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

Game Master Balacertar

Chapter 12 - ASYLUM

Cauldron map
Redgorge map
Current map

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

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

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


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Iron Gods: Iron maps;

Pointed out by JJ, Maxim approaches the pit trap and works on it. Apparently there is some mechanism with a wire that comes from the eastern wall. Whatever it activates it, it is done within that wall.
Maxim Disable Device: 1d20 + 28 ⇒ (11) + 28 = 39
Maxim cuts the wire with a small dagger and gives it for disabled.

JJ Perception, underground: 1d20 + 23 + 4 ⇒ (17) + 23 + 4 = 44
Moving around the corner, JJ spots another pit trap very similar to the previous one.

Maxim Disable Device: 1d20 + 28 ⇒ (4) + 28 = 32
With a keen eye, Maxim observes another wire going through into the wall to the south. With a cut, he disables this one too, a bit careless, but works.

This leaves passage to the group, who finds the main corridor extends to the east up, while a smaller corridor exits to the south right.

The rattling sound comes from both sides.


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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))

"Well, we want to head up I guess. Do we want that rattling behind us, or do we think it may be ...chained up?" asks JJ.

"I've heard of crazy mages with weird pets. I mean medusa as frozen guards. That was weird. What if they have captive basilisks too?"

He looks around, trying to get a sense of any tracks that might give a clue as to who travels this way, and the route they may take.

survival: 1d20 + 24 + 3 ⇒ (9) + 24 + 3 = 36


Iron Gods: Iron maps;

It seems only the main corridor sees regular traffic. Humanoids most probable according to JJ's experienced eye.

Looking forward at the end of the corridor you see the tilting light of some torches in serpent-like sconces. The view of these sconces and the cracked and crumbling pillars along with the murals depicting masses of writhing snakes and serpent-like humanoids clad in black robes and golden armor, quickly makes you remember of the scrying scene of Kygan Ghelve you gathered in the spying ice device of Karran Kural.

You are still at the intersection of the corridors, but the torch light at the hall allows you to spot this at the distance.

Revealed a piece of the hall in the map.
The red circle in the map is from where the Rovagug cleric (who you know now as Alaurad) appeared.


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

"S-so they brought the Sh-Shackleborn here f-first..." Marigold whispers as she finally recalls that they've seen this place before. "Wh-why? Xokek s-said that K-Keygan and the others had to b-be attuned for the r-ritual but wh-why did it have to b-be done h-here?"

She wonders for a moment if they should fall back and explore the nearby passage leading to the south before pressing on to the east.

"M-maybe we should scout the s-south passage f-first before we k-keep heading east...j-just in case," she suggests.


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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... how did they attune them? I mean... were they not already... attuned by virtue of their ancestory?" asks a puzzled JJ.

"Sometimes I'm glad I decided that magery was not my calling. I think I'd just be thoroughly confused most of the time."

He approaches the spot that Alaurad appeared and investigates it closely.


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 muses the rationale of why the Shackleborn were brought here first;

"Good question Lil' Miss. Sumthin' we're missin'... Sumthin' perhaps these scaley bastards could only supply?"

The gun-mage too follows in JJ's wake keen to see if there is something noticeable about the locale or surroundings that might offer up a secret or answer

Peception: 1d20 + 16 ⇒ (10) + 16 = 26


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
Marigold wrote:
"M-maybe we should scout the s-south passage f-first before we k-keep heading east...j-just in case."

"Sensible to clear the corridors behind us first."

Kikinnin moves back to examine the narrow hallways on the other side of the pit. He calls back what he sees, hoping he doesn't have to move too far from the others to see through the darkness.


Iron Gods: Iron maps;

Kikinnin holds a bit back to spot a collapsed corridor to the north and a corridor with small openings at the sides that seem to hold statues.

S9. SERPENTINE HALL
The four innermost pillars of this chamber bear lit torches in serpentine sconces, and the flickering light casts sinister shadows upon the walls, ceiling, and floor. Some of the pillars are cracked and crumbling, revealing slick black stone beneath the plaster murals. The murals depict masses of writhing snakes and yuan-ti clad in black robes and golden armor.

Before they can reach the pillar, you hear steps and a man with shaggy black hair, blood-red tattoo patterns on his face, and the unholy symbol of Rovagug walks around the corner. He wears a cloak and gloves made of stitched human skin, and there is a dire badger by him.

The man looks back at you, one by one, stopping to look at Marigold with a mad stare. He fixates his stare at the halfling's patch "You dare to steal from me? Occipitus is mine, not yours, and so it will always be."

Initiative:

JJ (+2 urban, +2 underground, +2 jungle, +10 Abyss, +2 plane of fire): 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Kikinnin: 1d20 + 1 ⇒ (19) + 1 = 20
Marigold: 1d20 + 7 ⇒ (7) + 7 = 14
Maxim: 1d20 + 4 ⇒ (20) + 4 = 24
Aluard: 1d20 + 0 ⇒ (10) + 0 = 10

Round 1: Maxim, Kikinnin, Marigold, Aluard, JJ


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

"તમારું? મને લાગે છે કે હું તેને તમારા કરતાં વધુ સારી રીતે ઉપયોગમાં લઈ શકું છું," Marigold responds coldly as she moves up closer to JJ and Maxim.

Abyssal:

"Yours? I think I can put it to better use than you ever could."

Still, a part of her feels uneasy.

This Aluard doesn't seem afraid to face us alone. He's either very powerful or very stupid...or maybe even both.

She waits for Kikinnin to move closer and then conjures a blessing of fervor for them all.
_______________

Delay until Kikinnin moves up and then cast Blessing of Fervor to try and get all four of us~


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

Round 1

Status:

AC = 33/12/32
HP = 208/208
Weapon Equipped = Eldgammel(Holy/Speed)
Condition(s) = Prayer, Divine Bond
Smite = 6/7

Kikinnin hoofs it back to the front line, running across the hallway until he's in front of Marigold. "Your eye isn't smoking, so it's unlikely you've anything to do with owning Occipitus."

Full Round Action- Run


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

ROUND 1

Maxim shifts forward and levels his arcane gun at the distant maniac.

