[AP] The Shackled City Adventure Path by GM Rutseg (Inactive)

Game Master Balacertar

Chapter 12 - ASYLUM

Cauldron map
Redgorge map
Current map

Campaign Index / Campaign diary
Loot sheet
Old loot sheet (Maxim)

Redgorge crafting possibilities
Skie's catalog (20% discounted)

Group Stealth (passive): -5 (Kikinnin)
Group Stealth (active): 5 (Kikinnin)
Group Perception: 27 (Marigold)
Group Sense motives: 30 (Marigold)
Group Spellcraft: 24 (Maxim)
Group Appraise: 23 (Maxim)


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Iron Gods: Iron maps;

You lose no time and run towards the southwestern district following the spirals of smoke.

A CITY AFLAME
Plumes of smoke rising from minor fires have become an unfortunately common sight, but for now it seems that none of them are too large for the citizens to handle themselves. Not so the billowing wall of dark smoke rising from behind a nearby row of buildings; even now licks of flame can be seen rising dangerously high.

As another fissure opens in the avenue and hot red stones explode out, you quickly understand the reason of the igniting fires. People run out of the way, many coming out of the buildings on fire.

A group of citizens come to you, they look desperate, all talking ensemble and coughing "The Petrovs and the Robinsons are still trapped in the topmost floors, we do not know where, but we fear they need help to get out of the burning building!"


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

"I c-can fly up and s-see what I can s-see from the windows," Marigold is quick to volunteer, pulling on a strange-looking mask as she does. "This'll let me s-see through the s-smoke!"

And she proceeds to do just that.
______________

Marigold's got a Goz Mask so that should hopefully help at least as far as visibility is concerned~


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

JJ nods. Knowing that the normal flames are not a major threat to him, he dashes into the burning building and heads for the stairs.

Wow, flying is so handy.


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 gains the immediate ground of the building afire, retrieving his Rope of Climbing for the second time today. Snapping it knotted as far up as it can go, the black beard targets an upper window, and begins climbing, again, seeking the protections of the open air against the inner fire.

Climb v DC 5: 1d20 - 3 ⇒ (11) - 3 = 8 Up 5'
Climb v DC 5: 1d20 - 3 ⇒ (20) - 3 = 17 Up 10'
Climb v DC 5: 1d20 - 3 ⇒ (19) - 3 = 16 Up 15'
Climb v DC 5: 1d20 - 3 ⇒ (20) - 3 = 17 Up 20'
Climb v DC 5: 1d20 - 3 ⇒ (15) - 3 = 12 Up 25'
Climb v DC 5: 1d20 - 3 ⇒ (16) - 3 = 13 Up 30'

Not sure how tall our flaming building is, so I shot high...

When Kikinnin reaches a 'topmost' floor window, he smashes at it from the Rope, with his Axe, hoping to gain entrance to the building.


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 following along with his companions Air Walks to the top floors as well.

As he does so, he casts Protection from Energy - Fire - Upon himself.


Iron Gods: Iron maps;

With her flight, Marigold reaches very fast the top floor and sets a mask to clearly see through the smoke. She quickly locates a couple of unconscious men in the floor, but the area is suffering from severe heat.

JJ quickly dashes into the building on fire, looking for any remaining survivor. Despite the burning air, he does not seem to suffer the fire on his lungs, still the smoke quickly starts to choke him. He guides himself to the source of coughing but can hardly see through the smoke.

Kikinnin though has to invest a couple of rounds setting her rope and climbing high enough. Entering the building will cause trouble due to the heat and smoke.

Kythel goes up climbing in the air and protects himself against the flames. Still he will need to search in the darkness of the smoke to help locate citizens.

Marigold will suffer fire damage: 1d6 ⇒ 4 for entering the building and breathing that air and her armor starts to warm up as for a heat metal spell. She must take a Fort DC 15 save or she can only cough due to the smoke.
JJ must take a Fort DC 15 save or he can only cough due to the smoke.

All of you have to invest a move action each round to actively avoid flames. If you do not advance carefully like that, you suffer 2d6 fire damage and must roll Reflex DC 15 to avoid catching on fire.
Each round you also have to endure a Fort DC 15 (+1 per round) or you can only cough.
You need a Perception (listen) check to locate citizens, K. engineering also helps to reduce the time needed to locate a citizen. Then you need another Perception roll for searching (this process takes 5 rounds). Marigold gets a +10 circumstance bonus to the Perception checks, because she can see through the smoke, and does not need to guide herself only by ear.


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))

fort: 1d20 + 16 ⇒ (10) + 16 = 26

Searching through the smoke JJ looks around desperately for the source of the coughing sounds.
perception: 1d20 + 21 + 2 ⇒ (1) + 21 + 2 = 24

If it speeds things up, JJ doesn't mind not avoiding the flames, he is in a hurry and will trust to his studies to protect his body for the moment.

"I can hear 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

Fort (DC 15): 1d20 + 13 ⇒ (2) + 13 = 15

Marigold manages to resist hacking and coughing on the smoke that permeates the building, though only just. She can feel her armor quickly heating up but pushes the pain aside. After all, this isn't her first rodeo with a fiery inferno.

"H-here! I s-see some p-people here!" she calls out, though she's not sure if any of the others are close enough yet to hear her. She tries to move toward them as best as she can, but the going is slow, much slower than she'd like as the flames dance all around...

Perception (Listen): 1d20 + 18 + 10 ⇒ (14) + 18 + 10 = 42

Perception (Search): 1d20 + 18 + 10 ⇒ (17) + 18 + 10 = 45

If I can just get them to the window, maybe I can fly them out or send them down tied to a rope or something!
______________

Marigold is willing to tolerate the heated armor for now but she'll definitely try to avoid actually getting set on fire and will move slowly through the area~


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 follows Marigold's lead, positioning himself under the window the halfling lass sets her sights on. When he gets up to her height, he struggles to see what she sees through the window, and waits for her instructions to locate the victims inside. The Rope of Climbing waits for use as exit strategy, as the black beard pulls himself through the window, and plans for placing the victims within his radius of effect.

