[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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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))

"Jill won't be mad when she hears this. Take me to her." tries 'old Jacob'.


Iron Gods: Iron maps;

GM:
1d20 ⇒ 4
1d20 ⇒ 16

There is a moment of silence then the same voice speaks up "Wait there, I am going to tell her you have some important information she should know"

Perception DC 12:

You hear the soft noise of cloths or maybe rope, then a wooden clack. Followed by some floor walking upstairs.

I want to know where is everyone else and if invisibility or other relevant spells are in use before going forward


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

Perception 1d20 + 19 ⇒ (13) + 19 = 32

Kythel relays what he hears through the MindLink.


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 would *definitely* request a hit off that Invisibility wand because she can't sneak for crap. I don't have HL handy to check but I think she's at a flat +0 to Stealth normally, thanks to her enchanted mithral armor.

In lieu of any better plan besides simply trying to squeak through the front door, Marigold also avails herself of the wand of Invisibility and does her best to creep forward after JJ and Kythel.

Stealth (Invisibility): 1d20 + 0 + 20 ⇒ (9) + 0 + 20 = 29

Once inside she's quick to duck out of the way of the door and casts her eyes upward, looking for the place that the old trap door used to be...

Perception: 1d20 + 18 ⇒ (9) + 18 = 27


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

Forgot the +20 for invisibility, roll would have been a 68.


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

A little light Retcon in the Drunken Morkoth

"Well, if we've got a Wand of Invisibility... and we've got a Telepathic Bond among us all, eh, Meerthan?, the only thing I'd worry about in my approach is my noise. And it sounds like Kythel has a spell to cast a Silence. So, what's the plan? We approach the door, all together, invisible, and someone silenced? If I understand it correctly, there's a circle about the Silenced, so we need to understand if we're gonna let JJ try and talk his way in, or if we need to smash the door down, while things are quieted down. If it's a thieves' den, then we'll want Maxim sniffing out any and all walls and doors for snares and alarm wires."

...

Door's already opened, folks are already entering. I'd assume everyone except JJ is Invisible, and if Kikinnin is going to waddle up with Kythel's Silence, we'd better hope that the Telepathic Bond will cover our conversation, while Kikinnin stays 20' away from JJ unless the guano hits the washboard.


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

I did not cast Silence as we would be too close to JJ and it would back fire on his Bluff attempts.


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)

As noted previously Maxim foregoes the Strider's aid of Invisibility or Telepathic Bond. Instead he uses his Wand of Displacement on himself (Displacement for 5 Rounds)

"Them Strider's ain't echoin' in my head. No how. No way."

He checks his new revolver loaded with pitted bullets containing venom from Giant Wasps, before eyeing the scene before them;

Perception; 1d20 + 11 ⇒ (7) + 11 = 18

He points toward the portal, making a walking upward motion with his fingers, then moves forward into the building using his own stealth and guile;

Stealth: 1d20 + 14 ⇒ (17) + 14 = 31


Iron Gods: Iron maps;

GM:

1d20 + 8 ⇒ (15) + 8 = 23

Marigold:

Profiting your invisibility you give a look behind the new added walls through one arrow slit, and you can see the trapdoor up. It is currently open as likely one of the thieves went to deliver the message.

Maxim rushes through the shadows as JJ closes the entry doors and jumps below a small table in the reception, hoping no one has seen him.

Apparently all of the watchers are inside the reception, either invisible, disguised or hiding.

About a half minute later Maxim's displacement comes to an end but you do not hear the man descending back to the reception yet.

Suddenly another voice talks from the other arrow slit wall "Ei! Old Jacob, I am Tonny, remember me? How is Aunt Annie doing? I heard the militia guards made a raid by the Slippery Eel just past week" a female voice nearby exclaims "No no! I heard she ripped off a Taskerhill landlord with two thousand jester coins"

"No way! Those are bad asses. More probably they took her coins then called the guards" exclaims a third voice from the opposite wall. Then the woman voice says again "You have no idea Makinavaja. Bigmouth! You do not know the Taskerhills or Aunt Annie. Tell him Old Jacob! Tell this idiot!"

