[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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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 watches his Uncle go then joins the others as they rifle through the grand mansion.

Will DC20: 1d20 + 11 ⇒ (8) + 11 = 19
Appraise DC20: 1d20 + 15 ⇒ (17) + 15 = 32

"That tub's worth a pretty penny right 'nough Lil Miss. 4, 200 Gold for it an' the perfumery."

He presses onward, heading toward the discovered secret door...

Appraise DC20: 1d20 + 15 ⇒ (19) + 15 = 34

... pausing momentarily to open a wardrobe with a sniff of satisfaction;

"Knew I smelled me some vinus... Good wine, perfume an' clothin' fit for the upper crust. Gut's o' 2,500 gold right there."

Refocussing he nods to the rest of the Watchers;

Appraise DC20: 1d20 + 15 ⇒ (13) + 15 = 28

"Right ye are Bror. Traps... Let's see what I kin see... By the way them there paintin's are also worth some decent coin. Maybe 3,000 gold to the right collector... Lucky I know some..."

Leaning in he casts a keen eye over the secret door;

Perception (Detect Traps): 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18

Disable Device (if required): 1d20 + 22 ⇒ (13) + 22 = 35


Iron Gods: Iron maps;

Maxim accurately determines the value of the rich house gear with keen eye.

Turning towards the tapestry, he finds no traps on it. Eventually, the secret door is opened.

R18. SECRET STUDY
This room contains a large desk carved with fancy scroll work and cluttered with papers and scrolls, a tall-backed chair, and six small cages resting atop small tables or hanging from the ceiling by steel chains.

All of the cages are locked DC 20, and each one contains a different animal: bat, lizard, monkey, rat, raven, and toad.

Sense Motive or Handle Animal DC 25:

Some of the animals behave strangely, as if they were more intelligent than normal, or as if they were actual people on an animal shape.

When he sees you entering the room, the monkey starts shrieking excitedly and pointing a raven's cage by the southern wall.

The notes on the desk are of most interest. They are written in Draconic, which only JJ seems to understand.

JJ, comprehend languages or other way to read Draconic:

They contain a wealth of knowledge about the Cagewrights. Most of the dealings detailed in the notes you already know. But trying to research particular questions about this organization grants a +6 circumstance bonus on any associated Knowledge check.

In addition, a fair amount of these notes seem to pertain to the design of magic items and illusions. You can recognize many of the illusions that exists in this manor here, along with some of the manor's more unique features (like the magic tub).

The notes also detail several of Thifirane's personal magic items, with particular attention paid to an object that must be a construct of sorts.

K. arcana DC >24

Spoiler:

You manage to correctly interpret a more esoteric group of notes and sketches. These notes are for one of Thifirane's most devious inventions—a simulacrum suit.

The notes make it clear that a person could use the simulacrum suit to disguise himself as someone else, and that the disguise is specifically engineered to defeat magical detection (such as by true seeing or detect evil).

The notes also make clear the fantastic cost of the item, and that Thifirane has only made one so far as a result. She indicates she has given the suit to someone she refers to only as "V" in return for ample favors and payments.



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

Sense Motive (DC 25): 1d20 + 20 ⇒ (3) + 20 = 23

"Oh g-geeze, why are these animals b-back here?" Marigold grimaces as she spots the caged creatures. "L-look at how c-crazy that m-monkey's going; when was the l-last time they f-fed any of them??"


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

Sense Motive: 1d20 + 10 ⇒ (13) + 10 = 23

"Dunno. You aiming to free them? Not sure there are any servants who'd have made it this far into Thifirane's things."


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

As the group heads to inspect the rest of the house, Kythel stands and follows albeit slowly and with wheezing breath.

As he observes the animals 1d20 + 9 ⇒ (8) + 9 = 17 he too is confused by their behavior and merely shrugs, "I've not spent enough time in the wild to know what their movements indicate".


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 wanders around the magnificent house in a daze.

