[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 carefully picks up his prized new sword. For a moment he looks at the mace, and then slings it again at his waste.

"What was that thing?" he asks, his voice somewhat shaky.


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

Kikinnin looks the broken bits over, shaking his head. "Dunno. Don't wanna know." He looks down the ladder, not happy with more descending and ascending. "I'll wait here. Call if you see a way forward. We still have doors behind us, left unopened. I'd rather not move forward, until we see what lies behind each of them."


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M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Taking his time to study the bones and skins more closely, Ryan looks at JJ "Some kind of undead it appears, read about it once before in a dusty tome buried in the back of the library. Really thought is was no more than a fairytale. Guess I was wrong. The magic that inhabits it was more closely related to that which reanimates skeletons than zombies, although necromancy is not one of my normal areas of study, so I have little more to add. Are you ok? and I don't think that swordsmith will be offering any refunds. " The final barb sent with a smile

Looking to Kikinnin or Juraan, "That thing would be an excellent candidate for a bonfire before we return above."

Allowing those more agile than him to go first Ryan will hold the room as the others go down the first ladder and then he will follow.


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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

Kn. Religion: 1d20 + 6 ⇒ (20) + 6 = 26

"D-d-definitely like a z-z-zombie or s-s-skeleton," Marigold agrees with a shudder once she's able to get into the room and have a look at the remains of the animated throne. "No w-w-wonder your s-s-sword didn't do much g-g-good...you have to b-b-bash them, not c-c-cut them," she adds with a sympathetic pat on JJ's knee.

Noting that her friend had taken yet another beating, she pulls out her healing wand and looks at it sadly. "Almost empty, but m-m-maybe I c-c-can patch you up with wh-wh-what's left."

Healing Wand:

Cure Light Wounds (JJ): 1d8 + 1 ⇒ (7) + 1 = 8 Charges remaining (2).
Cure Light Wounds (JJ): 1d8 + 1 ⇒ (7) + 1 = 8 Charges remaining (1).

JJ should now be back at full health. Huzzah!


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))

"Gosh, thanks Marigold. Maybe I should work on my defensive techniques a bit..." he sighs.

Peering down the window JJ thinks back... "There was a door in the room we found the demon and the wizard. Apart from that, I think it was just caves, pretty much like this one. they may even meet up for all we know..."

He peers out the window again.

"If the vampire is over there... he either already knows we are here and is afraid... or is incapable of confronting us at the moment. In either case we are probably best trying to tackle him now. If he is not up that other ladder... then... then we try the door in the wizards room and explore the various caves. How does that sound Kikinnin?"

He checks with the stern dwarf before inspecting the ladder, to make sure it really is capable of holding his weight and won't try to magically attack him like the throne did.

"I bet that throne was just some type of early warning device for him.."


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

Kikinnin nods. "There are plenty of ways a mist can travel down here. Let's get this set of ladders tested and inspected." He looks at the two strangers.

"Todd and Annah were champing at the bit. Seems rude to keep them from leading again."


Male Human Sorcerer (inactive)

"We should send some light ahead first," Juraan suggests.

He then grabs a piece of refuse from the animated throne,
casts a Light cantrip on it,
and tosses it down to the bottom of where the ladder leads.

"Just in case there's anything else there reacting to movement" he adds.

He then looks over the edge to see if there is anything interesting down there.
perception: 1d20 + 6 ⇒ (18) + 6 = 24


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 looks down the ladder with a hard grin as Juraan engages his cantrip;

"We should have saved yer spell and set weasel-face alight... dropped him down... Light and bait all rolled into one har!"

Perception: 1d20 + 6 ⇒ (17) + 6 = 23


Iron Gods: Iron maps;

Maxim & Juraan:

The light at the bottom of the ground allows you to see a couple of giant bats concealed at the cavern ceiling.
They are to covered to effectively attack them with projectile weapons, but you see enough to target them with spells.

"I can lead the way, the Stormblades are no chickens like most Cauldron adventurers" says Todd looking stern at Kikinnin then at Maxim "I am told the best bait is dwarven beard"

He cackles as he starts descending the ladder.

"Anyone following Todd?" asks Annah.


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

Maxim flashes a hard smile at Todd's bravado;

"Brave weasel when its all clear eh..."

The dwur looks to Juraan, holding his gaze on the sorcerer as he answers Annah;

"Ladies first..."


Male Human Sorcerer (inactive)

Without a word, Juraan points to the ceiling and a black and purple ray shoots from his hand to the ceiling.

