[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))

JJ lets a shiver run down is spine as he eyes up the "art" of the room.

"I really hope that sound is just the ventilation system..." he mutters quietly.

"And that we don't have to meet the creature in the pictures."


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, we can c-come back for the decanter l-later," Marigold agrees. Then she adds, "Um, I sh-should be able to m-magic it out when we d-do, so don't worry about having to t-tear the whole th-thing apart."

Marigold can Stone Shape it free, once we're done here and/or after we get a chance to rest.

Ready to press on, she follows after Kikinnin to examine the next couple of chambers.

Kn. Arcana (DC 25): 1d20 + 12 ⇒ (4) + 12 = 16

Kn. History (DC 30): 1d20 + 20 ⇒ (9) + 20 = 29

But she isn't able to offer any particular insight on either chamber nor their strange and macabre decor.

"This is g-gross...not m-much better than what d-demons and other m-monsters get up t-too," the halfling scowls at the particularly graphic mural. "L-looks like there's another p-passage out to the n-north. Let's s-see where it goes?"
______________

Meaning the northern passage leading out of the Slithering Hall.


Iron Gods: Iron maps;

Following Marigold's advise, you move over the room left in the corner.

S18. CAGEWRIGHTS' QUARTERS
This torchlit room contains four beds draped with blankets and furs. The west, north, and east walls each bear a mural depicting a loathsome serpent with a black body banded in swaths of bright crimson, its head vaguely human, with stringy hair and yellow fangs.

The wall murals depict three spirit nagas, and each one radiates magic.

Detect magic+K. arcana DC 18 (west mural):

There is a faint illusion aura in this mural.

Detect magic+K. arcana DC 16 (north mural):

There is a faint conjuration aura in this mural.

Detect magic+K. arcana DC 16 (east mural):

There is a faint abjuration aura in this mural.

Meanwhile, those of you who venture to the far side of the slithering hall S17 find portcullises to side and side of the hall, barring the passage to the next areas of the lair.


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

Knowledge(Religion) vs DC20: 1d20 + 12 ⇒ (5) + 12 = 17

Kikinnin looks over the serpent with maroon scales, and shakes his head. "Wouldn't expect anything other than this to plaster the walls. Surprised we haven't already kicked the nest enough to have more hostility breathing down our necks."

Coming up to the portcullises, the black beard grunts his aggravation. "These bars are blocking our way. Well, they're making it so we have to go back and pass through the hissing room. If any of you can find us a way through the gates here, we might save ourselves some grief, if the hissing proves prickly. Otherwise, we'll want to move quickly through the hissing."

Kikinnin looks like he's good either way, but he doesn't rush his friends, especially the ones skilled in magics that might make their way through the blockades.


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

While Kikinnin continues to ponder the maroon-scaled serpent on the large mural Marigold notices that the smaller murals in the barracks radiate magic.

Detect Magic + Kn. Arcana - West (DC 18): 1d20 + 12 ⇒ (11) + 12 = 23
Detect Magic + Kn. Arcana - North (DC 16): 1d20 + 12 ⇒ (9) + 12 = 21
Detect Magic + Kn. Arcana - East (DC 16): 1d20 + 12 ⇒ (9) + 12 = 21

"Huh...th-there's a d-different aura on each of th-these," she calls out. "Illusion to the w-west, c-conjuration to the north, and abjuration to the e-east."

She then moves back into the Slithering Hall to have a better look at the portcullises that block the other paths out.

"Um...I could t-try to shift the st-stone here and b-bypass them," the halfling offers after considered the layout of the immediate area. "B-but then I'll n-need to rest before I can d-do it again."
______________

Marigold's got one 3rd level spell left for the day so only one Stone Shape available until we can rest again.


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

"I think I can probably take us through them... just like I got us through the walls." says JJ.

He gestures for everyone to come close. "If you all reach out to touch me, I think I can take us all. It's just a matter of stepping *though* the planar boundaries..." he says, trying to explain something that really he isn't too clear about himself.

Happy to dimension door us to the other side. I can do this half a dozen times today if required.


Iron Gods: Iron maps;

Joining around JJ, you are teleported to the other side of one of the portcullises. Behind them, you find a level, probably able to rise the metal bars, in case you want to leave them up at your pass.

There are two portcullises, which one do you choose, left or right?

Also you are level 18 now!
I wanted you to level after Alaurad but with Mhad's appearance I forgot, sorry!


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
JJ wrote:
"If you all reach out to touch me, I think I can take us all. It's just a matter of stepping *though* the planar boundaries..."

Kikinnin looks down on a hand, and starts rubbing. He murmurs something under his breath, and starts... flickering in and out. "This new ring, let's give it a try, eh?" He's tinkering with Blinking.

Wink Chance, High Good: 1d100 ⇒ 7
Shunt Damage: 1d6 ⇒ 3

The black beard chooses a direction and steps through the portcullis, but not without a grunt of pain, as the metal kicks him off when he comes back to solid at the wrong time.

Kikinnin turns to the lever, rolling his shoulders, and lifts it, hoping the bars rise, and allow his mates through.

Moved on the Map


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

"Oh! H-how handy," Marigold smiles as JJ and/or Kikinnin make use of gear to bypass the barred portcullis. "M-magic doesn't always have to b-be the answer to every p-problem, does it?"

Of course technically said gear is enchanted so magic is still at work, but the halfling decides to ignore this for the moment.


Iron Gods: Iron maps;

Kikinnin's trick works and he bypasses the portcullis, activating the lever to raise the metal gate for the rest of you. The rattling of the metal bars moving up fills the hall, then you all can cross.

