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

"Th-then it sounds l-like we're heading underg-ground...again," Marigold agrees. "B-but Vhalantru h-hadn't found the S-Sanctum and those t-tunnels go d-deep, deeper than the other p-places we've b-been. How do we f-figure where to s-search? We d-don't have much t-time..."


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, if he located the Fiery Sanctum on the map... we should be able to follow that."

He pulls out the map and sticks it down on the table for everyone to look at. The ink swims before his eyes.

"I think we have a day or two. If we head underground in this state, I suspect we are as likely to end up enslaved again as we are to find the Cage Wrights. We need a rest, and somewhere that isn't shifting under our feet every thirty seconds."


Iron Gods: Iron maps;

"He did not find it, but look, here, this area in the map is black. For some reason Vhalantru did not put that area in the map. Maybe he had no time to explore it or perhaps he thought it was not worth..." Ryan points a considerably large blank spot in the middle of the map "We could teleport there with the help of the map, but that is still a huge area... it will take an effort to explore and find the Sanctum if there are as many caverns as in the rest of the volcano"

K. dungeoneering DC 20:

You guess the gap in the map corresponds to the volcano's magma core location.

"But perhaps we can narrow it down... if we use some divination magic, or captured enemies intelligence to point to the right direction once close enough..." Ryan comments.

Then, listening to JJ he completes "Right, ok, I was just going to teleport to Redgorge. If you wish to come with us, Laro and I can bring you there. You deserve a rest, and we need to narrow the finding"


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

DC20 Knowledge (Dungeoneering): 1d20 + 14 ⇒ (4) + 14 = 18

Maxim casts an eye o'er the map but cannot discern much.

"Restin' the bones fir a day makes sense. Reprime our powder. Fiery Sanctum ain't the most threatenin' o' locales we're explored, but likely ain't hospitable neither."


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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, maybe those r-remains Kythel collected m-might help then," Marigold suggests when Ryan suggests that divinations and other magics might help. "Because I d-don't know if we've g-got time to go ask the S-Soul Pillars on th-this one..."

"And um, y-yes, a r-rest would be nice," she quickly adds, honestly happy to go to Redgorge or Kingfisher's Hollow or anywhere that isn't the smoking ruins of her home.


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))

dungeoneering: 1d20 + 7 ⇒ (13) + 7 = 20

"I think that blank area maybe a magma chamber. PRobably just the sort of energy source that would be required. But I'm not sure about the wisdom in teleporting blind into a magma chamber in a volcano that looks like it may just becoming active."

He nods to Marigold. "We have a cagewright body. We could ask it."


Iron Gods: Iron maps;

"Yes, that is a sage idea" Ryan comments just as another tremor strikes the building, the stones crack and some dust falls all over Vhalantru's map. Everyone holds the breath until things calm down "We should get this done fast. This is not a safe place"

Kythel has been already preparing the body as you talk. Placing it into proper array and using the required oils on the dead flesh. After some minutes of prayers, the mouth of the derro opens slowly, then closes in a cackle "MUAHAHAHAHAHAAHAH! What is it clingy sons of a hiena?!"
You have 6 questions ;)

GM:

1d20 ⇒ 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

Kythel looks to his companions for the prompts, their knowledge of what has come before is simply more precise than his as the still Cleric come lately.

Sorry for the delay, RL got hectic for several days.


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

After a bit of a pause, Marigold takes a deep breath and decides to get right to the heart of the matter.

"We s-seek the Fiery Sanctum. We know it l-lies somewhere in the t-tunnels deep under C-Cauldron. Is it in the m-magma core?"


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))

"Can we ask him where the Sanctum is?" queries JJ. "Or only yes/no questions?"


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

Maxim raises a bushy brow at the Derro's defiance, even in death.

"Tempted to ask the cheeky basterd iffin' eternal damnation is all it hoped fir!"

The gun-mage focusses, mulling what to question the cantankerous spirit;

"Once we establish the whereabouts o' the Fiery Sanctum, would do well to know if its guarded, an' by what."