GM Rusteg:
Juraan will fire an acid ray at the nearest giant bat hiding on the ceiling:
acid ray: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d6 + 2 ⇒ (6) + 2 = 8
(ranged touch, point-blank shot, 6/day, 5 left)


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

"Maxim..." says JJ

"Todd is a bowman, and Annah a lady. You can hardly expect them to go..."

He stops as Todd grabs hold of the ladder and starts down it.

"or maybe you can. Wait up Todd I'll"

And then Jurann starts a spell.

"Todd WAIT, Jurann is doing something..."


Iron Gods: Iron maps;

Todd makes a grimace to Maxim as he keeps descending the ladder "Apparently most of your group does not even brave a clear ladder"

As he finishes his sentence a ray of acid goes over his head impacting at some bulk in the ceiling. Juraan's acid burns the skin of the thing!

Initiative:

JJ: 1d20 + 2 ⇒ (7) + 2 = 9
Kikinnin: 1d20 + 1 ⇒ (8) + 1 = 9
Marigold: 1d20 + 2 ⇒ (16) + 2 = 18
Maxim: 1d20 + 3 ⇒ (20) + 3 = 23
Juraan: 1d20 + 2 ⇒ (8) + 2 = 10
Ryan: 1d20 + 1 ⇒ (2) + 1 = 3
Annah: 1d20 + 1 ⇒ (18) + 1 = 19
Todd: 1d20 + 7 ⇒ (9) + 7 = 16
Bats: 1d20 + 2 ⇒ (14) + 2 = 16

The creature shrieks in pain and you are able to see a large bat in the ceiling as he opens his wings. Maxim and Marigold got to react in time before the bat can fly over the group!

K. nature DC 12:

These are dire bats. There is nothing particular about them, but they can fly. Despite being large they do not have reach.

Red bat: 8 damage
Round 1: Maxim, Annah, Marigold, Todd, Bats, Juraan, JJ, Kikinnin, Ryan


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

"If you all are through, we have a vampire to destroy. Nobody said you needed to go out for beers afterwards. Just act like a team for the moment.....Juraan what are you doing?"

Ryan ask as Juraan set off a shot at the cavern ceiling, looking upwards to see what's going on.

Ryan stated above he was going to go down last


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

"M-m-maybe...maybe j-j-just your armor, n-n-now that you've g-g-got that fancy s-s-sword," Marigold smiles up at JJ. "There's g-g-got to be s-s-someone in Cauldron that c-c-can make light armor p-p-protect like it were st-st-steel."

As the group continues to make its way further into the caverns Marigold tries her best to ignore the verbal sparring between her companions and Todd and Annah.

Vampire or not, I hope their help is worth all the noise...

When they come to the ladder, the halfling idly waits her turn to descend until Juraan raises his hand and points at something down the hole. "Wha-!" Her eyes widen as Juraan fires a spell into the hole and a screech of pain is heard from below. Peering over the edge she can just make out what looks like an extremely large bat preparing to take flight!

Marigold's Round 1

"ચામાચિડીયા! દો નથી, તેમને તમારા વાળ માં અટવાઇ મળી!" she squeals as she pulls out her sling and quickly backs away from the opening in the floor.

Marigold will draw her sling and step away from the hole, hehe.

Abyssal:

"Bats! Don't let them get stuck in your hair!"


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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 quickly checks his head, before realising that he has a helmet on, and that young warriors don't care about their hair...even would-be-wizards.

"Don't worry about your hair!" he calls back, forgetting in his excitement that Marigold probably won't understand him, and the others will just be confused.


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

As Todd descends, and the Juraan engages the now revealed bat, Maxim grimaces;

"Aw Skit. There's two o' em giant bats up there folks..."

The gun-mage loads his pistol with bullet and powder (Standard Action) before raising the weapon and drawing a bead on the creature.

GM-R: Just to get the dynamics of this encounter and the geography right (I my head) - there is a ladder going down to a deeper cavern... bats are roosting in the deeper cavern ceiling? Can they swoop through to where we are currently assembled or is it a case of we engage from the ladder edge/risk the climb down?? Just want to get the picture straight in my head lol.


Iron Gods: Iron maps;

The cavern ceiling is at the same height of your room's ceiling, while there is a fall of 20' to the ground of the cavern.

Marigold prepares her sling while Maxim does the same for his pistol.

Todd, looks up, then presses his march reaching just the ground of the cavern "Suckers! You could have told me before descending!"

