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

Game Master Balacertar

Chapter 12 - ASYLUM

Cauldron map
Redgorge map
Current map

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

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

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


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

"And seeing how much of the city is left standing." adds JJ, slightly gloomily.

He casts a last look around the place. "If only there was some way to seal this place off forever. I'm guessing the weakness is the strongest here, and that is why they made the tree here. Well, that and the volcano for power, but..." He shrugs again.

"I just feel like I want to sleep for a week."


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
Kikinnin Rouradont wrote:
"Our miss Marigold. She's got the Mark, right? So she's at the same risk as Zenith, of going mad? Do I have that right? Marigold, you're the ruler of Occipitus. You're bound to a demon land. Wouldn't Adimarchus find you out, and torment you like the others?"

"That's...p-p-possible," Marigold admits, brows knit together with worry. "M-me or any other Shackleborn that m-might've been m-missed or set aside as sp-spares by the C-Cagewrights. Even if the defeat the r-rest of the C-Cagewrights...I th-think there'll b-be a r-risk as long as Adimarchus r-remains and Sh-Shackleborn exist."


Iron Gods: Iron maps;

The group discuses the implications of the different discoveries and what steps might help going forward.

After some study of the area, Juraan gives his professor insights "Given time and effort we might be able to destroy the Shackled Tree. The release of energy and the explosion that might follow is probably going to make the whole volcano cone collapse though... At this point the best we might do about it is perhaps to make sure that Dispersal Collar never ends in the wrong hands"

Aside of the trove of information you find in your exploration, you also collect treasure coveted by some of the fancier Cagewrights in the form of gems, jewels and art, for no less value than 20000 gold pieces.

The Watchers have shackled the tree, freeing Cauldron from the potential tyranny of the demodands without completely destroying the city. Regretfully, this came at a cost too, the Shackleborn, one in each of the Soul Cages, remain dead. Their bodies are withered and pinched as if completely drained of moisture, due to their soul energy being funneled into the tree. The bodies are intact, however, and now that things have been set right, the thirteen descendants of the demodands could be potentially reclaimed from the River of Souls before they reach Pharasma's Boneyard. That is, if you so decide to invest on that. Of course, that would also mean stopping the madness affecting the Shackleborn would become an even higher pressing issue in that case.


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

"We are certainly going to take their victims with us." notes JJ, his eyes focused on the form of Terem.

"Whether we want to try to restore them... "

He shakes his head. "Terem is my little brother, but he had a hard, hard life." Tears mist in his eyes. "And a harder death. I suspect even if we tried to bring him back, he might prefer the peace of the boneyard. Of the others I don't know. But..."

He starts to shake a little. "I think the best we can do for them is give them a good burial." A hard, hard[b] look crosses his face. "[b]And melt that damned cages before we leave."


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

"Ag-g-greed," Marigold answers without hesitation. "We've g-got gold and g-gold enough to b-bring at l-least some of them b-back...if they w-want to c-come back. Let's g-get rid of that c-collar and g-gather the bodies and g-get out of here."


Iron Gods: Iron maps;

You take the Shakelborn out of the cages, then throw the cages to the lava. The strong magics of the cages protect them for a while, but eventually, they also start to melt.

Juraan then offers his hands while you hold the stuff you want to take from the Fiery Sanctum "The show must go on my friends. Time to move on" and with a few words of power, you are teleported back to Cauldron's Town Hall.

There is no trace of Ryan Taskerhill or any other authority. You get out of the building to observe the state of the city.

The new view of Cauldron is altered, but not apocalyptic. Smoke still raises from some points in the city, but things are calm and stable. The most remarkable feature though is the southern crest of the crater has collapsed over itself, and the Lake Crater now pours its waters out of the city forming a new and mighty waterfall that descends towards the south.

Yet if not for the actions of the Watchers, the city would not exist at all.

Looking at what remains, Juraan asks you "So what now? If you wish, I can teleport us to Redgorge to inform the Mayor and the other survivors"


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

"Th-that...that's p-probably the b-best idea for n-now," Marigold answers after staring out over the city for a few moments. "We n-need to report in and p-plan our next m-move. And ch-check on the survivors."

At least the city's still standing. People will come back, as long as there's something to come back to.


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))

"Let's hope that Cauldron doesn't run out of water now.." sighs JJ.

"And that nobody holds up responsible for all the damage. I'm sure someone will try."

And I'd like to have a rest in a place that isn't threatening to blow up.
And see Sara.


Iron Gods: Iron maps;

Juraan nods and holds your hands. Cauldron starts to spin around you in a very familiar way, and all of a sudden you appear in Redgorge's Redhead Miner inn.

Ekaym is calmly playing a flute when you materialize in the inn "Wow! What an entry" he looks you up and down at the scorched clothing and still fresh blood and bruises "You look like having fought all through the Nine Layers of Hell and survived miraculously..."

The news of your arrival quickly spread through the town and soon appears Shensen who seems very relieved to see Juraan alive. She smiles. The doors open and a mob forms in the place. There are some familiar faces. Everyone talks at the same time, but it seems they want to know what fared of you desperate plan to stop the planar junction.

The mass suddenly opens and you see Ryan pushing his way in, followed by Ruphus Laro "Oh friends, tell me good news!"

Sara squeezes bellow Ryan arms and appears besides JJ, hugging him firmly "We saw the crater collapse from the distance. Things calmed down afterwards, but I was fearing you might have sacrificed yourselves to stop it"

You feel the fatigue and exhaustion finally hunting you, as if the extra energies obtained from the tree suddenly disappeared. The fatigue is one of those that hardens you, together with your extreme experiences of the day, and everything you have discovered let's you attain a new level of ability.

Level up to 17!


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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))

"It'd take more than a volcano falling in to stop me coming home to you Sara." says JJ, rather impressing himself with the line. He wraps an arm around the girl and offers her a smile and a half.

He maybe does wince a little as she hugs him hard. "I think that was where the giants axe tries to slip between my ribs." he adds, then, realising that perhaps that was not the most reassuring thing to say leans down to offer her a kiss.