Looking forward, there is a long corridor. To the north, there is a branch that goes back towards the eerie snake sound. A bit forward, the corridor turns to the south into the darkness.

Just a short confirmation post while we wait for Maxim to catch up.


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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)

Sorry. All caught up now :)

Maxim passes the ring back to his Bror as he also passes through, before answering Marigold's question with a chuckle;

"Answer to every problem? Not quite Lil' Miss. Ain't many spells that'll stop Surabar being a soppy eejit around the farer sex, nor my Bror makin' the Halls of Malachite rumble with his snorin'... Fir other stuff, it can be darn handy tho'!"


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

"Hah! Th-that's okay, though," Marigold grins, appreciating the moment of levity. "They w-wouldn't be them if they didn't d-do those things."

Still, there's ever work to be done and the halfling turns her attention back to the new paths open to them. "Um...if I've g-got my sense of direction r-right, I think t-taking the branch'll put us c-coming up on the r-rattle room from the b-back. Should we ch-check it out f-first and be d-done with it?"


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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))

JJ sighs.

"I was kind of hoping to avoid the rattle room entirely. That scene with Beafinator having to cut his way out from inside the snake..." he shudders.

"But I suppose its better we face it now, than have it slink up behind us while we are busy."


Iron Gods: Iron maps;

You decide to turn to the north and back to face the room of the rattling snake. As you set feet in the center of the room, likely JJ or Kikinnin: 1d2 ⇒ 1, an invisible magical snake attacks at the young man!
Invisible bite: 1d20 + 10 ⇒ (16) + 10 = 26
Fortunately JJ is trained in blind-fighting and reacts just in time to block the attack as soon as he feels something coming after him.

The hissing intensifies and gets louder!

K. arcana DC 25 (new attempt):

You do recognize the strange effect as a modification of a mage's faithful hound to use a hissing snake rather than a dog.

If you remain in the room...:

The invisible snake keeps attacking!
Invisible bite: 1d20 + 10 ⇒ (11) + 10 = 21
Piercing damage: 2d6 + 3 ⇒ (1, 4) + 3 = 8


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 25): 1d20 + 13 ⇒ (11) + 13 = 24 Noooo ;_;

"ಆಹ್! ಅದು ಏನಾಗಿತ್ತು!?"

Celestial:

"Ah! What was that!?"


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))

"Invisible snake. Think we can just shut the door on it?"

Can I make some type of perception check to try and work out which square I was attacked from?
perception, underground: 1d20 + 24 + 4 ⇒ (6) + 24 + 4 = 34


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

"ಓಹ್! ಸ್ವಲ್ಪ ಇರಿ..." Marigold answers as she begins to cast a spell...

Celestial:

"Oh! Hold on a moment..."

______________

Casting True Seeing~


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

"Go ahead and retreat, and we'll find out if it'll follow you. It'll make it easier to face off against it if it can only bite you in your front."

Kikinnin takes up position towards the south, in case their noise is beginning to attract unwanted attention from the coming chambers.


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'm not 100% sure which room we are in at themoment, S16?

JJ takes a cautious step backward 5' step
With the narrow doorway restricting the snakes approach, he swings Alakst back and forward, ready to strike at it if it comes at him again.


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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

I'm thinking you're right, JJ. S16 stands for Snake biting a 16 year old...


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've had my birthday you remember... " sighs JJ.

"Or maybe you don't. There was some whisky in your ale mug I think..." he retorts as Alakast does its best to keep the invisible snake at bay.


Iron Gods: Iron maps;

JJ steps back fighting bravely in the Snake sixteenth room, swinging wildly his staff without apparently catching anything with it, but dodging yet another invisible snap!

Marigold casts a spell and things become clear for her.

Marigold (you can all check as I guess she is going to share):

You clearly see a phantom snake trying to constantly bite JJ. While he seems to feel the attacks and manages to dodge them, his swings with Alakast just go through the phantom as if it was not there.

Although you do not know what magics are capable of this, your knowledge is enough to know this is some kind of permanent magical effect that guards the room and it could be accordingly be dispelled.

At least the snake rattling has ceased while the invisible attacks go on.

If you remain in the room...:

The invisible snake keeps attacking!
Invisible bite: 1d20 + 10 ⇒ (16) + 10 = 26
Piercing damage: 2d6 + 3 ⇒ (4, 1) + 3 = 8

Kikinnin's axe divine bond expires and comes to an end.


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 retreats from the room. "I'll go around the other way." he says.

"I do wonder what it was guarding though. Maybe we can come back later to investigate."


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)

DC25 Knowledge (Arcana): 1d20 + 22 ⇒ (1) + 22 = 23 God's be darned!

When Marigold reveals the presence of the phantom serpent, Maxim holds fire as JJ moves to intercept the creature.

"I an't got no dispellin' magics available. Reckon we just leave it be."


Iron Gods: Iron maps;

Leaving the strange phantom, at least for now, the group traces back and look towards west. Following the corridor you make it into a balcony that brings you into a large room.

S20. Temple of Merrshaulk
This is some sort of temple, its walls covered with murals of gigantic, entwined black and gold snakes, its ceiling thirty feet high. A ten-foot-high stone balcony clings to the north wall and overlooks the rest of the chamber. Flanking the balcony are two stone braziers carved with serpentine motifs. To the south, between several thick pillars, rests a six-foot-wide, nine-foot-tall black stone egg carved with strange runes.
The egg rests atop a two-foot-high stone base shaped like a claw, holding the egg in place.

Next to the egg, there is an elven archer you quickly recognize as the one Kikinnin bested in the drinking contest before falling totally drunk, Kyan Winterstrike. She is entangled in a lover's hug with a black skinned, white haired, sinister elf.