Annah starts singing her song once again "Fight! Fight the rats!"

One of the bats flies towards Juraan, the source of his wound, and attempts to bite him.
bite: 1d20 + 5 ⇒ (2) + 5 = 7
B/P/S damage: 1d8 + 4 ⇒ (7) + 4 = 11

The other bat descends all the way up to Todd where it menaces the man with a terrible shriek.

Everybody: Inspire courage +1
Red bat: 8 damage
Round 1 (and 2): Bats, Juraan, JJ, Kikinnin, Ryan, Maxim, Annah, Marigold, Todd


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Male Human Sorcerer (inactive)

Round 2

"You didn't wait to find out, Todd!"
"And you're welcome, by the way!"

Juaan quips

He then fires an icy ray, tinged with black and purple at the first bat (red)
ray of frost, acid damage: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d3 + 3 ⇒ (3) + 3 = 6
(inspire courage, ranged touch, point-blank, no save)

Don't want to use too many of my resources before we fight the vampire, sort of thing.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Judging from the map I believe I can hit the bat
Round 1

"Juraan!" Shield and mace still at the ready, Ryan turn the mace upon the bat menacing Juraan.

Hwy Mace + Bless: 1d20 + 6 ⇒ (15) + 6 = 21
Dmg?: 1d8 + 3 ⇒ (3) + 3 = 6


Male Human Sorcerer (inactive)

Probably should've made a 5 ft step back. Ooops.


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 = 22
HP = 34/34
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = None

Kikinnin looks bat and forth, debating where he might get a little closer, and swing his axe. If he can stand at the top of the ladder, he moves over, and throws a blade out and over the expanse, seeking to bloody the winged rat.

MW Dwarven Greataxe: 1d20 + 7 ⇒ (2) + 7 = 9 for 1d10 + 2 ⇒ (2) + 2 = 4 damage

If he can't, he argues with himself about tucking away his greataxe, for one of the smaller throwing axes. Either way, he's useless at the moment.


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 steps up to the "window" and tries his new sword again on the giant bat.

We'll be down in a minute to help you Todd, hold on."

attack, inspire: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
damage(silver, magic, piercing) inspire: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8


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

"Are these bats here like guard dogs? I'm figuring any bats and rats down here are here for purpose. Otherwise, the cave's gonna need to exit somewhere, beyond down there, so they can hunt."


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 - Buffs: Inspire Courage (+1 hit/damage/saves vs fear & charm)

Maxim again raises his pistol and draws a bead on the giant bat already wounded;

Enjoy your new playmate weasel face... hopefully it'll be one down... one to go with you Stormers...

The gun-mage charges it with some magical essence (Arcane Strike - Swift Action) and when a clear shot presents he pulls the trigger (Standard Action)

Ranged Touch - Pistol (+ Inspire Courage): 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Damage: Pistol (+ Arcane Strike & Inspire Courage): 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4

GM-R:

Not sure if Maxim has clear "line of sight" on the bat with the gathering at the ladder's edge? If not please take above attack as delayed.

Frustrated by companions blocking his shot Maxim shouts;

"Hell's Teeth Surabar! Get down the ladder then... I need a clear shot!"

At his fellow dwur's question the blonde beard shrugs;

"Reckon so. Savvy enough... like Juraan says most likely to suck up any hunters best shots an' such... Deplete their stocks..."

Maxim spits once again is disdain;

"Risen buchveer is mayhap smarter than we give the brute credit fer..."


Iron Gods: Iron maps;

Juraan steps back looking for the cover to avoid the bat attacks, then shots with his ray at him, and finds the skin that gets burned by the acid.

Ryan takes the free space and swings his mace over the head of the thing opening a large bruise on it.

While Kikinnin hesitates, JJ moves over the edge of the ladder in a dangerously unbalanced position, but anyway he manages to score a hit on the left wing of the bat going deep with his attack and forcing the bat to descend.
Falling damage: 2d6 ⇒ (2, 4) = 6
The bat dies with the hit.

From his position, Maxim sees the bat below and takes a shot at it. The burned powder propels the bullet that hits deep into the bat.

Annah keeps singing her inspiration song.

Meanwhile attempts to defend himself against the bat drawing his rapier "Die beast!"
Rapier+IC: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
P damage+IC: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
He succeeds at making an scratch at the beast, then side steps looking for a better position in the cavern below.