"But he mostly missed."


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-no...there's st-still things to d-do," Marigold answers with a grim sort of smile. "B-but I th-think we struck them a m-major blow today..."

She glances around, suddenly mindful of the many, many ears within listening distance.

"...we can t-talk about it l-later, though. Is everyone h-here okay?"


Iron Gods: Iron maps;

Sara coils around JJ's arms delighted by his words "Let's check that wound of yours. Your uncle has given me the family house keys" she answers the kiss with passion.

"There are a lot of needs to cover, and the people is still shocked and scared, but the people of Redgorge is being very helpful and we are starting to organize food supplies and housing" answers Ryan nodding to Marigold looking also around "The Chisel has left me their chambers to make an improvised office. We can talk there"

"But now, I guess you want to eat and rest!" finishes the cleric with a smile.

The people stays around when the group starts eating, willing to listen to any story they may toss. But after it seems clear they are tired, they start to retreat to tend the imperious needs of a large mass of refugees.

With the inn more clear, Skie appears with a large smile "My best clients are back! I would say I was sure of your success, but I would be lying, when the volcano caldera collapsed I feared you might not make it back" she puts her large bag of holding over one of the tables "The 20% discount still holds. I guess you are tired now, but I will be around for when you wish to buy"

Skie's catalog

Without the hurrying menace of a volcano eruption or a gate to another plane opening, you finally have some time of respite. Not having to hurry up to put off some fire, you can enjoy of as much time as you like to recover and plan your next move.

Of course, the more you wait, the more time for Cauldron enemies to recover and plan ahead of you.


Iron Gods: Iron maps;

Chapter 11: Strike on Shatterhorn by Christopher Perkins

A few days pass and you slowly recover from the against the clock fight to stop the Planar Junction. Despite the shock and terrible loses of the recent events, life pushes forward the Cauldron refugee's as they start to adapt to their new reality. The City Council and Churches organize people and resources to cover the most basic needs. Solidarity kicks in stronger than ever as people offer shelter and food to those who have lost everything, while the news in Sasserine cause a large commotion and soon wagons with grain, animals and construction materials start to arrive to Cauldron outskirts in a constant flow. People gather together to talk about their experiences through the Great Caldera Outburst, workers are sent to evaluate the damage to the city and plans to cross the collapsed area of the caldera and its waterfall with new stone bridges are done.

Meanwhile you are regarded as the force that stopped a gate to Carceri from opening over the city and halted the volcano eruption that would have destroyed Cauldron forever. The common people, nobles and church members also remember and praise your courage and talent on saving many lives during Cauldron evacuation, tremors and fires, defeating Hookface, and avoided a massacre in the Town Hall.

For all the services that have been done to the city and gone unnoticed, your recent actions stand out at the eyes of everyone who only have good words for the Cauldron Watchers, whose name is quickly jumping from mouth to mouth all through Cauldron region to Sasserine and beyond.

It is within this atmosphere, with smoke still rising from the shattered buildings and ruined streets of the troubled city of Cauldron that would not exist without the actions of your band of heroes, that you have a meeting with Ryan Taskerhill, Jenya Urikas and other personalities. The new Mayor of the city tries to summarize all the information you bring to him "So, you mean there are some Cagewrights that still survived? And there is a stronger force affecting the mental health of people here that shall be stopped too?"

Ryan and Jenya look at each other concerned about the news.

"Ok, I am unsure if traveling to Carceri to fight this Adimarchus is wise, but I know you will need an special fork attuned to that plane before you can plane shift there." Ryan exposes "If as you said some of these Cagewrights came from that plane of existence, then there is chances you might be able to find one of those forks in their lair. As you were able to stop them below the volcano, I am confident you should be able to face whatever remains of them and find that fork or whatever other means they might have for such a planar travel"


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 feels the swim of his right inner ear as the Watchers depart the Fiery Sanctum, and Cauldron appears. He can't speak, laying eyes on the collapse, his heart tightly wrapped in the concern of Malachite, and how it weathered the violent upheaval in the land.

When Juraan offers to whisk them away to Redgorge, the black beard almost finds the words to argue. He holds his tongue at the last second, as he convinces himself the road is not ended. If he returns to Malachite now, he will never leave it, no matter the continued threat of the Cagewrights who still draw breath in Shatterhorn.

He nods to Juraan, clasping hands, and thanking Abadar for the sudden removal of the city damages that lay strewn everywhere in the streets of Cauldron.

...

Ryan's face is a sight for sore eyes, as it represents a continuity, unbroken. The Church still stands strong, the strength drawn from the veins of the roads which connect the populations. Kikinnin finds himself slowly removing his plate, now that he's surrounded by the domestics.

"There are stories yet to tell, master Ryan. I will not deny a chance to rest, and content my stomach with something fresher than jerky. I still have healing in my palms, so if you know where I should go to heal any injured, Cauldronites or Redgorgian, I'll get to them before the day's done."

When Skie pops up, Kikinnin marks her for a cordial visit, aware that his arsenal could use another review, before they strike out against Shatterhorn.

...

Meeting with Jenya and Ryan, Kikinnin wears a simple tunic, wrinkled from disuse, and he abstains from drinking while grave matters are discussed.

"What might we learn of this Shatterhorn place? It's only a word in my mind, and I'd hate to suddenly appear in its halls without an better understanding of its dangers. We know most of the names of the Cagewrights we failed to find in the Fiery Sanctum. Can we try and find them, by divine eyes?"

The black beard has plenty more to discuss, but he waits for the conversation to trickle out, rather than flood the table.


Iron Gods: Iron maps;

Through the days, Kikinnin and the rest of the Watchers find troves of places where to apply their remaining energies in order to soften the rigors of the refugees and heal their wounds physical and mental.

"I have tried to find and scry them, but it has been in vain. I fear they have locked their lair against divination magics after your previous scrying on Keygan Ghelve" Ryan breaths deeply after answering Kikinnin "But you might want to ask around, someone might know about them. As for Shatterhorn itself, reports say the Bluecrater Academy library has survived the tremors with only minor damages. It might be worth to check there, other than that, you will need to use magic to unveil its history and location"

K. geography DC 20 or legend lore (Shatterhorn):

You have heard rumors of an ancient city in ruins located in the eastern jungles of Cauldron.