If Kikinnin can burst some Postive Energy to heal the unconscious men, he'll do it a couple of times over to ensure their ability to move towards the window/stairs, wherever an exit is available.

Fortitude Save v DC 15, A 1 fails: 1d20 ⇒ 19 Avoids coughing

"Tell me where they are, miss Marigold! I need them to be within thirty feet of me, so I can heal them!"

Reflex Save v DC 15, A 1 fails: 1d20 ⇒ 11 To avoid catching fire

The black beard uses Abadar's healing to hopefully set some folks on their feet, and heal his injuries from the fire.

Channel Positive Energy: 7d6 ⇒ (5, 2, 2, 2, 2, 4, 3) = 20

As for the Heat Metal effects, do magical armors get a Will Save, as the spell indicates? It's interesting to learn if magical armor has some inherent protection from fire heating it up :)


Iron Gods: Iron maps;

r3 Fire damage: 2d6 ⇒ (4, 3) = 7
r4 Fire damage: 2d6 ⇒ (6, 5) = 11 1 fire damage
r5 Fire damage: 2d6 ⇒ (2, 5) = 7
2nd Perception (JJ): 1d20 + 24 + 2 ⇒ (6) + 24 + 2 = 32
JJ cannot hear any citizen, but he decides to bump through the flames to accelerate his search. Incredibly, the flames deal little damage to the man who after a few seconds wildly moving around the house, suddenly stumbles with three citizens, one of whom is unconscious. The one that appears to be the mother shouts desperate at JJ as he arrives as a ball of fire "Please, help my child!"

JJ takes the child while the mother and what seems the grandfather follows him. The young man starts opening a new way through the flames with a body over him.

Marigold advances more carefully, trying to avoid the flames, but her smoke sight allows her to locate citizens faster. The burning air overheats her lungs while her armor starts to overheat.
r3 lungs burn damage+heat armor: 1d6 + 1d4 ⇒ (4) + (3) = 7
r4 lungs burn damage+heat armor: 1d6 + 2d4 ⇒ (5) + (2, 4) = 11
r5 lungs burn damage+heat armor: 1d6 + 2d4 ⇒ (5) + (2, 1) = 8
Fortunately she turns out to suddenly find five citizens in two adjacent rooms.

Kikinnin follows Marigold, quickly channeling energy and helping the two unconscious men to evacuate the house through his rope of climbing while Marigold searches for the other citizens.
r3 lungs burn damage+heat armor: 1d6 + 1d4 ⇒ (2) + (4) = 6
r4 lungs burn damage+heat armor: 1d6 + 2d4 ⇒ (6) + (2, 2) = 10
r5 lungs burn damage+heat armor: 1d6 + 2d4 ⇒ (2) + (3, 3) = 8

Feel free to roll for your armor to negate the heating damage each round

Marigold tries to lead the five last citizens out to Kikinnin.

You cannot hear any more screams of agony within the building, but you will still need to get everyone out of the building.
Please roll saves for three rounds, I think that is enough time to evacuate the people you have found.
If you can try to put down the fire, cold and water spells will help, but multiple castings will be needed.

JJ: 1 damage
Marigold: 30 damage
Kikinnin: 24 damage
Rounds passed: 6


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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))

Fort saves @+16, needs 2s: 3d20 ⇒ (13, 15, 11) = 39

"Follow me, stay close..." instructs JJ as he hefts the unconscious mother onto his shoulders.

"It's hot, but I have friends just outside who can help. But we need to get there first."

Barging through walls, JJ does his best to get the small family to the stone stairs, and then down to where the smoke is not so thick.

"Keep up. I can carry two of you if needed." he says, trying to reassure them. Every few seconds he turns around, trying to make sure he has not left anyone behind.

Finally he bursts into the fresh air of the street below and looks around for a spot to lay his burden down.


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

Armor Save Round #3: 1d20 + 16 ⇒ (3) + 16 = 19
Armor Save Round #4: 1d20 + 16 ⇒ (3) + 16 = 19
Armor Save Round #5: 1d20 + 16 ⇒ (14) + 16 = 30

Fort (DC 16): 1d20 + 13 ⇒ (19) + 13 = 32
Fort (DC 17): 1d20 + 13 ⇒ (10) + 13 = 23
Fort (DC 18): 1d20 + 13 ⇒ (5) + 13 = 18

As Marigold works to lead the last of the survivors out to Kikinnin and his rope she briefly wonders if they should try putting the fire out...and then dismisses the thought just as quickly.

Maybe once we get everyone out, but not a second sooner!


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 considers casting a spell to eliminate the fires but the spells are so offensive in nature they may slay the very people the Watchers seek to save so he must struggle through the smoke and heat...

He enters on an upper floor still air walking and begins his search.

Fortitude DC 15 - 1d20 + 9 ⇒ (16) + 9 = 25
Perception 1d20 + 20 ⇒ (15) + 20 = 35 - Perception 1d20 + 20 ⇒ (1) + 20 = 21

Kythel gets close but then his Perception is blocked by the maze of fires in the buildings...

However, his allies call out and he follows their voices to the correct path and begins to assist in "air lifting" them out.

He also Channels Energy to heal any who may be injured from these flames - Channel Energy 6d6 ⇒ (1, 3, 2, 5, 3, 4) = 18

Once he believes the citizens are safe, Kythel blasts the areas with the worst of the flames with spells:

1. Ice Storm,
2. Con of Cold, and
3. Holy Ice (the wall variety but laying the wall horizontal instead of vertical).


Iron Gods: Iron maps;

As JJ reaches the avenue outside, the family collapses to the floor exhausted by the effort, with many burns around and lungs poisoned with the smoke.

