[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)


10,651 to 10,700 of 12,548 << first < prev | 209 | 210 | 211 | 212 | 213 | 214 | 215 | 216 | 217 | 218 | 219 | next > last >>

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

"Agreed, I too will lend aid to freeing those so imprisoned for so long".

Kythel follows along with Kikinnin, spear in hand.

DM, do we still have the increased HPs from Heroes Feast this morning as well?


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 steps warily back out of the cellar... brow furrowed;

"So... Seems our Lord Vhalantru likes the grape. That cellar is well stocked, with some mighty fine and expensive vintages..."

He jerks a calloused thumb toward the boxes of wine;

"Easterly wall is false. Illusion. Beyond it I seen six statues an' a pit that drops into the dark. Ain't sure if the statues are petrified guests or guardian constructs. Best we tread wary like..."

The gun-mage nods towards JJ;

"Keep the old fella away from the edge, lessen he falls in. I got me a ring o' feather fallin'. Reckon I could check out the pit, then fly back up?"


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

"I can climb down to give you some backup as well.." notes JJ.

"Just in case. How were you thinking of getting back up again if you can fly, would you need the ring for the descent?"


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

"A p-pit? Sounds like we n-need to figure out whether we're ch-checking that first or the upst-stairs," Marigold reminds the pair. "I d-don't like leaving things at our b-back but m-maybe we should c-clear the rest of the m-mansion proper and then ch-check beyond the s-secret wall..."


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 think we should look upstairs first. Whatever is in the pit can keep while we make sure nothing comes up behind us." opines JJ.


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 tugs on his beard, as the way forks before them. "I think we've made enough noise to have alerted the upper floors. If they're waiting for us, we should head up to meet them, before they get impatient, and come down looking for us. That might prove uncomfortable if we're all kicking around the pit."

The black beard takes to the stairs and heads to the Second Floor, if there are no objections.


Bald male Half-Elf elder

"Let's have a swift visit at the upper floor. If we leave the wine like it is they won't notice we have figure out their mischievousness" Eidi smiles wide and follows up Kikinnin to the second floor where he says some arcane words and starts looking around.
Perception: 1d20 ⇒ 9

Spellcraft DC 17:


Iron Gods: Iron maps;

The stairs going up end on a landing that surrounds the opening of the main hall ceiling. Around the landing different doors open to unknown rooms in the manor.

New Vhalantru's manor second floor map available!


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 cautiously tries the door handle in front of him. Opening the door to see what is within if it is unlocked.


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

"S-sounds like a p-plan," Marigold whispers as she follows the others up the stairs. She glances over at Eidi as he mutters arcane words.

Spellcraft (DC 17): 1d20 + 10 ⇒ (17) + 10 = 27

Definitely more to him than meets the eye...but then again, that's practically everyone we meet nowadays.

Still, it's not a bad idea to be cautious. As best as she can from her position on the stairs she begins to scan for magical auras - that don't come from herself or her friends, that is.


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 sizes up all the doors on the Second Floor. "Ready, JJ? Let's sweep the area. Maybe we'll be lucky, and the only real focus is the Pit Maxim discovered."

Kikinnin takes a moment to place a hand on Eldgammel, and wake Pocca for the ugly work breathing down their necks. Divine Bond, for the full +3, 13 minutes. First of the day...

If he hears the boy yelp, he'll shuffle back across the floor to join JJ. If everything proves as quiet as the downstairs, Kikinnin opens the doors on his side of the staircase, in clockwise fashion.


Iron Gods: Iron maps;

JJ opens the southern door finding a large study.

V1O. MASTER STUDY
This room contains two overstuffed couches that face each other, separated by a low marble table. A gold and jade water pipe sits on the table. A single chair sits in a circular nook to the southeast.

Appraise DC 20:

The water pipe testifies to another of Vhalantru's vices. It is quite exquisite, and is worth 800 gp.

Kikinnin opens his door to find a bathroom.

V12. BATHROOM
The bathroom is well featured and pristine clean, except for a thick layer of dust that covers everything.

The dwarf follows up to the next room.

V11. MASTER BEDROOM
This large bedroom features an oversized canopied bed with purple silk sheets. A huge obsidian fireplace is built into the southern wall, and several beautiful paintings of elven cities hang on the walls. A writing desk and comfy chair sit in a circular nook to the northeast.

Everything here is covered in a fine layer of dust. The desk is devoid of any documents or letters.

Appraise DC 20:
The seven paintings are all well made—each is worth 100 gp.

Marigold scan of magical auras result in nothing found in this side of the house other than the party's own magical items.


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 moves to block off the last of the upper stories rooms.

"Want to try that Door Maxim?" he asks.

"Though I'm thinking we are not likely to find anyone here if they didn't come out earlier when the fighting made all that noise."

He then realises all the dust is everywhere.

"It is almost like these rooms are not actually used at all..."


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)

Appraise DC20: 1d20 + 15 ⇒ (6) + 15 = 21
Appraise DC20: 1d20 + 15 ⇒ (3) + 15 = 18

Somwhat distracted by the opulent riches on display back, Maxim nods slowly at JJ's request;

"Aye. Will do... Did anyone notice that water-pipe back in the study? 800 Gold Suns fir that alone!"

He wistfully shakes his blonde head, then heads toward the untried door near the bathroom...


Iron Gods: Iron maps;

As Maxim opens the door, he finds out a library.

V13. LIBRARY
This cozy room is dominated by numerous wooden shelves, each filled with dozens and dozens of books. A single reading table and chair sit in the central portion of the library.

The library seems quite well stocked and often used.

A fair number of the books stocked here are on magical theory
A using these books to aid in research gains a +4 circumstance bonus on Knowledge (arcana) checks

The books in the west wing are all about elven and half-elven society. An investigation of these books reveals they have all been quite well read

Appraise, Craft (book) or Profession (librarian or scribe) DC 20:

These books are worth 5,000 gp in all, but transporting them out of House Vhalantru might prove tricky.


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 finds nothing of interest, which slowly builds his unease. Sure that Vhalantru lurks somewhere in his House, his mind keeps returning to the Pit.