Iron Gods: Iron maps;

"Any question is possible", explains Ryan to answer JJ, "but the more simple and precise the question is, the more probable you will get an actual answer"

Kythel issues Marigold's question to the corpse. The mouth clink clanks answering "In the magma core. HA HA HA. Yes, not in, but immediately next to, of course"

5 questions left


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))

"What way did you used to access the Fiery Sanctum?" asks JJ.


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

Kythel will repeat JJ's question - "What way did you use to access the Fiery Sanctum?"


Iron Gods: Iron maps;

The head's mouth clink clanks offering you an answer "How? I teleport of course! MUAHAHAHAHA! The Tree blocks teleportation, which forces me to teleport a mile away from the Fiery Sanctum, but that is no problem for mighty Kravichack! MUAHAHAHA!"

4 questions left ;)


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 considers the information they've been given and ponders how to phrase her next question, which is really just the suggestion Maxim had already given.

"Hmm. Is the Fiery Sanctum guarded?"


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))

"How did you identify the location you teleported to?" asks JJ in an obvious follow-up quesiton.


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 repeats - "Hmm. Is the Fiery Sanctum guarded?"

"How did you identify the location you teleported to?"


Iron Gods: Iron maps;

"Guarded? HAHAHAHAHA! Half the Cagewrights and their apprentices are there! The minotaur, Gau Kleeoch guards the entrance, and they have many other minions guarding the Sanctum, and the Tree. MUAHAHAHAHA!" the head keeps laughing exasperatingly until another question is raised.

"My derro mercenaries and me were exploring the area when we stumbled with the place by chance. It is by a lake of bubbling water in an are of bad gas. HAHAHAHAHAHA!" with this piece of information you are able to locate a place in Vhalantru's maps that might be what Kravichack describes, just at the edge of the magma core "Since we started working together I just teleport there, HUHUHUHUHU!"

Ryan points at the maps "I cannot teleport you to a place I have not been before, but the map should be enough for someone able of greater teleport"

2 questions more available


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 becomes a bit concerned with just how much the dwarf is focused on this mysterious tree, "Tell us more about the Tree that blocks your teleportation".


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

"It p-probably is well-guarded, especially while they're w-working their ritual," Marigold whispers to everyone. "B-but maybe it's a l-little bit of a b-bluffing, t-too...to try and p-put us off from g-going there..."

She waits to hear the answer to Kythel's - and their - fifth question is as she ponders what their sixth and final inquiry should be.


Iron Gods: Iron maps;

"The Tree of Shackled Souls, the very heart of the Planar Junction Ritual, the device fueled by the magma core to open the portal, HAHAHAHA!" Kravichack's head laughs despicably for a long time until it finally recovers enough to continue his explanations "The culmination of all the Cagewrights' scheming. Fetor Abradius discovered how to use the shackleborn to fuel the Planar Junction ritual studying the old rituals of the Spell Weavers preserved in Karran-Kural. Dyr'ryd and the other Cagewrights forged the Tree. Built to bear the thirteen soulcages forged by Dugobras and the Ebon Triad. Once the shackleborn are in the soulcages, hanged from the Tree and the ritual is completed, the souls will be consumed and the portal will start to open, slowly fueled by the magma core... it's magic maintaining the area safe for us, and blocking divination and teleportation. MUAHAHAHAHA! Isn't it perfect?"

Last question left!


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

At first, Marigold is surprised by the amount of information the derro's spirit is willing to divulge...but then she realizes that it's all a matter of hubris.

Even though *he's* dead, he thinks his fellows have won the day. So why not spill the beans?

With no one else offering any other ideas, Marigold decides to ask the final question.

"If the ritual can be st-stopped or reversed, h-how do we d-do that?"


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 asks the question but with a slight modification, "While it is clear that you and your allies have already won, if the ritual can be stopped or reversed, how could this be accomplished?"


Iron Gods: Iron maps;

"HAHAHAHAHA! Stopping the ritual? Do you think you can do that? HAHAHAHAHA" the mouth goes on for a while laughing before again disclosing more juicy information "Destroying the Tree is daunting task. Of course, we Cagewrights are no amateurs, we built a failsafe device to contain the Tree's energy should we need to postpone the ritual for some reason. We constructed a dispersal collar that, when fitted around any of the tree's branches or trunk, disperses the energy stored within the Tree harmlessly and gradually. Aren't we smart? But you will never get the collar, because we gave it to Moltenwing to guard it. HAHAHAHAHAHA"

With this last laugh the spell comes to an end and the mouth becomes inert once more. No one will be able to interrogate it in a week after this.


