[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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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)

heal(DC15): 1d20 + 9 ⇒ (15) + 9 = 24

"She's right the creature is regenerating, and will return to battle within days, perhaps even hours. I would like to know what is causing the regeneration; however not at the end of that claw once more. Kikinnin can you remove his head? Most things seem to cause less issues when it is no longer attached." Assuming Kikinnin decapitates the bugbear/vampire, Ryan will attempt to roll the creature's body at that point to see if he can determine what is causing the regeneration.

GM do you need another heal check afterwards?


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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 finally lets his eyes get drawn from the mass of wealth around him.

"He looks kind of sad like that. I mean, I know he is a horrible evil vampire. And he was probably a horrible evil bugbear before he became a horrible evil vampire. But stil..."

The boy sighs.

"How do you destroy him? Take him up to the temple?"


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 sighs a bit himself, how things had changed in just a few short weeks it seemed.

" The journal mentioned several things from decapitation, to a stake thru the heart, burning, and holy water. We have access to all of them, why not use them all, if it is to return then it should truly take some time to come back from that. Personally I would not want to bring it back into the city."


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 takes out a stake and sticks it through the body's heart.

"Still seems kind of...cruel." he can't but admit.


Male Human Sorcerer (inactive)

"I have holy water with me now, actually,"
says Juraan, pulling out one vial from his bandolier,
and pointing to a second.

GM Rusteg:
Just in case it's needed, with one of the vials of holy water:
holy water v. undead: 2d4 ⇒ (1, 4) = 5


Iron Gods: Iron maps;

Kikinnin feels the evilness in the creature, then resolved, he takes his axe and buries it on the bugbears body. His eyes open suddenly, he become a mist, and after some seconds the mist accommodates the strange coffin materializing again into the bugbear and restarting the slow healing process.

JJ looks around for a stake but he can find nothing made of wood at hand.

Annah speaks "Yes, a stake. Bury it in his heart then behead the beast. That shall make it once and for all"

When Juraan pours the holy water over the vampire his skin burns, a dark smoke rising in spirals.


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 takes a draw of his stogie as the drama unfolds;

"Hell's Teeth... use the damned wand o' healing on it if needbe... then drag its carcass back to the sun..."

The dwur reloads his pistol with shot and powder, splitting eyes between his gathered companions and the untrustworthy Stormblades.

Sense Motive (Stormblades): 1d20 + 7 ⇒ (11) + 7 = 18


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)

"JJ use the spear as a stake on this thrice d@mned creature, the silver tip should just make it doubly effective."

Ryan will spend a casting of magic weapon on the spear before it is used as a stake.


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

"We p-p-passed some wooden tables and ch-ch-chairs d-d-didn't we? M-m-maybe we c-c-can snap off one of the legs and sh-sh-sharpen it into a st-st-stake if the sp-sp-spear doesn't work," Marigold suggests.


Male Human Sorcerer (inactive)

Juraan pours another vial of holy water on the vampire:
holy water v. undead: 2d4 ⇒ (2, 1) = 3

"I've also got crossbow bolts!"
"Some of you have arrows too."
"They're all made of wood, are they not?"
"Any of those ought to do the trick!"


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 takes another swing on Drakthar, interested in seeing it mist, then rematerialize. He holds his hand up to the others silently, petitioning for more time to see it happen again, then once more. "I wouldn't have believed it, had I not seen it with my own eyes." He looks for the holy water burns on the newly-reformed body. If he doesn't see them, he holds off on striking the vamp again.

He turns to his own, Ryan especially. "So, you stop it from healing back to unlife by... what? We've got holy water, and stakes, and beheading, which should come after the stake?" He stands ready to do what needs doing, when it needs being done. He keeps his vigil over the damned undead creature.


Iron Gods: Iron maps;

The undead burns again under Juraan's vial of holy water. It becomes a mist then back an undead body.

When Kikinnin strikes the body turns to mist, then seconds later materializes back again to a corpse into the coffin. The same is repeated after each hit of the dwarf.

Ryan looks around for a spear but cannot see anyone in the group possessing one.

Annah looks at the wooden bolts "Too thin probably to be of use here" she looks back at Marigold "Where have you seen those wooden furnitures sweetie? We can likely craft a stake from a leg"

Maxim:

Annah looks like cooperative. Todd looks at the group with despise, specially when it refers to you.