You could use the find the path spell to reach its exact location.

>DC 30 or legend lore

Spoiler:

Shatterhorn, located roughly 50 miles east of Cauldron in a section of the Amedio Jungle known as the Grayhaunt, is a 200-foot-high jagged spire of solid rock reaching up toward the sky.

You know how to reach the ruins, although still a few Survival checks will be needed to orientate yourselves in the jungle.


K. history DC 40 or legend lore (Shatterhorn):

Four hundred years ago, a serpentfolk prophet, also known as the yuan-ti in the region, named Ssytbar Vassha claimed Sbatterhorn was a divine oracle-an instrument for communing with the yuan-ti god Merrshaulk. He and bis followers raised a keep around the spire, and used it as a base for their raids. One stormy night, an incredible bolt of lightning split Shatterhom into three, cracking it open from peak to base. At first, the yuan-ti took the event as an ill omen, but when no trace of Ssythar Vassha could be found, his followers assumed that Merrshaulk had rewarded the visionary serpentfolk by taking Ssythar Vassha into his eternal embrace. Vassha's followers built a secret temple beneath Shatterhom and placed a statue of the "prophet ascendant" in its greatest hall.

Other serpentfolk prophets rose to take Vassha's place and lead the cult, but it soon became clear that Shatterhom had lost its alleged power to commune with Merrshaulk. The yuan-ti cult's fortunes turned, and they were driven off and exterminated by their enemies.

If you take a day to visit the Bluecrater library you can reroll and gain a +6 on the previous Knowledge rolls

Diplomacy (gather information) or K. local DC 25 (Alurad Sorizan):

Interrogating Jil, still under custody of Meerthan and the other Striders, proves useful about this one.

She has passed him information about adventurers and other events in Cauldron. Apparently, his morbid fascination with slaughter and evisceration puts off most of people. He wears a cloak and gloves made of stitched human skin, and he keeps the ripped-out hearts of his victims in his quarters. Alurad has shaggy black-hair, blood-red tattoo patterns on his face with the unholy symbol of Lamashtu prominently displayed.

"In our last encounter, it seemed madness had overtaken him. He seemed to believe some kind of Demon Lord or something" states Jil.

Diplomacy (gather information) or K. local DC 20 (Xokek):

You already know Xokek, as you fought against him in the Demonscar. Keygan Ghelve's wife, can explain you a few more things she observed during his visit and the history he told to Dreghakus.

Xokek hates the world and everyone in it. He struggles with the same
shadow curse that afflicts all shadar-kai (who are also known as "shadow fey''). Xokek joined the Cagewrights because their apocalyptic vision of a world enslaved by the fiendish hordes appealed to him, and he quickly became a member of the "inner circle" by demonstrating his glaring misanthropy and subtle guile. He remains locked away in his mage's magnificent mansion.

Xokek, like all shadar-kai, is a graceful, stealthy fey with gray skin and black eyes. He stands slightly over 5 feet tall, has long black hair, and wears dark clothing that seems to pull the shadows around him.

Diplomacy (gather information) or K. local DC 20 (Kyan Winterstrike):

You met the elf named Kyan Winterstrike during her drinking competition against Kikinnin.

Kyan has jade green eyes and long, midnight-blue hair held back by an ornate silver headdress. She is otherwise the typical, pale-skinned elven beauty.

Talking with the people at the tavern that day, and Artus Shemwick in particular, you discover she is an arcane archer.

Diplomacy (gather information) or K. local/geography/nobility DC 15 (Viirdran Daraqor):

No one seems to know about Viirdran Daraqor, but it seems his name is drow.

Diplomacy (gather information) or K. local or nobility DC 15 (Embril Alousinai):

Many people know Embril Alousinai for being the previous leader of the local cell of the Ebon Triad.

Maavu Arlintal knows she is a devotee of Norgorber, but apparently also studied some magic, making of her some kind of mystic theurge of sorts.

This information cannot be researched in the library


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

"N-not that we should l-lollygag around, b-but I d-don't think we need to b-be too hasty to m-move on Shatterhorn," Marigold muses during the meeting with Ryan, Jenya, and the others. "It would t-take the remaining C-Cagewrights a l-long time to b-build back up and try the P-Planar Junction aggain. We should definitely t-try to learn all we can about Shatterhorn and the remaining C-Cagewrights before we t-take the battle to them."

Upon hearing that the Bluecrater Academy largely survived the recent upheavals in the city, the halfling can't help but breathe a sigh of relief.

"G-good. At l-least some things n-never change."

Then, with a pang, she realizes that she hadn't even thought to check in on her old friends and former coworkers at the library.

JJ checks on Sara every chance he gets. Kikinnin and Maxim keep up with Malachite news. And here I am, turning into a...a what? Workaholic? If putting all of this mess to rights can be called 'work'...

"Um...I'd l-like to visit B-Bluecrater, when we c-can. If there's any written information to be f-found on Shatterhorn, it'll s-surely be there," the halfling adds after a pause. "We can ask around t-town, too, about the other C-Cagewrights. M-maybe people will be more willing to t-talk, now that they kn-know at least s-some of the truth behind all of the area's t-troubles these last several m-months."
______________

Once the meeting is adjourned, Marigold sets out to make some inquiries in the city about certain parties...

Diplomacy (Gather Information) - Alurad Sorizan: 1d20 + 20 ⇒ (11) + 20 = 31

Diplomacy (Gather Information) - Xokek: 1d20 + 20 ⇒ (11) + 20 = 31

Diplomacy (Gather Information) - Kyan Winterstrike: 1d20 + 20 ⇒ (8) + 20 = 28

Diplomacy (Gather Information) - Viirdran Daraqor: 1d20 + 20 ⇒ (8) + 20 = 28

Diplomacy (Gather Information) - Embril Alousinai: 1d20 + 20 ⇒ (11) + 20 = 31

...and ultimately, learns a fair bit!