The black beard moves past JJ and to the right, spotting another unopened door, and the last of the Second Floor yet to be explored.

"Is there a third floor? I haven't seen stairs yet. There was that other set of stairs on the Ground Floor, so it's probably behind this door, eh?"


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 checks the door Kikinnin points to for traps.

Perception 1d20 + 20 ⇒ (6) + 20 = 26


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 stays ready, wondering if there is another concealed door to the room that Kikinnin is about to open.

"Isn't carcerri like a pit? Maybe that pit is some type of gateway to it?"


Iron Gods: Iron maps;

As Kikinnin, JJ and Kythel approach the northwestern door, their eyes spot what lies at the southern side of that house's wing.

Kikinnin, JJ and Kythel (and anyone coming by this side of the house):

V15. AVIARY
More than a dozen birdcages fill this room, each one once home to three or four small but colorful birds (finches mostly). Most of the cages sit atop shelves or tables by the windows, but a few hang from the ceiling by elegant chains. Unfortunately, the colorful contents of these cages all lie dead, apparently for some time, as the smell of rotting flesh is thick in here.

In the middle of the aviary floats a group of six bulbous orbs with a central eye that does not wink, and a large mouth full of long and sharp teeth like daggers. Smaller eyes, connected to twisting appendages, grow from the superior part of the orb shaped bodies.

As your eyes spot their central eye you feel something clings on your throat with a metallic flavor.
Kikinnin Will DC 15: 1d20 + 18 ⇒ (18) + 18 = 361d20 + 18 ⇒ (18) + 18 = 36
JJ Will DC 15: 1d20 + 13 ⇒ (10) + 13 = 231d20 + 13 ⇒ (10) + 13 = 23
Kythel Will DC 15: 1d20 + 9 ⇒ (14) + 9 = 231d20 + 9 ⇒ (4) + 9 = 13
These count as stare attacks for the beginning of your round. From round 2 forward you will have to keep dealing with it with another roll per monster you can see

K. dungeoneering to identify, but these are very strange aberrations

You all see Kythel suddenly gets stunned as he tries to reach the door to check it for traps.

Initiative:

Eidi: 1d20 + 1 ⇒ (7) + 1 = 8
JJ (+2 urban, +2 underground, +2 jungle, +10 Abyss, +2 plane of fire): 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Kikinnin: 1d20 + 1 ⇒ (17) + 1 = 18
Marigold: 1d20 + 7 ⇒ (13) + 7 = 20
Maxim: 1d20 + 4 ⇒ (12) + 4 = 16
Kythel: 1d20 + 6 ⇒ (6) + 6 = 12
group 1 (black, blue green): 1d20 + 6 ⇒ (16) + 6 = 22
group 2 (yellow red cyan): 1d20 + 6 ⇒ (1) + 6 = 7

Kikinnin, JJ and Kythel:

By my calculations JJ's flatfooted touch AC is 13 (17 with cover)

The green orb focuses on JJ's magics.
Dispel CL: 1d20 + 11 ⇒ (18) + 11 = 29
JJ's shield other spell is dispelled. DC was 11+11 = 22
Then the appendages shot at JJ.
Ray of inflict wounds (touch, cover, flatfooted): 1d20 + 6 ⇒ (8) + 6 = 142d8 + 8 ⇒ (5, 2) + 8 = 15
Scorching ray (touch, cover, flatfooted): 1d20 + 6 ⇒ (6) + 6 = 124d6 ⇒ (4, 3, 1, 5) = 13
Both rays hit the walls corners near the surprised JJ.

The black orb orientates its central eye to force JJ look at it.
Will DC 15 versus stunning
Then two rays spring forth from its eye appendages towards JJ.
Ray of sleep (touch, cover, flatfooted): 1d20 + 6 ⇒ (5) + 6 = 11
Ray of paralysis (touch, cover, flatfooted): 1d20 + 6 ⇒ (14) + 6 = 20
The first ray is amiss but the second one strikes true.
JJ: Fort DC 15 vs paralysis

The blue orb emits a cone of true fear towards the entrance.
JJ and Kythel: Will DC 16 vs fear or become panicked (you are shaken 1 round on success), this is a necromancy, mind-affecting effect. Remember Kikinnin's aura bonus
Ray of fatigue (touch, cover, flatfooted): 1d20 + 6 ⇒ (12) + 6 = 18
Scorching ray (touch, cover, flatfooted): 1d20 + 6 ⇒ (11) + 6 = 174d6 ⇒ (6, 6, 1, 6) = 19

JJ: Fort DC 15 vs fatigue
The first ray strikes JJ menacing to weak him, while the second one scorches him in fire.

The rest of you only see multiple magical rays striking at JJ and around, one of them bursting him in flames.

Eidi: mage armor, shield 3 m
JJ: 110/112 hp, shield of faith (+2 only because JJ's ring) 9 m
Kikinnin: shield of faith (+2 only because Kikinnin's ring) 9 m, divine bond (+3) 12 m
Kythel: 125+17/137 hp, circle vs evil 105 min
Round 1: ?, Marigold, Kikinnin, Maxim, Kythel, JJ, Eidi, ?

@Kythel I forgot about the heroe's feast indeed. As you did not enjoyed those temp hp by then, I will add them now as if you just received the benefits.
Temp hp: 1d8 + 10 ⇒ (7) + 10 = 17


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

JJ feels the full brunt of the various eyes attacks. But the lad has faced demons, spellcasters, vampires and scary warrior women. While women may twist him around their little fingers, floating eyes... less so.

Resisting their affects he dashes forward, providing himself with a large number of targets to lash out at.

And giving up an AOO to the top two

Alakast lashes out. The holy staff lands a hefty blow on the yellow creature even as he wonders
What are these? BeholderS?

saves & other rolls:

Lets see if I have this right, and in order..
will DC15 vs stun: 1d20 + 13 ⇒ (15) + 13 = 28
fort DC 15 vs paralyssi: 1d20 + 15 ⇒ (19) + 15 = 34
will dc 16 vs fear, aura: 1d20 + 13 + 4 ⇒ (6) + 13 + 4 = 23
fort DC 15 vs fatigue,shaken: 1d20 + 15 - 2 ⇒ (19) + 15 - 2 = 32
attack yellow,shaken: 1d20 + 20 - 2 ⇒ (17) + 20 - 2 = 35
damage(good,blunt,magic),two handed: 1d6 + 13 + 3 ⇒ (4) + 13 + 3 = 20
dungeoneering: 1d20 + 7 ⇒ (13) + 7 = 20


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

Marigold's Round 1

What the?