"Hey... these notes are ... scary." he says, offering to translate for the rest of the group when the time is available.

"They are all about the cagewrights. Talk about a bad group of folk."

handle animal: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28Maybe +2 if these are jungle animals?

His face pales when he looks at the cages.

"Umm... they are not just hungry... these are not animals at all. Look how they act."

Slowly advancing towards the cage he tries speaking slowly, and in a variety of languages.

"Quieten down and come calmly to the cage door if you can understand 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

"N-not animals? But if they're n-not animals then wh-what are th-they??"


Iron Gods: Iron maps;

All but the bat and the raven quickly respond to JJ's statement by quieting up and closing by to the door of their cage. They all look with bright eyes at the young man.

K. arcana DC 25:

You think this is the product of a baleful polymorph spell. The animals that are not reacting are also probably transformed but they failed their Will save and lost their mind becoming complete animals.

Break enchantment or true form could remove the polymorph effect on many of the animals.


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'm not too sure... they are far too smart. So either they are animals that have been given a higher intelligence... maybe through arcane experiments or..."

He pales a little.
"That spell she cast at me... for a moment... I felt like I was turning into something else... you don't think these could be some of Cauldron's missing citizens do you?"

Ninja'ed by the GM!

"Can you..." he waves his fingers in the air in an "arcane" gesture... "fix them?"

As the animals come close, he looks for a way to open the cage.

"Did we find a key on them?" he asks arouned.

"But... we can't have them heading out all over Cauldron, they might get lost and we'll never fix them up. Food and water... at the very least."

He heads back up to the dining room, and grabs some silveware with nice food on it. Bringing it down he offers it to the animals.

"We will get you restored somehow. I don't know how good some of this might be for your current bodies, but hopefully it will taste better than whatever that witch was feeding you before. Don't worry, she is no more."


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

"Take one out, I have a scroll of Break Enchantment. If it works, I can study the spell for tomorrow and free the rest... but which to attempt to free first tonight?"


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

Kn. Arcana (DC 25): 1d20 + 9 ⇒ (6) + 9 = 15

"W-will that w-work? If s-so, I c-can cast it t-too...b-but my p-powers are l-limited and it would t-take away from m-my magic if we f-find ourselves in another b-battle tonight."
______________

Marigold can also cast Break Enchantment if need be and if Kythel wants to save his scroll, though she's only got 4 5th level spell slots left for the day. Depends on how much we're banking on not having another big fight before we rest again, I guess?


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))

After that big battle on the tail of the battle with the last laugh, I really hope we don't have another one today!

JJ, realising how tired Marigold appears, looks around for a seat for his little sister.

"Take a rest Marigold. That was a big fight. Hopefully our only one."

With a nod to Kythel he says "Lets try that."

Looking for the most timid of the creatures that responded to his call he points to it. "Okay, we don't know if this will work, but if you are willing to try, come over here and we'll see if we can restore you.."

If the animal approaches, JJ will let it out of the cage, and then put it down on the floor (ready to grab it if it runs away).

"Give it a go Kythel. I know this is not really the realm of your mistress, but any help we can get at the moment would be good."


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)

Sense Motive DC25: 1d20 + 13 ⇒ (6) + 13 = 19

Maxim looks o'er the hooting and chittering menagerie with a skeptical eye...

"You sure these ain't like familiars or some such Surabar? Them actin' like folks seems a little far fetched lad..."

Knowledge (Arcana) DC25: 1d20 + 16 ⇒ (10) + 16 = 26

The gun-mage mulls his own words, then nods with a growing sense of the scenario;

"Hold Surabar. 'Course this ain't far-fetched since we're dealin' with mages... Reckon these poor fools been victims o' a Baleful Polymorph transmutationary spell. They're locked into these shapes til' they can be freed. Which'll require Break Enchantment as Kythel suggests or True Form magics. Neither o' which I got..."