Kyan looks bitterly at you when you make it in "I should have supposed it was you..." she soothes the dark elf's back head, frizzing his hair "Viirdran, my love, these are the adventurers that have been causing so much trouble"

"We cannot let them get their filthy hands in the Egg of Merrshaulk" he does reply, despising you with his stare.

"Embril will be happy to hear we have put an end to them" Kyan picks then up the bow from her shoulder.

They both wear an amulet with one of the Shackleborn cages, symbol of the Cagewrights.

K. local or K. geography DC 15:

You know elves and drow have a hate relationship, seen by anyone of those cultures the behavior would be seen as if they were affected by some kind of madness.

Initiative:

JJ (+4 urban/underground/mountain/jungle, +20 Abyss, +4 plane of fire/water/astral/Celestia): 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23
Kikinnin: 1d20 + 1 ⇒ (20) + 1 = 21
Marigold: 1d20 + 7 ⇒ (6) + 7 = 13
Maxim: 1d20 + 4 ⇒ (16) + 4 = 20
Kyan: 1d20 + 6 ⇒ (13) + 6 = 19
Viiran: 1d20 + 6 ⇒ (12) + 6 = 18

JJ, experienced in the undergrounds now, is the fastest to react to this movement.

JJ: 134/170 hp
Kikinnin: 155/184 hp, air walking 113 min
Marigold: 165/165 hp
Maxim: 145/145 hp
Round 1: JJ, Kikinnin, Maxim, Kyan, Viiran, Marigold

Everyone except Marigold can act!

The stairs are going down here (I play stairs as difficult terrain only when going up).


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

JJ dashes forward, jumping down from the pillar.
acrobatics: 1d20 + 26 ⇒ (10) + 26 = 36

Going for the male elf first (he is JJ after all), Alakast lashes out quickly.

attack: 1d20 + 29 ⇒ (14) + 29 = 43
damage(B,good,magic): 1d6 + 17 ⇒ (3) + 17 = 20

AOO if given the chance:

Taken against the first of the elves that leaves itself open

attack: 1d20 + 29 ⇒ (19) + 29 = 48
damage(B,good,magic): 1d6 + 17 ⇒ (5) + 17 = 22


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 = 36/16/35
HP = 238/238
Weapon Equipped = Eldgammel
Condition(s) = Prayer, Divine Bond
Smite = 6/7
Channel Positive Energy = 6/7
Lay on Hands = 14/15

Kikinnin takes measure of the room, shaking his head in disappointment. "Even you, Kyan. We clinked mugs, you enjoyed the hospitality of Cauldron, and here you are, now. Unrepentent. I won't take any pleasure in setting you straight, but I will sleep a little safer, knowing there's one less backstabber in the world."

Eldgammel glows again, possibly more brightly for the bold words of the dwarf. Standard Action- Holy + Speed

As the black beard leaves the higher ground for something more intimate, circling the Cagewright with a bow, marking her with Abadar's judgment. Swift Action to Smite Evil on Kyan


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))

Ah yes, holy. They are likely evil..

Alakast burst with a cold blue celestial fury as it comes into contact with the wicked Cagewright.

extra holy damage: 2d6 ⇒ (6, 2) = 8
extra holy damage on AOO if used: 2d6 ⇒ (1, 6) = 7


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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 1

DC15 Local: 1d20 + 15 ⇒ (9) + 15 = 24

Maxim looks at the two adversaries with a confused frown;

'Sumthin' ain't right. Alf an' Mørk Alf ain't supposed ta be bed-sharers, lessen its a death bed..."

The gun-mage moves across the platform (5ft Step) and levels his arcane gun at the dark elf...

He mutters words of power as he draws a bead;

"Bliksem!" (Gnome: Lighting Bolt!)

Causing a streak of lighting to shoot into Viirdan; (Cast Lightning Bolt - Standard Action)

Damage - Lightning Bolt: 10d6 ⇒ (1, 6, 5, 1, 2, 5, 5, 1, 6, 4) = 36 (DC19 Reflex Save for 1/2 damage)


Iron Gods: Iron maps;

With a brisk jump, JJ clashes with the dark elf, striking hard with Alakast that shines with holy magic as it breaks a couple of ribs. Viirdran smirks under pain.

Kikinnin walks in the air calling the power of his father's spirit into his axe while challenging Kyan's treacherous evilness.

Leveling his gun at the dark one, Maxim discharges a crackling lightning bolt, but despite the direct hit, the natural resistance to magic of the drow blocks the magic without effect.
Maxim CL vs SR: 1d20 + 14 ⇒ (2) + 14 = 16

Viirdran casts defensively hasting his allies and interposing his rapier between Kyan and JJ "You fight with me if you are such a man"
Concentration DC 21: 1d20 + 12 ⇒ (11) + 12 = 23