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-Moltenwing? S-sounds like another d-dragon or other s-such beast..." Marigold frowns. She tries to think if she's ever heard stories of a creature by that name...

Kn. History - Moltenwing: 1d20 + 18 ⇒ (1) + 18 = 19


Iron Gods: Iron maps;

Marigold looks for the name in her memory but she finds no further information.

Another tremor awakens you from your thoughts. "Well that was a lot of information indeed" Ryan makes a sign for you to approach an gather hands "Come quickly, it is time to leave"

Ushering a powerful word of recall, the priest and new Major, teleports you all with the help of Rufus Laro to the doors of Redgorge you studied ensemble just a few months ago.

From afar you see the refugees lines descending the caldera and doing the arduous trip to the town of the Red River.

"Perhaps it would be good if we go and speak with the Chisel if you need extra support on this dangerous task" Ryan observes the approaching citizens "I am sure they will let you sleep at the Redhead Miner's Inn, unless you have a better alternative" the priest looks back at JJ.

Now you will have a few hours of downtime to rest and prepare. You can use them to try fetch more information if you wish.

Some hours later the first refugees will arrive, leaded by Gemma and Sara.


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, there is the only family homestead." mentions JJ.

"Actually, if we had time, I'd love to get that set up for Sara and Tesa... and probably a hundred more refugees as well."

He sighs.

"So much to do, so little time."

He finds a broom, buying one if necessary and sets to work on the family home. After about five minutes he goes in search of more brooms and any idle teenaged hands that might like a little coin in exchange for some housekeeping work.

With the arrival of Sara, he happily presents the old family home for her inspection.


Iron Gods: Iron maps;

JJ finds enough help from local teenagers and by the time the refugees arrive the Surabar homestead is starting to look quite good.

Sara, visibly affected, gives him a huge hug "Oh, you, people is still telling stories of you and your friends courage taming the flames and you still had time to prepare the house for our arrival"

Most people is in penurious conditions, some have burns and injuries from wood and stone falling, and the overall mood is terribly sad.

A couple of hours later the refugees from the Malachite Fortress make it too to Redgorge. Mirna and Gralthar are relieved to see you, but they quickly move to tend those injured. Hackbus Wyrdbore is also with the group "All this fire explosions gave me a great idea for a large cannon. I think I need a good cup of whiskey to have it solidify. Anyone interested to rise the spirits?"

Among the refugees you also spot Skie Aldersun. The gnome carries a big bag of holding and she has her eternal smile drawn in her face, not an inch bugged from the catastrophe.


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 smiles, surprisingly happy at Sara's enthusiastic response.

"It is my old family house. A bit run down, sadly. But Redgorge is going to be bursting at the seams trying to hold everyone."

He looks sad for a moment. "We can't stay. The powers that are feeding the storms over Cauldron are still at work. If we ever want to have a city to go back to, I have to be off in the morning to try and counter them. RedGorge may stand for a while, behind the walls of Surabar, but even they won't last against the horde of demons that the sorcerers are trying to unleash."

He offers her a hug and a kiss. "One day, hopefully very soon, I won't be dashing off every five minutes. But for now... for now events bigger than any of us compel me."


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

Though she knows she ought to canvas Redgorge for additional information Marigold finds that her thoughts continually stray to Gretchen and the others from the orphanage as well as her Bluecrater colleagues. She keeps an anxious watch out as refugees begin trickling and then streaming into the town, hoping to see some familiar faces.


Iron Gods: Iron maps;

Sara answers back JJ's kiss with the passion a death experience brings. She embraces the young man and sighs "I know... I know... you have to save the world and so" she smiles "Well... I guess I will be busy too. Mom and me know a thing or two that we can share about redoing our lives after losing family and home..."

