looks about for the 'waters' Marigold mentions. He's loathe to swim again, but they don't seem to have a choice here.


Iron Gods: Iron maps;

Kikinnin has a look at the waterfall pool and determines the depth is immeasurable. For what you know about the way in, the group will likely need breath water magic to pursue the way down to Karran Kural's entrance if you do not want to risk drowning in the attempt.


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))

"Well, at least the waters are a bit cooling." admits JJ.

"I'm hoping one of you more knowledgeable types is able to give us the ability to swim down there, or it is going to be a long and foolish feeling trip back to Cauldron for supplies..."


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 looks towards Kythel. "You did good back there."


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

"I've heard it's t-terribly expensive but m-maybe you could seek out a Ring of Blinking JJ," Marigold suggests as everyone takes a breather to mend wounds and rest after the battle. "M-might be a d-downside to it though; really p-powerful things almost always h-have one."

To Kikinnin's comment, the halfling nods. "Y-yes, that was great! I'm glad we h-have you on our s-side!"

Marigold then eyes the waterfall pool with noticeable unease. "D-do we have the w-water-breathing magic ready to g-go?"


2 people marked this as a favorite.
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 flashes a grin at his black bearded brother-in-arms;

"Yup. Flyin' ain't the easiest, specially fir them that ain't aerodynamic such as yirself. Ye did all right fir someone build like an anvil..."

The gun-mage nods in agreement at the warrior's assessment of Kythel;

"Did indeed. Kept Surabar from his weekly appointment with the Boneyard. No mean feat... Friendships are forged in adversity... Reckon you're one o' us now Kythel o' Nosroch."

When talk turns to their progression and amphibious magics, Maxim frows;

"Don't look me. I an't got nothin' prepared fir aquatics an' such."


2 people marked this as a favorite.
Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

Kythel bows slightly to the references to his aid, "I have agreed to aid you in this quest. Combat I fear is not my strength but stealth and healing, I have those in abundance".

He grimaces, "Tomorrow. Tomorrow I can provide spells enough for us all to breathe water but today my focus of prayers were in the healing arts...

Perhaps we should venture around the area a bit more and slay more foul Demons? Madness I know but better to slay those we find than to have them at our backs tomorrow or worse yet over our tents as we encamp tonight".


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))

"These ones were waiting for us.." notes JJ.

"Summoned by an observer, or alerted by a trap. I think we would do well to find out how they knew of our arrival, so maybe avoid any other similar encounters."

HE offers a shrug. "But magical summoning is not really my strongpoint."


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

"Th-that's not a b-bad idea," Marigold nods to Kythel. "I kn-know we don't want to linger here t-too long but if those d-demons were waiting for us or d-drawn to JJ's aura then it m-might be better for us to r-root out any others on our t-terms instead of theirs."

Then she gives Kythel a smile. "I'm g-glad healing magic is a f-focus for you. M-many of the magics I've b-been granted are healing t-too but I also have m-many that are more p-practical for fighting or other t-tasks. So we can sh-share the load of mending wounds and p-put our other talents to m-more use."


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 pauses, brow furrowing then with a wry twinkle in his eye turns to JJ;

"Surabar... What you'd yer all-knowin' Beefinator do in such a predicament?"


Iron Gods: Iron maps;

Kythel and JJ:

Perception rolls
Spoiler:

JJ (extra +2 vs humans, +4 vs evil outsiders, +2 in urban; +10 in abyss(or natives of the abyss); +2 underground; +2 in Jungle; +2 Plane(fire)): 1d20 + 16 + 10 + 2 ⇒ (17) + 16 + 10 + 2 = 45
Kikinnin (+2 stones; darkvision): 1d20 + 1 ⇒ (3) + 1 = 4
Marigold: 1d20 + 17 ⇒ (2) + 17 = 19
Maxim (+2 stones; darkvision): 1d20 + 11 ⇒ (12) + 11 = 23
Kythel: 1d20 + 17 ⇒ (16) + 17 = 33
Foes+vegetation+distance (take 10): 10 + 16 + 2 + 5 = 33

While you are talking you observe a couple of overgrown apes with fiendish features skulking your group from the top of the canopy at the north, just behind Kythel's web.
Open next spoiler only if you succeed at a K. planes DC 15
Spoiler:
These are Bar-lgura demons.


Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

DM:

Knowledge Planes 1d20 + 4 ⇒ (18) + 4 = 22

Kythel is about to respond to Marigold when something catches his eye, he whispers, "My friends, act casual. There are a few Bar-lgura demons watching us. Perhaps if we act as if we have not seen them we can lure them into a trap?"