"Kegel van Koude!" (Gnomish: "Cone of Cold!" Casting Cone of Cold through Arcane Gun - Standard Action)

His pistol blasts out a cone of frost toward the skin cloaked crazy and his brutish badger pet!

Caster Level (CL) check to overcome Spell Resistance (SR) if applicable: 1d20 + 13 + 5 ⇒ (15) + 13 + 5 = 33

Cone of Cold (Cold Damage): 13d6 ⇒ (3, 1, 3, 5, 6, 2, 5, 6, 6, 2, 4, 5, 3) = 51 (DC21 Reflex for Half)


Iron Gods: Iron maps;

Marigold waits for Kikinnin to join then blesses the Watchers with fervor!

With some quick arcane words, Maxim fills the chamber with a chilling blizzard! The badger has indeed a small SR
Ref+heroism DC 21 (evasion): 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Ref+blood bond DC 21 (improved evasion): 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15 resists 10
They both take the burst badly, although the badger seems to partially endure the blast.

"Insolent rats! You will soon learn to talk to the great Adimarchus in the proper way!" the man casts a spell and then draws his bastard sword as he moves forward "Bring them to me Fleshripper"

Spellcraft DC 16:

divine favor

The badger enters a frenzy rage after being injured and charges in smiting good over Maxim (which has no effect in the cunning merchant).
Bite+blood bond+charge: 1d20 + 11 + 2 + 2 ⇒ (2) + 11 + 2 + 2 = 171d6 + 5 ⇒ (5) + 5 = 10
But the run is too fast and Maxim easily dodges the attack.

Alaurad: 51 damage, considerably wounded
Badger: 15 damage
Party buffs: Blessing of fervor r19
JJ: 148/170 hp
Kikinnin: 174/184 hp, divine bond (holy+speed) 17 min
Marigold: 165/165 hp
Maxim: 145/145 hp
Round 1: JJ Round 2: Maxim, Kikinnin, Marigold, Aluard

Everyone can act!


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))

Fervor for extra attack
Seeing the animal attacking Maxim, JJ decides to deal with it first.

"Fleshripper is about to get renamed to Bones broken." he quips, swinging Alakast at the badger.

TWF block:

Extra 2d6 damage to each attack if the badger is evil for some reason.
primary attack, TWF: 1d20 + 26 - 2 ⇒ (13) + 26 - 2 = 37
TWF attack, TWF: 1d20 + 26 - 2 ⇒ (6) + 26 - 2 = 30
secondary attack, TWF: 1d20 + 21 - 2 ⇒ (7) + 21 - 2 = 26
ITWF attack, TWF: 1d20 + 21 - 2 ⇒ (16) + 21 - 2 = 35
tertiary attack, TWF: 1d20 + 16 - 2 ⇒ (15) + 16 - 2 = 29
fervor attack, TWF: 1d20 + 26 - 2 ⇒ (1) + 26 - 2 = 25

primary damage(blunt,magic,good): 1d6 + 11 ⇒ (6) + 11 = 17
TWF damage(blunt,magic,good): 1d6 + 7 ⇒ (1) + 7 = 8
secondary damage(blunt,magic,good): 1d6 + 11 ⇒ (2) + 11 = 13
ITWF damage(blunt,magic,good): 1d6 + 7 ⇒ (6) + 7 = 13
tertiary damage(blunt,magic,good): 1d6 + 11 ⇒ (3) + 11 = 14
fervor damage(blunt,magic,good): 1d6 + 11 ⇒ (5) + 11 = 16


Iron Gods: Iron maps;

JJ's quip becomes an omen, as his swinging technique finishes with the badger tore to broken bits in the ground, and breathing with difficulty while it bleeds towards death.

Badger: 96 damage, unconscious, dying (Maxim's previous damage and Marigold's fervor extra attack were key to have the badger unconscious!)

Maxim, Kikinnin, Marigold to go!


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

ROUND 2

Spellcraft DC16: 1d20 + 21 ⇒ (16) + 21 = 37

Keeping his arcane gun levelled toward their foe Maxim decries his attempt to curry favour from his god;

"Callin' on yer fell god's favour won't help ya now... Bliksem!" (Gnome: Lighting Bolt!)

Causing a streak of lighting to streak toward Alaurad!

Cast Lightning Bolt - Standard Action

Damage - Lightning Bolt: 10d6 ⇒ (6, 6, 5, 4, 2, 5, 2, 2, 6, 6) = 44 (DC19 Reflex Save for 1/2 damage)


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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

Round 2

Status:

AC = 33/12/32
HP = 208/208
Weapon Equipped = Eldgammel(Holy/Speed)
Condition(s) = Prayer, Divine Bond
Smite = 6/

Spellcraft v DC 16: 1d20 + 4 ⇒ (1) + 4 = 5 ouch

Kikinnin watches the mad-eyed man throw magic, but he can't understand its nature. When Maxim levels a powerful arc of lightning, the black beard decides on the merits that their foe it too dangerous to let come to them, so he charges. He can't help but feel a nagging discomfort that he's about to be thwarted, like he was when he charged Zenith in Ball-Hamtuggin. This madman doesn't seem like he's all that interested in closing the distance himself...

Eldgammel, Power Attack, Charge, Prayer, Holy, Haste: 1d20 + 24 - 5 + 2 + 1 + 1 + 1 ⇒ (6) + 24 - 5 + 2 + 1 + 1 + 1 = 30 for 1d10 + 6 + 10 + 1 + 2d6 ⇒ (8) + 6 + 10 + 1 + (2, 5) = 32 damage, including Holy and Prayer


Iron Gods: Iron maps;

Ref+heroism DC 21 (evasion): 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Alurad is not ready for the lightning zapping and eats it whole, his body shaking in a shock.

Kikinnin moves forward clashing with Alurad in a mighty charge. The axe cuts through the armor, opening a deep gash in the belly.

Marigold does something heroic!