The refugees look at you with reverence, some even dare to approach and give you thanks or praise you for your help. By now it its clear the voice of your deeds has gone around mouth to ear. Although you were known by some as local adventurers, truth is, most of your doings have been kept secret to the day of today. Now though, many rumors start to circulate about your courage, some exaggerations, but mostly truths about your fight with the flames in the caldera, saving citizens from buildings on fire or collapsed ruins, fighting terrible demons and even defeating the Morkoth and the terrible dragon Hookface. Today, you are praised and recognized as local heroes by those who survived the Cauldron evacuation.

You all can see Marigold's anxiety when the refugees column tail starts to arrive to the town but there are no signs of the orphans. It is already dusk when a visibly tired Gretchen and Patch make it into Redgorge. The janitor carries two of the children on his arms and back, while the rest arrive in the cart of a local pineapple vendor. The group is visibly exhausted but safe, and Gretchen is visibly touched. Patch leaves Merlon and the other child in the ground and falls to his knees in front of Marigold "I could not safe them. Gods know I could not" you do understand he refers to Jaromir Copperbeard and Neva Fanister, who perished in the crust of lava some hours ago.

As people arrives and tries to organize a place where to live, the focus on the new task seems to keep people away from the drama of what has been lost and the uncertainty towards the future. At least for now.


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

Exhausted as he Kythel does what he can to heal the wounds of the injured, with what little Divine power he has left. He then seeks out his own Clergy to ensure they are up and running properly and assisting with what is available hoping that the magical stores they began to create will be useful this day.


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)

At the sight of the Malachite refugees, Maxim flashes a hard smile and embraces them warmly.

He pauses, calloused hand clapping the shoulder of his mentor as he passes the gnarled gnome his flask;

"Good to see yer safe an' well Ol' timer. Here, summit to warm the pit o' yer gut."

The gun-mage nods in greeting to Skie;

"Mistress Aldersun. Yer a sight fir sore eyes. Alas I fear it'll be a while afore our businesses recover."

Once greetings are made and acquaintances renewed, Maxim takes time out to enquire through the refugees for both Myrza, the young lamplighter and Irruth Mercadi, the chandler who he'd provided patronage to...


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Iron Gods: Iron maps;

Kythel will soon find three of the priests tending at the dead corpses that some of the refugees have carried over. He will find the resources they bought are half-depleted but they explain they served to save the lives of at least a couple dozens of citizens.

Hackbus is happy to share the flask with Maxim. He stretches himself "Ah, the bones are still in good shape after all these years. If it would not be for the destruction and great loss, what of an image the city made aflame, isn't it?"

Skie smiles confident at Maxim, while tapping over her bag of holding "Not that much. A ready merchant should have escape plans for all her wealth"

On his inquiries Maxim finds Myrza among the refugees but no one has heard about Irruth's destiny. Some say they saw him taking the road to Kingfisher's Hollow, a fruit seller insists she saw a building collapsing over him.


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

Kythel will nod pleased that his foresight at least made some difference. He will then leave the Priests to tend to their ministrations while he seeks out a bed for rest.

When he wakes in the morning he prepares a spell list to march into battle once more with the forces of darkness.

Will get that up at some point this weekend.


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

"Th-there was n-no way you c-could've known, P-Patch," Marigold responds gently as she reaches out to hug her friend. "N-no one c-could've known the g-ground was going to g-give way. And if you and G-Gretchen hadn't acted as quickly as you d-did, you all m-might've died."

She gives Patch some time to cry it out, if he needs to, before offering her hand to get him back on his feet. "C-come on, we'll need to help g-get the children settled...and everyone else that's h-here," Marigold remarks as she looks around. "It's okay to b-be sad...b-but we all n-need to keep moving, t-too."

Once she's confirmed that none of the orphanage survivors are seriously injured Marigold does what she can to help them and the other refugees find places to settle in and sleep, even going so far as to use her magic to shape nearby stone and rock walls to create crude shelters.

"N-not pretty...but m-maybe they'll at least k-keep the wind and r-rain away..." the halfling murmurs to no one in particular.


Iron Gods: Iron maps;

The Pharasma priests nod and follows Kythel's orders, trying to help as many of the injured as possible and helping those that pass away to do it with dignity.