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)

referring to the MWK spear w/silver tip that was found before opening the chest did it disappear? Serious question as we have a vamp misting and reforming before our eyes


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 scowls and puffs his stogie with a shake of his head, and a wry word;

"Listen I ain't no expert on fanger-lore, but didn't you say its healin' real slow? Keep it on the reform and drag its undead ass back to the light... then..."

The dwur lets out a puff of smoke to accentuate his point.


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

On Maxim's word, Kikinnin raises an eyebrow. He grabs Drakthar's leg, pulling it out of the dirt, dragging it a ways from the 'coffin'. When he's sure of a good distance, he levels his axe again, wondering. If the body turns to mist, does it return to the dirt, he wonders.


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 shrugs his shoulder at his fellow dwur's actions;

"Might work brodir. Beats debating carpentry and such with the Stormpaids while the bloodless basterd slowly mends..."


Iron Gods: Iron maps;

Kikinnin's experiment results in the vampire becoming a mist, then floating back to the earth coffin and there reforming once again.

Noticing the just found spear, Ryan breaks the stick making a stake of it and stabbing it strongly in the chest of the bugbear where the heart should have laid.

The body spasms for a second, then it is hold still.

Heal DC 15:

The healing process seems totally stopped right now.

Annah looks at Kikinnin "Your turn maese Kikinnin. Bring us that head"


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 doesn't pause, simply relocates to the bugbear vamp's head region, and levels the axe one more time, seeking to behead Drakthar. He waits to see it turn to mist again.


Iron Gods: Iron maps;

When Kikinnin beheads the vampire nothing else happens. The big ugly head is hold in his hand until Annah approaches "Well done" she places her hand over the head and attempts to pick it up "This is ours. You can take the rest"


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)

"Cousin, this would be the time to back off. You joined us when Cara left with the others, not the other way around. Is this how the Stormblades earn their honor stealing credit for others work?"

diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17


Iron Gods: Iron maps;

"You are all right. But we should also remember we defeated the beast and you are getting a good payment with all that treasure." Annah smiles sincerely to Ryan "We should get something into this exchange, shouldn't we?"


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 at Annah, as she approaches. Once he sees her hand reach for the head, he tosses it to her, hoping to prevent the woman from invading his personal space. "Why you'd want a vamp head is beyond me, but here you go." The black-beard pulls a rag from his armor, and proceeds to wipe his hands of the undead ichor.

He does, however, listen to Ryan engage his sister. Uh, cousin. Uh, maybe she's an aunt. Or was it mother? He can't place the age difference between the two to help his math, but if he listens long enough, he should be able to catch it again, as the tempers are likely to flare.


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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

"S-s-some s-s-sort of j-j-joint c-c-credit would b-b-be fair, I th-th-think," Marigold interjects quickly. "B-b-both g-g-groups f-f-fought this thing on their own and s-s-suffered for it...b-b-but wouldn't it m-m-make a b-b-better story for p-p-people to hear that two d-d-different groups c-c-came together to f-f-finish what j-j-just one c-c-couldn't d-d-do alone?" she looks between Annah and Ryan. "It only adds to the...glory of b-b-both groups. And m-m-more glory m-m-means m-m-more work for everyone..."

Diplomacy: 1d20 + 7 ⇒ (2) + 7 = 9

Okay no, I want a redo for this one; spending a Hero Point to make it so!

Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25

Much better!


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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))

"We weakened it, and removed its allies days ago." reminds JJ.

"But if you really want a bugbear head to take back as a trophy, I have no concerns about that."

He looks at the dead head.

"You claiming a reward, or just going to mount it on a pike somewhere?"


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Male Human Sorcerer (inactive)

Juraan tries to figure out if Todd and Annah are sincere.
sense motive: 1d20 + 1 ⇒ (3) + 1 = 4
Compeltely sincere! Yessireebob!

"If that disgusting THING is all they want, they're welcome to it!"

"Especially if we get more dosh and bling than they do!"
… Juraan reflects.


Iron Gods: Iron maps;

Annah listens at you all then finally concedes at Marigold words "You are sweet. Ok, I guess we should accept you found the place and got rid of some of the bugbear's minions" she points to the chest then "But then we will take a share of the profit"

Todd immediately darts to pick up the chest.

"I am sure you will agree on that fair point as we defeated the vampire when you could not. I think it has arrived time for us to leave. Job is done and we have friends to attend" with a reverence Annah let's Todd to make the way back the ladder, then smiles and starts descending herself.