"You basterds will pay for Fleshripper's death!" very angrily, the cleric swings the bastard sword to Kikinnin with plenty of inertia "I am going to make a statue in Occipitus with your bones!"
Bastard sword+HR+DF-AP+FF+smite good: 1d20 + 20 + 2 + 2 - 4 + 4 + 1 ⇒ (8) + 20 + 2 + 2 - 4 + 4 + 1 = 33
Magical/Slashing damage+DF+PA+smite good: 1d10 + 5 + 2 + 8 + 8 ⇒ (5) + 5 + 2 + 8 + 8 = 28

I think it hits, because if even with BoF +2 (not stackable with haste) the charge gives a -2 AC

Bastard sword+HR+DF-AP+smite good: 1d20 + 15 + 2 + 2 - 4 + 1 ⇒ (10) + 15 + 2 + 2 - 4 + 1 = 26
Magical/Slashing damage+DF+PA+smite good: 1d10 + 5 + 2 + 8 + 8 ⇒ (7) + 5 + 2 + 8 + 8 = 30

Bastard sword+HR+DF-AP+smite good: 1d20 + 10 + 2 + 2 - 4 + 1 ⇒ (8) + 10 + 2 + 2 - 4 + 1 = 19
Magical/Slashing damage+DF+PA+smite good: 1d10 + 5 + 2 + 8 + 8 ⇒ (8) + 5 + 2 + 8 + 8 = 31
The blade impacts once mightily, but the others are deflected by Kikinnin's good protections.

Alurad: 127 damage, badly wounded, smite (Kikinnin)
Badger: 96 damage, unconscious, dying
Party buffs: Blessing of fervor r19
JJ: 148/170 hp
Kikinnin: 146/184 hp, divine bond (holy+speed) 17 min
Marigold: 165/165 hp
Maxim: 145/145 hp
Round 2: JJ Round 3: Maxim, Kikinnin, Marigold (x2), Aluard

Everyone can act!


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 dashes forward, joining Kikinnin in close combat with the cleric.

"Perhaps if you had given him a less aggressive name?" he suggests, as Alakast smashes into the priest.

Taking +2 to hit, reflex and ac for my blessing this round

attack: 1d20 + 26 + 2 ⇒ (9) + 26 + 2 = 37
damage(Blunt,magic,good): 1d6 + 14 ⇒ (4) + 14 = 18
extra good damage from holy: 2d6 ⇒ (4, 2) = 6

"Time to meet your god, up close and personal."


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

Marigold's Round 2

Though now a little less worried than she was at first, Marigold hustles closer to the fray and unleashes a small wave of healing energy for her friends.

Mass Cure Light Wounds: 1d8 + 18 ⇒ (2) + 18 = 20
______________

Marigold's Round 3

Hoping to help put an end to the battle the halfling begins casting a spell, attempting to hold Alurad in place!

Casting Hold Person; DC 18 Will save.


Iron Gods: Iron maps;

Marigold brings positive energy healing the wounds of the party.

JJ dashes forward joining Kikinnin and giving a good whack to Alaurad that howls in pain.

Will DC 18: 1d20 + 12 ⇒ (9) + 12 = 21
Marigold attempts to retain the evil cleric body, but his will is strong enough to resist the magical attack!

Alurad: 131 damage, badly wounded, smite (Kikinnin)
Badger: 96 damage, unconscious, dying
Party buffs: Blessing of fervor r19
JJ: 168/170 hp
Kikinnin: 166/184 hp, divine bond (holy+speed) 17 min
Marigold: 165/165 hp
Maxim: 145/145 hp
Round 2: JJ Round 3: Maxim, Kikinnin, Marigold, Aluard

Maxim and Kikinnin to go!


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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)

ROUND 3 BoF: +2s

As the Watcher's meatshields brave warriors engage the enemy, Maxim uses the opportunity to prime his pistol (Standard Action - load with bullet and powder). then move forward (20ft Move Action)


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

Round 3

Status:

AC = 33/12/32
HP = 208/208
Weapon Equipped = Eldgammel(Holy/Speed)
Condition(s) = Prayer, Divine Bond
Smite = 6/7

"uhnth" Kikinnin receives the first blow, reminding himself of the necessary pains involved in seeing this vermin sent off where they will do no further harms. "You're strong, I'll give you that. You could have served a higher purpose, a shame your mind's been twisted." It almost sounds like the black beard is talking to someone more familiar to him...

Eldgammel+: 1d20 + 24 - 5 + 1 + 2 + 1 ⇒ (11) + 24 - 5 + 1 + 2 + 1 = 34 for 1d10 + 6 + 10 + 1 + 2d6 ⇒ (1) + 6 + 10 + 1 + (3, 6) = 27 damage, including Prayer and Holy
Eldgammel+: 1d20 + 19 - 5 + 1 + 2 + 1 ⇒ (4) + 19 - 5 + 1 + 2 + 1 = 22 for 1d10 + 6 + 10 + 1 + 2d6 ⇒ (1) + 6 + 10 + 1 + (1, 5) = 24 damage, including Prayer and Holy
Eldgammel+: 1d20 + 14 - 5 + 1 + 2 + 1 ⇒ (9) + 14 - 5 + 1 + 2 + 1 = 22 for 1d10 + 6 + 10 + 1 + 2d6 ⇒ (2) + 6 + 10 + 1 + (1, 1) = 21 damage, including Prayer and Holy
Eldgammel+: 1d20 + 9 - 5 + 1 + 2 + 1 ⇒ (13) + 9 - 5 + 1 + 2 + 1 = 21 for 1d10 + 6 + 10 + 1 + 2d6 ⇒ (5) + 6 + 10 + 1 + (2, 2) = 26 damage, including Prayer and Holy
Eldgammel+(Haste): 1d20 + 24 - 5 + 1 + 2 + 1 ⇒ (16) + 24 - 5 + 1 + 2 + 1 = 39 for 1d10 + 6 + 10 + 1 + 2d6 ⇒ (9) + 6 + 10 + 1 + (4, 5) = 35 damage, including Prayer and Holy


Iron Gods: Iron maps;

Maxim readies his gun and adjusts his position.

Kikinnin first and last attacks connect with the black guard, opening terrible wounds in his arms.

Aluard scowls and shakes back, almost falling, but succeeds at withdrawing "You... you cannot defeat a Demon Lord mortals!"

With lunatic eyes, he reaches at the snake statue at the end of the room and starts slowly turning it around "Mhad! Mhad!"