Kyan steps back next to the black egg and nocks an arrow in her bow imbuing it with electricity "Should I have known you would become this troublesome I would have finished you all that day instead of hearing Vhalantru's words everything was under control. Well, nothing it cannot be corrected here and now" with an archery skillful movement, she starts to shot arrows at all of you, filling the room with a hail of arrows.
shocking burst arrow/frost longbow+haste+PB+DA vs JJ: 1d20 + 26 + 1 + 1 - 4 ⇒ (12) + 26 + 1 + 1 - 4 = 361d8 + 6 + 1 + 8 + 2d6 ⇒ (2) + 6 + 1 + 8 + (1, 1) = 19
shocking burst arrow/frost longbow+haste+PB+DA vs Kikinnin: 1d20 + 26 + 1 + 1 - 4 ⇒ (15) + 26 + 1 + 1 - 4 = 391d8 + 6 + 1 + 8 + 2d6 ⇒ (2) + 6 + 1 + 8 + (4, 1) = 22
shocking burst arrow/frost longbow+haste+DA vs Marigold: 1d20 + 26 + 1 - 4 ⇒ (8) + 26 + 1 - 4 = 311d8 + 6 + 8 + 2d6 ⇒ (6) + 6 + 8 + (6, 3) = 29
shocking burst arrow/frost longbow+haste+PB+DA vs Maxim: 1d20 + 26 + 1 + 1 - 4 ⇒ (14) + 26 + 1 + 1 - 4 = 381d8 + 6 + 1 + 8 + 2d6 ⇒ (8) + 6 + 1 + 8 + (2, 2) = 27

The arrows fly up bursting with cold and electricity then down landing all on mark with deadly strength. Even Kikinnin's shield and smite proves not enough to stop the mighty arrows.

Those of you who have advanced see two lithe and toothy tarry demodands hiding behind the pillars who start to say summoning words.

K. planes DC 23 (demodand, Abyss):

You still remember a lot from your recent fights with other tarry demodands.

Viirdran: 28 damage, haste
JJ: 115/170 hp
Kikinnin: 133/184 hp, air walking 113 min, divine bond (holy, speed) 18 min, smite evil (Kyan, +2 extra deflection)
Marigold: 136/165 hp
Maxim: 118/145 hp
Round 1: Marigold Round 2: JJ, Kikinnin, Maxim, Kyan, Viiran, Demodands

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))

planes: 1d20 + 23 ⇒ (8) + 23 = 31 "Remember what I told you earlier about those demondands. And these are the sticky ones. They are trying to summon aid!" calls out JJ as he steps forward.

Alakast spins in his hands, eager to get through the elves and onto its foes of choice.

More than happy to oblige, JJ concentrates his attacks on Viirdran, hoping to drop the archer quickly before moving onto his forbidden lover.

TWF:

Against Viirdran until he drops.

primary attack, TWF: 1d20 + 31 - 2 ⇒ (3) + 31 - 2 = 32
TWF attack, TWF: 1d20 + 31 - 2 ⇒ (20) + 31 - 2 = 49
secondary attack, TWF: 1d20 + 31 - 5 - 2 ⇒ (8) + 31 - 5 - 2 = 32
ITWF attack, TWF: 1d20 + 31 - 4 - 2 ⇒ (11) + 31 - 4 - 2 = 36
tertiary attack, TWF: 1d20 + 31 - 10 - 2 ⇒ (19) + 31 - 10 - 2 = 38
primary damage(blunt,magic,good): 1d6 + 14 + 2d6 ⇒ (5) + 14 + (4, 4) = 27
TWF damage(blunt,magic,good): 1d6 + 10 + 2d6 ⇒ (1) + 10 + (3, 1) = 15
secondary damage(blunt,magic,good): 1d6 + 14 ⇒ (2) + 14 = 16
ITWF damage(blunt,magic,good): 1d6 + 10 + 2d6 ⇒ (2) + 10 + (1, 4) = 17
tertiary damage(blunt,magic,good): 1d6 + 14 + 2d6 ⇒ (4) + 14 + (1, 6) = 25

crit confirm TWF attack, TWF: 1d20 + 31 - 2 ⇒ (13) + 31 - 2 = 42
bonus crit TWF damage(blunt,magic,good): 1d6 + 10 + 2d6 ⇒ (3) + 10 + (4, 3) = 20


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

Marigold's Round 1

Opting to try something new, Marigold takes a few steps forward into the room and focuses her magic. Suddenly, a barrage of stormbolts erupts from her body in all directions! Strangely though, they don't strike anyone but the group's foes.

CL vs. Viirdran SR (If Necessary; SP + GSP): 1d20 + 19 + 4 ⇒ (9) + 19 + 4 = 32
CL vs. Kyan SR (If Necessary; SP + GSP): 1d20 + 19 + 4 ⇒ (8) + 19 + 4 = 31
CL vs. Demodand Green SR (If Necessary; SP + GSP): 1d20 + 19 + 4 ⇒ (17) + 19 + 4 = 40
CL vs. Demodand Pink SR (If Necessary; SP + GSP): 1d20 + 19 + 4 ⇒ (16) + 19 + 4 = 39

Stormbolts (Electricity): 19d8 ⇒ (2, 8, 6, 5, 6, 2, 5, 3, 2, 1, 8, 5, 3, 8, 2, 5, 4, 4, 8) = 87
______________

Marigold moves to her current map position & casts Stormbolts; DC 24 Fort for half damage & to avoid being stunned for 1 round. Not sure if it'll hit the two demodands but I rolled for SR checks just in case!


Iron Gods: Iron maps;

JJ goes all against Viirdran, one after another he crashes all of Alakast's swings on his body despite the drow's best efforts to avoid the attacks, once striking critically hard on his belly and leaving him without air.

Marigold's lightning spilling forth from her body in all directions reaches just over the demodands electrocuting every foe on their barrage from the balcony to the black egg.
Viirdran Fort+prot vs good DC 24: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
Kyan Fort+prot vs good DC 24: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
Green demodand Fort+prot vs good+Heretical Soul DC 24: 1d20 + 15 + 2 + 4 ⇒ (16) + 15 + 2 + 4 = 37
Pink demodand Fort+prot vs good+Heretical Soul DC 24: 1d20 + 15 + 2 + 4 ⇒ (18) + 15 + 2 + 4 = 39

Green Concentration to keep summoning DC 57: 1d20 + 16 ⇒ (8) + 16 = 24
Pink Concentration to keep summoning DC 57: 1d20 + 16 ⇒ (8) + 16 = 24

The crackling magic tears to pieces Viirdan that is the first one to be hit by the stormbolts. The electricity quickly reaches Kyan who is left stunned, unable to move do to the spasms going through her body, her hands get weak and her bow falls to the ground. The bolts keep barreling the room reaching the demodands that cover themselves behind the pillars, but the sparks are painful enough for them to lose concentration and stop their summons.