Galvanised, the black-powder wizard retrieves Thifiranes spellbook, flicking through the numerous pages, then taps with page with a soot stained finger and a triumphant smile;

"Ha! Whattya know. Break Enchantment's here. So I could learn it, given time some peace an' quiet, but like Lil' Miss it'd be the morrow before I could use it on one o' 'em."


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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))

"Wow, three of you. Powerful friends to have!" smiles JJ.

Sometimes I wonder what I bring to this group. Marigold rules a plane, Kikinnin is a dwarven warrior from legend whose axe takes heads from evil doers as a gardener plucks the head from dead flowers, Maximum is a master of spells... and gunpowder. Kythel is the right hand of the goddess of death. How did I end up with them?

Turning to the animals he reassures them. "We'll try to get you back to your normal forms, but it might take a day or two."

Looking at the others he adds "I don't think we can leave them here. Think they would be safe in the house of the Cudgel?"


Iron Gods: Iron maps;

The animals eat delighted from the wares JJ brings to.

They observe the discussion going on excitedly, approaching to their doors when they are asked to. Sitting back once it seems they will have to wait.
Disable Device DC 20 to open each of the 6 locks


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)

DC20 Disable Device: 1d20 + 22 ⇒ (10) + 22 = 32
DC20 Disable Device: 1d20 + 22 ⇒ (2) + 22 = 24
DC20 Disable Device: 1d20 + 22 ⇒ (4) + 22 = 26
DC20 Disable Device: 1d20 + 22 ⇒ (18) + 22 = 40
DC20 Disable Device: 1d20 + 22 ⇒ (18) + 22 = 40
DC20 Disable Device: 1d20 + 22 ⇒ (19) + 22 = 41

With consummate ease, Maxim pops open the respective locks on the transformed beasts...


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

"They're n-not injured, are they?" Marigold asks as Maxim pops open the locks on the cages one by one. "Um...th-those that c-can understand m-me, j-just...raise a p-paw or nod your h-head if you're h-hurt or f-feel sick in s-some way."

To any that respond, Marigold is happy to administer healing magics as necessary. Either way, she looks around at the others and then back at the poor folks-turned-critters.

"Um...b-back to what K-Kythel was s-saying, wh-which should we t-try to f-free first?"


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 suggest we try the toad first" says JJ.
"No disrespect intended toad, but as the most commonly thought of as 'disgusting' form, you may be the witches worst enemy, and thus the best provider of information"


Iron Gods: Iron maps;

Maxim easily forces open all the cages releasing the animals that flock towards JJ and Marigold, except for the bat and raven that fly over the shoulders of the dwarf.

While this is done, Marigold begins her casting of break enchantment that takes her a minute to complete.
Bat Break enchantment DC 24: 1d20 + 14 ⇒ (12) + 14 = 26
Lizard Break enchantment DC 24: 1d20 + 14 ⇒ (10) + 14 = 24
Monkey Break enchantment DC 24: 1d20 + 14 ⇒ (1) + 14 = 15
Rat Break enchantment DC 24: 1d20 + 14 ⇒ (6) + 14 = 20
Raven Break enchantment DC 24: 1d20 + 14 ⇒ (16) + 14 = 30
Toad Break enchantment DC 24: 1d20 + 14 ⇒ (13) + 14 = 27

As she completes the spell, the bat, the lizard, the raven and the toad suddenly polymorph back to a group of halflings.

They all start to look at each other and to the Cauldron Watchers with an expression of true happiness "You made it! You freed us!"

They start jumping and shouting while trying to hug you all and Marigold particularly "How can we repay you?"


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

"Oh! H-how wonderful," Marigold beams as the majority of the group return to their original, apparently halflling, forms. "H-hey...um, n-no offense b-but were you g-guys working here as s-servants?"

As she poses the question she looks at their faces, wondering if any of them match up with the strange magical simulacra they encountered earlier.