Alurad: 193 damage, mortally wounded, smite (Kikinnin)
Badger: 96 damage, unconscious, dying
Party buffs: Blessing of fervor r19
JJ: 168/170 hp
Kikinnin: 166/184 hp, divine bond (holy+speed) 17 min
Marigold: 165/165 hp
Maxim: 145/145 hp
Round 3: JJ Round 4: Maxim, Kikinnin, Marigold, Aluard

Everyone may act!


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

Round 4

Status:

AC = 33/12/32
HP = 208/208
Weapon Equipped = Eldgammel(Holy/Speed)
Condition(s) = Prayer, Divine Bond
Smite = 6/7

The GM plays the loooonnnnggg game... Mhad? More like Mu-ah-ah.

Kikinnin flicks his blade of the madman's blood, making more room on its surface for a deeper pull through his flank. "Kind of you to tell us who's next in our reckoning." He's a little uncomfortable with the more powerful undead, but the work is coming to them, and they're spread out, at least.

Heh- Blessing of Fervor for +2s

Eldgammel+, Charge...: 1d20 + 24 - 5 + 2 + 1 + 2 + 1 ⇒ (16) + 24 - 5 + 2 + 1 + 2 + 1 = 41 for 1d10 + 6 + 10 + 1 + 2d6 ⇒ (5) + 6 + 10 + 1 + (1, 1) = 24 damage, including Holy and Prayer


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

Marigold's Round 4

"મ્હાદ? અમે તેને એકવાર મારી નાખ્યો, અમે તેને ફરીથી કરી શકીએ છીએ," Marigold remarks coldly as she moves to follow after Aluard and Kikinnin.

Abyssal:

"Mhad? We killed him once, we can do it again."

Assuming Kikinnin didn't just kill him...

She charges up a power in her hand and then attempts to strike the mad cleric with a ray of searing light!

Searing Light (Ranged Touch; Into Melee): 1d20 + 14 - 4 ⇒ (4) + 14 - 4 = 14
Damage: 5d8 ⇒ (8, 2, 6, 6, 5) = 27


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))

Swift of foot, JJ also rapdily advaces on the retreating priest.
But for once, not charging

Alakast, thirsty for more evil bones to break, lashes out at the wicked man.
attack, fervor: 1d20 + 26 + 2 ⇒ (11) + 26 + 2 = 39
damage(B,good,magic): 1d6 + 14 ⇒ (6) + 14 = 20
holy damage: 2d6 ⇒ (5, 1) = 6

Oh, and if he is human, extra +2 to hit and damage. I forgot I had FE humanss. It's been so long...

"We destroyed him once, we can do so again."


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

ROUND 4

Confident the others have things under control and with the potential heralding of a vampire returning, Maxim uses his time to bolster his defences;

"Schild!" (Gnome: Shield)

(Standard Action - Cast Shield - lasts 13 minutes; +4 shield bonus to AC, negates magic missiles)

The gun-mage then holds position, waiting for what's to come...

Perception: 1d20 + 16 ⇒ (10) + 16 = 26


Iron Gods: Iron maps;

With a synchronized charge Kikinnin and JJ beat down Aluard, which let's Marigold save her spell.

Maxim bolster his defenses with a shield spell.

Combat is over!

Party buffs: Blessing of fervor r19
JJ: 168/170 hp
Kikinnin: 166/184 hp, divine bond (holy+speed) 17 min
Marigold: 165/165 hp
Maxim: 145/145 hp

Loot:

+2 improved shadow full plate
+2 heavy steel shield
+1 bastard sword of mighty cleaving
ring of evasion
ring of Thirteen
potion of extended bear's endurance
potion of heroism
3x daggers
cloak and gloves made of stitched human skin (not magical)
iron key

With the combat over you have a better chance to observe the chamber you got in.

S11. STATUE OF SSYTHAR VASSHA
A six-foot-tall black marble statue stands at the end of this fifteen-foot-wide hall, facing west. It depicts a humanoid creature with subtle snakelike features clad in a black robe and wearing a coronet. In one outstretched hand it grasps a viper, and its other outstretched hand has an unblinking eye set into its palm, staring blindly down the passageway. Behind the statue is a five-foot-deep empty alcove.

The statue is smeared by Aluard's blood.

Perception DC 20 (stone):

The statue stands atop a circular flagstone with built-in rollers that enable the statue to be turned to face any direction.


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))

per: 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42

"WEll, well. A moving statue. I wonder if there is anything underneath it. Or revealed by moving it." ponders JJ who pointedly ignores the priests corpse for the moment.
"Anyone know who it might be of?"


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

Perception, Stone: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21

Kikinnin gives the statue a looking over, drawn to its construction. Somehow, he manages to see what JJ effortlessly points out. "The madman was trying to move it, while he called out to Mhad. Maybe it triggers a door somewhere to open?" The black beard is not sure, but he figures Maxim will know. He flicks a thumb at the blond beard, hoping for a more knowledgeable set of eyes.

Meanwhile, he trots over to the corridor doubling back, and makes sure they're not already in bad company. Moved on map


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, I b-bet turning it a c-certain way will open s-something up," Marigold nods as she allows the magic in her hand to dissipate. "Or s-several somethings. If we t-try it, we sh-should be ready for anything..."


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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)

Perception (Stone): 1d20 + 18 ⇒ (8) + 18 = 26

Maxim pauses, raising one bushy brow as he mulls the statues mechanics and listens to the conjecture from his companions;

"Y'all chastise me fir messin' with a ring, an' now we're potentially about to unlock the sepulchre o' a mighty blood-sucker o' the dead..."

He smiles wryly as he runs hand and eye o'er the stonework;

"Course, it could be guardin' untold wealth... Lessee now... What makes you tick?"

Knowledge (Engineering)?: 1d20 + 10 ⇒ (19) + 10 = 29


Iron Gods: Iron maps;

Maxim determines that turning the statue to the east would reveal the back wall behind. Using something long, he gives a few knocks in the "back wall" and determines that wall is hollow and will rise at the same time the statue is turned.

Aside of the opening mechanism and whatever dangers might be found ahead, the dwarf does not detect any trap in the statue or wall.

Meanwhile Kikinnin doubles back to have a look at the side corridor.

S8. Preparatory Chamber
This torchlit chamber contains two oval stone tables with built-in shelves beneath them. The shelves are lined with clay jars and tattered funeral vestments and wrappings. The murals on the walls depict serpentfolk burial rituals: the removal of vital organs, the placement of the organs in clay canopic jars, the mummification of the body, the placement of the remains in a large ceramic urn, and the ritual sealing of the urn.