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))

GM:
planes: 1d20 + 16 ⇒ (14) + 16 = 30

"Beafinator... well, he would find the largest group of demons and charge straight toward them, wrecking chaos - quite literally in this case!" smiles JJ.

"But he doesn't really feel pain like we do." he adds quietly.

"Or like they do.." he says pointing out into the woods.[/b]"

Lowering his voice the youth adds "More demons. Bar-lgura's by the looks of them. Dangerous in packs.".

Even more quietly he adds "They can go invisible - or worse, bring darkness with them. They are immune to electricity and like most demons are resistant to fire and magic. "


Iron Gods: Iron maps;

Bluff:

Bar-lgura 1 Sense Motive: 1d20 + 1 ⇒ (10) + 1 = 11
Bar-lgura 2 Sense Motive: 1d20 + 1 ⇒ (7) + 1 = 8
JJ Bluff+favored enemy: 1d20 + 1 + 4 ⇒ (19) + 1 + 4 = 24
Maxim Bluff: 1d20 + 8 ⇒ (14) + 8 = 22
Kythel Bluff: 1d20 + 15 ⇒ (8) + 15 = 23
Kikinnin Bluff: 1d20 + 5 ⇒ (8) + 5 = 13
Marigold Bluff: 1d20 + 5 ⇒ (18) + 5 = 23

The Bar-lguras do not seem to notice that you are talking about them and looking in their direction. They just remain looking at what are your dealings and hiding behind the trees.


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))

Casually putting Alakast through his belt, JJ reaches for his bow.

"I wonder if I can get any game for tonights dinner?" he asks, stringing it and putting an arrow to the string.

He'll wait until the others are ready before firing at the nearest of the demons.

initial attack when everyone is ready:

readied shot,FT: 1d20 + 15 + 10 ⇒ (4) + 15 + 10 = 29
damage(piercing, magic,good): 1d8 + 6 + 10 ⇒ (7) + 6 + 10 = 23 I'm assuming the flaming damage won't hurt these, so I have not added it.


Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

"Perhaps we start north?"

Kythel starts heading towards the Demons as if oblivious of their presence. I'd like to get within 30' of them which I believe would require Kythel to move only about 10' to the north as he wants to blast them with alignment channeling to soften them up.

At the Twang of JJ's Bow:
Alignment Channel - Harm Evil Outsiders 5d6 ⇒ (6, 6, 6, 5, 6) = 29 DC 22 Will save for 1/2 damage.
Current effects Magic Circle vs. Evil.


Iron Gods: Iron maps;

When Kythel starts to walk casually to the north, you observe the ape demons jump stealthily from one tree to another, trying to maintain at least 100 feet distance from you and still be hidden.

If you want to take a shot at them, go ahead, you have a surprise round. Otherwise, they will keep hiding and maintaining distance if you keep simulating you have not spot them


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))

"Looks over there" says JJ, pointing at a flock of birds.

"Want me to try and drive them off with an arrow, or just let them follow us... that doesn't sound especially safe.."


Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

"Can anyone make me fly?"


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

"Af-f-fraid I can't h-help you there," Marigold mutters to Kythel, trying to remain casual as they plot their own counter-attack/ambush. "I c-can make myself fly if I need t-to, though. B-but we shouldn't let them f-follow us too l-long, lest they r-run off to report to anything else l-lurking close b-by."


Iron Gods: Iron maps;

There is no more flying available. And only JJ seems equipped for some range. Thus... forgive me to push things a little bit with perhaps not the perfect action you were looking for (but I don't see any other proposal that shall work right now, and I don't want us to get stuck here)

Vegetation concealment 20%: 1d100 ⇒ 42
While the ape-demons are still distracted JJ shots his bow and strikes true the closest one. The Bar-lgura shouts in pain, then they both become invisible.

Blue: 23 damage

Kikinnin:
Through your true seeing you can still see clearly the creatures are observing you while invisible. As you start to move, they follow you at a distance, clearly being more careful than before. As they do so, they get hidden from your dwarven eye.

It seems the demons do not have an interest to engage the party, which fits to what Kythel and JJ know about these demons, as they are usually scouts and snitch stalkers.

As the party has decided to explore the area in search of demons, perhaps cleaning the Demonskar from its foul hellish curse, you start to walk forward into the scar while you decide what to do about your ape "friends".