Viirdran: 235 damage, dead
Kyan: 87 damage, considerably damaged, stunned r3, dropped bow
Green demodand: 43 damage, slightly damaged
Pink demodand: 43 damage, slightly damaged
JJ: 115/170 hp
Kikinnin: 133/184 hp, air walking 113 min, divine bond (holy, speed) 18 min, smite evil (Kyan, failed, not evil)
Marigold: 136/165 hp
Maxim: 118/145 hp
Round 1: Marigold Round 2: JJ, Kikinnin, Maxim, Kyan, Viiran, Demodands

Kikinnin and Maxim to go!
Please, do not add holy or smite evil if attacking Kyan (she is mad, not evil). Also, she does not have SR, no need to roll for it (yes for the rest of them).


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

As the dark elf falls and his paramour moves into the gun-mages line of fire, Maxim keeps his pistol levelled and utters the same words of power;

"Bliksem!" (Gnome: Lighting Bolt!)

Causing another streak of lighting to fry the mad Kyan; (Cast Lightning Bolt - Standard Action)

Damage - Lightning Bolt: 10d6 ⇒ (2, 5, 6, 4, 5, 5, 5, 4, 4, 2) = 42 (DC19 Reflex Save for 1/2 damage)


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

Round 2

Status:

AC = 36/16/35
HP = 238/238
Weapon Equipped = Eldgammel
Condition(s) = Prayer, Divine Bond(Holy, Speed)
Smite = 5/7
Channel Positive Energy = 6/7
Lay on Hands = 14/15

Kikinnin looks bewildered, as he pulls up short while advancing on Kyan. He almost looks for the Shimmer about her, but his gaze passes to the bow at her feet, and he reconsiders. He refocuses his demand from his God to down the closest demodand. Smite Evil on Pink

"Abadar doesn't consider her worthy of His retribution. That's new to me. She's a different kind of evil, it's just... it's gotta be..." The black beard flicks his forehead sideways, before throwing Eldgammel at Pink.

Eldgammel, Power Attack, Smite, Holy, Cover: 1d20 + 25 - 5 + 7 + 2 - 4 ⇒ (15) + 25 - 5 + 7 + 2 - 4 = 40 for 1d10 + 6 + 10 + 44 + 2d6 ⇒ (2) + 6 + 10 + 44 + (1, 5) = 68 damage, including Smite and Holy


Iron Gods: Iron maps;

Maxim's shocking bolt crosses the room and strikes hard on Kyan, continuing its path to shock as well the demodand behind the column.
Kyan Ref DC 19: 1d20 + 16 ⇒ (1) + 16 = 17
CL+spell pen vs SR: 1d20 + 14 + 4 ⇒ (14) + 14 + 4 = 32
Green demodand Ref+cover DC 19: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18

Kikinnin changes targets, bringing Abadar's retribution to the nearby demodand by sinking his axe on its chest. The damage is massive, but the axe risks getting stuck in the demodand's adhesive lime.
DC 23 Reflex save; failure means the weapon sticks. Freeing a stuck weapon requires a successful grapple check (CMD 44)

Kyan, stunned, has enough trying to hold herself breathing, but you see tears and rage raising in her eyes on seeing the fallen body of her lover.

The green demodand calls a multicolored explosion of leaping, ricocheting energy that burst among you.
Will DC 17 for half damage and avoid slow effect 1d6 rounds.
Non lawful targets suffer only half damage and no slow (no effect on chaotic ones).

Chaos hammer damage: 5d8 ⇒ (7, 8, 5, 8, 2) = 30
Then goes around the column flying all up to the balcony where he sets himself menacing Maxim and Marigold with his swords.

The other one steps around the column and attacks with swift movements of his twin swords while trying to lick Kikinnin's face with his repulsive tongue.
mwk short sword: 1d20 + 27 ⇒ (16) + 27 = 431d6 + 9 ⇒ (1) + 9 = 10
mwk short sword: 1d20 + 22 ⇒ (20) + 22 = 421d6 + 9 ⇒ (1) + 9 = 10

mwk short sword: 1d20 + 17 ⇒ (13) + 17 = 301d6 + 9 ⇒ (1) + 9 = 10
mwk short sword: 1d20 + 12 ⇒ (15) + 12 = 271d6 + 9 ⇒ (4) + 9 = 13

mwk short sword: 1d20 + 27 ⇒ (11) + 27 = 381d6 + 4 ⇒ (3) + 4 = 7
mwk short sword: 1d20 + 22 ⇒ (15) + 22 = 371d6 + 4 ⇒ (2) + 4 = 6
mwk short sword: 1d20 + 17 ⇒ (11) + 17 = 281d6 + 4 ⇒ (4) + 4 = 8

bite: 1d20 + 22 ⇒ (11) + 22 = 331d8 + 4 ⇒ (3) + 4 = 7

Crit?: 1d20 + 22 ⇒ (7) + 22 = 291d6 + 9 ⇒ (1) + 9 = 10
The demodand connects thrice but Kikinnin's faith and shield block all other attempts.