Patch recomposes himself thanks to Marigold's words "It still hurts, but you are right, the children needs us now..."

Marigold's lead finds a new house for the children and the remaining orphanage workers, and her magic quickly makes for the ruined housing deficits, closing holes and making it swiftly habitable.

---

The next day you all gather at the Redhead Miner's Inn to lay out your plan on the attack over the Fiery Sanctum. Ryan and Jenya are discussing through a scrying crystal ball about the situation of the refugees in the different towns.

Over a table, the Cauldron's Mayor has displayed Vhalantru's plans. On one side of the table, the Chisel members are discussing different routes, with Mikimax and Maavu having a heated argument. At the other side the Striders recount the available resources. Juraan approaches you when you enter "Ryan told me about your plan. Ryan is too busy to transport you, and I am not just staying back seeing how you take all the risk and the glory. I am coming with you friends"

Redgorge has a purchase limit of 200 gp, but remember Skie is around in case you want to spend some coin before leaving.


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 smiles and hugs Juraan, if he allows it. "I w-won't lie, th-that makes me f-feel a lot better," she admits to their friend. "Especially s-since the q-quickest way in would p-probably be to t-teleport into the tunnels as close as we c-can reliably g-get to the m-magma core."
_______________

Remind me of what Skie's current inventory is?


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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

Q: "We s-seek the Fiery Sanctum. We know it l-lies somewhere in the t-tunnels deep under C-Cauldron. Is it in the m-magma core?"
A: "In the magma core. HA HA HA. Yes, not in, but immediately next to, of course."

Q: "What way did you use to access the Fiery Sanctum?"
A: "How? I teleport of course! MUAHAHAHAHA! The Tree blocks teleportation, which forces me to teleport a mile away from the Fiery Sanctum, but that is no problem for mighty Kravichack! MUAHAHAHA!"

Q: "Is the Fiery Sanctum guarded?"
A: "Guarded? HAHAHAHAHA! Half the Cagewrights and their apprentices are there! The minotaur, Gau Kleeoch guards the entrance, and they have many other minions guarding the Sanctum, and the Tree. MUAHAHAHAHA!"

Q: "How did you identify the location you teleported to?"
A: "My derro mercenaries and me were exploring the area when we stumbled with the place by chance. It is by a lake of bubbling water in an are of bad gas. HAHAHAHAHAHA! Since we started working together I just teleport there, HUHUHUHUHU!"

Q: "Tell us more about the Tree that blocks your teleportation."
A: "The Tree of Shackled Souls, the very heart of the Planar Junction Ritual, the device fueled by the magma core to open the portal, HAHAHAHA! The culmination of all the Cagewrights' scheming. Fetor Abradius discovered how to use the shackleborn to fuel the Planar Junction ritual studying the old rituals of the Spell Weavers preserved in Karran-Kural. Dyr'ryd and the other Cagewrights forged the Tree. Built to bear the thirteen soulcages forged by Dugobras and the Ebon Triad. Once the shackleborn are in the soulcages, hanged from the Tree and the ritual is completed, the souls will be consumed and the portal will start to open, slowly fueled by the magma core... it's magic maintaining the area safe for us, and blocking divination and teleportation. MUAHAHAHAHA! Isn't it perfect?"

Q: "While it is clear that you and your allies have already won, if the ritual can be stopped or reversed, how could this be accomplished?"
A: "HAHAHAHAHA! Stopping the ritual? Do you think you can do that? HAHAHAHAHA Destroying the Tree is daunting task. Of course, we Cagewrights are no amateurs, we built a failsafe device to contain the Tree's energy should we need to postpone the ritual for some reason. We constructed a dispersal collar that, when fitted around any of the tree's branches or trunk, disperses the energy stored within the Tree harmlessly and gradually. Aren't we smart? But you will never get the collar, because we gave it to Moltenwing to guard it. HAHAHAHAHAHA"

Kikinnin wordlessly listens to the macabre interrogation, trying to ignore that they speak with the insane dead derro. He does his best to commit several of the answers to memory, though he's more than pleased his friends understand its worth in pinpointing their next destination. The Fiery Sanctum is every bit as inviting as Carin Curl, and he hopes they'll have more intelligence about the imminent threats awaiting them. He fixates on becoming airborne, so any of the demodands thinking they can rise into the air to avoid Eldgammel's edge will be sorely disappointed.