A couple of minutes after leaving the area of the obelisk, you find a crisp inside the cliff, like the one typical of a crater. A crater would fit in the description of the explosion you know the spell weavers produced with their traveling artifact that created the Demonskar in the beginning.

Perception:

Bar-lguras stealth DC + invis+vegetation+distance: 10 + 16 + 5 + 2 + 20 = 53
JJ (extra +2 vs humans, +4 vs evil outsiders, +2 in urban; +10 in abyss(or natives of the abyss); +2 underground; +2 in Jungle; +2 Plane(fire)): 1d20 + 16 + 10 + 2 ⇒ (1) + 16 + 10 + 2 = 29
Kikinnin (+2 stones; darkvision): 1d20 + 1 ⇒ (9) + 1 = 10
Marigold: 1d20 + 17 ⇒ (20) + 17 = 37
Maxim (+2 stones; darkvision): 1d20 + 11 ⇒ (1) + 11 = 12
Kythel: 1d20 + 17 ⇒ (11) + 17 = 28

You don't see the the bar-lguras anymore, but some of you still have the feeling of being observed as you move forward.


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 guess we find somewhere secure and set up a camp for the night.." sighs BB.

"Not that I like doing that with demons wandering around, but I don't think we have a lot of options."

He looks around for the most secure spot to set up a camp that he can find.

perception: 1d20 + 16 + 2 ⇒ (11) + 16 + 2 = 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

"There's n-not much f-for it," Marigold sighs as well. "This entire p-place is a n-nightmare and a d-danger; unless there's s-some sort of cloaking m-magic that Maxim can use for our c-camp we'll just have to k-keep watch and hope for the b-best."


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:
"Yup. Flyin' ain't the easiest, specially fir them that ain't aerodynamic such as yirself. Ye did all right fir someone build like an anvil..."

Kikinnin looks down on his armor, then back at the blond beard. "I reckon it's a fair trade. Might be other magics to make it easier? I'm only hoping it's not often we find ourselves under aerial attacks." He thinks back on Ike Iverson, and his aloofness in the air of Wee Jas, and discourages his own complacency. Things with wings are more and more likely, I gather. Better to be prepared.

Kythel wrote:
"Tomorrow. Tomorrow I can provide spells enough for us all to breathe water but today my focus of prayers were in the healing arts... Perhaps we should venture around the area a bit more and slay more foul Demons? Madness I know but better to slay those we find than to have them at our backs tomorrow or worse yet over our tents as we encamp tonight."

Kikinnin looks at the unwelcoming waters, and shrugs. "If we have no immediate means of taking to the path before us, I have no objection."

As JJ hits one of the demons, the black beard recognizes that his eyesight still keeps him apprised of their tactics. "They shifted invisible, but they're still there, watching us. Oh, huh. I can't see them any more. They're likely still there, just can't see them. Injuring one of them probably got their attention."

Kikinnin nods at Marigold's pronouncement. "If we had the ability to jump back and forth, now that we've found our mark, we might use magics to keep us safely away, until we're ready to take the plunge. If we think Maxim's magics will allow us to remain in the vicinity, we can post watch, same as always."


Iron Gods: Iron maps;

According to Maxim's daily spells, he has not prepared any refuge for today. I don't think anyone has teleportation spells either.
Let me push forward and shake up things once more.

Committed to end the taint that plagues the Demonskar, the group moves forward looking for more demons.

You reach an elevation in the midst of the jungle where vegetation becomes rare. Once you set foot on the top you find yourselves dominating what seems the rim of a miles wide crater. The slopes are covered with patches of rocks, jungle trees and pools of lava that expel bubbles of sulfuric smoke.

A bit further away you find an enormous giant with white hair and skulls decorating his beard looming over a rock. Smaller deformed creatures covered with rashes and pustules surround the giant, blocking the natural path into the crater, or sit atop some of the rocks surrounded by vegetation and lava.

The giant laughs "And you petty humanoids killed the Kalavakus? Whom of you is the Surabar?"

Initiative:

JJ (+2 urban, +2 underground, +2 jungle, +10 Abyss, +2 plane of fire): 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Kikinnin: 1d20 + 1 ⇒ (5) + 1 = 6
Marigold: 1d20 + 7 ⇒ (6) + 7 = 13
Maxim: 1d20 + 4 ⇒ (13) + 4 = 17
Kythel: 1d20 + 6 ⇒ (15) + 6 = 21
Giant: 1d20 + 5 ⇒ (19) + 5 = 24
Other foes: 1d20 + 2 ⇒ (13) + 2 = 15

Before you have time to say anything the giant moves a hand and casts glitterdust conjuring a cloud of golden particles that covers all of you but Maxim.
Will DC 15 or you get blinded, you have a +2 resistance bonus from Kythel's circle (remember it does not stack with cloak of resistance)

The giant is holding a huge warhammer, while the other ones held strange polearms that end in a sharp spike that has one or more crescent-shaped pincers designed close around it, and they also have strange sling-like devices.