Everyone feel free to read the relevant spoilers for each of the named individuals.

"...and that's a-all. S-so it sounds like the l-last of the C-Cagewrights are p-pretty powerful themselves," Marigold later concludes, after sharing what she learned with everyone else.


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)

Whilst the Watchers go about their business, Maxim accesses Redgorge's forge and sets about upgrading his arcane gun:

His first order of business is to enlist the assistance of Marigold to cast a specific spell as he works...

DC16 Spellcraft (+Plane Shift spell from Marigold) - Make Smaug a Planar weapon: 1d20 + 21 ⇒ (6) + 21 = 27 3 Days

... before upgrading the weapon:

DC22 Spellcraft - Upgrade Smaug from Double-barrelled Pistol +2 to +3: 1d20 + 21 ⇒ (16) + 21 = 37 6 Days

Am presuming he doesn't have more than 9 days to craft and work? If it's less I'll prioritise the Weapon Ability and Spell o'er the bonus upgrade). Unfortunately this approach really relies on Maxim having a tonne of time. If he was afforded more (much more) he could do the same for everyone's weapons and armours. Anyone got any ideas??

The gun-mage then improves his mind by learning a new spell:

DC22 Spellcraft to add Limited Wish to spell book (copied from Thifirane's Spellbook: 1d20 + 21 ⇒ (5) + 21 = 26


Iron Gods: Iron maps;

After recovering, Marigold and anyone willing to, joins Ryan and some builders in the trip back to Cauldron to start reconstruction works. In the city you find some people already came back and are fixing their homes. There, Marigold is able to reach the Bluecrater library which some of her coworkers and friends managed to lock before leaving. Fortunately, she has her own copy of the library key.

Feel free to roll any knowledge you are interested in with a +6 thanks to the library's help!

Through the week, Maxim works on his pistol, Smaug, at times with Marigold, at times with his master Hackbus "Aye, that arm of yours has really gotten strong. Nothing like the starving one when I met you in the caves!" the gnome is happy to help the dwarf with his designs, all while he and Marigold enchant the iron with their powerful magic.

The rigor of the days is extenuating, but it is also inspiring to see how Cauldron's people work together to recover the future of the community.

For now, nothing more than that happens, it seems the Watchers really have all the time they think necessary for their preparations.


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))

Sorry, been a bit under the weather, and school holidays here at the moment biting into my time a little.

JJ spends an inordinate amount of time doing... well... nothing.

Except hanging out with Sara. Sneaking food from the kitchens. Sneaking Sara out of the protective eye of Tesa. Lounging by a river. Swimming. Oh, and avoiding going anywhere near anything that has a saddle. His rear end still hasn't recovered from that last long ride. Healing magic not withstanding.

His avoidance of real work perhaps could be forgiven, as day by day darker circles appear under his eyes, and the lad grows somewhat cranky. Those near him at night might hear him waking up, either with a shout of fear, or in tears. Morning rarely sees him looking any more rested than the night before.

He eventually does take some time to track down "mum" and find out what has happened to the rest of his brothers and sisters. Breaking the news about Terram to her is perhaps the hardest thing to do, and it is two or three days before he "manages" to track her down.

"We were too late to save Terram" he says, trying to explain, while tears stain his eyes and run down his cheeks.

"He and the others... they.. It's too horrible. Just too horrible. I thought we would be able to save him. I really did." He shakes his head again and again. "And when I close my eyes, I see him there. Dead. And at night I see him die again and again. Although I neve actually saw him die in real life. Each night, it is different. And each night is worse."


Iron Gods: Iron maps;

The days with Sara in the river and walking around Redgorge are blessed with good weather and set a strange contrast with the last days JJ has lived going through earth and fire to save all he knows and cherishes. Sara is happy and likes to talk JJ about the possibility to open a business by themselves and having family now that things are settling down.

"Oh my boy" Gretchyn Tashykk seems exhausted and aged, the halfling has gotten old while JJ was not looking "We all loved Terram and mourn for his death..." she answers the hug and you can sea the tears in her own eyes "I fear though that his salvation was far from your reach my boy, do not blame yourself. You have done everything that was humanly possible"

You find out that Jaromir Copperbeard, the gardener, and Neva Fanister, the nurse, died assuring the safety of all the children during Cauldron's evacuation. Terram is buried by the bodies of those two and Patch ensures fresh flowers in their tombs every week.


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))

The lad takes some heart in mothers words. "I know there was a darkness in him." he says. "But all the same, he was my brother. My little brother. He didn't have anyone else to save him.."
Still quite upset he is somewhat lost for words. "Terram didn't find making friends easy. I've got the other watchers... and Sara, and Tesa and lots of others. They help keep the blackness at bay. But.."

He shakes his head. "I don't know. Hopefully he has a peaceful afterlife. I think I'm going to have to go back to Cauldron mother. There is information in the Blue Crater academy that we need to finally put this matter to rest. If we are ever going to get back to Cauldron we need to know that the people who started this... can't do it again."

---

Dinner with Sara and Tesa is a quiet affair. The circles under his eyes are no less dark, and now it looks like he's been on the wrong side of a street beating, although there are no bruises to his body. "I and the others... we are going to have to go again soon. Too soon. We need to make Cauldron safe again. Safe for you, for my little brothers and sisters, and safe for Everyone."

A bright light starts to burn within his sunken pits. "I know its not fair to ask this of you. But if I'm ever going to get a quiet life, we need to have somewhere quiet to live. Cauldron is the closest thing I've had to a real home. And I'm not going to let some trumped up cabal of sorcerers lay waste to it again."


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 spending some time helping the refugees in Redgorge, as well as assisting Maxim with his work, Marigold is eager to return to Cauldron and to the Bluecrater Academy library. The knowledge that Adimarchus could, at any time, reach across the planes to whisper dark thoughts into her ear or dip his fingers into her dreams weighed on her, always present in the back of her mind.