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

As Todd makes his way toward the chest, Maxim sees his opportunity.

The dwur moves to place a boot on the chest, with a hard smile;

"Not so fast weasel. We need to decide what you and yours are entitled to first..."

Maxim takes a last draw on his stogie, then flicks the stub close to Todd's feet;

"Chest is yours. It's a mighty fine chest. Perfect for carrying the fanger's head... but the chest's contents... that's ours, I reckon..."


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)

"And here your father was worried that running around as an adventurer might be a failing in your duties as a noble Annah. You're as cut throat as any noble ever bred, you just pretty it up with words."

"You'd take the credit for the kill, giving us the loot in return. Make gold on the status you gain, while we are paid in coppers! Not happening."

"There are 5 of us, 2 of you. The loot will be split 8 ways. We each take a full share, you and Todd will take your shares for seeing this through, and the last share, four you wounded companions care. They'll need it, and I wouldn't have it said we weren't fair in our dealings. Maxim as Todd has a hankering for the chest figure it as part of his cut, and pay them in coppers first. Something I'm sure neither of them have much experience with besides the chest is a wonderful way to transport them. Wouldn't want Todd having to carry our part of the loot up."


Iron Gods: Iron maps;

Todd looks at Maxim's despised when the dwarf stops the chest with his boot.

Annah stretches her eyes as word of her father is pronounced "Well, let's see then... what exactly is that fair share proposal you are doing. We will fill that chest with it"


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

Kikinnin watches as Todd and Maxim square off, listens as Marigold speaks to smooth ruffled feathers, then hears Ryan enter negotiations with Annah. All over bragging rights.

"We done here? I don't remember exploring the rest of this place. We need to pack up, search thorough, and return to Dandarrion to show we've made it back safely. Bickering about coin and kill is tiresome." The black-beard shoves the stone lid back into place after kicking the dirt about. He then descends the ladder, leaving the squabbling behind him a little. The cavern echoes enough of Annah's and Todd's grating voices, so he doesn't get much in the way of relief as he crosses the floor to explore a little. When he's content there's no more bats or rats, he climbs the opposite ladder, and waits in the 'throne room' for others to return, before proceeding to open doors he knows haven't been opened yet. He only hopes there's no new loot to stir up more ire.


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 watches the discussion, his feelings mixing between irritation and admiration.

"We, together killed the vampire. We removed its minions and turned it to smoke three days ago. You managed to do the same earlier today. You were leaving when we arrived, and would have none of the loot if we had not come." he notes.

"If you had progressed, the two of you would have been easily overcome by that haunted chair, and the bats would have been difficult for you as well. Would you even have noticed the holes in the ground that the vampire-smoke went through? I don't think so."

He pauses.

"However you did contribute to the battles. I think Ryan's approach is fair, but credit for the kill should go to both groups, not just one or the other. We both contributed after all. And lets face it, a monster that requires the skills of so many of us.. well. that makes it all the more fearsome doesn't it?"

He looks through the treasure

treasure wrote:

17,200 cp

3,500 sp
a rusty battleaxe
a composite longbow (+3 Str bonus)
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
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 quiver (spellcraft to identify)
a magical necklace wrapped in a purple velvetcloth (spellcraft to identify)
and a magical token with a bird engraved (spellcraft to identify)

He thinks and pushes the pile around a bit.

"There are three magical items. The quiver, the necklace and the bird. If each magical item is regarded as a share, probably that mithril shirt should be too. It is clearly the most valuable other item. "

He looks around. "So eight shares, one each a magical item, one the mithril shirt, and the others cash of items worth up to 500 gold or so gold. If you are all agreeable to this, I propose that Todd as an archer takes the quiver. The other two magical items are kept for my team's shares."

He looks at Annah. "Lady Annah would then get her pick of treasure to make up her share noting that the magical items are not available. The coins we send to the church to pay for your friends healing, the other items become the property of my group."

He looks around. "Does that seem fair 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)

Ryan nods, the quiver would make a good choice for Todd even though he'd proven to be a royal pain in the ...and limiting what Annah could choose from made sense. Besides the quicker they were off, Todd and Annah, the sooner they could continue the search, there was still the issue of wererats.


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-s-seems g-g-good to m-m-me," Marigold nods. "We d-d-don't have anyone that uses a b-b-bow m-m-much anyway..."