Everybody: Inspire courage +1
Red bat: 36 damage
Green bat: 7 damage
Round 2 (and 3): Bats, Juraan, JJ, Kikinnin, Ryan, Maxim, Annah, Marigold (x2), Todd


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 - Buffs: Inspire Courage (+1 hit/damage/saves vs fear & charm)

Satisfied he's winged the beast, Maxim belays taking another shot. He reaches for a flask of alchemical fire (Move Action), imbues it with arcane energy (Arcane Strike)... then with a hard smile chucks it at the remaining bat;

GM-R:

Maxim will aim for bat square next to Todd (so he potentially takes splash damage... heheh.

Mind the rain weasel-face!"

Ranged Touch - Throw Flask of Alchemical Fire (+Inspire Courage): 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15

Damage - Alchemical Fire (+Inspire Courage+Arcane Strike?): 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5 (all creatures within 5ft take 3 damage (1 +1 from Inspire Courage & +1 Arcane Strike?)


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 climbs down the ladder as fast as he can.

"Okay Kikinnin, I'm going as fast as I can."

I'm guessing it is a double move to get down there?


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Unable to climb the ladder with shield and mace in hand, Ryan drops them to the ground to draw his crossbow.


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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

Had a brain fart earlier; meant to say that MG pulls her crossbow and not a sling!

Marigold's Round 2

As it becomes apparent that the bats won't be coming up through the hole, Marigold steps forward again and tries to take aim at the remaining screecher with her crossbow.

Attack (Light Crossbow; Inspire Courage, Into Melee?): 1d20 + 3 + 1 - 4 ⇒ (4) + 3 + 1 - 4 = 4
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

And groans as her bolt flies wide and clatters against the floor below.

Marigold's Round 3

Perhaps not knowing when to quit, the halfling tries once again to pincushion the flapping bat with a bolt from her crossbow.

Attack (Light Crossbow; Inspire Courage, Into Melee?): 1d20 + 3 + 1 - 4 ⇒ (19) + 3 + 1 - 4 = 19
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Crit Confirm!?: 1d20 + 3 + 1 - 4 ⇒ (5) + 3 + 1 - 4 = 5
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

And cheers as she manages to clip the beast with her second shot!


Male Human Sorcerer (inactive)

Round 3

Lacking any other clear options, Juraan casts a Magic Missile spell at the surviving giant bat:
magic missile: 2d4 + 2 ⇒ (4, 1) + 2 = 7
(5 level 1 spell slots left)

He then readies his crossbow, hoping to get a clear shot at it next.


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 = 22
HP = 34/34
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = None

Kikinnin watches as one bat falls to its death, then watches as the second bat takes a good skulling from his companions. He decides to keep his position at the back, and ready to defend the rear, should anything untoward approach them, while the bat is taken care of.

Readied Action: 1d20 + 7 ⇒ (6) + 7 = 13 for 1d10 + 2 ⇒ (2) + 2 = 4 damage

"Keep it up, you all. Be wary, in case the bats are just the first trickle."


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Iron Gods: Iron maps;

The alchemical flask thrown by Maxim hits the bat and splahses his content over Todd who shouts up "Damned dwarf! Look where you throw your things!" The bat starts to burn on fire!

JJ saves his sword then starts descending fast, reaching half the ladder.

Ryan instead drops his mace and shield and draws his crossbow.

Marigold keeps shooting bolts at the bat. Even the angle is difficult from her position, she manages to scratch the bat once.

Juraan casts a spell and two orbs of magical force fly hitting the back of the dire bat! It leaves the creature terribly injured but it is not enough to drop the creature.

Kikinnin holds the back where Annah keeps singing and also readies a crossbow looking back where the dwarf is looking "What's it Kikinnin? Have you seen anything approaching?"

Todd attempts to hit the bat again with his rapier.
Rapier+IC: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
P damage+IC: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
He manages to stab the thing and the bat drops to the ground with a terrible shriek!

Todd: 1 damage
Combat is over!

This ledge over looks a cavern nearly twenty feet across and fifty feet high. The cavern floor, which slopes down gently toward the southwest, is twenty feet below and quite uneven. A twenty-foot-long makeshift wooden ladder rests against the side ofthe ledge, offering an easy way down. Thirty feet to the south, a similar makeshift ladder climbing twenty feet to a recess carved into the wall of the cavern is visible.

Now the bats are gone it is easy to reach the other side of the cavern and climb the ladder, although Todd protests considerably to Maxim about the fire "You made it on purpose"

D33.
Various treasures have been haphazardly strewn against the back wall of this ten-foot-high recess amid heaps of dust and bones.
Loose copper and silver coins, assorted weapons and armor, and a wooden chest are apparent in the scattered mess.