I won't have any peace until the matter is settled...one way or another. And neither will any other Shackleborn, whether living or yet to be born.

When the day of their return trip comes, the halfling is eager to depart and anxious on the road until the familiar sight of Cauldron's gates - or what's left of them - looms into view. As soon as is polite, she excuses herself and hurries off to the Bluecrater Academy, burying herself in research...

Kn. Geography - Shatterhorn (DC 20; Bluecrater): 1d20 + 13 + 6 ⇒ (7) + 13 + 6 = 26

Kn. History - Shatterhorn (DC 40; Bluecrater): 1d20 + 20 + 6 ⇒ (16) + 20 + 6 = 42

...and, with a little help from her friends, makes some progress!

"Okay, s-so I wasn't able to f-find the exact location of Sh-Shatterhorn but we d-did turn up old, wr-written rumors of an ancient c-city in ruins, l-located in the j-jungles east of C-Cauldron," she reports later that evening. "So th-that n-narrows it d-down. And even without the exact sp-spot, I'm p-pretty sure we can use Find the Path to g-get us there."

"As for Sh-Shatterhorn itself...f-four hundred years ago, a s-serpentfolk prophet named Ssytbar Vassha claimed Sh-Shatterhorn was a divine oracle - an instrument for communing w-with the s-serpentfolk god Merrshaulk," she explains. "H-He and his followers raised a k-keep around the spire, and used it as a b-base for their raids. One st-stormy night, an incredible b-bolt of lightning split Sh-Shatterhorn into three, cracking it open from p-peak to base!"

"At f-first, the s-serpentfolk took the event as an ill omen, b-but when no trace of Ssythar Vassha was f-found, his f-followers assumed that Merrshaulk had rewarded him b-by taking him into his eternal embrace. Vassha's followers b-built a secret t-temple beneath Sh-Shatterhorn and placed a statue of the "prophet ascendant" in its greatest h-hall."

"Other s-serpentfolk prophets rose to t-take Vassha's place and lead the cult, b-but it soon became clear that Sh-Shatterhorn had lost its alleged p-power to commune with Merrshaulk. The c-cult's fortunes turned, and they were d-driven off and exterminated by their enemies," Marigold concludes.


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

As Marigold explains her findings and their path ahead, Maxim sits intently, polishing his reforged pistol. The ever present stogie glows cherry red as he mulls her words;

"Hell's Teeth Lil' Miss. Them there is mixed tidings... Can't say I'm o'er the moon 'bout traipsing through jungle to find a forgotten snake pit o' viperfolk..."

He flashes a hard smile as he blows a smoke ring;

"Eternal embrace sounds mighty like a trap o' risen deaders. We should prepare accordingly... Make sure we exterminate 'em a second time. Good an' proper like."

The gun-mage tips a nods toward his fellow Watchers;

"Maybees reach out to the kirks, see if there's any holy souls willing or crazy enough to join us?"

Throwing that one out as a potential opening for a new recruit? :)


Iron Gods: Iron maps;

Gretchyn does seem in pain as JJ shares his feelings about Terram "My boy, if anyone is guilty of not having helped him, that is myself. It is my responsibility to give you all an opportunity" she then takes a collar around her neck and brings it out of her shirt, hanging from it, a large copper key "My legs are not what they used to be, and the escape has payed its toll, I lack the energy required to do the trip back. Please, if you are going to Cauldron, have a look at the Lantern Street Orphanage" she leaves the key on JJ's hands "At least I can cherish at the idea some of you took your opportunity and progressed on that"

---

"I feared this was nothing but a mirage" Sara goes cold as she receives the news from JJ "When?"

---

The travel back to Cauldron is done with Ryan and the workers that start working on the plans of reconstruction while you take your research.

Marigold finds the library intact enough and after a few hours, she hits the information the group needs.

When this comes to Ryan's ears he nods "No fear, I can do that for you, just give me some time"

Kythel, who has gone to see the state of Wee Jass Cathedral also joins your conversation with the Mayor "The building has resisted the tremors, but there are general damages in stained glass and furniture. Also, the refugees need me more than you now. I fear Pharasma has to receive many souls under her protection..."

After a couple of hours of work, Ryan brings you back a find the path scroll "Once you are in the jungle area, use this while stating the name of the place you are looking for. It will point you to the right place. It will last for a couple of hours."
You get a CL 13 find the path scroll


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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))

"Too soon" says the dejected JJ. "It's always too soon."

He shows Sara the key to the orphanage "On the plus side, looks like mother trusts me with the key to the house now!" the sparkle in his eyes is that of better days and the smile genuine.

"I'll go and check it out when I'm there. " His face turns serious again. "Can you help Gretchyn out? She's not as young as she was once, and all the normal structures of the orphanage are gone, along with many of the long term staff. And even more homeless children to look after. I *will* be back Sara. One way or another. And at some point, we will have some time that is not just snatched days here and there."

A grin cracks his face again. "Okay, I know dragons are scary, but they also have some good taste. I found a few things that might look good around the house...."

He takes out the various items of art from Moltenwings hoard. "What do you think? I mean we can sell them if we need money for all the people, but in the meantime... may as well enjoy them. Makes the old ancestral home look right smart!"

---
Once in Cauldron, JJ waves farewell to the other Watchers for a bit. "I'll meet you at the academy. I want to check out the orphanage first - get a feel for what might need to be procured to make it fit to live in again, and make sure ... its okay."

Before leaving he holds up a couple of items from the group loot.
"I took this nice ring. If Shatterhorn is anything like that other ancient place we went, it might be cold, so a ring that protects against the cold will be handy." He also pockets half a dozen small bottles, each with multiple hearts stenciled onto them.

Never sell cure potions!


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
Maxim Snaphånce wrote:
"Maybees reach out to the kirks, see if there's any holy souls willing or crazy enough to join us?"

"You kn-know...there m-might've been a t-time I'd have s-said no, b-but...well, our shenanigans have p-probably gotten the attention of l-lots of p-powerful folks," Marigold remarks with a faint smile. "And at this p-point, the m-more the m-merrier, I s-say."