"And u-um, n-no repayment n-necessary...except m-maybe information, if you h-have any. D-do you know wh-why this was d-done to you?"


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))

"And what else can you tell us about the folk who lived here." he asks.

Slowly he also backs away toward Kikinnin.

"Soul seer.. maybe I've just too used to being double crossed, but... do any of them have a taint to them?" he whispers quietly.


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

Not wanting to congest the room beyond the secret door, Kikinnin cranes his neck while JJ and Marigold address the animals-not-animals. As JJ encourages a wave of the Look over those suddenly restored to halfling form, Kikinnin does as he's bid. His Look doesn't discriminate.

At Will- Detect Evil on the halflings, including Marigold.


Iron Gods: Iron maps;

Two of them match exactly to the previously destroyed servant simulacra. They explain this to Marigold "The Lady contracted us then used strange magic that duplicated us, only to made animals of us later on. It was horrible. The duplicates were so good that apparently not even our families noticed" one of the halflings start to sob after remembering the extreme situation he has been through.

Kikinnin scans the halflings but finds no evilness on any of them "We-we where kept away from the other rooms, we were locked here in this secret room and only the Lady ever accessed to it"


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 shares his observation that none of the halflings radiate of an evil aura, before he addresses the halfling speaker.

"How long have you endured this? Since we've cleared the half-orc guards, and slain Thifirane, who else might we expect to visit the House in the next day?" The black beard doesn't expect much from the recently-restored wee folk, but if it gives them something else to think about, so much the better.


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...is r-really strange," Marigold frowns. "A l-lot of trouble to g-go to j-just to impersonate some s-servants. D-do the s-simulacra only w-work if the original is k-kept alive and c-close by?" she asks of Maxim, who knows more about that particular brand of magic than she does.


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 unfurls the scroll and attempts t break the enchantment on the remaining animals.

Monkey Break enchantment DC 24: 1d20 + 9 ⇒ (12) + 9 = 21
Rat Break enchantment DC 24: 1d20 + 9 ⇒ (20) + 9 = 29

Unfortunately, the Monkey remains in his current state. Kythel frowns, "Tomorrow I shall pray for guidance to free this last victim".


Iron Gods: Iron maps;

The monkey seems pretty deceived when the rat recovers his halfling body and joins the others.

"I...I do not know... we, we have been here very long time, months... years... perhaps decades... who knows, it has been a life" the former toad whispers full of sadness "The Lady said she needed loyal servants beyond doubt"

Some of them negate at Kikinnin's question "We haven't seen anyone in years but the Lady. She kept us fed personally"


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))

"Very odd." summises JJ.

"Look, the city is dangerous at the moment. Your families might think you are the replacements - if you have been gone years. I'm going to suggest you hide in the temple of Abadar for a day while we try to sort out what is happening. For me.. it is late, and I'm pretty bushed..." says JJ.

"I don't think we are in any state to try and find the mayor, or what remains of him, tonight."


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

"Not interested in the Mayor, JJ. We're going to visit Vhalantru himself. We have Adrick's word that he worked with Thifirane, and we have the Pillars' word that he works with the Cagewrights. If the Mayor's dead, it serves no purpose wasting time to confirm it."

"When we're rested, we visit House Vhalantru next. Tomorrow morning, at the latest. If he gets word that Thifirane is dead, we won't have the element of surprise."

Given the current House's state, Kikinnin is more than comfortable returning to St. Cuthbert, and taking rest for the night.


Iron Gods: Iron maps;

The halflings look pretty scared, they all nod almost ensemble "The Temple of Abadar. Ok. Will it be safe for us to walk out of the house?"

If you go to St. Cuthbert the halfling servants and the monkey will definitely follow you.


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

"It sh-should b-be...but if we're d-done here th-then we sh-should probably g-go with you. They'll w-want an explanation for wh-what's going on, anyway..."