"Well I would know Dolores if I had not to stay on guard in this 5 by 5 stinking hole the f*&*ing whole day no one ever attacking the base and boring myself to the bones for just a couple of f&%@ing miserable silvers. Smartass noble-lover!" the other man replies and you start to hear the other ones responding almost ensemble in a chattering. At least you distinguish 5 different voices.


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))

"Annie been keepin things close to her chest." sighs JJ.

"And by things, I'm not meaning me." he adds with an exaggerated sigh.

Any of you able to drop a fireball or similar through one of those arrow slits? he thinks.

"Busy night lads?" he asks, conversationally.


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

[Maybe? Over here, on this side, I can still see the trapdoor that goes upstairs! I think the person at the door went up that way, so they definitely know it's there. But at least they don't know that *we* know...]


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 grimaces, My spells are ill suited for this particular situation. I wish that I had chosen that spell to obscure vision with mist now...it is one I generally pray for.


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 think I know the one you're talking about! It's been a long time since I've used it but I think I can still do it if we need it.]


Male Human Sorcerer (inactive)

GM Rusteg:

I'm assuming (and hoping) that Juraan still has the following kit
(from my own Hero Lab's POR file):
• +1 Amulet of Natural Armour
• Lesser Bracers of Archery (currently wearing)
• Clock of Resistance +1
• Efficient Quiver - containing Long Thorn and 60 arrows
• Hlanamm's Spear (+1 returning short spear from the Kuo-Toa backsmith long ago)
• Long Thorn (+1 bow with a situational bonus of +1 v. wyrms/worms)
• Necklace of Fireballs III: still has 1 fireball 5d6 and 2 fireball 3d6 beads
• Ring of Protection +2
• Ring of the Ram (18 charges left)
• Scroll of Silent Image
• Scroll of Wall of Fire
• Skewer (+1 Rapier)
• +1 Bracers of armour - in his handy haversack
• Wand of Colour Spray (44 charges left) - in his handy haversack
• Wand of Cure Light Wounds (3 charges left) - in his handy haversack
• Wand of Cure Light Wounds (10 charges left) - in his handy haversack
• Ioun Torch - in his belt pouch
• Weapon Blanch (silver) - in his belt pouch

Before getting within earshot of the reception area with the others, Juraan makes use of his Wand of Mage Armour to compensate for his lack of armour.

Communicating telepathically with the others, he says: "You'll see, this telepathy lark isn't so bad once you get used to it. I hope I can burn a few of these goons for what they've done to Fario! Shensen's been in quite a state over this."


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 does his level best to sneak up to the Brass Trumpet's front doors, given the connection mentally among his companions, his bror being the exception, while also taking full advantage of invisibility, for all the noise he makes. He does hold up outside the doors, letting the conversation take its course, though he's itching to hear the first signs of battle, to make his move into the Trumpet.

Stealth: 1d20 - 5 + 20 ⇒ (2) - 5 + 20 = 17


Iron Gods: Iron maps;

Juraan:

Yes, Juraan kept all his equipment.
Also, add extra equipment for 15000 gold pieces value, representing items found during his explorations of Occipitus, or while working with Meethan Striders of Fharlanghn.

GM:

Perception-distance DC 17: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12

JJ wrote:
"Busy night lads?" he asks, conversationally.

"Yes, Flinch and Xendro just caught up one of those half-elves lurking at House Rhiavadi" then another voice adds "Jil is interrogating the poor fellow just right now. Knowing her, he is not going to pass the night"

The person who went upstairs has not returned yet, a minute of conversation has at least past and your invisibility is quickly ticking away.
2 of 3 min remaining


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))

"Think you could get me a hot drink?" asks JJ, stomping his feet.

"I'm not getting any younger and the night isn't getting any warmer." he asks, lounging against one of the new walls, not directly in front of an arrow slit, but at least making sure half the archers in the room won't have a shot at him.

Aiming for the side that didn't have the sound of the trap door, so hopefully there will be more on that side that won't have him as their main target.

And unless one of you do something quick, we are in trouble. Kikinn? Think you could barge down a wall, or charge down the door at the end?