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 thinks. "Or Todd could have that composite bow instead of the quiver. I'm not sure he could really pull it though."

JJ tests the strength of the bow, straining but succeeding it pulling it back.


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 removes his boot from the chest with a hard smile.

"Noble sentiments Surabar. Seems fair enough... I'll honour it."

He steps back and watches the as the Stormblades weigh up the terms. The gun-mage stays close to the arrayed treasure should things go sour.

GM-R:

When/if Todd comes to collect the quiver Maxim will lean in with a growling whisper;

"Just remember weasel-face if it we're up to me you'd be cuddling up to the buchveer in the dirt..."


Iron Gods: Iron maps;

Visibly irritated Todd kneels to pick up the quiver, giving back a hateful stare at Maxim as the dwarf whispers at his ear.

Annah says "Kudos, cousin. Take that mithral chain for my share Todd" she then starts descending the ladder with the bugbear's head tied to her back "We will see you again in the surface. Do not get hurt scavenging the remains of the vamp's assets..."

After Todd picks up the mithril chain and retreats to the ladder he starts descending murmuring "Pack of underclass robbers and looters... you will have what you deserve one day or another"

As the echo of the Stormblades disappears in the shadows of the caverns the group can feel the tension dissipate once more. Kikinnin calls the group from the throne room eager to continue the complex exploration.

Where to next? ;)


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

JJ leads the way back towards the rope bridge.

"We should get a good view up that other cave from here.." he suggests. Then pointing forward he adds "That leads to the ambush spot. I'm not sure we ever got round to checking what those goblins had on them did we?"


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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

Unless there's another way around him, Kikinnin stands square at the top of the second ladder, in the throne room, waiting for Todd to climb it. When Todd gets to the base of the ladder, Kikinnin calls down to him.

"You aren't getting up, until you apologize for your words. Both for the insults, and for the threat. I'll brain you myself, if you try." Kikinnin has a sap in hand, axe sheathed, to make sure his stance is clear.

...

Once Todd, and the other girl, are gone, Kikinnin lets JJ take the way again.

"JJ, shouldn't you be more concerned that there are prisoners down here? That there are more gob and rats needing good riddance? You alright with Todd call you a robber or a looter? Because I'm not. Because we're not." The black-beard shoots Maxim an unsure look, but nods all the same.


Iron Gods: Iron maps;

Todd looks angry at Kikinnin "Never expected your ear to be that acute dwarf..." says Todd from below the ladder, he looks then at the sap, then at the axe still with vampire rests on its edge and back to the dwarf eyes while gulping "Ok. Ok, I have been utterly rude. That's it? I apologize. Can we leave now?"

Once things calm down and you follow JJ through the rope bridge, you do reach a room that resembles a small goblin lair.

D21. GOBLINS'LAIR
Goblin graffiti covers the walls of this room, which contains three moldy straw pallets. The far wall has partially collapsed.


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 thinks for a bit about what Klikinnin has to say. "No, and thankyou for standing up for me Klikinnin. Sometimes you just get used to ignoring comments like that when you are an orphan."

JJ searches the room quickly, but then leads everyone on to the room that had the wizard and the tiefling. "Lets double check their room. I think there was a door there we didn't go through. Then I guess it is following the cave further to see if we can find the were rats." he says.


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 steps away from the ladder, nodding. "From the start, we've been dogs in your eyes, and I have no desire to change your opinion of me. I suggest you speak your foul words in private, to those who will stomach your judgment. I only hope you don't have to pay people to be your friend."

...

Kikinnin picks up the pace, checking the last unopened door, before debating more spelunking deeper into the mountain below. He doesn't rush ahead, waiting for the others to loot the corpses.


Iron Gods: Iron maps;

The group moves to the mercenaries barracks and open the door there just to find a collapsed cooridor.

Following JJ's suggestion, you start to move down the caverns. They start to open up and the air becomes fresher as you descend down the slope. The sloping passage narrows at a point, forming a natural archway a little over five feet wide and ten feet tall.

Up new caverns map


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))

"That looks pretty narrow up ahead. " opins JJ.

"Maybe we should take this passage to the right. I wonder what made these huge rents in the ground? I guess lava must have come this way once, or an earthquake shattered the ground. Big time."

By the way I'll be away for a few days, feel free to Bot JJ as required.