Upon hearing the sudden burst of noise and flashes of light Marigold hustles after JJ and the rest, wondering just what she's going to find when she gets there...

Double-move to current map position~


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)

V31

Appraise DC20: 1d20 + 15 ⇒ (12) + 15 = 27

Maxim nods in appreciation of the library, eyeing with interest some of the tomes;

"Plenty rare texts here. 5,000 Gold or more in value I reckon. Seems our host is a avid reader... 'thou notice he ain't partial to Beefinator or them such stories..."

Hearing JJ's comment about the pit he nods in agreement, shouting his thoughts through to the others;

"Reckon Surabar has the right o' it. Down the pit is where we'll find Lord Vhalantr...!!!"

ROUND 1p

His musings are cut short as combat ensues, and like Marigold he follows suit, hustling towards the clamour drawing Smaug as he goes!

Echoing Lil' Miss: Double Move with a drawing of pistol thrown in.


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

Round 1

Status:

AC = 33 (Shield of Faith +4 Deflection Bonus, Ring of Protection only a +2 Deflection Bonus)
HP = 160/160
Weapon Equipped = Eldgammel +3 Divine Bond
Condition(s) = Shield of Faith, Divine Bond

Kikinnin sees a pocket pandemonium erupt from the left, so moves to JJ's side, and tries to pass glowing Eldgammel through the floating eye creature like an overly ripe apple. Attacking Black

Eldgammel, Power Attack: 1d20 + 20 + 3 - 4 ⇒ (20) + 20 + 3 - 4 = 39 for 1d10 + 6 + 3 + 8 ⇒ (5) + 6 + 3 + 8 = 22 damage
Confirm Critical?: 1d20 + 20 + 3 - 4 ⇒ (18) + 20 + 3 - 4 = 37 for 2d10 + 12 + 6 + 16 ⇒ (7, 6) + 12 + 6 + 16 = 47 damage

"So the beholder's making little beholders? Like a fungus, kickin' off spores? If the orb's had time, how many more of these things are loose in Cauldron?"


Bald male Half-Elf elder

K. dungeoneering: 1d20 + 12 ⇒ (10) + 12 = 22
Will DC 15: 1d20 + 16 ⇒ (2) + 16 = 18
Eidi advances himself until he has a view of what is happening "Hmmm... these are some kind of Contemplator but... not Beholders, these are Gauths. Lesser versions. Mmm... there is something weird about them... they are tainted by something I cannot really explain"

The half-elf points towards one of the gauths with his staff and attempts to shut its eyes down.
Fort vs Blidness DC 18: 1d20 + 5 ⇒ (6) + 5 = 11
The green guath's eyes are shut down with magical blindness. The elder smiles satisfied.


Iron Gods: Iron maps;

Enduring the sudden blasting JJ rushes forward facing the jaws of the flying eyes as he approaches.
Bite AoO: 1d20 + 4 ⇒ (5) + 4 = 91d6 ⇒ 3
Bite AoO: 1d20 + 4 ⇒ (11) + 4 = 151d6 ⇒ 4
Dodging away the sharp teeth JJ strikes true at the yellow orb that shrieks in pain.

Marigold and Maxim rush towards the area, still not seeing what is going on.

Kikinnin comes to help the young boy. With a mighty slash of his axe he cuts the central occulus of the black orb. The fleshy orb loosing flight and falling to the ground, all its eyes closing.

Eidi blinds one of the gauths.

Stunned as he is, Kythel can do nothing but drop his held weapons.

The flying orbs adjust their position and start shooting rays at both Kikinnin and JJ. You can choose to which one you AoO (cyan is out of your range)
Touch AC: Kikinnin 15, JJ 17 (bold are attacks I believe they hit)
Blue casting vs Kikinnin: Ray of enfeeblement: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 5 ⇒ (5) + 5 = 10 Fort DC 13
Blue vs Kikinnin: Ray of fatigue: 1d20 + 6 ⇒ (3) + 6 = 9 Fort DC 15 vs fatigue
Blue vs Kikinnin: Ray of dispel magic: 1d20 + 6 ⇒ (7) + 6 = 131d20 + 8 ⇒ (15) + 8 = 23 Dispels CL 12

Blue vs JJ: Ray of sleep: 1d20 + 6 ⇒ (18) + 6 = 24 Will DC 15
Blue vs JJ: Ray of inflict moderate wounds: 1d20 + 6 ⇒ (7) + 6 = 132d8 + 8 ⇒ (8, 2) + 8 = 18 Will DC 15

Yellow vs Kikinnin: Scorching ray: 1d20 + 6 ⇒ (17) + 6 = 234d6 ⇒ (4, 5, 6, 2) = 17
Yellow vs Kikinnin: Ray of inflict moderate wounds: 1d20 + 6 ⇒ (12) + 6 = 182d8 + 8 ⇒ (6, 5) + 8 = 19 Will DC 15

Yellow vs JJ: Ray of fatigue: 1d20 + 6 ⇒ (12) + 6 = 18 Fort DC 15 vs fatigue
Yellow vs JJ: Ray of sleep: 1d20 + 6 ⇒ (13) + 6 = 19 Will DC 15

The yellow gauth turns invisible afterwards.