...

Redgorge brings the black beard the much-needed peace of mind and body. When he spies Gemma and his Mor, along with all the Malachite, he heartens. He inquires with his Søster, hoping she still has some of the funds to make sure the dwarves will be welcome in the city.

Juraan wrote:
"Ryan told me about your plan. Ryan is too busy to transport you, and I am not just staying back seeing how you take all the risk and the glory. I am coming with you friends."

Kikinnin doesn't argue when the professor offers to join them in the Assault on the Fiery Sanctum, but he does pose a question. "We're striking at their heart, Juraan. In their lair. Have you spoken to Shensen? If the Cagewrights have sharpened their power, we might not all make it back." The black beard gives the professor a measuring look.

...

When the Watchers pay Skie a visit, Kikinnin specifically inquires about magics that will allow him to take to the air. Last entry of Skie's wares? Also, we got a recent divvy? Dwarf poor


Iron Gods: Iron maps;

Kikinnin will find his people are doing fairly well, at least in comparison to the rest of the refugees. As the dwarven hearts proof hard to break even on such a difficult time.

Kikinnin wrote:
""We're striking at their heart, Juraan. In their lair. Have you spoken to Shensen? If the Cagewrights have sharpened their power, we might not all make it back.""

You spot a moment of doubt in Juraan's face. Shensen's look is worried a few feet behind, arms crossed around her chest "The-there is no future for us I do fear if the mission at the Fiery Sanctum fails. For much dramatic that it might end, it does not seem to be an alternative..."

"I still have some potions and scrolls of flying, and..." Skie retrieves a beautiful pearl of power "You can lend this to your graves worshiper friend for him to share his blessing of walking in the air for most of the day. Oh, didn't he picture apocalyptic walking around the smoke columns in Cauldron?"

Skie's catalog


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

After meditation, sleep and prayer, Kythel is ready to face the day.

He walks through the throngs of people stopping and speaking when bidden but eventually makes his way to find Skie, "Good morning.Is there a way I can barter with you? I've something I value but I believe you have an item that may aid me more against what we are to face".


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 might want to p-pick up some of those really p-powerful healing scrolls," Marigold suggests as she thinks back to the sorts of wares Skie usually has on hand. "Especially if we're th-thinking we'll b-be on our own once we're d-down there..."
______________

I'll try and peruse Skie's list more thoroughly tomorrow after I've had some sleep :)


Iron Gods: Iron maps;

Skie's eyes shine at Kythel's proposition "Of course, let me see, what are we talking about?"

The gnome will show interest on the ring of counterspells and will include it in trading.

She is likely happy to sell you the healing scrolls you need "You know, you are my best clients already, and there will be no Cauldron if you do not succeed. I am willing to offer you a 20% discount of market value of my catalog" the gnome female grins "Of course, make your purchases today, because the discount might not hold for tomorrow"

Also, if you have any particular need for a clerical scroll, Ryan can have one prepared for you in a couple of hours. Meerthan (the Striders wizard leader that pushed you towards the Last Laugh Lair) is also around and can provide you with some arcane spell casting, even permanency, and maybe particular scroll requests.

Lastly Eidi approaches you "Oh, well, while this mission is perhaps too much for my abilities, I am quite able at crafting. If there is some item you want to enchant, or commission, I can work on it while you are away"

Hackbus is likely able to help crafting or improving ammunition and firearms for Maxim.

Your allies are trying to help as much as possible, and they are happy to provide help at just the cost of the materials. Of course some will take some time and will require more than today to be ready.


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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 sets aside time to fix his damaged Double Barrelled Pistol... working alongside his wizened mentor to renew the weapons full function. (30 minutes work)

At Skie's bartering he wistfully grins;

"Alas Mistress Aldersun, ye find me at least, with pockets somewhat shallow. 'Course had we found and raided Hookface's lair then our wealth would be a might more bountiful I reckon."