Marigold becomes the lighthouse of the other two families in the upper floor. Guiding them with her smoke-sight, she reaches the window, starting to cough herself unable to do more, but she has done the job, she took the people to Kikinnin and Kythel and both of them are able to work on bringing them to the street while the halfling makes a final effort to move herself out to safety.

With the building evacuated, Kythel conjures a storm of ice over the construction, followed by a freezing blizzard that quickly makes the temperature of the place to go down. The freeze quickly consumes the heat of the building and the flames are put out by the ice.

Without the flames to worry about, Kythel is able to quickly tend the victims ans his friends, channeling energy to cure the burns and expel the smoke poison out of the people lungs and blood.
You have evacuated the whole family! +8 evacuation points, and put out the fire! +2 evacuation points


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

"Well done!" smiles JJ, still coughing a little.

"But the whole city... how.."

He looks around at the devastation of his home town. "We have to still get everyone out of here. " Hardening his face he adds "The city can be rebuilt... but only if the people survive."


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 JJ.

Lets hope we have now faced the worst of it, my options begin to wear thin".


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

"M-most of my m-magic is only g-good for fighting," Marigold agrees, still coughing a little bit. "Or h-healing. B-but we j-just have to m-make do with what we h-have."

Though she does relish the brief respite Marigold knows that there's still work yet to be done.

"L-let's just h-hope that Kythel's r-right..."
______________

I'm going to assume Kythel's channeling is enough to heal what damage Marigold took but if not, she'll heal herself up before we get going again~


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 some ash from his beard, when the smoke finally clears, and their efforts show some success in avoiding further loss of life. He sighs with relief, while doing what he can to help in the healing process, then hopefully the evacuation process.

He looks over his companions with a quiet pride, as he witnesses their individual capabilities come to bear against the wanton destruction of the fires and the quakes. Praise Abadar. You've given me strength this long stretch, in more ways than one. In more than one person. I pray that we'll have the strength to see this through. I only ask that two more Cagewrights are dead by my hand before you welcome me home.

"Still feels like we've got more work to do in this district." Kikinnin spends a moment to retrieve his Rope. "Where to next?" He looks to the sky, only briefly, expecting the clouds to only look angrier.


Iron Gods: Iron maps;

With the worst burns healed by Kythel's energy the group starts to push citizens out of the district.

As Kikinnin stops a second to look up the clouds gathering in the sky, a steaming fissure yawns at the edge of the street, lit from below by an ominous orange glow. Instantly, the fire within surges, growing brighter and fiercer.

You barely have the time to rear back, but the fissure splits your group.

A spray of lava spurts from the fissure and spatters the surrounding area as a glowing appendage of flame erupts from within. A burning figure clambers out of the vent, howling in a voice that crackles and roars like an inferno.

"कस्तो ज्वरोले हाम्रो ज्वालामुखीको सतहमा निवास लिएको छ? यस अपराधलाई नष्ट गर्नुहोस्!" shouts the figure.

Ignean:

"What kind of squatters have taken up residence on the surface of our volcano? Destroy this offense!"

Then, with another explosion of rock and fire, more figures start to appear from the fissure as well.

Initiative:

JJ (+2 urban, +2 underground, +2 jungle, +10 Abyss, +2 plane of fire): 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
Kikinnin: 1d20 + 1 ⇒ (16) + 1 = 17
Marigold: 1d20 + 7 ⇒ (9) + 7 = 16
Kythel: 1d20 + 6 ⇒ (14) + 6 = 20
Elementals: 1d20 + 3 ⇒ (1) + 3 = 4

The creatures distract themselves smashing at the surrounding buildings giving the Cauldron Watchers a chance to act first.

K. planes DC 26:

This is an elder magma elemental and the other ones around are greater ones.

Round 1: Kythel, JJ, Kikinnin, Marigold, elementals

New angry elemental map is 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))

planes,FT: 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29

"The big one is an elder magma elemental... And the others are greater elementals. Immune to fire they can travel through the earth and pack a mean punch"

JJ steps up to the closest (yellow) elemental and whacks it with Alakast.
attack: 1d20 + 22 ⇒ (11) + 22 = 33
damage, two handed: 1d6 + 11 + 3 ⇒ (5) + 11 + 3 = 19


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

Round 1

Kythel Quickens negative energy selecting out his allies from any of the damage.

Channel Negative Energy 6d6 ⇒ (4, 2, 2, 3, 5, 6) = 22

He then closes his eyes and clutches one of his pearls of power.

Recall Blessing of Fervor to cast next round. Currently Kythel has Protection from Energy Fire and Air Walk active (not sure how much time I have left on Air Walk).

DM Question:
Was Holy Ice cast to put the fire out or did the Ice Storm and the Cone of Cold suffice?


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

Kn. Planes (DC 26): 1d20 + 16 ⇒ (9) + 16 = 25

Immune to fire, huh? I can deal with that.

Though Marigold can't quite recall anything specific about these beasts JJ's given her enough to go on, at least for the moment. She moves up next to JJ and adopts a defensive position as she begins to cast...

Cast Defensively (DC 27): 1d20 + 21 ⇒ (10) + 21 = 31
SR Check (If Necessary): 1d20 + 15 ⇒ (2) + 15 = 17

...and blasts Yellow with shards of ice!

Cold Ice Strike: 15d6 ⇒ (2, 6, 3, 6, 4, 5, 4, 5, 3, 3, 5, 5, 5, 1, 4) = 61
______________

Marigold moves to her current position and casts Cold Ice Strike at Yellow; DC 22 Reflex for half damage~


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 = 33/13/32
HP = 172/172
Weapon Equipped = Eldgammel
Condition(s) = None

Kikinnin charges the big Blue flame, unhappy that he's able to bring a real bite to the earth on fire...