Cyan vs Kikinnin: Ray of sleep (cover): 1d20 + 6 ⇒ (19) + 6 = 25 Will DC 15
Cyan vs Kikinnin: Ray of paralysis (cover): 1d20 + 6 ⇒ (3) + 6 = 9 Will DC 15

Cyan vs JJ: Scorching ray (cover): 1d20 + 6 ⇒ (5) + 6 = 114d6 ⇒ (6, 5, 5, 5) = 21
Cyan vs JJ: Ray of fatigue (cover): 1d20 + 6 ⇒ (3) + 6 = 9 Fort DC 15
Cyan dispel magic casting on Kikinnin: 1d20 + 11 ⇒ (5) + 11 = 16 Dispels CL 5

Red casting vs JJ: Ray of enfeeblement: 1d20 + 6 ⇒ (7) + 6 = 131d6 + 5 ⇒ (5) + 5 = 10 Fort DC 13
Red vs JJ: Ray of inflict moderate wounds: 1d20 + 6 ⇒ (14) + 6 = 202d8 + 8 ⇒ (6, 5) + 8 = 19 Will DC 15
Red vs JJ: Ray of dispel magic: 1d20 + 6 ⇒ (11) + 6 = 171d20 + 8 ⇒ (9) + 8 = 17 Dispels CL 6

A rage of magical rays thunder in the aviary, many of them striking in the walls and ceiling, but some of them striking true on target. It seems these gauths can only orientate two appendages in any particular 90º region.

Unable to see, green shrieks and turns invisible.

Yellow: 20 damage, invisible
Black: 69 damage, dead
Green: blind, invisible
Eidi: mage armor, shield 3 m
JJ: 110/112 hp, shield of faith (+2 only because JJ's ring) 9 m
Kikinnin: shield of faith (+2 only because Kikinnin's ring) 9 m, divine bond (+3) 12 m
Kythel: 125+17/137 hp, circle vs evil 105 min
Round 2: Gauths, Marigold, Kikinnin, Maxim, Kythel, JJ, Eidi

@Everyone: At the beginning of your turn you should roll a Will DC 15 vs stun for each central eye you can see at 30' or less distance.
You can avert your eyes as described in gaze rules
That means:
3 rolls for Kikinnin and JJ
2 rolls for Eidi (as he can see invisible)
1 roll for Kythel
No rolls for Maxim or Marigold until they come on sight of 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))

JJ does his best to dodge the rays, only manging some of them.
I think my touch AC is 17. +3 dex, +2 def, +1 dodge and +1 insight

He seems to hold up well against the rays that do hit him. Then spins Alakast in a perhaps careless manner and starts striking out!

rolls:

will DC 15 sleep: 1d20 + 13 ⇒ (13) + 13 = 26
IMW misses I think
fort DC 15 fatigue: 1d20 + 15 ⇒ (18) + 15 = 33
will DC 15 sleep: 1d20 + 13 ⇒ (19) + 13 = 32
ROE misses
will DC 15 IModWounds: 1d20 + 13 ⇒ (10) + 13 = 23
fort saves, not sure how many are required. Presumably we can't see the invisible beholder so its eye doesn't work on us?, not sure if dark blue is still up, or what the black blob on green means. But rolling five in order, just in case. Fails on a one.
fort saves: 5d20 ⇒ (11, 5, 10, 15, 18) = 59

Attacks first against red, then against dark blue. If they both drop then steps forward toward the light blue one.
primary attack, TWF: 1d20 + 22 - 2 ⇒ (15) + 22 - 2 = 35
TWF attack, TWF: 1d20 + 22 - 2 ⇒ (18) + 22 - 2 = 38
secondary attack, TWF: 1d20 + 17 - 2 ⇒ (1) + 17 - 2 = 16
ITWF attack, TWF: 1d20 + 17 - 2 ⇒ (1) + 17 - 2 = 16
tertiary attack, TWF: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11
primary damage(blunt,magic,good): 1d6 + 10 ⇒ (4) + 10 = 14
TWF damage(blunt,magic,good): 1d6 + 7 ⇒ (6) + 7 = 13
secondary damage(blunt,magic,good): 1d6 + 10 ⇒ (3) + 10 = 13
ITWF damage(blunt,magic,good): 1d6 + 7 ⇒ (2) + 7 = 9
tertiary damage(blunt,magic,good): 1d6 + 10 ⇒ (4) + 10 = 14


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

AoO

Kikinnin sees Blue approaching to take Black's place, so swings out at the monster, hoping he's just as effective with the second creature needing exterminating.

AoO: 1d20 + 20 + 3 - 4 ⇒ (9) + 20 + 3 - 4 = 28 for 1d10 + 6 + 3 + 8 ⇒ (9) + 6 + 3 + 8 = 26 damage

Round 2

Status:

AC = 33/15/32
HP = 160/160
Weapon Equipped = Eldgammel +3
Condition(s) = Shield of Faith, Divine Bond

Will Save v DC 15: 1d20 + 18 ⇒ (14) + 18 = 32
Will Save v DC 15: 1d20 + 18 ⇒ (16) + 18 = 34
Will Save v DC 15: 1d20 + 18 ⇒ (14) + 18 = 32

Kikinnin keeps his focus on Blue, studying it for its aberrant movements, wondering what makes a thing like that tick. If he manages to bring down Blue with his first couple of swings, he targets Yellow with his last.

Eldgammel: 1d20 + 20 + 3 - 4 ⇒ (4) + 20 + 3 - 4 = 23 for 1d10 + 6 + 3 + 8 ⇒ (8) + 6 + 3 + 8 = 25 damage

2nd Slash: 1d20 + 15 + 3 - 4 ⇒ (7) + 15 + 3 - 4 = 21 for 1d10 + 6 + 3 + 8 ⇒ (7) + 6 + 3 + 8 = 24 damage

3rd Slash: 1d20 + 10 + 3 - 4 ⇒ (19) + 10 + 3 - 4 = 28 for 1d10 + 6 + 3 + 8 ⇒ (1) + 6 + 3 + 8 = 18 damage
Confirm Critical?: 1d20 + 10 + 3 - 4 ⇒ (20) + 10 + 3 - 4 = 29 for 2d10 + 12 + 6 + 16 ⇒ (3, 10) + 12 + 6 + 16 = 47 damage

If necessary:
Miss Chance on Yellow, High Good: 1d100 ⇒ 89

"Can they talk, Eidi? We need one of them alive to squeeze some information about Vhalantru out of them?"


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

Marigold's Round 2

Not entirely sure of what the group is facing - and unaware that quarters ahead remain tight - Marigold slips past Eidi into the hallway towards the source of the fighting...