The shelves under the tables hold empty clay canopic jars (for storing vital organs) and black funeral wrappings.

There is nothing else of interest here.


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

"S-so where t-to now? Behind the w-wall or through some of those other t-tunnels?" Marigold asks, taking care to remain in the large chamber until Kikinnin returns from his brief inspection of the other path.


Iron Gods: Iron maps;

The group hesitates for a few moments giving the initiative to the enemy. Through the crevices of the wall at the statue's back a gas shape makes its appearance. The gas quickly materializes as the half-elf vampire Mhad!

"Yiiiou! Lucky I am, it is me who catches you in surprise this time!" the vampire smiles, by her two incorporeals move through the walls, a smaller wisp of shadow vaguely humanoid and a large dark shape with two flickering pinpoints of light where its eyes should be.

Initiative:

JJ (+2 urban, +2 underground, +2 jungle, +10 Abyss, +2 plane of fire): 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Kikinnin: 1d20 + 1 ⇒ (10) + 1 = 11
Marigold: 1d20 + 7 ⇒ (8) + 7 = 15
Maxim: 1d20 + 4 ⇒ (19) + 4 = 23
Mhad: 1d20 + 8 ⇒ (6) + 8 = 14
Medium incorporeal: 1d20 + 4 ⇒ (12) + 4 = 16
Large incorporeal: 1d20 + 13 ⇒ (16) + 13 = 29

K. religion DC 19 (vampire):

You do remember vampires are powerful undead that resist weapons not made of silver AND magic, and have resistance to cold an electricity energies.

You know about their weaknesses to light and moving water, and you know well enough they turn to gas when reduced to 0, coming back to their sarcophagus where a wooden stake has to be driven through their heart to instantly slay it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

K. religion DC 13 (medium incorporeal):

You do recognize this one as an advanced shadow. As other incorporeals you need magic to deal half damage, or force and positive energy for full damage. Ghost touch weapons deal full damage and can deal critical hits. They are immune to other precision damage.

You know their incorporeal touch damages Strength.

K. religion DC 15 (large incorporeal):

This is a more powerful version of a wraith, an undead creature born of evil and darkness that hates light and living things, as they have lost much of their connection to their former lives.

You know their incorporeal touch drains Constitution.

They are powerless under direct sunlight, becoming staggered on exposure.

if >= 23

Spoiler:

In fact this is a dread wraith, a wraith that existed long enough and fed on enough life force to undergo an unholy transformation, increasing in size and strength.

The large incorporeal attempts to touch JJ.
incorporeal touch: 1d20 + 20 ⇒ (6) + 20 = 26
negative energy: 3d6 ⇒ (3, 6, 2) = 11
Con drain (Fort DC 23): 1d8 ⇒ 8
The attack takes the young man unaware, and the cold hand reaches as deep as his heart.

Maxim and Marigold are quick to react afterwards!

Party buffs: Blessing of fervor r9
JJ: 157/170 hp (Fort DC 23 vs 8 Con drain)
Kikinnin: 166/184 hp, divine bond (holy+speed) 16 min
Marigold: 165/165 hp
Maxim: 145/145 hp
Round 1: Large incorporeal, Maxim, Marigold, Medium incorporeal, Mhad, Kikinnin, JJ

The medium incorporeal has improved cover from being still inside the wall


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

ROUND 1 BoF: +2s

As the risen dead manifest, Maxim shoots his companions an "I told ye so" look.

"You pulpit preachers'll have a better notion o' what in Hell's Teeth them spooks are. The fanger I can hazard a guess at... Reckon I'll jus' blast 'em!"

The gun-mage backs up (5ft Step), pulling forth his wand (Move Action) and levels it at the smaller shade;

"Magische Raket!' (Gnome: Magic Missile). (Use Wand of Magic Missile - Standard Action)

The wand spits out 5 force projectiles that unerringly strike its undead target!

Magic Missile Damage (CL9): 5d4 + 5 ⇒ (3, 4, 1, 1, 4) + 5 = 18
Caster Level Check (to overcome any SR??): 1d20 + 13 + 5 ⇒ (13) + 13 + 5 = 31


Iron Gods: Iron maps;

Maxim puts a barrage of magic missiles in the air that very effectively strike on the shadow leaving it extremely weakened.

Marigold does something heroic!

The shadow floats towards the dwarf that just so much damaged her and attempts to touch him.
Incorporeal touch: 1d20 + 6 ⇒ (1) + 6 = 7
But he quickly dodges him with a step back.

Mhad, on the other hand, steps over Aluard's body and starts attacking JJ with her kama and fist.
Stunning fist (flatfooted): 1d20 + 14 ⇒ (10) + 14 = 241d10 + 5 ⇒ (7) + 5 = 12
Improved Disarm (flatfooted): 1d20 + 16 ⇒ (10) + 16 = 26
+2 keen Kama (flatfooted): 1d20 + 11 ⇒ (1) + 11 = 121d6 + 7 ⇒ (1) + 7 = 8
But the young man's good armor deflects all of the vampire attacks!

Red incorporeal: 18 damage
Party buffs: Blessing of fervor r9
JJ: 157/170 hp (Fort DC 23 vs 8 Con drain)
Kikinnin: 166/184 hp, divine bond (holy+speed) 16 min
Marigold: 165/165 hp
Maxim: 145/145 hp
Round 1: Large incorporeal, Maxim, Marigold, Medium incorporeal, Mhad, Kikinnin, JJ

Everyone but Maxim round 1!


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

JJ feels the heat, or is it the cold, as the vampires cold touch reaches out to him.
fort: 1d20 + 20 ⇒ (2) + 20 = 22 a sudden weakness overcomes him, but then, the blue light from within wells up.
improved fort reroll: 1d20 + 20 ⇒ (12) + 20 = 32
"My life force is not so easily stolen." he gasps out.