Kyan: 129 damage, badly damaged, stunned r3, dropped bow
Green demodand: 85 damage, considerably damaged
Pink demodand: 111 damage, badly damaged
JJ: 115/170 hp
Kikinnin: 106/184 hp, air walking 113 min, divine bond (holy, speed) 18 min, smite evil (Pink)
Marigold: 136/165 hp
Maxim: 118/145 hp
Round 2: Marigold Round 3: JJ, Kikinnin, Maxim, Kyan, Demodands


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 with one elf down, turns Alakast on the other.

"I don't know what your exact plans were, but you've had more than enough time, and caused too much harm."

TWF block:

primary attack, TWF: 1d20 + 31 - 2 ⇒ (15) + 31 - 2 = 44
TWF attack, TWF: 1d20 + 31 - 2 ⇒ (6) + 31 - 2 = 35
secondary attack, TWF: 1d20 + 31 - 5 - 2 ⇒ (6) + 31 - 5 - 2 = 30
ITWF attack, TWF: 1d20 + 31 - 4 - 2 ⇒ (8) + 31 - 4 - 2 = 33
tertiary attack, TWF: 1d20 + 31 - 10 - 2 ⇒ (13) + 31 - 10 - 2 = 32
primary damage(blunt,magic,good): 1d6 + 14 ⇒ (2) + 14 = 16
TWF damage(blunt,magic,good): 1d6 + 10 ⇒ (4) + 10 = 14
secondary damage(blunt,magic,good): 1d6 + 14 ⇒ (3) + 14 = 17
ITWF damage(blunt,magic,good): 1d6 + 10 ⇒ (1) + 10 = 11
tertiary damage(blunt,magic,good): 1d6 + 14 ⇒ (5) + 14 = 19

Slightly surprised that Alakast seemed less thirsty for this elves blood, the lad still does what he can to put down the immediate threat.

If Kyan goes down, then will 5' step towards closest demodand.


Iron Gods: Iron maps;

With a quick succession of staff swings, JJ sends the elven archer to eat the dirt of the ground!

The demodands remain as the single, apparent, menace of the temple.

Kikinnin, Marigold and Maxim 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 2

Will (DC 17): 1d20 + 19 ⇒ (3) + 19 = 22

Marigold largely shrugs off the chaotic magics of the demodands and steps away from the menacing Green. She opts to focus on mending some of the group's wounds, conjuring healing energy into the room!

Mass Cure Moderate Wounds: 2d8 + 19 ⇒ (5, 1) + 19 = 25


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 = 36/16/35
HP = 238/238 (-15 from Chaos, at least, -27 from blade)
Weapon Equipped = Eldgammel
Condition(s) = Divine Bond(Holy, Speed)
Smite = 5/7
Channel Positive Energy = 6/7
Lay on Hands = 14/15

Reflex Save v DC 23: 1d20 + 21 ⇒ (15) + 21 = 36
Will Save v DC 17, 1 Fails: 1d20 ⇒ 16

Remembering what the tarry demodands taught them before, Kikinnin manages to hold onto his blade for the next series of swings. The might of Eldgammel reassures him that his place is here, standing in front of the evil blighter, hewing it like a rotten tree.

Eldgammel, Power Attack, Smite, Holy: 1d20 + 25 - 5 + 7 + 2 ⇒ (19) + 25 - 5 + 7 + 2 = 48 for 1d10 + 6 + 10 + 22 + 2d6 ⇒ (5) + 6 + 10 + 22 + (3, 6) = 52 damage, including Holy and Smite
Reflex Save v DC 23: 1d20 + 21 ⇒ (7) + 21 = 28

Second Swing: 1d20 + 20 - 5 + 7 + 2 ⇒ (5) + 20 - 5 + 7 + 2 = 29 for 1d10 + 6 + 10 + 22 + 2d6 ⇒ (2) + 6 + 10 + 22 + (6, 3) = 49 damage, including Holy and Smite
Reflex Save v DC 23: 1d20 + 21 ⇒ (2) + 21 = 23

Third Swing: 1d20 + 15 - 5 + 7 + 2 ⇒ (11) + 15 - 5 + 7 + 2 = 30 for 1d10 + 6 + 10 + 22 + 2d6 ⇒ (1) + 6 + 10 + 22 + (6, 3) = 48 damage, including Holy and Smite
Reflex Save v DC 23: 1d20 + 21 ⇒ (19) + 21 = 40

Fourth Swing: 1d20 + 10 - 5 + 7 + 2 ⇒ (12) + 10 - 5 + 7 + 2 = 26 for 1d10 + 6 + 10 + 22 + 2d6 ⇒ (9) + 6 + 10 + 22 + (4, 3) = 54 damage, including Holy and Smite
Reflex Save v DC 23: 1d20 + 21 ⇒ (15) + 21 = 36

Haste Attack: 1d20 + 25 - 5 + 7 + 2 ⇒ (6) + 25 - 5 + 7 + 2 = 35 for 1d10 + 6 + 10 + 22 + 2d6 ⇒ (8) + 6 + 10 + 22 + (3, 2) = 51 damage, including Holy and Smite
Reflex Save v DC 23: 1d20 + 21 ⇒ (14) + 21 = 35

edit:

Confirm Critical?: 1d20 + 25 - 5 + 7 + 2 ⇒ (3) + 25 - 5 + 7 + 2 = 32 for 2d10 + 12 + 20 + 44 ⇒ (9, 3) + 12 + 20 + 44 = 88 damage, including Smite


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))

Forgot my will
will dc17: 1d20 + 16 ⇒ (2) + 16 = 18 Phew

JJ shakes under the power of chaos but resists its worst effects. Non lawful.