Iron Gods: Iron maps;

"I wait for the day you can pour all that hoard gold on my counter" Skie smiles "Hopefully in more calm circumstances my friend"

A day after, once you have had the chance to finish your item dealings and say goodbye to your loved ones, the Cauldron Watchers gather once more around the table of the Red Miner's Inn. There, with Vhalantru's maps displayed, Juraan offers his hands to you. You notice the Professor wears Merthaan's hat. At his back, his loyal bow, Longthorn, and Hlanamm’s spear. Looking at the map, at the core's edge where you have determined the Fiery Sanctum stands, he starts to say words of power. Of great arcane power.

As of sudden everything starts to spin around you. You see the space distort in front of your eyes and a buzzing sound vibrating at your ears. The tavern becomes blurry and you do feel the temperature to raise and the atmosphere becoming more oppressive.

When the space ceases turning in strange ways around, you find yourselves in a large circular cavern. The sound of boiling water surrounds you. Ahead, a beach of rock meets a steaming pool of bubbling water as dark as the volcanic stone it laps against, and the ceiling, fifty feet above, echoes with the sound of water dropping from the stone.

This must be the bubbling lake that Kravichack talked about. On the far side of the cavern you observe a passageway. It seems just one lava tube now empty.


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-well...I g-guess this is it," Marigold finally remarks, breaking the silence as she looks around at the bubbling lake and the passage beyond. "Um, b-before we go any f-further, l-let me do s-something..."

Utilizing a new aspect of her power Marigold touches each of her companions, granting them and herself protection from the hostile environment they now find themselves in.
______________

Marigold will hit everyone with Life Bubble; should be good for about 5 & 1/2 hours per person~


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, inspite of the heat, shivvers.

"Back underground again. Let's hope we have a quick way out for if she starts to blow."

He carefully approaches the lake, looking around to see if there is any type of boat that might be available for crossing it. Then, he reaches out his hand the gauge whether the lake itself is boiling.

"I doubt there are many fish in there.."


Iron Gods: Iron maps;

When JJ kneels to measure the heat of the lake, the vapors there suddenly move over the man taking certain shape. Like an insubstantial amalgam of suffering, pain, hungriness and suffocating heat, the vapors take the shape of two vaguely humanoid masses of poisonous gas that try to envelope the young man.

Fortunately, Marigold's protections, maintain the gasses on place, unable to touch the young man. Thanks to this, JJ safely swings the power of Alakast against them, while Kikinnin bravely jumps over them with his axe. Maxim shots a few magical bullets while Kythel and Marigold feel safe to fight with their spears a line behind. The two strange aberrations are swiftly and easily defeated by the Cauldron Watchers.

Further examination of the lake discovers an exit that splits in several lava tube exits. Despite the tremors, you are surprised by the fact the area seems more stable that Cauldron itself. It seems the influence of the Tree of Shackled Souls, warranties the safety of the Cagewrights lair and its environs.

Ahead, many of the tunnels are filled with toxic gas. Fortunately, Marigold's life bubble again shows to be a life saver, as it keeps you from losing very well needed air or getting intoxicated. Similarly, the extreme heat of the surrounding area is not much of a problem, as it keeps you fresh enough to avoid getting heat-stroked.

Give me a few Survival checks to find your way to the Fiery Sanctum. A find the path spell would instantly warranty your quick success.


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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 leaves instructions with his clergy to essentially continue as they have been doing, providing words of encouragement. He leaves his gold with his most trusted advisor among them (the 5K) as back up funds in case the Church needs it.

He dons his new gear feeling a bit more confident that their additions will enable him to survive for even longer in this new harsh environment the group will travel to.

---

Kythel smiles in thanks to Marigold's spell, "I'll have to remember that one. Quite useful indeed".

As a child of the city he is lost as to where to head to next. He considers casting defensive magics but for now holds off as it is not clear just how long it will take to find any threats and he does not want that potent magic running out when it is most needed.

He looks at his brave new allies, nay friends, and follows them along where they direct next. He has never before met such a remarkable fellowship and is glad to be part of it, even if this next path they travel leads to his own demise. At least a man who came from nothing will have died accomplishing something.

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