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 eyes the halflings, then pulls forth a wand;

"No none o' ya'll will likely want to have much bunk with magic after what happened. This here wand'll make you appear a step or two away from where you actually are. Anyone does target us when we're takin' you to sanctuary, then leastways you'll not be directly in their sights."

He flashes a weak smile, then offers to use it on one of the Watchers should the halflings be concerned;

"Got 10 charges. So plenty enough fir y'all."


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 shakes his head, when Maxim offers up protective magics. "You should keep that, Bror. The halflings are worried for threats within House Rhiavadi, when none exist. I'm sure Juraan'll let us know if anyone has come and gone by the main entrance. Let's see everyone safely to the Church. Granted, we'll likely want a story to tell, if someone stops us along the way. Just call them pilgrims to the city, and keep it simple."

"Maxim, you mention a bit of wealth sitting within these walls. Are you hoping to acquire them for better charities? I'd hate to leave anything to the conspirators."

Kikinnin waits for everyone to gather themselves, and whatever items have been taken from the fallen, before setting off to St. Cuthbert.


Iron Gods: Iron maps;

After taking the magic items from the fallen villains and whatever other richness found in the house that the party manages to carry, the Cauldron Watchers, Juraan, the five halfling servants and a monkey make it back to the street.

Outside it is already late at night, which helps to avoid unwanted glances.

Back at St. Cuthbert you are received with some of the secrecy you do request. Alek Tercival makes you inside and secures some food for you. Despite being late already, Jenya Urikas is willing to listen to your report "This is most worrying. I am happy you managed to succeed at House Rhiavadi, but I am concerned on what repercussions this is going to have in the city"

She is even more worried when you talk about Vhalantru "If what you say is true, we have to stop Vhalantru at all costs. We need to bring him in front of justice, or otherwise make sure he loses his grip on the government and the city forever"

After the quick update, you are left free to rest for the night, leaving the next day to plan out how better to proceed ahead.


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))

"Before we go.."

JJ points to the bodies.

"We really don't want any of these coming back from the dead. While the Blue Duke is proabably consumed beyond redemption by the flames I pushed him into... those others... we should" JJ waves his hands in the air. "Do something."


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

"Um...we c-can't take them w-with us, even at n-night that'll attract t-too much attention," Marigold frowns when JJ references the bodies scattered about. "C-could we m-maybe b-burn them? Or s-send someone from the t-temple for them?"

She'd admittedly not considered that perhaps their foes might also have the same powers or resources to revive the dead. Not to mention there was still the matter of the escaped vampire.
______________

Later, once the briefing with Jenya and Alek is done, Marigold tries to consider what their next move should be. "S-so we're g-going to take the f-fight directly to V-Vhalantru, n-next? Wh-what do we kn-know about his h-home?"


Iron Gods: Iron maps;

Let me know if you do anything else about the corpses

About Vhalantru's home Jenya explains "To be honest, I have never been at his home. Since he arrived to Cauldron he has been working very hard. He always received me at the Town Hall"

Ryan thinks thoughtful "Mmm... I know little about it. But it is said Valantru has a taste for well detailed statues and lives without servants. I can ask my uncle Ankhin Taskerhill, he or Annah might have visited him in the past and maybe they are able to offer some description of the house distribution."

"There is... something about that house..." Alek Tercival speaks up frowning "I observed something through the years. Whenever a local gang of adventurers were very successful, no matter what the increasing challenge of the tasks given by the government, Vhalantru will invite them to his house for a business dinner. I never again knew about them afterwards. When inquired Vhalantru always found the right words to calm me down, he said they were sent on a secret mission to a land far away... I remember this to happen at least twice already. And I could never see a taint of evil in Vhalantru's aura, so I never gave further thought on my observations"


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

Maxim nods at JJ's acumen;

"Makes sense, don't want any o' em comin' back to haunt us... Kythel'll be the man to ask. While you sanctified types figure out what to do, I'll prepare the bodies fir the afterlife by strippin' 'em o' finery and magical function."