Iron Gods: Iron maps;

JJ Will DC 17: 1d20 + 16 ⇒ (9) + 16 = 25
Maxim Will DC 17: 1d20 + 15 ⇒ (13) + 15 = 28
JJ avoids the worst of the chaos hammer and Maxim is mostly unaffected.

As Marigold raises her voice, the wounds in the party's skin quickly start to close and disappear.

With two well placed swings of his axe, Kikinnin opens the demodand's flesh and removes his weapon before it can get stuck. The Tarry Demodand falls to the ground dead.

Maxim does something heroic!

The last of the enemies steps over following Marigold "ગાંડપણનો ભગવાન તેના સાદર નાના હડપ કરનારને મોકલે છે!" and attacks with his spinning twin blades.

Abyssal:

"The Lord of Madness sends his regards little usurper!"

mwk short sword: 1d20 + 27 ⇒ (9) + 27 = 361d6 + 9 ⇒ (2) + 9 = 11
mwk short sword: 1d20 + 22 ⇒ (8) + 22 = 301d6 + 9 ⇒ (5) + 9 = 14
mwk short sword: 1d20 + 17 ⇒ (16) + 17 = 331d6 + 9 ⇒ (1) + 9 = 10
mwk short sword: 1d20 + 12 ⇒ (17) + 12 = 291d6 + 9 ⇒ (2) + 9 = 11

mwk short sword: 1d20 + 27 ⇒ (15) + 27 = 421d6 + 4 ⇒ (3) + 4 = 7
mwk short sword: 1d20 + 22 ⇒ (3) + 22 = 251d6 + 4 ⇒ (2) + 4 = 6
mwk short sword: 1d20 + 17 ⇒ (16) + 17 = 331d6 + 4 ⇒ (6) + 4 = 10

bite: 1d20 + 22 ⇒ (18) + 22 = 401d8 + 4 ⇒ (3) + 4 = 7
Total: -11 - 14 - 10 - 11 - 7 - 6 - 10 - 7 = -76
Without nowhere to hide, the demodand overwhelms Marigold with a series of attacks that slowly pile up opening many gasps all through.

Green demodand: 85 damage, considerably damaged
Pink demodand: 212 damage, dead
JJ: 125/170 hp
Kikinnin: 116/184 hp, air walking 113 min, divine bond (holy, speed) 18 min, smite evil (Pink)
Marigold: 78/165 hp
Maxim: 136/145 hp
Round 3: Marigold Round 4: JJ, Kikinnin, Maxim (x2), Demodands

Everyone can act!


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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 3

Status:

AC = 36/16/35
HP = 238/238 (-15 from Chaos, at least, -27 from blade)
Weapon Equipped = Eldgammel
Condition(s) = Divine Bond(Holy, Speed)
Smite = 4/7
Channel Positive Energy = 6/7
Lay on Hands = 14/15

Kikinnin looks over his shoulder, having lost the second demodand, momentarily. When the first tarry hits the floor, the black beard wastes no time in charging the second one currently assaulting their halfling lass. Swift to Smite Green

"She's no usurper, you fiend. She claimed authority rightfully. Your lord has a problem with that, he should take it up with her, face to face. While we're sending regards, Abadar sends His."

Eldgammel, Power Attack, Smite, Holy, Charge: 1d20 + 25 - 5 + 7 + 2 + 2 ⇒ (20) + 25 - 5 + 7 + 2 + 2 = 51 for 1d10 + 6 + 10 + 44 + 2d6 ⇒ (6) + 6 + 10 + 44 + (2, 5) = 73 damage, including Smite and Holy

edit:

Confirm Critical?: 1d20 + 25 - 5 + 7 + 2 + 2 ⇒ (3) + 25 - 5 + 7 + 2 + 2 = 34 for 2d10 + 12 + 20 + 88 ⇒ (7, 5) + 12 + 20 + 88 = 132 damage, including Smite

second edit:

Hero Point, to put a Point on it, if necessary...
Confirm Critical?: 1d20 + 25 - 5 + 7 + 2 + 2 ⇒ (14) + 25 - 5 + 7 + 2 + 2 = 45


Iron Gods: Iron maps;

With a wild stride in the air and a mighty swing of his axe, Kikinnin cleanly decapitates the last of the demodands with a single strike supported by Abadar's resolve to clean the land.

Combat is over!

Loot:

Mithral chain shirt
2x silver cage pendant (an amulet)
+1 longsword
+1 frost longbow
four quivers with 25 arrows each (100 arrows total)
cloak of resistance +3
greater bracers of archery
2x Ring of Thirteen
1x potions of barkskin (+5)
2x potions of cure light wounds
Kyan's spellbook
silver headdress (250 gp).
adamantine rapier
masterwork cold iron rapier
masterwork hand crossbow
10 bolts
belt of Dexterity +4
bead of force
scroll of Bigby's interposing hand
scroll of greater magic weapon
scroll of wall of ice
2x flasks of alchemist's fire
tanglefoot bag
spell component pouch
Viirdran's spellbook emblazoned with lightning bolt patterns

Detect magic + Spellcraft DC 30 (silver cage pendant):

Aside from being the symbol of the Cagewrights, this is also a lesser amulet of the planes. This works like an amulet of the planes but it can be used only once per day.

Price 24,000 gp

Spellcraft DC 16 (Kyan spellbook):

1st—burning hands, expeditious retreat, magearmor, mount, rayof enfeeblement, shield.