Male Human Sorcerer (inactive)

Using his telepathic link for the others in the reception room:

[color=blue]"I could try to force the door open with the Ring of the Ram I have, then we can then rush before they're prepared."[/color]
[color=blue]"If everyone likes that, you can all rush in on my mark."[/color]

[color=blue]"You're also quite the convincing old fart, JJ!"[/color]


Male Human Sorcerer (inactive)

@ GM Rusteg: I forgot how to lighten the colour of my icon; Juraan should be in that one corner invisible, like 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))

That sounds like a good idea. I'll act surprised, startled, scared etc.


Male Human Sorcerer (inactive)

[color=blue]That sounds good, JJ. Does everyone else want to rush in on my mark?[/color]


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

Kikinnin grows impatient with those sitting in the interior of the Brass Trumpet.

"I thought the whole point of looking like you do is to convince those skulkers to let you in, no breaking down doors. And here, all I hear is you want to smash things down like a bull in a glassblower's shop. Maxim showed you how it gets done. Check for traps, pop the door, and keep moving forward. Or just ask them to let you in. Unless you no longer understand how they work their passwords."

Kikinnin holds out a little hope that they'll succeed with JJ's new face, but with the boy asking for bashing, he doesn't hold much. He's only glad he can't be seen easily, and that they still have the means of talking with their minds...


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))

We are through the first door and might be through the second before they can act.. thinks JJ.

They are getting Jill as well, which may also be buying the elf some time. I'd prefer not to face her with protected archers on each of my sides though.


Male Human Sorcerer (inactive)

[color=blue]A good point, that...[/color]

@ GM Rusteg: Since we're all invisible anyway, can Juraan look through the nearest arrow slit to get some notion of who is on the other side of the wall?


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

[If I can get a clear shot at some of them I might be able to put them down for a bit or at least slow them down. But the rest of you would have to hustle and uh...try not to be seen or look threatening.]


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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)

From under his table (and oblivious to the telechatter) Maxim grows increasingly impatient...

Sack this. Me gettin' cramp under a poorly made lump o' furniture whist Surabar exercises his talents o' mummery ain't part o' the plan...

He mutters words of an incantation... "Klop-klop" (Gnome: Knock-knock)

Casts Knock on the door ahead of JJ. Opens any closed, barred or locked doors...

Stealth: 1d20 + 14 ⇒ (17) + 14 = 31


Iron Gods: Iron maps;

Juraan looks through the arrow slit and sees Makinavaja at the other side, a random Last Laugh thug.

All of a sudden the door opens magically and bolts the size of an arm come flying across the doorstep!
Crossbow Battery Trap (flatfooted): 1d20 + 15 ⇒ (20) + 15 = 351d10 ⇒ 10
Crossbow Battery Trap (flatfooted): 1d20 + 15 ⇒ (11) + 15 = 261d10 ⇒ 5
Crossbow Battery Trap (flatfooted): 1d20 + 15 ⇒ (2) + 15 = 171d10 ⇒ 3
Crossbow Battery Trap (flatfooted): 1d20 + 15 ⇒ (19) + 15 = 341d10 ⇒ 8
Crossbow Battery Trap (flatfooted): 1d20 + 15 ⇒ (12) + 15 = 271d10 ⇒ 10

Crit?: 1d20 + 15 ⇒ (10) + 15 = 251d10 ⇒ 1
Crit?: 1d20 + 15 ⇒ (11) + 15 = 261d10 ⇒ 4
Surprised, Old Jacob's JJ is skewered by all the bolts except for one that results deflected by his armor.

Disbelief:

Will DC 11: 1d20 + 1 ⇒ (1) + 1 = 2
Will DC 11: 1d20 + 1 ⇒ (6) + 1 = 7
Will DC 11: 1d20 + 1 ⇒ (10) + 1 = 11
Will DC 11: 1d20 + 1 ⇒ (18) + 1 = 19
Will DC 11: 1d20 + 1 ⇒ (15) + 1 = 16

"No Old Jacob!!! Why did you open the trapped door?!"

"Ei! You saw that? How the heck that bolt was deflected like that by his shirt!?"

"I heard someone muttering something before the door opened!"

Those looking through the arrow slits see the thugs picking up their shortbows and readying arrows.