Looting the bodies of the items previously identified (if it wasn't overly clear from before)


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

Before we Leave

"I have no spells currently prepared that would aid in this endeavor. I would suggest for now locking them all in the secret room. Tomorrow I can come back and preserve the corpses so as to not detect as tainted until we decide what best to do about them.

Though if we remove their heads it would require resurrection to bring them back. That though is a gruesome task".

---

St. Cuthbert

"I for one believe we should track that Vampire down first thing in the morning. If we cannot locate the creature we can only hope it will flee for now.

Thereafter, we can decide how to tackle Vhalantru.

Though I confess that I am biased in that I cannot bear to allow such a vile creature to continue its existence so perhaps I put too much stock in eliminating the Vampire when Vhalantru is the greater threat".


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 was thinking more along the lines of burning them." admits JJ.

"Or other ways to stop them coming back... or being brought back. There was a wraith and another vampire there. I don't want to fight them again, and this time with additional undead powers. There must be enough bedding to set them afire... or Maxim can you do some fire magic to burn the bodies?"

------
"If Vhalantru has no evil on him then maybe I am right!" smiles JJ.
"Or maybe there is something else keeping track of the people who go in there.

Then he sighs.

"Or maybe, like me, he has ways to appear other than he is."


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

Before we Leave

"Setting the house on fire seems unsafe here in the city. NO heads would be as effective as lighting them on fire. If our foes can resurrect several villains so easily we truly face great evil".

---

St. Cuthbert

"There are certainly magics to protect from such detection.

Besides Vhalantru there may well be other sentries. Do we believe that they are part of this plot or good citizens also taken in by the act".


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

Earlier

"It's g-gross, b-but I guess removing the h-heads and p-putting the bodies in the s-secret room would b-be the b-best thing to do for n-now," Marigold agrees.


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))

"Given the tower survived that magical inferno, I imagine that room is pretty proof against such things. Still, if you think just removing heads would do the trick, let us do that.." HE sighs dramaticallyt as he gestures toward Alakast.

"But the staff is not a weapon for removing heads.."

SM DC10:
Or JJ is totally squeamish about decapitating dead bodies.


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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)

Maxim raises a bushy brow at Kythel's notion of burning the magic imbued mansion down;

"Beggin' yer pardon there Kythel. Some o' us have a might more avarice morals than you coffin-knockers o' Pharasma. Once things settle in the city, I could see myself movin' into a place like this. .."

The gun-mage looks the building up and down with admiration;

"B'sides. Like Surabar says likely resistant too such."

He shoots JJ a curious look...

Sense Motive: 1d20 + 13 ⇒ (17) + 13 = 30

... then smiles wryly;

"Nah reckon it ain't... Kikinnin likely best arm for such a task. Kythel can give proper funeral rites an' such, an' we should be fine."


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

House Rhiavadi

Marigold wrote:
"It's g-gross, b-but I guess removing the h-heads and p-putting the bodies in the s-secret room would b-be the b-best thing to do for n-now."

Of the several voices mulling over the course of action, it's the halfling lass's that does it for the black beard. He straightens out each corpse in its turn, and brings down the Axe head in a single cut. Cut after cut, until they have the heads separated from the shoulders.

He helps drag the bodies into the secret room, as if hefting bags of moldy grain onto a compost heap. Returning to the heads, he takes the bed sheet from the bed, and creates a makeshift bindle to accommodate their gruesome work.

St. Cuthbert

Kythel wrote:
"I for one believe we should track that Vampire down first thing in the morning. If we cannot locate the creature we can only hope it will flee for now. Thereafter, we can decide how to tackle Vhalantru. Though I confess that I am biased in that I cannot bear to allow such a vile creature to continue its existence so perhaps I put too much stock in eliminating the Vampire when Vhalantru is the greater threat."