Spellcraft DC 20 (Viirdran spellbook):

As you are up to open the spellbook, roll a Perception DC 29 check, if you fail, you are affected by a fire trap.
Fire damage: 1d4 + 7 ⇒ (4) + 7 = 11
Disable Device DC 29

1st—alarm, expeditious retreat, feather fall, jump, mage armor, magic missile, shield, true strike;
2nd—alter self,fox's cunning, scorching ray, see invisibility, shatter, spider climb, web;
3rd—fireball, fly, greater magic weapon, haste, hold person, lightning bolt, protection from energy;
4th—dimension door, enervation, ice storm, stoneskin, wall of ice.

Without the enemies around, you have time to examine the black egg in the middle of the room more calmly. It is an 8000 pound stone ovoid with runes etched across its surface that irradiate magic. The egg bears ten runes in all.

K. arcana DC 20:

You think this should be what they referred as the Egg of Merrshaulk. Given the magic irradiated and the type of runes around it, you think tracing with the hand one of the runes will trigger its powers.

The exact powers of the artifact are beyond common knowledge and will require experimentation or divination magic to be determined.

Linguistics DC 25 (1st rune):

Arrythar, this is an old word for protection from death.

Linguistics DC 25 (2nd rune):

Dessath, this is an old word for protection from magic.

Linguistics DC 25 (3rd rune):

Fyrraess, this is an old word of earth and corrosion.

Linguistics DC 25 (4th rune):

Kjaras-eth, this is an old word for unveiling the truth.

Linguistics DC 25 (5th rune):

Mhavaess, this is an old word for the blasting effects of storms.

Linguistics DC 25 (6th rune):

Thysstrune, this is an old word for the sturdy protection of stone.

Linguistics DC 25 (7th rune):

Uraess, this is an old word of fire.

Linguistics DC 25 (8th rune):

Vasshaess, this is an old word for instant travel.

Linguistics DC 25 (9th rune):

Yutharaess, this is an old word for the snow and cold.

Linguistics DC 25 (10th rune):

Z'thareth, this is an old word of healing.

Perception DC 34:

The interior of the egg stone seems to be hollow. By the look of the stone, you think it might be filled with acid inside. Fortunately, whatever trap this might be, you think it can be disabled DC 34.


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))

While the others look at the fallen, JJs attention is drawn to the odd egg. "I hope this is not another shackle-tree type thing.." he sighs.

perception, underground: 1d20 + 25 + 2 ⇒ (15) + 25 + 2 = 42
linguistics@+22, need 3s: 10d20 ⇒ (8, 1, 9, 15, 13, 13, 19, 9, 17, 1) = 105

"I can read most of these runes.."
Feel free to open all but #2 and #10

"What do you think it means."

"Looks hollow... maybe filled with acid?"


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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)

Having left the battling to those better suited, Maxim's eyes light up at the various items around them;

"Gods be darned! Quite the haul!"

His attention is drawn to the spell books...

Spellcraft DC 16 (Kyan spellbook): 1d20 + 22 ⇒ (4) + 22 = 26
Spellcraft DC 20 (Viirdran spellbook): 1d20 + 22 ⇒ (3) + 22 = 25
Perception DC29: 1d20 + 17 ⇒ (10) + 17 = 27

... However his eagerness proves dangerous as Viirdran's book bursts into flames singeing gun-mage and beard alike! 10 Fire Damage

"Hell's Teeth! That Mørk Alf was a tricksy one! Sooted up mah whiskers but good!"

Knowledge (Aracana) DC20: 1d20 + 22 ⇒ (9) + 22 = 31

"Surabar. That there is the fabled Egg of Merrshaulk. Tracing them pretty runes you recognise should activate its powers. Fir good or ill I ain't rightly sure o'."

He moves to run his hands o'er the huge artefact;

"Acid ye say? Well there should be a way o' neutralisin' such a trap... Stand back lessen I set it off..."

Disable Device DC34: 1d20 + 29 ⇒ (13) + 29 = 42


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

"What is the Egg of Merrshaulk?" asks JJ as he steps back from it.

"Some type of dragon maybe?"


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

Detect Magic + Spellcraft (DC 30): 1d20 + 15 ⇒ (18) + 15 = 33
Linguistics #2 (DC 25): 1d20 + 9 ⇒ (5) + 9 = 14
Linguistics #10 (DC 25): 1d20 + 9 ⇒ (8) + 9 = 17

"Um, I h-haven't the foggiest about the last t-two runes, b-but this s-silver cage pendant? It's actually a l-lesser version of an Amulet of the Planes," she explains. "Only g-good to be used once a d-day but still r-really useful when you n-need it!"


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

Maxim raises a singed brow at JJ's question;

"Colour o' the egg. Filled with acid... Smells like Black Drake to me..."

Knowledge (Arcana) to recall anything on the Egg of Merrshaulk: 1d20 + 22 ⇒ (9) + 22 = 31


Iron Gods: Iron maps;

Maxim knows the Egg is a powerful artifact by itself, and each rune signifies a different power the serpentfolk used to boost their soldiers. Whatever the egg was, it is knowledge lost to time, from where the Serpentfolk and Azlantis were the two largest civilizations in this area of Golarion.

Those of you more versed in religion and history, know Merrshaulk was the name the yuan-ti, the local serpentfolk, gave to their god Ydersius, and by the look of it, this is probably the largest temple known to that faith. If the egg is Ydersius' egg itself, than that should suffice to speak of its relevance to the serpentfolk and its probable power.

Maxim also knows, following the runes trace with the hand shall trigger their power, whatever that might be.

Perception DC 35 or K. engineering DC 20 (stone):

One of the southwestern pillars looks different to the others, it is hollow inside and knocking on it sounds different. A stoneshape or a good smack hardness 2, hp 15, break DC 13 should be enough to open the way forward.

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