Eldgammel, Power Attack, Charge: 1d20 + 21 - 4 + 2 ⇒ (11) + 21 - 4 + 2 = 30 for 1d10 + 6 + 8 ⇒ (10) + 6 + 8 = 24 damage


Iron Gods: Iron maps;

JJ approaches the unaware elemental and strikes heavily with his staff. Despite the magic of the weapon, the hit deals less damage than expected.

Kythel raises his holy symbol damaging the creatures made of fire and stone.
Will DC ?: 1d20 + 5 ⇒ (12) + 5 = 17
Will DC ?: 1d20 + 4 ⇒ (1) + 4 = 5
Will DC ?: 1d20 + 4 ⇒ (16) + 4 = 20
Will DC ?: 1d20 + 4 ⇒ (13) + 4 = 17
They crack in multiple places, quickly noticing the presence of the Watchers!
I have moved you into range. That consumes your standard action. If you prefer to activate the pearl, you only damage blue with the channel

Marigold finds no magical resistance and her shredding flurry of ice slivers bathes the first elemental and reaches the one behind.
Ref vs Yellow DC 23: 1d20 + 7 ⇒ (14) + 7 = 21
Ref vs Red DC 23: 1d20 + 9 ⇒ (8) + 9 = 17
They are both surprised by the attack and their lava body quickly downs in temperature due to the powerful magic. The creatures seem to take more damage from the coldness.
The spell only requires a swift action to cast, Marigold can do something extra with her remaining standard action if she wishes

The first elemental barely manages to survive the freezing attack and solidifies, but still remains.

Kikinnin charges in, swiping strongly at the elemental and cutting a chunk out of it, but the creature still too hard that the axe is less effective than expected.

Noticing the danger posed by the halfling, the green and yellow magma elementals attack her with the overheat of their bodies.
slam+PA: 1d20 + 18 - 4 ⇒ (17) + 18 - 4 = 312d8 + 7 + 8 ⇒ (8, 1) + 7 + 8 = 24
slam+PA: 1d20 + 18 - 4 ⇒ (11) + 18 - 4 = 252d8 + 7 + 8 ⇒ (3, 8) + 7 + 8 = 26

slam+PA: 1d20 + 18 - 4 ⇒ (12) + 18 - 4 = 262d8 + 7 + 8 ⇒ (7, 1) + 7 + 8 = 23
The battering of fire and stone is terrible and Marigold is badly crushed against the ground.
Ref DC 18 for each hit to avoid catching fire

The other side of the fissure sees the elementals attacking Kikinnin.
slam+PA: 1d20 + 18 - 4 ⇒ (15) + 18 - 4 = 292d8 + 7 + 8 ⇒ (8, 3) + 7 + 8 = 26
slam+PA: 1d20 + 18 - 4 ⇒ (19) + 18 - 4 = 332d8 + 7 + 8 ⇒ (5, 8) + 7 + 8 = 28

slam+PA: 1d20 + 22 - 5 ⇒ (18) + 22 - 5 = 353d6 + 8 + 10 ⇒ (1, 2, 6) + 8 + 10 = 27
slam+PA: 1d20 + 22 - 5 ⇒ (11) + 22 - 5 = 283d6 + 8 + 10 ⇒ (6, 3, 6) + 8 + 10 = 33
The dwarf blocks two of the attacks but the other two slam him down to the ground.

Yellow: 122 damage, deadly damaged
Blue: 36 damage, slightly damaged
Green: 22 damage, slightly damaged
Red: 113 damage, badly damaged
Marigold: 64/137 hp
Kikinnin: 117/172 hp
Round 2: Kythel, JJ, Kikinnin, Marigold, elementals


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))

"Noooo" cries JJ as Marigold is slammed by the elemental closest to him. He brings Alakast around in a sweep and slams it into the creature, again and again and again. A he does so, he steps forward to block the path of the second elemental.

However while demons fall like wheat before the scythe, these creatures of fire and rock seem stubbonly resistant to the youths attacks. Just as the fire elementals from a few months ago were.

attacks:

primary attack, TWF: 1d20 + 22 - 2 ⇒ (13) + 22 - 2 = 33
TWF attack, TWF: 1d20 + 22 - 2 ⇒ (2) + 22 - 2 = 22
secondary attack, TWF: 1d20 + 17 - 2 ⇒ (17) + 17 - 2 = 32
ITWF attack, TWF: 1d20 + 17 - 2 ⇒ (14) + 17 - 2 = 29
tertiary attack, TWF: 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13
fervor attack, TWF: 1d20 + 22 - 2 ⇒ (13) + 22 - 2 = 33
primary damage(blunt,magic,good): 1d6 + 11 ⇒ (3) + 11 = 14
TWF damage(blunt,magic,good): 1d6 + 7 ⇒ (4) + 7 = 11
secondary damage(blunt,magic,good): 1d6 + 11 ⇒ (1) + 11 = 12
ITWF damage(blunt,magic,good): 1d6 + 7 ⇒ (4) + 7 = 11
tertiary damage(blunt,magic,good): 1d6 + 11 ⇒ (5) + 11 = 16
fevor damage(blunt,magic,good): 1d6 + 11 ⇒ (5) + 11 = 16


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

Round 2

OK, I will move as the standard action to injure all of them is the more prudent action, will put that extra channel on my list.

DM, let me know about my question above in the spoiler, once I have that answer I will act. Thanks!


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

Previous Round

As soon as the ice leaves her hands Marigold maintains a defensive position as she attempts to bolster herself and JJ, at least a little bit.