Will (DC 15): 1d20 + 15 ⇒ (16) + 15 = 31

It's hard for me to tell for certain; I think Marigold can only see one from her new position but if that's not the case feel free to note so and/or roll her additional Will saves if that's easier.

...and spots Kikinnin fighting against what sure looks like a miniature version of the eye tyrant they'd seen in the depths all those months ago.

"ಜಗತ್ತಿನಲ್ಲಿ ಏನು? ಅವರು ಶಿಶುಗಳೇ?"

Celestial:

"What in the world? Are they babies?"

If Blue is Still Standing:

For lack of other options, Marigold tries to fire a ray of searing light at the one foe she can clearly see!

SR Check (If Applicable; Spell Pen/Greater Spell Pen): 1d20 + 14 + 4 ⇒ (5) + 14 + 4 = 23
Searing Light vs. Blue (Ranged Touch; Into Melee): 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23
Damage: 5d8 ⇒ (2, 1, 2, 1, 8) = 14

If Blue is Dead:

Not wanting to further block the way and with no immediate targets in sight Marigold offers up a prayer to Sarenrae to bolster what allies she can see.

Marigold casts Prayer, though I know with the LoS issues she won't get everyone.


Bald male Half-Elf elder

Will DC 15 (stun): 1d20 + 16 ⇒ (16) + 16 = 32
Will DC 15 (stun): 1d20 + 16 ⇒ (1) + 16 = 17

Eidi is up to answer Kikinnin when the sight of the invisible eye overcomes the elder. His eyes open wide and lets his staff fall, visibly stunned by the terror sight.


Iron Gods: Iron maps;

Kikinnin strikes true at the blue orb as it fires its rays, taking out one appendage.
Kikinnin Will vs IMW DC 15: 1d20 + 18 ⇒ (17) + 18 = 35
Kikinnin Will vs sleep DC 15: 1d20 + 18 ⇒ (16) + 18 = 34
Both dwarf and JJ resist the worse of the rays rain and withstand in front of the many eyes gaze.

JJ strikes with Alakast and make it spin with a graceful move to strike true again with the far end of the staff, which opens a considerable wound in the bulbous orb, but then the gauth fliew over avoiding the staff further attacks.

Invisible misschance 50%: 1d100 ⇒ 22
Meanwhile Kikinnin slashes in quick succession, cutting in half the blue orb that falls like a feather over the ground, and delivering a third slice to the air.

Approaching to see what happens but only seeing the pile of two dead gauths in front of Kikinnin, Marigold brings up a prayer that hits everyone but Maxim.

Yellow: 20 damage, invisible
Green: blind, invisible
Red: 27 damage
Blue: 75 damage, dead
Party buffs: prayer r16 (except Maxim)
Eidi: mage armor, shield 3 m
JJ: 101+0/112 hp, shield of faith (+2 only because JJ's ring) 9 m
Kikinnin: 151+0/160 hp shield of faith (+2 only because Kikinnin's ring) 9 m, divine bond (+3) 12 m
Kythel: 125+17/137 hp, circle vs evil 105 min
Round 2: Gauths, Marigold, Kikinnin, Maxim, Kythel, JJ, Eidi

Maxim and Kythel 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 2

Confused about what the group face, and the potential of a logjam in the mansions rooms, Maxim holds off, moving to near where Marigold stands (5ft Step), then noting Eidi's conduction he bellows to the combatants further ahead;

"Bror! Surabar! What in tarnation we facin' here? The Ol' fart looks dumbstruck. C'mon boys - tell me what we're facin'..."

As he holds, the gun-mage retrieves a wand (of Magic Missiles. Move Action) from his pack...

(That's me until R3)


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

With the Bonus from Magic Circle I made the Will save vs. the Stun as I gain an extra +2 vs. Evil

Will Save vs. Fear 1d20 + 9 + 2 + 1 ⇒ (10) + 9 + 2 + 1 = 22

Kythel resists the magical fear though he feels real fear from that feeling of near paralysis!

Kythel does indeed attempt to avert his eyes, as the blasts flash, his role is to aid his allies not hamper his foes.

Will Save DC 15 vs. Stun 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17

Kythel feels his link with JJ break and he grimaces and begins casting a spell. Cast Summon Monster IV.

Round 2

Will Save DC 15 vs. Stun 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17

Appearing next to Kythel is a Hound Archon. "Aid us my new ally against these terrible aberrations! I will aid you in turn".

Immune to petrification, it wades into the fray after Kythel provides it with a buffing spell - Bull Strength.

Greatsword Attack #1 1d20 + 11 ⇒ (18) + 11 = 29 - Damage 2d6 + 5 ⇒ (2, 5) + 5 = 12
Greatsword Attack #2 1d20 + 6 ⇒ (5) + 6 = 11 - Damage 2d6 + 5 ⇒ (1, 5) + 5 = 11


1 person marked this as a favorite.
Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision
Maxim wrote:
"Bror! Surabar! What in tarnation we facin' here? The Ol' fart looks dumbstruck. C'mon boys - tell me what we're facin'..."

"We've got several eyeball beasts, with more eyeballs on their eyeball. They keep lancing out with rays, and I don't like they way they look at us."


Iron Gods: Iron maps;

While Maxim readies himself for the fight and tries to find out what is going on, Kythel brings up a summoned hound archon he buffs with the strength of a bull. The strange celestial creature speaks up and although he speaks in a strange tongue you all can understand it "Where is the evil I shall fight? For the Heaven!"

Will+res evil DC 15: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Will+res evil DC 15: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
As the creature wades through it gets stunned by the terrible sight of the orbs' tyrant eye.
Please let me know if I am missing something, but I think immunity to petrification does not grant any advantage against stunned

Yellow-prayer Will DC 16: 1d20 + 9 - 1 ⇒ (10) + 9 - 1 = 18
Green Will DC 16: 1d20 + 9 ⇒ (20) + 9 = 29
Red Will DC 16: 1d20 + 9 ⇒ (20) + 9 = 29
Cyan Will DC 16: 1d20 + 9 ⇒ (15) + 9 = 24
The hound's aura of menace though still threatens all the surviving gauths, but has no effect on them.