He then steps forward to help Maxim, and Alakast then lashes out at Mhad
Taking +2 to hit, ac and reflex

primary attack, TWF: 1d20 + 26 - 2 + 2 ⇒ (17) + 26 - 2 + 2 = 43
TWF attack, TWF: 1d20 + 26 - 2 + 2 ⇒ (6) + 26 - 2 + 2 = 32
secondary attack, TWF: 1d20 + 21 - 2 + 2 ⇒ (9) + 21 - 2 + 2 = 30
ITWF attack, TWF: 1d20 + 21 - 2 + 2 ⇒ (9) + 21 - 2 + 2 = 30
tertiary attack, TWF: 1d20 + 16 - 2 + 2 ⇒ (7) + 16 - 2 + 2 = 23
primary damage(blunt,magic,good): 1d6 + 11 + 2d6 ⇒ (6) + 11 + (1, 5) = 23
TWF damage(blunt,magic,good): 1d6 + 7 + 2d6 ⇒ (6) + 7 + (2, 6) = 21
secondary damage(blunt,magic,good): 1d6 + 11 + 2d6 ⇒ (4) + 11 + (5, 6) = 26
ITWF damage(blunt,magic,good): 1d6 + 7 + 2d6 ⇒ (5) + 7 + (6, 2) = 20
tertiary damage(blunt,magic,good): 1d6 + 11 + 2d6 ⇒ (5) + 11 + (4, 3) = 23


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 Surprise

"!!!"

Marigold instinctively raises a prayer up to Sarenrae as Mahd and her allies suddenly arrive.

Kn. Religion (DC 19): 1d20 + 10 ⇒ (3) + 10 = 13

Kn. Religion (DC 13): 1d20 + 10 ⇒ (6) + 10 = 16

Kn. Religion (DC 15): 1d20 + 10 ⇒ (6) + 10 = 16

Casting Prayer~

Marigold's Round 1

"ಚಿಕ್ಕವನು ನೆರಳು ಮತ್ತು ದೊಡ್ಡವನು ವಕ್ರ! ನೆರಳಿನ ವಿರುದ್ಧ ಬಲ ಮ್ಯಾಜಿಕ್ ಅಥವಾ ಧನಾತ್ಮಕ ಶಕ್ತಿಯನ್ನು ಬಳಸಿ! ಕ್ರೋಧವು ಬೆಳಕಿನಿಂದ ಕುಗ್ಗುತ್ತದೆ!"

Celestial:

"The little one is a shadow and the big one is a wraith! Use force magic or positive energy against the shadow! The wraith will shrink from light!"

To emphasize this, she attempts to fling a ray of searing light against the wraith...

CL vs. Wraith (SP + GSP): 1d20 + 17 + 4 ⇒ (9) + 17 + 4 = 30
Searing Light vs. Wraith (Ranged Touch; Into Melee, Prayer): 1d20 + 14 - 4 + 1 ⇒ (13) + 14 - 4 + 1 = 24
Damage: 5d8 ⇒ (3, 8, 7, 6, 8) = 32


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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

Round 1

Status:

AC = 33/12/32
HP = 225/225
Weapon Equipped = Eldgammel(Holy/Speed)
Condition(s) = Prayer, Divine Bond
Smite = 6/7
Channel Positive Energy = 6/7
Lay on Hands = 14/15

Returning to the fold, Kikinnin pads up to spy not one, not two, but three undead, clustered around Maxim and JJ. "Damn your natures, black beings. Our hatred is equal to yours, for we want you deader than dead, just for being what you are." As he listens to the halfling lass's celestial words, the black beard recognizes a warmth building in his chest, a mixture of anxiety and anticipation.

Before he engages the undead in close proximity, Kikinnin renews his stamina with a quick burst of personal healing.

Lay on Hands, Greater Mercy: 9d6 ⇒ (4, 1, 4, 2, 3, 5, 2, 4, 5) = 30

Then his God's wrath rips from his center, extending into each of the fell creatures. "Abadar sends his regards."

Channel Positive Energy: 9d6 ⇒ (1, 6, 6, 2, 3, 5, 2, 2, 5) = 32
Will DC 25 to halve the damage


Iron Gods: Iron maps;

JJ's endurance shrugs away the incorporeal hand coldness.

Marigold casts prayer, boosting everyone's luck with her mysterious divine connection.

JJ goes then against Mhad, two of his attacks striking true thanks to fervor and prayer. The vampire seems to resist part of the damage. DR

Kikinnin shows the golden key of Abadar to his enemies and positive energy washes over the group of undead just as he is healed by the gods.
Will+channel resistance DC 25 (adv. shadow): 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Will+channel resistance DC 25 (dread wraith): 1d20 + 15 + 4 ⇒ (2) + 15 + 4 = 21
Will+channel resistance DC 25 (Mhad): 1d20 + 13 + 4 ⇒ (8) + 13 + 4 = 25
The god's greeting is badly received by the incorporeals, and only Mhad partially resists the burst. The shadow coils over itself and is fully dispersed by the light of the positive energy show up!

The dread wraith red eyes shine with hate looking at Kikinnin. An eerie voice booms from the cloudy shape "Your light will soon be turned to darkness, die!!!" he disregards all other ones and goes for the paladin. JJ gets an AoO
incorporeal touch: 1d20 + 20 ⇒ (14) + 20 = 34
negative energy damage: 3d6 ⇒ (5, 2, 4) = 11

Con drain (Fort DC 23 negates): 1d8 ⇒ 7
Kikinnin's steel is of no help against the incorporeal hand that goes all through to touch his heart with the coldness of the darkest night.

Maxim actions will go here

Extra damage from bright light weakness: 5d8 ⇒ (8, 1, 5, 8, 5) = 27
Realizing the weakness of the wraith, Marigold raises her hand and sends a ray of potent light that hits hard on the incorporeal. The light outshines the shadows and although does not end the threat, greatly weakens the incorporeal.

Mhad attempts another flurry of blows at JJ "Resistance is futile, I am immortal, you are just dust in time!"
Stunning fist: 1d20 + 14 ⇒ (6) + 14 = 201d10 + 5 ⇒ (3) + 5 = 8
Improved Disarm: 1d20 + 16 ⇒ (19) + 16 = 35
+2 keen Kama: 1d20 + 11 ⇒ (4) + 11 = 151d6 + 7 ⇒ (4) + 7 = 11
But more ready this time, JJ easily dodges all the punches. It seems the warrior of planes has outclassed this vampire!