Cast Defensively (DC 21): 1d20 + 21 ⇒ (11) + 21 = 32

Marigold will cast Prayer as her standard action for the previous round.
______________

Marigold's Round 2

Reflex (DC 18; Prayer): 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
Reflex (DC 18; Prayer): 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Reflex (DC 18; Prayer): 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19

Yikes!

Marigold swiftly (or as swiftly as she can manage) rises into the air, trying to get out of the elementals' reach...albeit it's a taller order to do it while on fire.

Acrobatics (Prayer): 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20

Assuming she doesn't get swatted out of the sky...

Concentration vs. Ongoing Fire Damage: 1d20 + 21 ⇒ (4) + 21 = 25

Not wanting to leave JJ completely without backup though, she conjures a spiritual ally to give him (and the others) a hand down on the ground. It shimmers into being next to Green and Yellow and attacks!

Spiritual Ally vs. Yellow (Whip): 1d20 + 11 + 6 ⇒ (7) + 11 + 6 = 24
Damage (Force): 1d10 + 5 ⇒ (5) + 5 = 10

Spiritual Ally vs. Yellow (Whip): 1d20 + 6 + 6 ⇒ (11) + 6 + 6 = 23
Damage (Force): 1d10 + 5 ⇒ (3) + 5 = 8


Iron Gods: Iron maps;

Kythel, the spell is available, you put off the fire with only those two other spells!

Marigold accompanies her highly effective ice magic with a prayer.

With his first strike JJ destroys the elemental in front that already frozen by Marigold crumbles into rubble that falls through the nearby fissure. He steps over, striking four times more on the elemental, but the strong rock proving too difficult to crack DR, even Marigold's prayer results very noticeable in the resulting damage.

Burn fire damage: 2d6 ⇒ (3, 5) = 8 DC of the Concentration roll is DC 14+spell level
AoO: slam+PA: 1d20 + 18 - 4 ⇒ (1) + 18 - 4 = 152d8 + 7 + 8 ⇒ (4, 7) + 7 + 8 = 26
Marigold maneuvers as she raises in the sky, the elemental attacks her but fails to, and she overcomes the pain of the burning to cast a spell to help JJ confront the elementals.
At what height does Marigold remain flaying?

The spiritual ally slashes powerfully with his whip at the elemental, striking both times, the force whip completely bypassing the rocky resistance to weapons.

Yellow: 127 damage, destroyed
Blue: 36 damage, slightly damaged
Green: 54 damage, considerably damaged
Red: 113 damage, badly damaged
JJ: prayer r16
Marigold: 56/137 hp, prayer r16, spiritual ally r17, burning
Kikinnin: 117/172 hp
Round 2: Kythel, JJ, Kikinnin, Marigold, elementals

Waiting for Kythel and 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

Hmm...we'll say 25 feet for the moment.


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

Round 2

Kythel calls upon Pharasma to summon javelins of pure holy ice (12 in all) to cool off these foes. As soon as they wink into existence, Kythel gestures and each flies towards the elemental in the middle red border.

Javelin Attack #1 - 1d20 + 10 + 4 + 1 ⇒ (12) + 10 + 4 + 1 = 27 - Damage 1d6 + 1 + 1 + 1 ⇒ (5) + 1 + 1 + 1 = 8
Javelin Attack #2 - 1d20 + 10 + 4 + 1 ⇒ (12) + 10 + 4 + 1 = 27 - Damage 1d6 + 1 + 1 + 1 ⇒ (6) + 1 + 1 + 1 = 9
Javelin Attack #3 - 1d20 + 10 + 4 + 1 ⇒ (14) + 10 + 4 + 1 = 29 - Damage 1d6 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7
Javelin Attack #4 - 1d20 + 10 + 4 + 1 ⇒ (16) + 10 + 4 + 1 = 31 - Damage 1d6 + 1 + 1 + 1 ⇒ (6) + 1 + 1 + 1 = 9
Javelin Attack #5 - 1d20 + 10 + 4 + 1 ⇒ (9) + 10 + 4 + 1 = 24 - Damage 1d6 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7
Javelin Attack #6 - 1d20 + 10 + 4 + 1 ⇒ (2) + 10 + 4 + 1 = 17 - Damage 1d6 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7
Javelin Attack #7 - 1d20 + 10 + 4 + 1 ⇒ (2) + 10 + 4 + 1 = 17 - Damage 1d6 + 1 + 1 + 1 ⇒ (1) + 1 + 1 + 1 = 4
Javelin Attack #8 - 1d20 + 10 + 4 + 1 ⇒ (17) + 10 + 4 + 1 = 32 - Damage 1d6 + 1 + 1 + 1 ⇒ (5) + 1 + 1 + 1 = 8
Javelin Attack #9 - 1d20 + 10 + 4 + 1 ⇒ (1) + 10 + 4 + 1 = 16 - Damage 1d6 + 1 + 1 + 1 ⇒ (3) + 1 + 1 + 1 = 6 - MISS.
Javelin Attack #10 - 1d20 + 10 + 4 + 1 ⇒ (16) + 10 + 4 + 1 = 31 - Damage 1d6 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7
Javelin Attack #11 - 1d20 + 10 + 4 + 1 ⇒ (8) + 10 + 4 + 1 = 23 - Damage 1d6 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7
Javelin Attack #12 - 1d20 + 10 + 4 + 1 ⇒ (4) + 10 + 4 + 1 = 19 - Damage 1d6 + 1 + 1 + 1 ⇒ (6) + 1 + 1 + 1 = 9

Ifred happens to be destroyed I would re-direct the remaining javelins to Blue who is 10' or less away from red. Each Javelin does 1 Ice and 1 Holy damage reflected above, if these creatures are not susceptible to the holy water, ignore that extra point of damage. Also adding in Prayer damage.