Male Human Sorcerer (inactive)

Juraan, groaning inwardly, as he does, chides Maxim with the telpathic link:
Ikke det bedste tidspunkt at overgå mig utålmodighed, Maxim!

Dwarven:
"Not the best time to outdo my impatience, Maxim!"

He then calls out telepathically to Kikkinin
Kikkinin, this a good time for you to come in.
We do have an open door now!
And we needn't worry about subtlety, apparently.

Wanting to make sure at lease one side of goons can't see, Juraan casts
a spell inside the arrow slit room closest to him:
ცეცხლის კედელი
Draconic: "Wall of Fire"

GM Rusteg:
I know this will probably expose Juraan by ending his invisibility,
but I'm trying to keep half the reception room goons out of the fight for now..
The wall of fire will, of course, be pointed inward to the goons.
Hoping that it will appear right on the goons for more damage.
And it will be an acid damage version.
acid damage in the wall: 2d6 + 2 ⇒ (6, 1) + 2 = 9
acid damage up to 10 feet: 2d4 + 2 ⇒ (2, 1) + 2 = 5


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 will utilize the last few moments of his invisibility to move through the open doorway.


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)

Had Maxim agreed to allow the Strider's telepathic scrutiny link into his head he'd have been aware of the Professor's chiding...

As JJ takes the brunt of the trap, the gun-mage winces inwardly

Ach. Reckon I'll owe Surabar a snifter fir that one...

He draws his new revolver and waits for the next move.


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 astonished as the door flies, not into pieces, but open. And then even more astonished as the crossbow bolts stab into him.

"I didn't do nuthin" he gasps in pain. Then, as if realising that he is about to be stuck with more than crossbow bolts, heads through the doorway.


Iron Gods: Iron maps;

All of a sudden Kythel and JJ dart through the newly open doors while Maxim draws revolver and Juraan brings into life a wall of acid, popping up in the room.

Initiative:

JJ (+2 urban, +2 underground, +2 jungle, +10 Abyss, +2 plane of fire): 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
Kikinnin: 1d20 + 1 ⇒ (20) + 1 = 21
Marigold: 1d20 + 7 ⇒ (6) + 7 = 13
Maxim: 1d20 + 4 ⇒ (17) + 4 = 21
Juraan: 1d20 + 2 ⇒ (19) + 2 = 21
Kythel: 1d20 + 6 ⇒ (7) + 6 = 13
Thugs: 1d20 + 2 ⇒ (13) + 2 = 15

Shouts of terrible pain are heard from the eastern side as the thugs there burn in acid. The others seem too surprised to respond yet.

At the next room Kythel and JJ find out five battery crossbows with fishing strings attached to the now opened door. Both to the east and southwest a large mold stinking curtain conceals the way forward.
A move action is required to move through, to push back the curtain

Red, Green, Blue: 9 damage
Maxim: hidden below table
Juraan:
Kikinnin: out of the house
JJ: 74/112 hp, disguised 8 min
Marigold: invisible 2 min
Kythel: invisible 2 min
Round 1: Maxim, Juraan, Kikinnin, JJ, Marigold, Kythel, Thugs


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))

Gahh, I bet there are just more traps beyond here. There must be another way in. We should have scouted the outside first! thinks JJ as he puts his back to the wall, trying to acertain if the crossbows were reloading or not.

Are the crossbows fixed to the ground? Could one be thrown through a moldy curtain?


Iron Gods: Iron maps;

JJ finds out the fish strings attached to the door triggered the crossbows and need to be reloaded manually. He figures out he could pick one of them and use it as a heavy crossbow, or... throw it through a curtain if he wishes.
Give me a Str DC 12 and a 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))

JJ tosses the close-by crossbow to the southwest orange line
STR: 1d20 + 6 ⇒ (18) + 6 = 24

"Blasted thing. Wasn't me that opened the door, so why hit me eh?"


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:
"Klop-klop"
JJ wrote:
"Oof-oof-ouch-ouch"

Kikinnin hears Juraan beckon them all forward, immediately after what sounds like several bolts loosed. Doesn't take too much math to decide forward's the way to go.

The Invisible Anvil trudges through murder alley to enter the second room, the room filled with heavy crossbows. Between the smaller and the larger curtain, the transparent beard makes his way to the opposite side of the room, expecting guests any moment from the other side of the curtain.