Mhad: 42 damage, considerably damaged
Black wraith: 93 damage, considerably damaged
Red shadow: 50 damage, destroyed
Party buffs: Blessing of fervor r9
JJ: 157/170 hp
Kikinnin: 173/184 hp, divine bond (holy+speed) 16 min (Fort DC 23 vs 7 Con drain)
Marigold: 165/165 hp
Maxim: 145/145 hp
Round 2: Dread Wraith, Maxim, Marigold, Mhad (vampire), Kikinnin, JJ

Maxim, Kikinnin and JJ can act!
I decided to not hold on Maxim as the vampire actions are not very effective anyway.


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

ROUND 2 BoF: +2s

With the shadow destroyed Maxim shifts backward (5ft Step) and levels his wand at the immense wraith;

"Magische Raket!" (Use Wand of Magic Missile - Standard Action)

The wand spits out another 5 force bullets that unerringly blast its undead target!

Magic Missile Damage (CL9): 5d4 + 5 ⇒ (4, 1, 1, 3, 3) + 5 = 17 (48/50 Charges)


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))

As the wraith slips past him, JJ offers a blow to help speed it on its way.
aOO: 1d20 + 26 + 2 + 1 ⇒ (15) + 26 + 2 + 1 = 44
damage: 1d6 + 14 + 2d6 + 1 ⇒ (4) + 14 + (5, 4) + 1 = 28

The vampire is another thing entirely. Its defences were considerably better than most of the foes the lad had faced recently and he pauses for a moment to consider the best angle of attack. Or maybe he just feinted. Either way, Alakast was not going to let such an evil creature continue uncontested. With a will of its own, the staff strikes out!

Fervor for +2 to hit, ref and AC, prayer gives an extra +1 to hit and damage, holy is the extra 2d6

primary attack, TWF: 1d20 + 26 - 2 + 2 + 1 ⇒ (11) + 26 - 2 + 2 + 1 = 38
TWF attack, TWF: 1d20 + 26 - 2 + 2 + 1 ⇒ (9) + 26 - 2 + 2 + 1 = 36
secondary attack, TWF: 1d20 + 21 - 2 + 2 + 1 ⇒ (17) + 21 - 2 + 2 + 1 = 39
ITWF attack, TWF: 1d20 + 21 - 2 + 2 + 1 ⇒ (11) + 21 - 2 + 2 + 1 = 33
tertiary attack, TWF: 1d20 + 16 - 2 + 2 + 1 ⇒ (3) + 16 - 2 + 2 + 1 = 20
primary damage(blunt,magic,good): 1d6 + 11 + 2d6 + 1 ⇒ (5) + 11 + (1, 5) + 1 = 23
TWF damage(blunt,magic,good): 1d6 + 7 + 2d6 + 1 ⇒ (5) + 7 + (1, 6) + 1 = 20
secondary damage(blunt,magic,good): 1d6 + 11 + 2d6 + 1 ⇒ (1) + 11 + (6, 4) + 1 = 23
ITWF damage(blunt,magic,good): 1d6 + 7 + 2d6 + 1 ⇒ (4) + 7 + (6, 3) + 1 = 21
tertiary damage(blunt,magic,good): 1d6 + 11 + 2d6 + 1 ⇒ (4) + 11 + (4, 6) + 1 = 26


Iron Gods: Iron maps;

Maxim's magic missiles land very effectively in the dread wraith, harming its unholy essence.

JJ's opportunity attack strikes, then he turns towards the vampire and after shifting slightly his style to adjust the vampire movements, he strikes four times, Alakast shining with holy energy, despite dealing less damage than expected. DR again

The wounds quickly close afterwards. Forgot to apply fast healing 5 before!

The dread wraith keeps his foul attacks on Kikinnin.
incorporeal touch: 1d20 + 20 ⇒ (19) + 20 = 39
negative energy damage: 3d6 ⇒ (6, 6, 2) = 14
Con drain (Fort DC 23 negates): 1d8 ⇒ 8
The attack will not happen if Kikinnin kills the wraith first in his turn.

Mhad: 84 damage, mortally damaged
Black wraith: 124 damage, badly damaged
Party buffs: Blessing of fervor r9
JJ: 157/170 hp
Kikinnin: 173/184 hp, divine bond (holy+speed) 16 min (Fort DC 23 vs 7 Con drain and maybe Fort DC 23 vs 8 Con drain)
Marigold: 165/165 hp
Maxim: 145/145 hp
Round 2: Kikinnin, Round 3: Dread Wraith, Maxim, Marigold, Mhad (vampire), Kikinnin, JJ

Everyone but JJ can act!


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

Round 2

Status:

AC = 33/12/32
HP = 214/225
Weapon Equipped = Eldgammel(Holy/Speed)
Condition(s) = Prayer, Divine Bond
Smite = 6/7
Channel Positive Energy = 6/7
Lay on Hands = 14/15

Fortitude Save v DC 23: 1d20 + 27 ⇒ (9) + 27 = 36

Kikinnin flinches as the undead manages to pass through him like the chill of the grave, before trying to stop it from touching him again.

Blessing of Fervor for +2s

Eldgammel+: 1d20 + 24 - 5 + 2 + 1 + 1 + 2 ⇒ (7) + 24 - 5 + 2 + 1 + 1 + 2 = 32 for 1d10 + 6 + 10 + 1 + 2d6 ⇒ (3) + 6 + 10 + 1 + (1, 6) = 27 damage, including Prayer and Holy
Eldgammel+: 1d20 + 19 - 5 + 2 + 1 + 1 + 2 ⇒ (2) + 19 - 5 + 2 + 1 + 1 + 2 = 22 for 1d10 + 6 + 10 + 1 + 2d6 ⇒ (8) + 6 + 10 + 1 + (1, 6) = 32 damage, including Prayer and Holy
Eldgammel+: 1d20 + 14 - 5 + 2 + 1 + 1 + 2 ⇒ (20) + 14 - 5 + 2 + 1 + 1 + 2 = 35 for 1d10 + 6 + 10 + 1 + 2d6 ⇒ (4) + 6 + 10 + 1 + (6, 2) = 29 damage, including Prayer and Holy
Eldgammel+: 1d20 + 9 - 5 + 2 + 1 + 1 + 2 ⇒ (17) + 9 - 5 + 2 + 1 + 1 + 2 = 27 for 1d10 + 6 + 10 + 1 + 2d6 ⇒ (1) + 6 + 10 + 1 + (3, 1) = 22 damage, including Prayer and Holy
Eldgammel+(Haste): 1d20 + 24 - 5 + 2 + 1 + 1 + 2 ⇒ (4) + 24 - 5 + 2 + 1 + 1 + 2 = 29 for 1d10 + 6 + 10 + 1 + 2d6 ⇒ (3) + 6 + 10 + 1 + (6, 2) = 28 damage, including Prayer and Holy