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

Round 2

Status:

AC = 33/13/32
HP = 151/172
Weapon Equipped = Eldgammel
Condition(s) = None

Kikinnin takes his wallops without complaint. The elementals are offensive, but you can't really expect hot rock to be reasonable, especially above ground. He stops his bleeding, then he tries to contribute to the return offensive against Blue. Swift Action- Lay on Hands

Lay on Hands, Greater Mercy: 8d6 ⇒ (6, 6, 4, 4, 2, 4, 2, 6) = 34

Eldgammel, Power Attack: 1d20 + 21 - 4 ⇒ (15) + 21 - 4 = 32 for 1d10 + 6 + 8 ⇒ (10) + 6 + 8 = 24 damage

Second Slash: 1d20 + 16 - 4 ⇒ (7) + 16 - 4 = 19 for 1d10 + 6 + 8 ⇒ (6) + 6 + 8 = 20 damage

Third Slash: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16 for 1d10 + 6 + 8 ⇒ (7) + 6 + 8 = 21 damage

The black beard leans back, examining his work, and shakes his head. "Sorry, folks. I don't seem to have any real threat to these brutes. This one looks a little more damaged, but you'll have to finish them off." Kikinnin waits for his punishment, for standing so close to volcanic anger.


Iron Gods: Iron maps;

Javelins with a frost point are sprung from Kythel's hands. Six of them strike on the elemental, but its damage reduction makes each of the spears ineffective, except for the cold damage which hurts the magma creature.

Kikinnin's wounds quickly heal while the dwarf slashes powerfully at the fiery rock in front. He manages to connect twice, the axe dealing quite less damage than expected, but still opening a clear fissure.

The magma elementals give back to the dwarf.
slam+PA: 1d20 + 18 - 4 ⇒ (15) + 18 - 4 = 292d8 + 7 + 8 ⇒ (2, 8) + 7 + 8 = 25
slam+PA: 1d20 + 18 - 4 ⇒ (20) + 18 - 4 = 342d8 + 7 + 8 ⇒ (8, 1) + 7 + 8 = 24
Critical?: 1d20 + 18 - 4 ⇒ (18) + 18 - 4 = 322d8 + 7 + 8 ⇒ (4, 6) + 7 + 8 = 25

slam+PA: 1d20 + 22 - 5 ⇒ (19) + 22 - 5 = 363d6 + 8 + 10 ⇒ (6, 1, 1) + 8 + 10 = 26
slam+PA: 1d20 + 22 - 5 ⇒ (3) + 22 - 5 = 203d6 + 8 + 10 ⇒ (6, 5, 4) + 8 + 10 = 33
Two of the slams connect crushing him strongly to the ground and burning the dwarf with the volcano fires.
One Ref DC 18 and one Ref DC 20 to avoid catching fire

Seeing the halfling to high, the other elemental attacks JJ in the ground.
slam+PA: 1d20 + 18 - 4 ⇒ (19) + 18 - 4 = 332d8 + 7 + 8 ⇒ (4, 1) + 7 + 8 = 20
slam+PA: 1d20 + 18 - 4 ⇒ (7) + 18 - 4 = 212d8 + 7 + 8 ⇒ (3, 5) + 7 + 8 = 23
One of the attacks is very powerful and JJ cannot stop it, the rocks crack his bones and burn his skin.
Ref DC 18 to avoid catching fire

Marigold burning rounds: 1d4 ⇒ 1
The fire on Marigold's clothes stinguishes as she flies up in the skies of Cauldron.

Blue: 50 damage, considerably damaged
Green: 54 damage, considerably damaged
Red: 131 damage, badly damaged
JJ: prayer r16
Marigold: 56/137 hp, prayer r16, spiritual ally r17, burning
Kikinnin: 101/172 hp
Round 3: Kythel, JJ, Kikinnin, Marigold, elementals


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

From her vantage point up in the air Marigold flies over until she's hovering almost directly over Blue and then delivers another blast of icy shards before healing herself of some of her injuries.

Cold Ice Strike vs. Blue: 15d6 ⇒ (3, 5, 4, 5, 6, 3, 4, 3, 4, 2, 4, 3, 6, 5, 5) = 62

DC 22 Reflex for half damage~

Cure Critical Wounds (Self): 4d8 + 15 ⇒ (8, 8, 1, 6) + 15 = 38

All the while, her Spiritual Ally continues swinging at Green.

Spiritual Ally vs. Green (Whip): 1d20 + 11 + 6 ⇒ (9) + 11 + 6 = 26
Damage (Force): 1d10 + 5 ⇒ (6) + 5 = 11

Spiritual Ally vs. Green (Whip): 1d20 + 6 + 6 ⇒ (11) + 6 + 6 = 23
Damage (Force): 1d10 + 5 ⇒ (9) + 5 = 14


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 3

Kythel grimaces at the spells lack of effectiveness against these elemental titans and once more unleashes the power of negative energy against them, leaving out the same harmful effects to his comrades.

Channel Negative Energy vs Elementals 6d6 ⇒ (6, 4, 2, 6, 2, 3) = 23


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 = 33/13/32
HP = 127/172
Weapon Equipped = Eldgammel
Condition(s) = None

Reflex Save v DC 18: 1d20 + 17 ⇒ (8) + 17 = 25
Reflex Save v DC 20: 1d20 + 17 ⇒ (14) + 17 = 31

Kikinnin bellows his frustration, a mixture of pain and anger at the circumstance, and the delay of getting elsewhere in Cauldron, where there might just well be other elementals coming to ground, and attacking citizens and burning buildings, like they're doing here and now.

Lay on Hands, Greater Mercy: 8d6 ⇒ (2, 2, 1, 5, 4, 4, 6, 2) = 26

The black beard ignores his singing chin hairs, and keeps at Blue, until the deal's done.