"Alright, I'm in. In the corner, next to the big bolt of fabric. I suggest you all do the same. Juraan or JJ, you'll need to move the curtains aside to help us pass through unseen."


Male Human Sorcerer (inactive)

Juraan dashes through the now-open doorway and positions himself by the angled doorway.
He motions to Maxim to follow and then says to Marigold, who he can't see, by telepathic link:
C'mon Marigold, we have a party to attend!

Holding Hlanamm's Spear (+1 returning short spear) he pulls aside the curtain nearest
and peeks in without actually standing in front of that door way.

perception: 1d20 + 15 ⇒ (19) + 15 = 34


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 1

Kythel will use the Rod to cast a Reach Cure Serious Wounds on JJ.

CSW JJ 3d8 + 11 ⇒ (7, 3, 4) + 11 = 25 + 50% = 37


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

Round 1

Pistol drawn, Maxim rises from his cover and moves into the adjoining chamber.

(Presume double move action? One to rise and one to move into crossbow chamber)

As he moves the gun-mage hugs the wall and shadows, mindful of keeping a low profile...

Stealth (15ft. Move): 1d20 + 14 - 5 ⇒ (15) + 14 - 5 = 24


Iron Gods: Iron maps;

JJ takes one of the heavy crossbows, pulling it until it breaks out its attachment, and throws it through the curtain. The molded clothing swings with the hit, as the weapon disappears underneath. It seems to hit with something wooden in the floor.

Kikinnin opens the entrance door and goes in like a town swat until he reaches JJ.

Juraan follows in, pulling up the curtain to reveal the room is full of wooden spikes!

Still invisible, Kythel uses his spell without problems and most of JJ's wounds disappear.

Perception: 1d20 + 8 ⇒ (2) + 8 = 101d20 + 8 ⇒ (7) + 8 = 15
Maxim rolls bellow the table and makes a quick turn through the door to stand up unseen at the other room.

Marigold, invisible and unable to reach the trapdoor without breaking through the partition wall, probably follows the other into the crossbows room.

"We are under attack!!!" you hear from the other room.

Acid damage: 2d4 ⇒ (4, 1) = 5
Also, you hear shouts of pain as some of the thugs burn in Juraan's acid wall, followed of the noise of another trapdoor in the reception room opening "S+@@! Climb up! Quickly! I am burning! Move your big ass from the stairs!"

Red, Green, Blue: 14 damage
Maxim:
Juraan:
Kikinnin: invisible 2 min
JJ: 111/112 hp, disguised 8 min
Marigold: invisible 2 min
Kythel: invisible 2 min
Round 2: Maxim, Juraan, Kikinnin, JJ, Marigold, Kythel, Thugs


Male Human Sorcerer (inactive)

Round 2
Juraan casts a spell: "უხილავი მსახური" (Draconic; 'unseen servant')
He has the unseen servant placed in front of the curtains on the wall opposite, and commands it to hold the curtain open so he can see inside.
perception: 1d20 + 15 ⇒ (6) + 15 = 21
He then holds on to Hlanamm's spear, reader to either throw it at something or cast a spell...

He'll then quickly relay what he sees to the other by the telepathic link.


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 2

With the group all now in close proximity and the time for fighting has arrived, Kythel prays to Pharasma for an edge in battle.

Cast Blessing of Fervor on the group. For now, Kythel will gain a +2 bonus on attack rolls, and a +2 dodge bonus to AC and Reflex saves. AC now 20 and reflex save now +10.


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 deeper into the crossbow chamber (15ft Move), then pauses in readiness as Juraan's ghostly servant pulls back the remaining curtain...

As he walks past JJ he mutters to the young warrior;

"Reason you got plugged Surabar, was you was in the way... next time knock an' step aside..."

In postion he levels his new revolver loaded with poisoned bullets and flashes a hard smile;

Last laugh's gonna be on them when we start to tear it up...

Readied Ranged Touch - +1 Revolver: 1d20 + 12 ⇒ (7) + 12 = 19 (-2 if over 20ft away)
Damage +1 Revolver (envenomed w/ Giant Wasp Poison): 1d8 + 3 ⇒ (4) + 3 = 7 DC16 Fort Save or 1d2 DEX damage)

@GMR: Maxim's readied attack will kick in if Juraan's phantasmal friend reveals any of the Last Laugh behind the curtain...