Kikinnin shakes his head. "We don't know the extent of the alliance between Thifirane and Vhalantru. For all we know, the vampire might have fled to House Vhalantru, and given him warning already. I'll not lose time chasing, unless you have a tried and true method of locating an undead creature that can turn into gas and leak into the night sky."

The black beard considers further. "Vhalantru will have his own guard, no doubt. Likely more orcblood. This doesn't feel like a cat padding mission, this time. I suggest we have Maxim pop the front door, and clear the whole place out. No servants this time. Right now, Cauldron's veins run corrupt, and we need to keep shining our powerful light to purge where we can."

Knowledge(Religion): 1d20 + 8 ⇒ (15) + 8 = 23

Kikinnin frowns suddenly, as chemical thoughts mix behind his eyes. "From what Ryan and Alex tell us, I will suggest a black notion. If adventurers come, and never return, and Vhalantru enjoys life-like statues, we might want to bring magics along that restore creatures turned to stone, should Vhalantru have himself his own undead allies. Might share the company of a Petrified Maiden, or even a pet basilisk."

Tiredness finds the rat catcher, and he excuses himself for a bath and a short night's sleep.


Iron Gods: Iron maps;

House Rhiavadi
From all the fallen villains you find Vervil Ashmantle is the only one still alive. Either way, cut after cut Kikinnin decapitates all of the fallen present leaving them beyond repair.

After the work is done, the main hall is a pure mess of blood, charcoaled furniture and broken glasses.

St. Cuthbert
"I will go back and inform the Striders about all that have happened. If you need our help while you try to find answers at Vhalantru, just let us know" Juraan says and says goodbye to you all before coming back to meet Meerthan and the other Striders.

The next day you wake up to a table fully stuffed with delightful food and drinks. Ryan receives you with a smile "Although my duties at this time keep me from joining you in facing Vhalantru, I can at the least try to help"

Gemma is also there, helping Ryan with the breakfast table, as there is Rufus Laro.

Anyone consuming the meal receives the benefits of heroe's feast.
Temporal hp: 1d8 + 5 ⇒ (1) + 5 = 6


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 joins the breakfast at hand, in all its glorious variety and divine nutrition. "Your help is always welcome, Ryan." His demeanor is quiet, his face the very picture of grim intent, until he sets eyes on Gemma. He does his best to brighten his brows, before addressing his Søster.

"Have you learned anything, Gemma? You know, regarding those safe places? Time is drawing nigh, and we still have enemies afoot that keep us from researching the best ways to mobilize large groups of people. We managed to remove some of their pieces from the dragonchess board, but the game still moves on."


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 helps Kikinnin with the body removal. He does wince once when the paladin executes high justice on Vervil, but for once he doesn't complain.

Grisly job done, he sidles along with Maxim for a bit.
"Might have to dice you for the place. Think Sara would become quite attached to living there!" he says.

Then thinks and adds "But I think we might do the dicing with my dice. Or at least an impartial third party!"

To the rest of the group he agrees to meet back in the morning. "Then, I think you are right. We will find our answers with Vhalantru. Who are these petrifying maidens Kikinnin?"


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

The Next Morning

"Kikinnin is r-right," Marigold nods. "We n-need to assume that the v-vampire probably f-fled and reported what h-happened to Vhalantru and anyone else h-he's in cahoots w-with."

A thought strikes her.

"Um...sh-should we t-try to k-keep a low p-profile until we can d-deal with Vhalantru? I'd r-rather not have the g-guard trying to arrest us for m-murder..."