When Ryan returns later with a scroll, Marigold carefully accepts it and tucks it away among her other belongings.

"Th-thank you, Ryan. This'll be a b-big help, I'm s-sure of it!"


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

With Marigold's return to the Academy, Kikinnin can't help but hoof it to Keygan's, seeking to find out if the way to Malachite was left intact. Should the way prove clear, the black beard takes the time traveling to the underground fortress, hoping for the best, but expecting the worst...


Iron Gods: Iron maps;

Sara does seem to like the idea of having something to do and her eyes open with interest at the art "Well, I cannot say your trips aren't profitable. I will see what can I do with all this. We are going to need convince the right people to keep the orphanage afloat"

She then says goodbye, one more time, to JJ with a kiss.

---

At Cauldron...

JJ finds the Lartern Street Orphanage in a good enough shape for what it has endured. He places the key into the door with reverence and makes it in. Inside many things have fallen from the walls and libraries, including the whiteboard where Gretchyn used to teach the kids to read. But the only concerning part is a patch of the roof that has collapsed.

Kikinnin makes his way to the Malachite Fortress. Keygan's place has suffered one of the many fires at town and will need considerable restoration, but after moving a couple beams, the dwarf finds the way back into Jzadirune and from there to the Malachite Fortress. The tremors have broken things here and there, and the molten lava has partially filled some of the chasms that surrounds the caverns, but the Watchers timely intervention saved the place from being fully taken down. The dwarves have work ahead, but the Fortress certainly can be inhabited again.

Meanwhile, Marigold and Maxim conduct the research and next day join back with the rest of the Watchers and Ryan "Sure, I will ask around if there is someone brave enough to venture with you, and if Abadar wishes so, I will send her your way" the cleric and new Mayor smiles "I suggest you make a stop and pass the night at Kingfisher's Hollow in your way to Shatterhorn."

"Make me a favor and teach those Cagewrights not to bother Cauldron again" with a hug Ryan tells you goodbye as you make your way through Cauldron's eastern gate, the last road left for the Watchers to pass through.

---

The road is calm today, in fact too calm, but that is normal given the recent events. You make a stop after some ten miles to have lunch under the shadow of a lone poplar, and then continue your trip through the afternoon. At dusk, the landscape changes and you enter an area fully covered by fields of coffee and sugarcane. Intrigued farmers look at you as you make it into Kingfisher's Hollow.

With its population of 2,100 souls, the city is the second largest settlement in the area, although nowadays it is cramped with refugees like Redgorge. But differently than there, where many houses were empty, the people of Kingfisher's Hollow has improvised tents for their temporal lodging.

Given how cramped the place is, finding an inn for the night proves unfruitful. This gives you though the opportunity to meet with some old acquaintances. In one of the taverns you find Celeste and Eidi enjoying dinner. They are quick to invite you to their table "Greetings friends!" Celeste offers a warm smile to JJ "We just came back from a little venture in the jungle. Want to share the dish with us? People here told us about the Planar Junction and they say you stopped it!"


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

"Y-yeah, something like th-that," Marigold answers with a wry smile as she takes a seat at the table. "It w-wasn't easy and, w-well..."

She hesitates. Sighs. Lowers her voice.

"We c-couldn't save the th-thirteen Sh-Shackleborn they'd used for the r-ritual. S-some of them were f-friends. F-family. N-neighbors."

She's silent for another moment and then continues, "B-but we won't forget them or l-let them have d-died in vain. We've g-got more b-business to s-see t-to, though m-maybe we should t-talk about it in a more p-private setting..."


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 breaks into a huge smile as he sees Celeste, and Eidi. But really, it is Celeste. He slips into the table next to her, curious about what the two had been up to in the jungle.

"What did you find? Last time we were there, it was overrun with demonic apes.."


Bald male Half-Elf elder

Eidi sorrows listening to Marigold "It has indeed been a dark time. Many has been lost, but much more could had been lost if not for your intervention."

The half-elf smiles to JJ "Indeed those apes were grim, but nothing in comparison to what lies deep in the jungle north of Kingfisher's Hollow..." he looks at Celeste who slightly nods, then he scans around to make sure there are no unwanted ears "Celeste was sent here originally to assess the danger of an ancient prophecy that heralds a dark time known as the Age of Worms. Apparently there is a location relevant to those prophecies that she sorted out to be here: The Spire of Long Shadows. She requested my support and we finally located the place in the middle of the jungle."

He then relaxes leaning back in his sit and casually sipping a spoon of soup "The place is nerve breaking but it was calm though, no trace of any darkness and Celeste thinks it is better to not try access the Spire itself for it could open the way for whatever is inside"

"So... what is your business now? Is there anything we can do for you?" he completes.


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...we're l-looking for the r-ruins of a s-serpentfolk city c-called Shatterhorn," Marigold finally explains, throwing a quick glance around to make sure no one is paying them undue attention. "It's sup-p-posed to be s-somewhere in the j-jungles east of here. And it's wh-where the l-last of the C-Cagewrights are supposed to b-be holed up."

"R-Ryan gave us a scroll to h-help us f-find the p-path there," she adds. "But if either of you kn-know anything about Sh-Shatterhorn or the j-jungles, we'd l-love to hear it..."


Iron Gods: Iron maps;

"Serpentfolk? They once controlled a vast empire in the time before the Age of Darkness... Their empire was defeated by the Azlanti, but the serpentfolk evaded total extermination by retreating into the Darklands" Celeste intervenes "Well, take care my friends. Even on their downing power the remaining Cagewrights are still a dangerous power"

You end up the dinner with more bright conversation and then Eidi invites you to pass the night on a magical rope trick dimension so you can avoid sleeping in the open field.

The next day, you wake up early and say goodbye, heading into the southern jungle. The humid weather makes it more difficult to walk the whole day, and the mosquitos and other insects are a constant, as well as the dense foliage. Every now and then, you overhear the shrieks of jungle baboons. At some point the roar of a lion catches your attention, you turn to look towards the trees but things keep on a tense calmness.