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 stands ready, not too sure where everyone else is, and not wanting to bash into them. As soon as an enemy appears though, hes ready to sew some discord!


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 = 31
HP = 160/160
Weapon Equipped = Eldgammel
Condition(s) = Blessing of Fervor, Invisible

Kikinnin waits to infiltrate the room(s) beyond the larger curtain, expecting to move through when a visible companion takes the initiative.

"Someone pull the curtain aside. Marigold, where are the stairs to the second floor? If there are low-level mooks waiting here, I'll want to get upstairs as soon as we can."

Kikinnin keeps thinking the words, instead of uttering them aloud, hoping to keep his invisibility up for as long as it's useful.

Delay to Curtain Opening, will likely try for the second floor, if there are only 2-3 Laughs waiting on the first floor.


Iron Gods: Iron maps;

As Juraan completes his spell, the eastern curtain moves up. Despite the darkness of the room, it is clear this used to be the inn's common room. The room still contains some wooden chairs and tables, but the fireplace that once stood against the south wall has been dismantled and removed from the premises. Four timber pillars support the ceiling, and curtained alcoves line the north wall.

Kythel raises a prayer to Pharasma and all of you feel a sudden surge of fervor.

Perception DC 19: 1d20 + 11 ⇒ (9) + 11 = 20
Fort DC 16: 1d20 + 4 ⇒ (13) + 4 = 17
Maxim spots a thief lurking next to the curtain entrance and bangs at him with his new weapon, opening a wound on his right shoulder.

Perception:

DC 19 and 21 (because distance)
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 + 2 + 2 ⇒ (19) + 16 + 2 + 2 = 39
Kikinnin (+2 stones; darkvision): 1d20 + 1 ⇒ (15) + 1 = 16 darkvision triumphs their concealment
Marigold: 1d20 + 17 ⇒ (16) + 17 = 33
Maxim (+2 stones; darkvision): 1d20 + 11 ⇒ (12) + 11 = 23 darkvision triumphs their concealment
Juraan: 1d20 + 15 ⇒ (8) + 15 = 23
Kythel: 1d20 + 17 ⇒ (14) + 17 = 31

Two thieves try to hide in the shadows just after the curtain, prepared to ambush the first one in, while two more lurk below the staircase. The dwarven darkvision pierce the darkness, spotting them clear as the day, while the experienced eyes of the others see them too.

Thieves' init: 1d20 + 2 ⇒ (1) + 2 = 3

Red, Green, Blue: 14 damage
Lilac: 7 damage
Party buffs: Blessing of Fervor r13
Maxim:
Juraan:
Kikinnin: invisible 2 min
JJ: 111/112 hp, disguised 8 min
Marigold: invisible 2 min
Kythel: invisible 2 min
Round 2: Maxim, Juraan, Kikinnin, JJ, Marigold, Kythel, Thugs, Thieves

Map rules: Moving through squares occupied by chairs or tables count as difficult terrain, you can occupy those squares without penalty. Climbing to a table DC 5, Jumping over DC 10, which then qualifies you for fighting from higher ground

Dim light: Everyone without low-light vision or darkvision have a 20% mischance (including the thieves).


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, realizing the game is up steps up with unnatural swiftness to the first thug hiding in the corner, and whacks him with Alakast.
attack, to handed,FE: 1d20 + 22 + 2 ⇒ (19) + 22 + 2 = 43
damage,FE: 1d6 + 13 + 2 ⇒ (5) + 13 + 2 = 20

Blessing for the round, +2 to AC and reflex
Don't let them surround me.


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 = 31
HP = 160/160
Weapon Equipped = Eldgammel
Condition(s) = Blessing of Fervor

Blessing of Fervor for Additional Speed

Kikinnin can't argue with their layout. It felt like it was meant to frustrate those less nimble on their feet. Given Kythel's gift of speed, the black beard takes advantage of his invisibility to post himself close to the stairs, and slip from unseen in order to introduce Eldgammel and the furthest Laugher. "Nothing exceptionally personal here, lass. Your organization is up to no good, and if you know what's good for you, you'll drop your blade, and tell us where you're hiding Fario."