Eldgammel, Power Attack: 1d20 + 21 - 4 ⇒ (3) + 21 - 4 = 20 for 1d10 + 6 + 8 ⇒ (2) + 6 + 8 = 16 damage

Second: 1d20 + 16 - 4 ⇒ (11) + 16 - 4 = 23 for 1d10 + 6 + 8 ⇒ (6) + 6 + 8 = 20 damage

Third: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26 for 1d10 + 6 + 8 ⇒ (7) + 6 + 8 = 21 damage

Curiosity killed the cat...:

I know they're Immune to Critical Hits, I just wanted to know if I'd have confirmed it :)
Confirm Critical?: 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27 for 2d10 + 12 + 16 ⇒ (3, 4) + 12 + 16 = 35 damage


Iron Gods: Iron maps;

Ref DC 22: 1d20 + 7 ⇒ (4) + 7 = 11
Marigold's shards freeze the magma to a static, lifeless, rock. Then she heals herself while her spiritual ally slashes at the other magma elemental, its force magic bypassing the damage reduction of the creature.

Red Will DC ?: 1d20 + 5 ⇒ (13) + 5 = 18
Green Will DC ?: 1d20 + 4 ⇒ (14) + 4 = 18
Kythel's pulse of energy hits hard the elementals, plenty of cracks appear in the green one, while the oldest and larger one completely shatters into tiny rubble pieces.

AoO: slam+PA: 1d20 + 18 - 4 ⇒ (17) + 18 - 4 = 312d8 + 7 + 8 ⇒ (3, 5) + 7 + 8 = 23
Kikinnin is forced to charge on the remaining creature to attack effectively. The dwarf blocks the incoming attack with his shield, then delivers a solid hit, but the stone makes it difficult to cause a lot of damage.

JJ GMPCed
primary attack, TWF, prayer: 1d20 + 22 - 2 + 1 ⇒ (3) + 22 - 2 + 1 = 24
TWF attack, TWF, prayer: 1d20 + 22 - 2 + 1 ⇒ (19) + 22 - 2 + 1 = 40
secondary attack, TWF, prayer: 1d20 + 17 - 2 + 1 ⇒ (10) + 17 - 2 + 1 = 26

ITWF attack, TWF, prayer: 1d20 + 17 - 2 + 1 ⇒ (2) + 17 - 2 + 1 = 18
tertiary attack, TWF, prayer: 1d20 + 12 - 2 + 1 ⇒ (15) + 12 - 2 + 1 = 26

primary damage(blunt,magic,good), prayer: 1d6 + 11 + 1 ⇒ (5) + 11 + 1 = 17
TWF damage(blunt,magic,good), prayer: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9
secondary damage(blunt,magic,good), prayer: 1d6 + 11 + 1 ⇒ (2) + 11 + 1 = 14

ITWF damage(blunt,magic,good), prayer: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9
tertiary damage(blunt,magic,good), prayer: 1d6 + 11 + 1 ⇒ (2) + 11 + 1 = 14
With a whirling staff, JJ strikes four times on the remaining elemental, although the rock is difficult to crack for him, with the last strike the creature just barely fissures and falls broken to the ground, thanks to the combined assault and the prayer.

Combat is over!
Every single point of damage counted there!

Blue: 143 damage, destroyed
Green: 123 damage, destroyed
Red: 154 damage, destroyed
JJ: prayer r16
Marigold: 94/137 hp, prayer r16, spiritual ally r17
Kikinnin: 127/172 hp

With the elementals destroyed the people start getting out of the buildings and once again running out in the street, trying to avoid the large fissure in the middle of the avenue.

+11 Evacuation points, the Southwest district is fully on track of being evacuated. Notrthwest and southeast districts still need help, where to next?


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 approaches Kikinnin and lays his healing hands upon the dwarf muttering a prayer to Pharasma.

Cure Critical Wounds 4d8 + 12 ⇒ (4, 7, 4, 4) + 12 = 31+50% = 46

He then does the same for Marigold but asking for a lesser spell.

Cure Serious Wounds 3d8 + 12 ⇒ (3, 3, 2) + 12 = 20+50% = 18 he frowns as not enough wounds close and follow up again with one more prayer.

Cure Moderate Wounds 3d8 + 10 ⇒ (4, 6, 5) + 10 = 25 +50% = 37.

He takes a deep breath and looks to the northwest, "Northwest first and then southeast? I would suggest splitting up but it seems all of our abilities combined are needed to deal with these threats".


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-northwest w-works," Marigold huffs, shooting Kythel a smile of thanks as he heals the rest of her injuries. "We can w-work our way around c-clockwise from there to the s-southeast. And n-no...I r-really don't think sp-splitting up is a g-good idea. M-maybe if R-Ryan and M-Maxim and a f-few more of our allies were h-here we c-could do it, b-but..."


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

"Praise Pharasma. Thank you, Kythel. I feel much less charred now." Kikinnin doesn't argue for direction. Feels like any direction they go, something awaits their strength with great need and desperately so. All of their strength and wits combined.

"Your magic still strong?" Kikinnin looks back and forth between Kythel and Marigold. "Not sure how much longer we can sustain ourselves in the face of all this danger."

The black beard takes a swig of water, his mouth thoroughly parched after breathing in the elemental radiant heat. "Let's keep moving. We all here? Ok, good, let's go." He starts moving towards the northwest section of Cauldron with the others.


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

"I'm st-still good to g-go," Marigold reassures her friend. "Th-this," she waves her hand, "w-was the m-most taxed my m-magic's been today b-but it'll take m-more than a few w-wily elementals and ravine t-traps to t-tire me out!"


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

"So far I have adapted what gifts Pharasma has granted me well enough. What other option do we have but to press on?"