Treasure:

17,200 cp
3,500 sp
a rusty battleaxe
a composite longbow (+3 Str bonus)
a magical quiver (spellcraft to identify)
a masterwork rapier
a masterwork spear with a silvered head
a breastplate shaped in the likeness of a griffon
a mithral shirt
a heavy darkwood shield

Disable device (wooden chest) DC 20:

a finely wrought gold bracelet worth 50 gp
a silver comb inlaid with amber worth 155 gp
a small ivory flute with jade inlays worth 250 gp
a magical necklace wrapped in a purple velvetcloth (spellcraft to identify)
and a magical token with a bird engraved (spellcraft to identify)


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))

"But where is the vampire?" wonder JJ, as he examines the chest.

perception: 1d20 + 7 ⇒ (13) + 7 = 20

After satisfying himself that the chest is not trapped he has a quick poke at the lock

Takes ten for 20; if that is not enough, he'll try taking 20.


Male Human Sorcerer (inactive)

Juraan takes time to examine the magic quiver:
spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13


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 lights himself a cigar as the group catch their breath. At Todd's protestations he merely shrugs his shoulders;

"Think what you like weasel... I ain't used to workin' alongside amateurs that's all..."

The gun-mage ignores the Stormblade and goes to assist JJ's attempt to crack the chest;

"Lessee... What we got here Surabar?"

Aid Another - Disable Device: 1d20 + 7 ⇒ (14) + 7 = 21


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Ryan moves across the way to see what has been found, pointedly ignoring the back and forth between Todd and the dwarves. Reaching the top he inspects the quivery Juraan was looking at, spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24

And also inspects the breastplate...
kn:nobility: 1d20 + 5 ⇒ (5) + 5 = 10 trying to remember any family crest this might belong to.

"You didn't expect it to be easy did you JJ?"


Iron Gods: Iron maps;

JJ checks the chest is out of traps. He is out to force it open but gets distracted by something else. Maxim comes to the chest and forces it open with a bit of difficulty and inspects the content inside.

Juraan has no idea what the quiver is, but Ryan appropriately identifies it as an efficient quiver. He does not know what the symbols in the breastplate are.

What got JJ distracted are a series of holes in one large tile in the ground close to the chest.


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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

"It t-t-takes t-t-time to g-g-get used to fighting with p-p-people you don't really know from what I've s-s-seen," Marigold offers to Todd, silently wishing that Maxim wouldn't egg him or Annah on quite so much. "S-s-some of us ended up with b-b-burns and b-b-bruises too when we first st-st-started working together. H-h-hopefully the next b-b-battle will b-b-be a little b-b-better..."

Diplomacy (Pacify Todd): 1d20 + 7 ⇒ (17) + 7 = 24

As they stumble upon even more hoarded treasure, the halfling gets a sinking feeling in her stomach.

I hope we can split that when the time comes without things getting ugly. The others won't like it much but Todd and Annah deserve a cut of this too, even if they are mean to everyone...


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Studying the quiver, Ryan is delighted with the find. "Hey I've seen one of these before! The spear, the bow, Todd's bow, probably all of the arrows he has and my bolts could fit in the and be drawn out as needed. It basically a bag of holding tailor made for an archer!"

Looking in the chest, Ryan spots a couple of auras inside and pulls them out to study closer.

spellcraft(necklace): 1d20 + 5 ⇒ (5) + 5 = 10

spellcraft(bird token): 1d20 + 5 ⇒ (7) + 5 = 12

Doubtful though that he can tell anything about them.


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

Kikinnin waits for the more watchful of the party to suss out the left-layin'-round. When they're ready to move onwards, he's ready. "What are you lookin' at, JJ? Something in the floor begging for your attention?" The black-beard's curiosity is mildly piqued, as this structure pays respects to dwarven craftsmanship in many ways.


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

At the recovery of the treasures Maxim attempts to assist Ryan where possible;

Spellcraft (Necklace): 1d20 + 7 ⇒ (6) + 7 = 13

Spellcraft (Token): 1d20 + 7 ⇒ (15) + 7 = 22

The gun-mage nods towards the weapons recovered;

"Check em out for auras too Taskerhill... Yer on a roll..."

His voice drifts off as he sees first JJ, then Kikinnin's attention drawn by something of interest. Maxim hails them through a cloud of cigar smoke;

"Brodir! What's got you an' Surabar so mighty interested?"