At half day, you decide to use Ryan's scroll. You have to correct your direction and walk back, but the destination becomes suddenly clear. After almost an hour of walk, you spot what seems a stone structure jutting out of a clearing.

THE RUINED KEEP
A two-hundred-foot-tall spire of jagged rock stands in a rough clearing, dwarfing the surrounding trees. Some great force has split the rock into three sections, forming, deep clefts. Around the base of the cleft spire, someone has built a one-story stone keep. Many of the keep's walls have collapsed, and a thick shroud of fog envelops the structure. The lone, shrill cry of a baboon echoes in the desolation of this dreary place.

Although most of the keep's mortared walls remain intact, its entire roof structure has collapsed, exposing the various rooms and corridors to the open sky. Some of its thick walls have collapsed as well, leaving behind heaps of rubble.

An eerie, nonmagical fog engulfs the keep, reaching a height of 20 feet before thinning out. From the vantage point where you look, you can only see this ruined part of the structure that juts out of the fog.

A soft rain starts to fall.


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))

On the plus side, JJ happily point out animals, jungle plants and termite mounds. In fact, the whole trip seems somewhat easier and less hot and bothersome than the Watcher's last jungle expedition.

Hurrah for Master of All Terrains!

JJ looks at the keep with a skeptical eye. "I think this is where I may be better scouting ahead and seeing if there is any trouble.." he suggests.

"Rest assured, I'll be back here in a jiffy if I spot anything." he murmurs before slipping into the jungle fog...

Stealthing at +27 in the jungle


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

"B-be careful," Marigold warns as JJ prepares to head into the mist. "I bet there's m-more to this p-place than we can s-see. W-watch your f-footing, okay?"


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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))

"I'll be careful. You all keep a watch out too." he smiles back to his sister. Getting out of town and back into nature seems to have restored the lad somewhat. Not that JJ was ever really a nature boy, but the vibrancy of all the life around was making a clear contrast with the smoking ruins of the town that he grew up in.

Of course, the edifice right in front of him... was also a ruin, and likely the home to those responsible for the current state of his home.

A storm cloud seems to once again cross his normally cheerful face.

"I'll be careful." he repeats, this time with more feeling.


Iron Gods: Iron maps;

Approaching from the north, JJ discovers he can see easy enough through the thin fog up to 10 feet, but farther than that it becomes a bit cloudy, although he still can see the myriad baboons that plague the walls of the ruins.

As he gets within the walls of the structure, the normally skittish baboons become quiet and still as he passes by, fixing their black eyes on JJ until he passes out of sight, at which point the baboons resume their normal behavior.

Perception+jungle: 1d20 + 23 + 4 ⇒ (9) + 23 + 4 = 36
The young man finds a crack in the exterior walls and moves in between the stony walls and the plants like a shadow. Carefully stealthing, he enters a small room with a couple doors, two of which are broken open. Looking through them, he spots a couple half-orcs in the mist. One is scratching his back casually and the other is yawning. Heading back he accesses the central area of the ruins, where a large spire lies broken in three parts. JJ spots a big opening into this broken spire.

He also spots a half-orc woman cooking some beverage in a cauldron to the west.

Survival (track) DC 14:

In addition to the tracks of a few half-orcs or other humanoids, JJ spots large footprints that would correspond to some kind of Large size giant or a similar creature.

if >= 22

Spoiler:

You also find tracks of wolfs and some kind of spider, but this ones are spotty, like if the spiders were flying.

JJ starts to hear a buzzing sound like of a big insect coming from the mist to the south-east.

New Shatterhorn ruins map is available!

The blue arrow is JJ's path and possible come back to the party.


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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))

survival: 1d20 + 24 + 3 ⇒ (5) + 24 + 3 = 32

Spotting tracks, JJ changes direction and heads north, away from the potential swarm of insects. Moving as a shadow, he attempts to work his way around the central area, looking for ways into the main "tower", while keeping his eyes out for other clues about who might call this place home at the moment.

I wonder of these were once part of the Blue Duke's crew? he wonders.

Green and blue lines shown with him pausing near what may be an entrance.


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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
GM Rutseg wrote:
Kikinnin makes his way to the Malachite Fortress. Keygan's place has suffered one of the many fires at town and will need considerable restoration, but after moving a couple beams, the dwarf finds the way back into Jzadirune and from there to the Malachite Fortress. The tremors have broken things here and there, and the molten lava has partially filled some of the chasms that surrounds the caverns, but the Watchers timely intervention saved the place from being fully taken down. The dwarves have work ahead, but the Fortress certainly can be inhabited again.

Kikinnin spends the time necessary for Malachite to fully understand the recent events, and what likely lies ahead for the Watchers. He inquires with his Mor regarding any news from Gemma, and makes himself a mental scroll to locate his Sis when the times calm.

Ryan wrote:
"Make me a favor and teach those Cagewrights not to bother Cauldron again."

"We'll do our best, master Mayor. I only hope you'll keep your head above water, with the sea of people flooding the local towns." Kikinnin gives him a pat, nodding to the priest with broad shoulders. That Kythel might become a trustworthy advisor to their Abadarian companion Watcher gives him reassurance he'll need if he's going to take flight again in pursuit of the remaining Cagewrights...

...

Kikinnin greets the old acquaintances in the tavern, taking time to order himself some decent drink, and enjoying wetting his whiskers for once in a long while. He listens intently to the account of investigation into the jungle, even for such an old half-elf, and can't help but admire someone of his power putting his skills to use, even in his elder years.

Eidi wrote:
"So... what is your business now? Is there anything we can do for you?"

The black beard regards the old half-elf for a moment. "You're a powerful caster, aren't you? Both of you? We expect to deal with wizards- shadar-kai, arcane archer, mystic theurge, drow... If you have any wards against death magics and the like, we won't turn your help away." Kikinnin purses his bushy brows, wondering what kind of advice is forthcoming.

...

In earlier days, the black beard would insist on accompanying the boy darting off to scout ahead, and right into trouble. Now, he watches the young man, expertly skilled in ranging, and he waits patiently for his return, expecting him to avoid unnecessary danger where he finds it.