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

"We always have to option to join the evacuation. Some battles are fools' errands, and none of us should be lost to overwhelming odds. If we faced a dozen of those elementals, we should recognize when we're outmatched." Kikinnin nods when both wells of magic claim they're still full enough. "I'm not saying that moment is now, but we need to adjust our measure of the danger, should it grow beyond our abilities."


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Iron Gods: Iron maps;

As you walk northwest the heat of the city starts to grow as small fires begin to be more common. In the middle of the chaos you overhear the sound of glass breaking.

Running to see what is going on, you spot a group of brigands assaulting shops and workpshops in Magma Avenue. A loud boom like a storm suddenly interrupts their sacking. A blonde figure with a gun still smoking stands in between, chewing a stogie in between his teeth. A few meters behind him stands a group of dwarves carrying their few life belongings. Kikinnin recognizes his mother Mirna, and you also recognize Gralthar Nightshield and the gnome Hackbus Wyrdbore.

The sackers, surprised at first, stand against the blonde one "We are not letting this stuff be swollen by the volcano, and you are not going to avoid it" one of them picks a stone from the buildings collapsed and throws it at the window display that shatters into multiple pieces.


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

"H-Hey! Why don't you p-put your skills to use h-helping your fellow m-man out of the c-city instead of t-taking stuff?" Marigold suddenly yells at the looters, her patience clearly frayed by the day's events. "None of that stuff'll b-be any use to y-you or anyone else if you're all d-dead!"


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

Kikinnin sets eyes on Maxim, and a wash of understanding and relief rinses over his frame, kicking his walking pace up to a forced march. Joining his fellow dwarves, the black beard looks over the blond's shoulder, and waits to see what kind of new trouble they still have to face down.

"You been able to talk sense to the sackers? Lemme know if you need help."


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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 flashes a hard smile as his erstwhile companions appear as reinforcements.

Through gritted teeth he whispers a response to Kikinnin;

"Help is always welcomed Bror. Reckon yer mere presence will be persuasion enough."

The gun-mage levels his double-barrelled pistol toward the stone-thrower;

"You. Rock-chuck. I'm markin' you first. Now listen here all o' ye! This ain't a negotiation. I ain't askin' fir cooperation. An' you're right - I won't avoid it, an' y'all won't avoid my bullets iffin' it comes to it."

His stogie blazes bright as he's brow furrows;

"Ah'm all fir folk collecting that which is theirs, savin' what ye can. Hell's Teeth I've made wagons an' carts o' my own mercantile endeavours available fir such. But like Lil' Miss says this ain't yours to take."

He exhales a stream of smoke as he primes the hammer of his pistol;

"So. Begone. Save yirselves an' leave us Watchers to worry about what's being left behind. Or stay and face the consequences..."

Maxim jerks a thumb toward Kikinnin;

"Now if any o' ye are thinkin' I ain't got the bullets or stones to deal with ye all. Lookee here. This here is my Bror. A righteous warrior o' Abadar. Dealin' with looters is a holy duty in his books... So call it Rock-chuck and company... What's it to be?"

Diplomacy: 1d20 + 7 ⇒ (2) + 7 = 9

Intimidate: 1d20 + 6 ⇒ (14) + 6 = 20

Rolled for both as not sure if his hard word is partly appealing or just intimidating the rabble?


Iron Gods: Iron maps;

Maxim's gun is intimidating enough the sackers stop their break in, but they do not reel back either. Behind them you spot a halfling you quickly recognize. Maple points at you "You are the Cauldron Watchers! I have been closed in prison for months thanks to you muggins!"

One in the front, a crippled woman, spits to the floor "The Cauldron Watchers. You killed Feristin and cut my foot back at the Lucky Monkey"

Another man with a patch for an eye closes by and the sackers start to gather, a dozen at least but quickly gaining in numbers.


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

Kuthel Air Walks up into the sky above those aroused to violence, making sure he is 30' away from those he would not want to harm.

"If the Cauldron Watchers have struck against you and you believe their actions illegal, take it up with the politicians after the chaos.

We are seeking to save the city from the fiery doom that encircles us.

Disperse and save yourselves.

Otherwise I shall send you to the Lady of Graves and you can take your case up with her..."

Cast Detect Evil on this crowd. Kythel is loathe to bring them all down with a channel but if they are evil perhaps he can justify doing just that.

Intimidation - Aid Another - 1d20 ⇒ 7


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

"W-we're trying to s-save Cauldron," Marigold adds, her voice calmer but with a hint of steel for having recognized some of the faces in the crowd. "If you're st-still feeling sore about the p-past then come f-find us another d-day. B-but if you c-care anything about the c-city or your c-c-community then you'll st-stand down and either h-help evacuate or g-get out of our w-way."

Intimidate (Aid Another): 1d20 + 6 ⇒ (17) + 6 = 23


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 sees the fear and anger in the faces, and knows how easy it would be to give into the anger, to push back against the accusations with brute force. Not only does he see that as a triumph for the Cagewrights, that the soon-to-be-slaves would rather fight among themselves than try and flee the region, but also that it's becoming a true threat, in the sheer numbers gathering. He tries to reason with the crowd.

"Rats are smarter than us, judging by our squabble. They can sense trouble, and rather than bite and bleed each other in their panic, they all push in the same direction to flee the danger. A burning building? They find their way out through cool basements. A sinking ship? They all swim to the driftwood and keep each other afloat, best they can."

"We've got to be better than this, this hostility. We're all in danger. The city burns around us, and there are greater enemies approaching! There will be time for reckonings once we're all safe outside the erupting volcano. You should be gathering your families, and exiting the city, not stealing from businesses that are themselves trying to survive. Leave now, and live to fight another day!"

Diplomacy: 1d20 + 17 ⇒ (12) + 17 = 29

I'd spend a Hero Point for the +8/+4 to the roll, as the DCs have become quite formidable as of late.

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