Eldgammel, Power Attack: 1d20 + 20 - 4 ⇒ (15) + 20 - 4 = 31 for 1d10 + 6 + 8 ⇒ (4) + 6 + 8 = 18 damage

"Now, trust me when I tell you- that could have hit harder, had I marked you. If you choose war, I'll turn up the forge heat."


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Iron Gods: Iron maps;

The woman shouts in pain when JJ breaks her left arm with his staff.

Marigold does something heroic.

Kikinnin pops up visible while he cuts deep on the surprised farthest woman in the room.

Spitting blood the woman answers back "You make a terrible mistake. Velior is going to take a dreadful avenge for assaulting the Last Laugh's base!"

She drops her shortbow and draws a wicked falchion she tries to smack on Kikinnin's face while her companion to the left does the same.
Falchion: 1d20 + 6 ⇒ (5) + 6 = 112d4 + 3 ⇒ (3, 4) + 3 = 10
Falchion: 1d20 + 6 ⇒ (4) + 6 = 102d4 + 3 ⇒ (2, 2) + 3 = 7
But Kikinnin blocks one with the shield and the other with his axe in a deed of combat prowess.

The other two thugs go for JJ swinging their falchions "You are a traitor Old Jacob!"
Falchion: 1d20 + 6 ⇒ (18) + 6 = 242d4 + 3 ⇒ (4, 1) + 3 = 8
Falchion (cover): 1d20 + 6 ⇒ (18) + 6 = 242d4 + 3 ⇒ (4, 3) + 3 = 10
But they only find JJ's elven chain, whose reinforced magics deflect both attacks.

The woman then moves back through the many chairs in the room "He broke my arm!"
You cannot AoO with cover

Acid damage: 2d4 ⇒ (4, 2) = 6
The other thugs continue to shout in pain as the wall of acid burns their skin. It is difficult to know what is going on as they all shout at the same time, but it seems they are trying to save themselves by climbing up.

Lilac: 7 damage
Blue: 18 damage, considerably damaged
Orange: 20 damage, badly damaged
Red, Green, Blue: 20 damage
Party buffs: Blessing of Fervor r13
JJ: 111/112 hp, disguised 8 min
Marigold: invisible 2 min
Kythel: invisible 2 min
Round 3: Maxim, Juraan, Kikinnin, JJ, Marigold (x2), Kythel, Thugs, Thieves


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

JJ lashes out at the woman in front of him.
"It is you who are the real traitor!"

wall of rolls:

extra attack from blessing of fervor.
+2 to hit and damage from FE

primary attack, TWF: 1d20 + 22 - 2 + 2 ⇒ (4) + 22 - 2 + 2 = 26
TWF attack, TWF: 1d20 + 22 - 2 + 2 ⇒ (8) + 22 - 2 + 2 = 30
secondary attack, TWF: 1d20 + 17 - 2 + 2 ⇒ (12) + 17 - 2 + 2 = 29
ITWF attack, TWF: 1d20 + 17 - 2 + 2 ⇒ (1) + 17 - 2 + 2 = 18
tertiary attack, TWF: 1d20 + 12 - 2 + 2 ⇒ (16) + 12 - 2 + 2 = 28
primary damage(blunt,magic,good): 1d6 + 10 + 2 ⇒ (3) + 10 + 2 = 15
TWF damage(blunt,magic,good): 1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12
secondary damage(blunt,magic,good): 1d6 + 10 + 2 ⇒ (6) + 10 + 2 = 18
ITWF damage(blunt,magic,good): 1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12
tertiary damage(blunt,magic,good): 1d6 + 10 + 2 ⇒ (4) + 10 + 2 = 16

fervor attack, TWF: 1d20 + 22 - 2 + 2 ⇒ (13) + 22 - 2 + 2 = 35
fervor damage(blunt,magic,good): 1d6 + 10 + 2 ⇒ (4) + 10 + 2 = 16

If the first attack drops her, JJ will move further into the room

'Old Jacob' shows that even an old codger can pack a whalop with his stick when angered.

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