The yellow gauth appears once more and starts shooting rays at both Kikinnin and JJ.
Ray of enfeeblement cast vs Kikinin-prayer: 1d20 + 6 - 1 ⇒ (7) + 6 - 1 = 121d6 + 5 ⇒ (6) + 5 = 11 Fort DC 13 for half
Yellow vs Kikinnin: Scorching ray-prayer: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 94d6 ⇒ (2, 4, 2, 3) = 11
Yellow vs Kikinnin: Ray of Inflict Moderate Wounds-prayer: 1d20 + 6 - 1 ⇒ (12) + 6 - 1 = 172d8 + 8 ⇒ (3, 8) + 8 = 19 Will DC 15 for half

Yellow vs JJ: Ray of fatigue-prayer: 1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 20 Fort DC 15
Yellow vs JJ: Ray of sleep-prayer: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 24 Will DC 15

The red orb emits a cone of true fear towards the heroes.
JJ and Hound Archon: Will DC 16 vs fear or become panicked (you are shaken 1 round on success), this is a necromancy, mind-affecting effect. Remember Kikinnin's aura bonus
Red vs Kikinnin: Ray of paralysis (cover): 1d20 + 6 ⇒ (13) + 6 = 19 Fort DC 15
Red vs Kikinnin: Scorching ray (cover): 1d20 + 6 ⇒ (1) + 6 = 74d6 ⇒ (2, 6, 4, 4) = 16

Red vs JJ: Ray of sleep: 1d20 + 6 ⇒ (9) + 6 = 15 Will DC 15
Red vs JJ: Ray of Inflict Moderate Wounds: 1d20 + 6 ⇒ (3) + 6 = 92d8 + 8 ⇒ (7, 6) + 8 = 21

Cyan vs Kikinnin: Ray of sleep (cover): 1d20 + 6 ⇒ (6) + 6 = 12 Will DC 15
Cyan vs Kikinnin: Scorching ray (cover): 1d20 + 6 ⇒ (8) + 6 = 144d6 ⇒ (4, 5, 3, 3) = 15

Cyan vs JJ: Ray of paralysis: 1d20 + 6 ⇒ (19) + 6 = 25 Fort DC 15
Cyan vs JJ: Ray of Inflict Moderate Wounds: 1d20 + 6 ⇒ (17) + 6 = 232d8 + 8 ⇒ (2, 5) + 8 = 15Will DC 15 for half

Ray of enfeeblement cast vs JJ: 1d20 + 6 ⇒ (3) + 6 = 91d6 + 5 ⇒ (4) + 5 = 9 Fort DC 13 for half
Many of the rays just land on the ceiling and walls of the manor, but a few of them strike true on Kikinnin and JJ, that have the opportunity to attack as they are shot in close quarters.
The gauths generate one AoO from JJ and Kikinnin when shooting

Meanwhile the blinded gauth appears shooting rays in random directions before it turns invisible once more with a shriek of frustration.

All the gauths seem to have entered into a strange rage that makes them spit foam through their mouths with uncontrolled fury.

Yellow: 20 damage, invisible
Green: blind, invisible
Red: 27 damage
Blue: 75 damage, dead
Party buffs: prayer r16 (except Maxim)
Eidi: mage armor, shield 3 m
JJ: 101+0/112 hp, shield of faith (+2 only because JJ's ring) 9 m
Kikinnin: 151+0/160 hp shield of faith (+2 only because Kikinnin's ring) 9 m, divine bond (+3) 12 m
Kythel: 137+5/137 hp, circle vs evil 105 min
Hound archon: stunned r3, bull's strength
Round 3: Gauths, Marigold, Kikinnin, Maxim, Kythel, JJ, Eidi

@Everyone: At the beginning of your turn Will DC 15 vs stun for each gauth you see:
Kikinnin: 3
JJ: 3
Hound: 3
Marigold: 1
Eidi: 2
Kythel: 1


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 knows his luck can only hold out so long, still, he dodges and does his best to resist the eyes effects. However with so many striking him, he can't avoid them all, and a great weariness comes upon him.

He steps sideways to allow the Archon to enter the fray, and then swings Alakast, with increasing desperation.

rolls:

All saves at +1 from prayer
AOO: 1d20 + 20 + 1 ⇒ (20) + 20 + 1 = 41 Hurrah!
confirm: 1d20 + 20 + 1 ⇒ (1) + 20 + 1 = 22 oopse
damage: 1d6 + 13 + 1 ⇒ (4) + 13 + 1 = 18
fort DC 15 vs fatigue: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17 Fatigued
will dc 15 vs sleep: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28
will dc 13 vs fear,kikinnin: 1d20 + 13 + 4 + 1 ⇒ (7) + 13 + 4 + 1 = 25 Shaken
fort dc 15vs paralysis: 1d20 + 15 + 1 - 2 ⇒ (2) + 15 + 1 - 2 = 16
will dc 15 vs IMW: 1d20 + 13 + 1 - 2 ⇒ (14) + 13 + 1 - 2 = 26
fort dc 13 vs RoE: 1d20 + 15 + 1 - 2 ⇒ (5) + 15 + 1 - 2 = 19
three fort saves, DC15, fail on 1: 3d20 ⇒ (4, 8, 9) = 21 Are you sure I can see three? One is dead and two are invisible...


Starting from red and then working southwards if they start to drop.
Guess he will go for yellow if it comes up. Doubt he'll drop the other two though. If he does, remember blind fighting for two chances to hit the invisible horrors.