edit:
Confirm Critical?: 1d20 + 14 - 5 + 2 + 1 + 1 + 2 ⇒ (15) + 14 - 5 + 2 + 1 + 1 + 2 = 30 for 2d10 + 12 + 20 + 2 ⇒ (1, 8) + 12 + 20 + 2 = 43 damage, including Prayer

If that fails to end the Wraith...
Fortitude Save v DC 23: 1d20 + 27 ⇒ (17) + 27 = 44


Iron Gods: Iron maps;

Kikinnin slashes without fear at the wraith, cutting through with Eldgammel's magic in all swings except one. Barely, but the wraith survives touching him slightly afterwards.
Incorporeals are immune to criticals except if the weapon has ghost-touch!

Mhad: 84 damage, mortally damaged
Black wraith: 177 damage, mortally damaged
Party buffs: Blessing of fervor r9
JJ: 157/170 hp
Kikinnin: 173/184 hp, divine bond (holy+speed) 16 min (Fort DC 23 vs 7 Con drain and maybe Fort DC 23 vs 8 Con drain)
Marigold: 165/165 hp
Maxim: 145/145 hp
Round 3: Dread Wraith, Maxim, Marigold, Mhad (vampire), Kikinnin, JJ

Maxim and Marigold to go!


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

Marigold's Round 3

Determined to finish off the wraith, Marigold aims another ray of searing light at the ghastly creature!

CL vs. Wraith (SP + GSP): 1d20 + 17 + 4 ⇒ (5) + 17 + 4 = 26
Searing Light (Ranged Touch; Into Melee, Prayer): 1d20 + 14 - 4 + 1 ⇒ (4) + 14 - 4 + 1 = 15
Damage: 5d8 ⇒ (4, 5, 1, 1, 1) = 12


Iron Gods: Iron maps;

Marigold's ray is a bit imprecise this time and goes wide striking the wall behind.

Mhad's wounds continue healing very fast. She growls with frustration "The Order of Silver Dream has not managed to get me in these 200 years despite all their tricks. You won't succeed either!" taking her enemy more seriously, she steps to the side, flanking JJ and focuses her ki to deliver more attacks.
Stunning fist+flank: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 231d10 + 5 ⇒ (6) + 5 = 11
+2 keen Kama+flank: 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 351d6 + 7 ⇒ (6) + 7 = 13
+2 keen Kama+flank: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 181d6 + 7 ⇒ (4) + 7 = 11
Ki extra attack: +2 keen Kama+flank: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 331d6 + 7 ⇒ (5) + 7 = 12
This seems to work as she connects a couple strikes with her kama, opening ugly wounds on JJ.

Mhad: 79 damage, mortally damaged
Black wraith: 124 damage, badly damaged
Party buffs: Blessing of fervor r9
JJ: 132/170 hp
Kikinnin: 173/184 hp, divine bond (holy+speed) 16 min (Fort DC 23 vs 7 Con drain and maybe Fort DC 23 vs 8 Con drain)
Marigold: 165/165 hp
Maxim: 145/145 hp
Round 3: Dread Wraith, Maxim, Marigold, Mhad (vampire), Kikinnin, JJ

Still waiting for Maxim 3rd round, but Kikinnin and JJ can go too!


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 order of the Silver Dream... is lacking a certain amount of brute power." admits JJ. "Though I must remember to look them up when this is all over."

Again +2 to hit, ac, ref from fervor

primary attack, TWF: 1d20 + 26 - 2 + 2 + 1 ⇒ (5) + 26 - 2 + 2 + 1 = 32
TWF attack, TWF: 1d20 + 26 - 2 + 2 + 1 ⇒ (12) + 26 - 2 + 2 + 1 = 39
secondary attack, TWF: 1d20 + 21 - 2 + 2 + 1 ⇒ (7) + 21 - 2 + 2 + 1 = 29
ITWF attack, TWF: 1d20 + 21 - 2 + 2 + 1 ⇒ (1) + 21 - 2 + 2 + 1 = 23
tertiary attack, TWF: 1d20 + 16 - 2 + 2 + 1 ⇒ (12) + 16 - 2 + 2 + 1 = 29
primary damage(blunt,magic,good): 1d6 + 11 + 2d6 + 1 ⇒ (3) + 11 + (1, 2) + 1 = 18
TWF damage(blunt,magic,good): 1d6 + 7 + 2d6 + 1 ⇒ (1) + 7 + (2, 5) + 1 = 16
secondary damage(blunt,magic,good): 1d6 + 11 ⇒ (4) + 11 = 15
ITWF damage(blunt,magic,good): 1d6 + 7 + 2d6 + 1 ⇒ (1) + 7 + (5, 5) + 1 = 19
tertiary damage(blunt,magic,good): 1d6 + 11 + 2d6 + 1 ⇒ (6) + 11 + (5, 1) + 1 = 24

Truth be told, the vampire gave JJ a right case of the wilies, and the lad was keen to finish the fight quickly. Perhaps too keen. The fresh wounds from the kama slow him down... a bit.
After surveying his work, the lad steps sideways, not like getting caught between the two powerful undead opponents.


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

ROUND 3 BoF: +2s

With the vampire posing a more immediate threat, Maxim shifts backward once more (5ft Step) then levels his wand toward Mhad;

"Magische Raket!" (Use Wand of Magic Missile - Standard Action)

The wand blasts another 5 force bullets that unerringly assail the fell fanger!

Magic Missile Damage (CL9): 5d4 + 5 ⇒ (2, 3, 1, 4, 2) + 5 = 17 (47/50 Charges)

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