The report is nothing alarming, but he imagines that the weaker creatures are just fodder for the Cagewrights, insulating them against intruders when their death knells sound the alarm.

"I don't mind thumping orc heads, but that scouting run didn't key us into the whereabouts of the Wrights. Sounds like we have some pest control before we can find out the heart of their lair, eh?"


Iron Gods: Iron maps;

"Let's have faith my friend, that things will start to ease up sooner than later" Ryan attempts to smile while padding Kikkinnin on their farewell in Cauldron.

---

Eidi is smiles at Kikinnin's words "Oh, just an old one that learnt a few tricks due to a too large life only." the half-elf talks with you for the long night about shadar-kai, drows and the magic of the Cagewrights. He has first hand experience that seems hard to acquire through a single lifetime, even for a long half-elf one. His insights might proof helpful in the days to come.
You will gain a +2 bonus to identify the abilities of shadar-kai, drows and wizards all through Shatterhorn

Before you depart Celeste imparts her blessings on you, healing you from any remaining ability drain or affliction you might have lingering in your body "Do not doubt of your victory. You go with the Blessing of Heaven itself"

---

JJ finds out an enormous crack within the spire. Inside it is a bit dark, the ruin's shadows letting only dim light, and would require a closer investigation.

JJ Stealth+jungle: 1d20 + 20 + 4 ⇒ (16) + 20 + 4 = 40

Perception:

Perception: 1d20 + 12 ⇒ (6) + 12 = 18
Perception: 1d20 + 10 ⇒ (16) + 10 = 26
Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Perception: 1d20 + 15 ⇒ (14) + 15 = 29
Perception: 1d20 + 15 ⇒ (1) + 15 = 16

When he turns to the east, JJ notices a tremor in the ground as something big approaches from the south (from the right of the image).
Perception DC 21:

You start to notice some kind of canine smell, most probably the wolves you just found tracks.

Meanwhile, JJ spots to the east, and this is visible to everyone waiting outside too, two half-orcs mounted on what seems strange wasps making a flying pass by scouting the eastern flank of the ruins. The mounts are strange beast that resemble a wasp the size of a horse, but with the head of a spider and two long appendages ending in pincers.

K. arcana DC 15 (everyone in the party can see these ones):


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))

perception: 1d20 + 23 + 4 ⇒ (19) + 23 + 4 = 46

After his quick scout around, JJ returns to the Watchers.

"It looks like an orc encampment, albeit an unusual one. Wasp riders, giants and the usual wolves. I don't think anyone saw me, but the wolves may have got my scent. If I got back in, I know a trick I could use to hide that, but will have to wait until tomorrow to do it."


Iron Gods: Iron maps;

JJ undoes his entry path and manages to get back to the others without problem. At least other than more gazes from the baboons.

What do you do next?


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))

"So, do we make an obvious entrance, or try to sneak in?" asks JJ.

"I could scout that crevice between the towers a bit more. I think that trick I used to get us past the gate under the volcano... I think it would let us bypass all those walls as well. But once in, we need to know where we are going to go, or we just find ourselves in a ...target rich.. environment."


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

Kn. Arcana (DC 15): 1d20 + 12 ⇒ (19) + 12 = 31

"Ugh! Th-those flying things are sp-spider eaters," Marigold reports with a shudder. "We c-could even s-see them from h-here," she explains for JJ's benefit. She quickly gives the group a rundown on what she knows about spider eaters, which is quite a lot.

"As f-far as g-getting in g-goes...I won't l-lie, it's t-tempting to just h-have it out from the g-get-go, b-but...we sh-shouldn't get c-cocky now," the halfling sighs. "We should at least t-try to sneak in and g-get the drop on whoever and wh-whatever we c-can. Especially those w-wolves..."


Iron Gods: Iron maps;

As per Discussion:

Holding your hands together, JJ dimension doors the party through the Astral plane and into the crevices of the ruined spire!

A narrow cleft separates the towering thirds of the spire, creating three narrow, debris-strewn passages that meet at the heart of the spire. These passages are open to the sky and widen toward the top. The surface is slick and thus difficult to climb.

Seconds after the group lands within the stone you hear a growl rising from outside the eastern crevice "Hvað er að Frétta? Hvað ertu að lykta í loftinu? Er þessi leiðinlega snákur aftur úlfa mín?" says a booming Giant voice.

Giant:

"What's up Chewer? What are you scenting in the air? Is that pesky snake again my wolfy?"


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 has no idea what's being said, but given that the voice is so close she's certain that it doesn't bode well for herself and her companions.

"G-guess we'd better t-take cover or p-prepare for a f-fight," she hisses as she looks around for a place to try and take a defensible position.


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

I gota keep updating my languges, I've five behind. JJ is the regular polyglot

"Something has smelt us." he whispers.

"I think we need to find a way up quickly, or be prepared for a hostile reception."


Iron Gods: Iron maps;

As you look for somewhere to hide or prepare to fight, someone eventually touches the western wall and falls through. Everyone then notices this section is just an illusory wall and going through shows a narrow tunnel that descends into the ground.

Perception DC 29:

Stealth: 1d20 + 11 ⇒ (18) + 11 = 29
You spot a tiny viper hidden within the stones in the ground that quickly sneaks forward the tunnel and towards the bottom as you set feet into the hidden tunnel.


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 wry smile at JJ's words despite the potential danger;

"You wearing Scent of Beafinator again Surabar?"

Perception DC29: 1d20 + 16 ⇒ (13) + 16 = 29 Boom! Finally a roll goes my way of late :)

The gun-mage pauses then points toward where he noted the reptile, hissing an alert;

"Small viper. See? Could be a familiar..."


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))

1d20 + 23 + 2 ⇒ (14) + 23 + 2 = 39

JJ nods and quickly moves up to smite the snake with Alakast.
attack: 1d20 + 22 ⇒ (3) + 22 = 25
B damage: 1d5 + 14 ⇒ (1) + 14 = 15 With usual benefits if it is actually from the abyss, human or generic outsider

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