Attacks, +1 from prayer, -1 from fatigue, cancel out.
primary attack, TWF: 1d20 + 22 - 2 ⇒ (16) + 22 - 2 = 36
TWF attack, TWF: 1d20 + 22 - 2 ⇒ (15) + 22 - 2 = 35
secondary attack, TWF: 1d20 + 17 - 2 ⇒ (13) + 17 - 2 = 28
ITWF attack, TWF: 1d20 + 17 - 2 ⇒ (11) + 17 - 2 = 26
tertiary attack, TWF: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11
primary damage(blunt,magic,good): 1d6 + 10 ⇒ (6) + 10 = 16
TWF damage(blunt,magic,good): 1d6 + 7 ⇒ (3) + 7 = 10
secondary damage(blunt,magic,good): 1d6 + 10 ⇒ (4) + 10 = 14
ITWF damage(blunt,magic,good): 1d6 + 7 ⇒ (4) + 7 = 11
tertiary damage(blunt,magic,good): 1d6 + 10 ⇒ (6) + 10 = 16


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

Marigold's Round 3

Will (DC 15; Prayer): 1d20 + 15 + 1 ⇒ (16) + 15 + 1 = 32

This is crazy, there's no room to do anything!

Well, there's room for a few things but the overall size of the field and the number of bodies on it are a pretty big cramp on her usual tactics. She tries once more to fling a ray of light at the one foe she can see and then falls back to allow the others more room to work.

"ಬಿಗಿಯಾದ ಕ್ವಾರ್ಟರ್ಸ್ ಆದ್ದರಿಂದ ನಾನು ಹಿಂದೆ ಬೀಳುತ್ತಿದ್ದೇನೆ!"

Celestial:

"Tight quarters so I'm falling back!"

SR Check (If Applicable; Spell Pen + Greater Spell Pen): 1d20 + 14 + 4 ⇒ (16) + 14 + 4 = 34
Searing Light vs. Yellow (Ranged Touch; Into Melee, Prayer): 1d20 + 11 - 4 + 1 ⇒ (11) + 11 - 4 + 1 = 19
Damage: 5d8 ⇒ (4, 8, 3, 5, 4) = 24


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 = 33/15/32
HP = 151/160
Weapon Equipped = Eldgammel +3
Condition(s) = Shield of Faith, Divine Bond, Prayer

Will Save v DC 15, Ray of IMW: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31
Fortitude Save v DC 15, Paralysis: 1d20 + 20 + 1 ⇒ (13) + 20 + 1 = 34

Will Save v DC 15, Stunning Gaze: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36
Will Save v DC 15, Stunning Gaze: 1d20 + 15 + 1 ⇒ (16) + 15 + 1 = 32
Will Save v DC 15, Stunning Gaze: 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24

Kikinnin can't keep his shield up to face all directions at the same time, so feels a couple of pings get past it, and he keeps his eyes firmly on the eyeball fellows, willing himself to remain a constant ally in the fight, along JJ's side. He sidles up and into the room with a 5' step, then tries to reduce Yellow and/or Red to mush. I think Yellow is visible, eh?

Eldgammel...: 1d20 + 20 + 3 + 1 - 4 ⇒ (1) + 20 + 3 + 1 - 4 = 21 (There's the 1) for 1d10 + 6 + 3 + 8 + 1 ⇒ (1) + 6 + 3 + 8 + 1 = 19 damage

Eldgammel...: 1d20 + 15 + 3 + 1 - 4 ⇒ (11) + 15 + 3 + 1 - 4 = 26 for 1d10 + 6 + 3 + 8 + 1 ⇒ (6) + 6 + 3 + 8 + 1 = 24 damage

Eldgammel...: 1d20 + 10 + 3 + 1 - 4 ⇒ (4) + 10 + 3 + 1 - 4 = 14 for 1d10 + 6 + 3 + 8 + 1 ⇒ (2) + 6 + 3 + 8 + 1 = 20 damage

The black beard appears to be wearing thin, as well, Eldgammel landing maybe once of the three swings. "We might want to pull back, JJ. What do you think? You got enough in you to stand our ground?"


Iron Gods: Iron maps;

JJ reacts to the shooting with an opportunistic attack that leaves the red gauth badly injured.

JJ about visible gauths:

Yes, this round yellow is visible, it used Ray of enfeeblement on Kikinnin becoming visible and not able to cast invisibility again for the round, I just forgot to remove the state on the tracker, sorry ;)

Despite the fatigue and shaking sight of the horrors, JJ fights back like a young wild boar. His first attack drops the red gauth to the ground, then he sidesteps and fights back the cyan one, striking thrice on the fluffy and bulbous surface of the orb.

Despite the cover and the melee, Marigold's ray strikes true on the yellow gauth, leaving it with problems to hold floating.

Kikinnin picks up where Marigold's leave it, dithering on his initial attack, feeble on his last, but accurate enough to drop the tyrant eye with his second!

Yellow: 68 damage, unconscious, dying
Green: blind, invisible
Red: 60 damage, unconscious, dying
Cyan: 32 damage, considerably damaged
Party buffs: prayer r16 (except Maxim)
Eidi: mage armor, shield 3 m
JJ: 94+0/112 hp, shield of faith (+2 only because JJ's ring) 9 m, shaken r3, fatigued 8 m
Kikinnin: 142+0/160 hp shield of faith (+2 only because Kikinnin's ring) 9 m, divine bond (+3) 12 m
Kythel: 137+5/137 hp, circle vs evil 105 min
Hound archon: stunned r3, bull's strength, panicked or shaken
Round 3: Gauths, Marigold, Kikinnin, Maxim, Kythel, JJ, Eidi

Only the cyan orb, and the invisible and blinded green, remain. The group having pushed through the rest of the eyes pack.


Bald male Half-Elf elder

Will DC 15 (stun): 1d20 + 16 ⇒ (8) + 16 = 24
Will DC 15 (stun): 1d20 + 16 ⇒ (19) + 16 = 35

Recovering from his stunning, Eidi finally answers back Kikinnin while he picking up his staff from the floor "Hummm... speak? They have mouths and are incredibly smart, thus I guess they shall have some kind of language, not sure if something our ears can really understand" Eidi raises his staff once more and sends a barrage of magic missiles to the invisible gauth, marking the square of the green orb for everyone else "Հանձնել, և մենք կխոսենք:"

Aklo:

"Surrender and we shall talk."

Magic missiles: 4d4 + 4 ⇒ (4, 2, 1, 3) + 4 = 14

"The green skinned gauth is there, where my force missiles impacted!" he also points up in the direction for Kythel's hound to know where to strike.