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 only interested in Surabar being interested in something. Keeps looking down. Can't tell if he's staring, or if he's hearing something off at a distance, he holds so still."


Male Human Sorcerer (inactive)

Juraan tries to figure out what the necklace does:
spellcraft: 1d20 + 7 ⇒ (12) + 7 = 19

He then points at the tile with the holes that distracted JJ earlier.
"What do we have here, I wonder?"
Then he casts Detect magic on that tile.
perception: 1d20 + 6 ⇒ (6) + 6 = 12
"oh look! holes!"


Iron Gods: Iron maps;

Maxim identifies the token as a bird feather token, while Juraan finds out the necklace to be a necklace of fireballs (type II).

Upon examination of the holes, they seem very small, even more than a little finger. It is dark below.

K. engineering DC 15 or Lore (dwarves/Malachite Fortress) DC 13:

You know often dwarven constructions have compartments under the ground where to hide valuables. In fact there exists one such in the Malachite Fortress.
Strength check 15 to lift the rock. Up to 2 people can help, with either strength or K. engineering or Disable Device to built a tool to lift it more easily


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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

Lore(Malachite) v DC 13: 1d20 + 4 ⇒ (17) + 4 = 21

"Whoa, now. That's interesting, that is. Good catch, JJ. Bror, look this over." Kikinnin sets down his axe and shield, and tries to pull the stone up.

Strength Check v DC 15: 1d20 + 2 ⇒ (7) + 2 = 9

"Muhback! Not... easy. It's a covering. It's for valuables, usually, to tuck away dwarven riches to evade the obvious eyeing. Here, help me with this."

Strength Check v DC 15, looking for Aid Another, wink, wink: 1d20 + 2 ⇒ (11) + 2 = 13


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Ryan moves over to help Kikinnin with the stone lid. "Nice find JJ "

str(aid): 1d20 + 2 ⇒ (5) + 2 = 7

However he can't seem to get a grip the first time.

str(aid-2nd attempt ): 1d20 + 2 ⇒ (12) + 2 = 14 If allowed


Iron Gods: Iron maps;

On their first attempt Kikinnin and Ryan fail to lift the stone, but on the second the large stone moves and with great effort they place it just next to the coffer.

Instead of valuables the place is filled with earth in the most part, except for a vaguely bugbear-shaped pocket dug out of the middle. In that dug hole lies the corpse of Drakthar. The bugbear is totally pale and still. His eyelids are closed and there is no trace of life on him. The rest of the body is covered with multiple non-bleeding wounds.

Todd breaks the silence saying "I told Cora the thing was not destroyed"

Heal DC 15:

Although the wounds are open and recent and they are not regenerating, and despite there is no trace of life in the monster, you can appreciate the wounds are somehow very slowly healing. Nothing to do with the normal fast healing of the monster, but something deeper much slower is working to bring him back perhaps in some hours, perhaps in some days.


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

"Huh...I w-w-wonder how m-m-many m-m-more of these m-m-might b-b-be around?" Marigold asks as she watches Kikinnin and Ryan attempt to lift the covering off the secret compartment. "There c-c-could b-b-be s-s-supplies that'll hel-EEEE!" she yelps as the lid comes free and they're greeted by the sight of Drakthar's body. She immediately raises her crossbow but then stops when she realizes that he's not about to come climbing out of the hole after them.

"Wh-wh-what's he d-d-doing?" she gasps as she braves peering into the hole.

Heal (DC 15): 1d20 + 8 ⇒ (20) + 8 = 28

"Hey...he's healing, b-b-but...it's n-n-not like any sort of n-n-natural healing," she frowns. "It's like there's s-s-something else d-d-doing it, very s-s-slowly..."


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

Kikinnin is barely clean of dust clapping, when his eyes adjust to Drakthar Itself, just laying there. He slowly looks it over, before reaching for only his axe. He studies the creature laying corpse-like before them, searching for the Glisten. Detect Evil at Will

If this is truly Drakthar, and his eyes can't doubt it at present, he petitions Abadar for the Strength. Smite Evil, marking the bugveer.

He then looks to the others, waiting for a sign. He does not expect to wait long...

Coup De Grace at the Ready:

Coup de Axe, Two-Handed, Smite Undead, Beast Hunter: 3d10 + 6 + 18 + 3 ⇒ (1, 2, 4) + 6 + 18 + 3 = 34 damage, Bypasses DR

If it looks too good to be true...

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