K. local DC 17:
You find out the giant is some very rare kind of frost giant. You know they are generally immune to cold but vulnerable to fire, and are usually strong melee combatants. You do know generally these creatures have strong Fortitude but low Reflexes and Will, along with poor touch AC.

K. arcana DC 16:
You think the giant is magically enlarged. Which makes you think they knew of your approach and have prepared for it.

K. planes DC 11:
The giant has strange scars and a hellish tone that makes you think it is a fiendish creature.

K. planes DC 13:
The smaller creatures are rutterkin demons, twisted demons formed from the damned souls of murderous bullies, that usually compose the cannon fodder of demon hordes in some regions of the Abyss.

Party buffs: resist energy (electricity 20) 8 min
Marigold: 118/118 hp
JJ: 86/105 hp
Maxim: 67/91 hp, endure elements 24 h
Kikinnin: 141/148 hp, herosim 70 min, true seeing 3 min
Kythel: circle vs evil 90 min
Round 1: Giant, Kythel, Maxim, Marigold, JJ, Kikinnin, Others

The smaller creatures delay in order to make this more agile...
Everyone can act.

New crater map is available!

Hazards: The fire thing are lava pools.
This is a natural stone floor, except on the path, all the rocks and stairs are considered difficult terrain. Running and charging is not possible out of the paths.
Climbing into the rocks is easy (Climb DC 5) but remember doing it at half speed instead of a quarter is a bit more difficult (DC 15).


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))

[spoiler=rolls]
will vs glitterdust: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
local: 1d20 + 2 ⇒ (10) + 2 = 12
-untrained in arcana
planes #1: 1d20 + 16 ⇒ (7) + 16 = 23 Possibly extra +_10 if from the abyss
planes #2: 1d20 + 16 ⇒ (20) + 16 = 36 Possibly extra +_10 if from the abyss

JJ, glowing with the dust manages to keep his eyes closed when the burst first hits.

"[b]That giant... he is not normal...I'd say sometime back in his lineage, mummy got jiggy with a creature of the hells. The smaller ones, they are Rutterkin.

Perhaps foolishly, he charges forward, Alakast swinging at the rutterkin in red.

attack, charge, FT: 1d20 + 20 + 2 + 10 ⇒ (1) + 20 + 2 + 10 = 33

However he trips just before it, going totally off balance.

Well, that was embarrassing.


Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

Knowledge Rolls:
K. local DC 17: 1d20 + 4 ⇒ (13) + 4 = 17

K. arcana DC 16: 1d20 + 4 ⇒ (8) + 4 = 12

K. planes DC 11: 1d20 + 4 ⇒ (10) + 4 = 14

K. planes DC 13: 1d20 + 4 ⇒ (8) + 4 = 12

Will save 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19

Kythel blinks the spell away though he is covered in the stuff. "He is some sort of fiendish Frost Giant, best if we deal with him first..."

The Cleric points at the Giant and releases a burst of sunlight from his hand.

Searing Light vs. Touch 1d20 + 10 ⇒ (20) + 10 = 30 Confirm Critical? 1d20 + 10 ⇒ (3) + 10 = 13 - Damage 5d8 ⇒ (1, 6, 4, 1, 6) = 18 - Critical Damage 5d8 ⇒ (6, 7, 2, 6, 6) = 27


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 = 141/148
Weapon Equipped = +2 Dwarven Greataxe
Condition(s) = Heroism(+2 Attack/Saves/Skills), Magic Circle v Evil, Resist Electricity 20/18 minutes

Will Save v DC 15: 1d20 + 17 ⇒ (20) + 17 = 37

Kikinnin watches JJ charge forward, only slightly irritated this time. Perhaps he knows the little ones are pushovers. Last time he found himself in the middle of a pack of demons...

Thought finished, the black beard trots forward as far as the boy, and waits for the incoming attacks. He doesn't mind the glitter, but he minds the giant's ability to throw magic. Watching Kythel jab at the giant from a distance also warms his cockles. Run x4

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.