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Iron Gods: Iron maps;

Gemma is happy to help Kikinnin "I have been reading the Origins of Cauldron. It seems the volcano was extinct even before Surabar Spellmason funded the city in here. Apparently the waters raising naturally from the interior and the easy to fortify ridge made for the primary attractions. Spellmason studies pointed the volcano could not erupt again as the lava veins had been disconnected thousands of years ago from the inner core of Golarion. He considered new volcanoes were more probable at the edge of the coast, making the island to extend more likely"

"In any case, if something like that ever happened I think evacuating the inner district around the Crater Lake is probably the first thing to do Kiki. Mmm... about the Malachite, I really do not know, for most the walls are stable, but who knows what the heat and gasses could do" the dwarven female brings her hands upon a dish of mashed eggs "Anyway in such an unlikely scenario it does not seem feasible to think any structure in Cauldron would be safe despite most of them being made of sturdy stone. The safest places to evacuate would be the surrounding villages: Kingfisher Hollow, Redgorge and Hollowsky. From all, the best prepared to sustain a large amount of population is Kingfisher Hollow, as it is a larger village with most of the crop fields, but Redgorge has many abandoned houses and it has the advantage to have an easier access to Sasserine if the pass in Cauldron is blocked."

Hollowsky: K. geography or Lore (Cauldron) DC 10:

The village of Hollowsky is the smallest of the four human settlements in the region. With a population of 460, it barely qualifies as a village.

Hollowsky: K. nobility or Lore (Cauldron) DC 15:

Hollowsky is notable mostly as the hometown of one of the region's more benevolent nobles, Lady Ophellha Knowlern. Lady Knowlern owns a multitude of businesses in the region, the most well-known of which is the Cusp of Sunrise. She has never married, and inherited her money from her parents. She owns a small brewery, the Drunken Morkoth Inn, and two plantations, among many other interests and investments.

Kingfisher Hollow: K. geography or Lore (Cauldron) DC 10:

The town of Kingfisher Hollow, with its population of 2,100 souls, is the second largest settlement in the area. It's also the primary location for the region's plantations—the town is surrounded by fields of coffee and sugarcane.

Kingfisher Hollow: K. nobility or Lore (Cauldron) DC 15:

Traditionally, two noble families jointly lead Kingfisher Hollow. Of late, the Aslaxins have taken up the reigns increasingly as the Taskerhills have declined. Today, only one Taskerhill remains—and he's more interested in seeking redemption in the arms of St. Cuthbert than helping run a town. Zachary Aslaxin couldn't be happier.

Redgorge: K. geography or Lore (Cauldron) DC 10 (automatic for those of you who visited Redgorge on Chapter 5):

Redgorge sits in a narrow strip of flat ground between a cliff and an immense quarry of red pebble gravel. West of the village, a prodigious line of fortifications known as the Basalt Bastions protect the land, their massive walls unguarded and draped with vines. These fortifications, as impressive as Cauldron's outer walls, tower over the village itself.

Today, Redgorge is a farming and mining village. The old Stonemason District, where Surabar Spellmason once dwelt, is visibly depopulated and most of its buildings lie empty and in ruin. Over the decades, most of Redgorge's masons left to work in Cauldron.

Redgorge: K. history or Lore (Cauldron) DC 15 (automatic for those of you who visited Redgorge on Chapter 5):

This village was the first human settlement in the area. Founded about 700 years ago, Redgorge was at one time a much larger settlement, but it never fully recovered from Nabthatoron's assault so long ago.

The Basalt Bastions were built ages ago by Surabar Spellmason's powerful spells in a single week, to aid in the defense of Redgorge against the denizens of the Demonskar.

"It is also good to consider each of Cauldron gates lead to a different road and each road takes to one of those villages. Cauldron acts as a kind of ring that binds them all. A good strategy might be to lead people to a different village depending on the nearest gate. Although the northwest quarter would find a long road trip to reach Sasserine, perhaps it would be better to plan such an evacuation to Redgorge" Gemma frowns showing true dislike "But the volcano is extinct brother, this is just you being paranoiac once more, isn't it? Like that time you decided rats should be exterminated from the island to avoid another fever plague."

New Cauldron region map available!
This is a slightly more complete version than the one at the Player's Guide, now that you are more acquainted with the setting.

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