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

Kikinnin leans back against the wall, ducking his head around the corner to look back through the doorway. "Two left, Bror. We're getting tuckered out, so bring those pistols around, and take one of them in their big eye. They pop like unripe cherries. You know, their eyes are tough as the pits, but the flesh is easy enough to peel."


3 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 nods, pulling his smoked goggles o'er his eyes, then moves forward double barrelled pistol and wand drawn;

"Finally got a darn use fir these eye-pieces! Right ye are Bror, am bringing' the pain..."

20ft Move Action

Entering the charnel room, the gun-mage clocks the apparently sole surviving ocular threat;

DC15 Will Save (+8 from Smoked Glasses): 1d20 + 11 + 8 ⇒ (11) + 11 + 8 = 30

"Huh. Only seein' one o' the evil eyes!? He'll do fir starters! HEY UGLY HERE"S IRON IN YER EYE!"

He levels his pistol (at Cyan), imbues it with arcane energy (Arcane Strike for Swift Action) and lets it have both barrels! (Standard Action)

Deadly Aim Ranged Touch Attack: “Smaug” (+2 Double Barrelled Pistol; Arcane Gun) - Barrel #1: 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25
Deadly Aim Ranged Touch Attack: “Smaug” (+2 Double Barrelled Pistol; Arcane Gun) - Barrel #2: 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27
Critical Confirm? Deadly Aim Ranged Touch Attack: “Smaug” (+2 Double Barrelled Pistol; Arcane Gun) - Barrel #2: 1d20 + 11 - 4 ⇒ (11) + 11 - 4 = 18

Deadly Aim Pistol Damage (B/P) - Barrel #1: 1d8 + 8 ⇒ (4) + 8 = 12
Deadly Aim Pistol Damage (B/P) - Barrel #2: 1d8 + 8 ⇒ (2) + 8 = 10
Critical Damage - Deadly Aim Pistol Damage (B/P) - Barrel #2: 2d8 + 16 ⇒ (7, 5) + 16 = 28


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

"Tommeskalle, Bror, tommeskalle!"

Dwarven:

"Thump that skull, Brother, thump that skull!!"


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

Eidi's missiles mark where the invisible orb remains while damaging it.

Maxim puts on cool glasses to make a cool appearance. With a single trigger of his gun, both barrels are shot. The deflagration is followed by the implosion of the gauth as one of the bullets hits just in the middle of the eye. Bits of tissue and blood sprawl all over the room!

Kythel's Hound Archon steps in the fight guided by his scent and Eidi's missiles it slashes on the invisible creature.
mwk greatsword+prayer+bull's str: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 192d6 + 3 + 2 ⇒ (1, 2) + 3 + 2 = 81d100 ⇒ 34
mwk greatsword+prayer+bull's str: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 232d6 + 3 + 2 ⇒ (6, 2) + 3 + 2 = 131d100 ⇒ 16
Bite+prayer+bull's str: 1d20 + 3 ⇒ (11) + 3 = 141d8 + 2 + 2 ⇒ (3) + 2 + 2 = 71d100 ⇒ 60

Blinded and cornered it does not take more than an instant for the group to batter down the last tyrant eye.

Combat is over!

Green: 22 damage, blind, invisible
Cyan: 82 damage (even more because critical was x4 damage), dead dead

Party buffs: prayer r16 (except Maxim)
Eidi: mage armor, shield 3 m
JJ: 94+0/112 hp, shield of faith (+2 only because JJ's ring) 9 m, shaken r3, fatigued 8 m
Kikinnin: 142+0/160 hp shield of faith (+2 only because Kikinnin's ring) 9 m, divine bond (+3) 12 m
Kythel: 137+5/137 hp, circle vs evil 105 min
Hound archon: stunned r3, bull's strength, panicked or shaken

Opening the door in the aviary, you find out a set of stairs going up.


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

"G-geeze...wasn't exp-p-pecting a bunch of little ones..." Marigold winces as she's finally able to move forward and witness the extent of the carnage for herself. "H-hope that was all 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

"I'm with you on that, miss Marigold. And now we don't have any of them to chat up. I suppose we're not done yet, though. Let's check the upper floor, and finish with the House, so we might get to the Pit quicker."

Kikinnin nudges one of the dead gauths, a slight worry across his features, for what's come to Cauldron.

The black beard takes to the stairs, intent on investigating while Pocca's Glow still visits his blade.


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))

"Were they more beholders?" asks JJ, as he pants for breath.
"I mean I kind of thought so many would be tougher."

He takes a seat.

"I feel as bushed as Beatinator after a big battle."


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...s-someone said that they're g-gauths? M-must be some v-variant type of beh-h-holder, m-maybe?" Marigold asks, unsure which of her companions came up with the name. "I j-just hope one b-big one isn't any w-worse than a b-bunch of little ones..."

Provided nothing else happens, she moves to follow Kikinnin up the stairs - or to wherever he deems it prudent to visit next.


Bald male Half-Elf elder

Eidi kneels to examine the fallen orbs, he takes a piece of tissue and looks through it before discarding it throwing it over his back "Gauths are rare aberrations that inhabit the most distant places of the Darklands. I think they come from the Dark Tapestry like the Contemplators. Even then, these were no normal subjects. Look their skin pustules and the uneven eyes... they remember me of demodands. It is like if someone has been testing some kind of transformation on them, then left them here discarded"

As the others move on upstairs, the half-elf does same after them.


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

"T-Transformation? G-great...so we r-really don't know what we m-might run up against before it's all s-said and done..." Marigold sighs, visions of beholders the size of giants and Vhalantru with six arms dancing through her head.


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))

"Wait.. someone is transforming as nasty a creature as a Gauth into a demodand? That cannot bode well. It sounds like Cagewright work."

Then his eyes brighten.

"Or maybe... maybe they were being punished for being so evil! Like being consigned after death to Carceri as demolands, and somehow came back to Cauldron. " he adds in an excited manner.

"In Watch of the Wrathful, Beatinator faces something just like that. It is a bit of a mystery while you work out what is happening to be honest. But that pit we found... if they came out of that, it could be a gateway to the lower realms!.

He, tiredly, tries one of the doors, hoping to find the stoned Celeste.

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.