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)

Did we turn up anything on that rusty axe? If not Maxim would check it for magic (+Spellcraft if necessary)

The group moves out with its loot stowed. Maxim carries his pistol openly - ready to be loaded should rats or other threats present themselves.


Iron Gods: Iron maps;

Perception rolls:

DC 20
JJ: 1d20 + 6 ⇒ (12) + 6 = 18
Kikinnin (+2 stones): 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18

1 JJ, 2 Kikinnin: 1d2 ⇒ 2
As Kikinnin leads the march through the caverns, a patch of green slime drops from a nearly undetectable slender crack in the top of the natural arc.
Ref DC 15: 1d20 + 6 ⇒ (4) + 6 = 10
The mass covers all the area including Kikinnin who does not react soon enough to avoid it. The green slime attaches to his head and full armor back and shoulders, and starts to quickly devour flesh and metal.
Con damage: 1d6 ⇒ 4
Armor damage: 2d6 ⇒ (6, 6) = 12

Initiative:

JJ: 1d20 + 2 ⇒ (12) + 2 = 14
Kikinnin: 1d20 + 1 ⇒ (17) + 1 = 18
Marigold: 1d20 + 2 ⇒ (6) + 2 = 8
Maxim: 1d20 + 3 ⇒ (5) + 3 = 8
Juraan: 1d20 + 2 ⇒ (4) + 2 = 6
Ryan: 1d20 + 1 ⇒ (18) + 1 = 19
Green slime: 0 = 0

K. dungeonering DC 14:

This is a green slime, a dangerous dungeon hazard that quickly consumes flesh, metal and wood, although it cannot affect stone.
The first round can be detached, usually by removing the object it is attached to. Further on, it can only be damaged with intense cold or fire, as normal weapons also damage the affected area. Daylight or a remove illness spell completely destroys an area of green slime.

Kikinnin: 4 Con damage; 12 armor damage
Round 1: Ryan, Kikinnin, JJ, Maxim, Marigold, Juraan, Green slime


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))

know(dungeon): 1d20 + 4 ⇒ (5) + 4 = 9 <- bahh

"Eww....." says JJ. Not quite realising the peril that Kikinnin is in. As the dwarf starts to scream in pain, JJ grabs his waterskin and tries to wash the caustic slime from off him.


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)

Unsure as to what has attacked Kikinnin but it is obviously affecting him seriously.

"Abadar, help this one to resist theis, foul mess, covering him." Ryan has no idea what this goop is

move up next to Kikinnin and cast resistance on Kikinnin, +1 to saves/1 minute


Male Human Sorcerer (inactive)

knowledge (dungeoneering): 1d20 + 5 ⇒ (12) + 5 = 17

"It's a green slime!"
"If we can't pull it of quickly, it could kill Kikkinin!"
"Fire, Cold, Remove Illness and Daylight spells work best against it!"

Juraan then hurls an Alchemist's Fire flask at the Green Slime:
alchemist's fire: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d6 + 1 ⇒ (6) + 1 = 7
(ranged touch, point-blank, 1 hp splash, +1d6 next round for direct hit)

That will burn Kikkinin for 1 HP, I know.
But it's all Juraan has on hand that will do much harm to the green slime.
Especially as it will burn the slime for a second round too.


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 breathes a sigh of relief as Todd and Annah finally shove off, though the harsh words exchanged on both sides does leave her feeling uneasy.

We've not seen the last of them. I just hope it doesn't come to blows the next time.

"Your c-c-cousin has s-s-some r-r-rotten friends, Ryan," she says. "Have they always b-b-behaved like that?"

*********************

Marigold's Round 1

The halfling shrieks with alarm as the green ooze splatters down on Kikinnin from out of nowhere, her expression one of horror as it begins melting flesh and armor alike. Unsure of what to do and not wanting to approach, she reaches out and places a guiding hand on Juraan as she cries out to JJ.

Abyssal:

"What!? What did Juraan say???"

Guidance on Juraan!


Iron Gods: Iron maps;

JJ quickly draws and throws his water reserves over the slime without much results.

Juraan's flask crashes over the green slime, quickly consuming a large part of it.

Ryan attempts to give divine resistance to Kikinnin while the rest of the group reminds shouting in horror.

The remaining patch of green slime moves over the dwarf and keeps eating horribly his flesh and armor.
Kikinnin Con damage: 1d6 ⇒ 2
Armor damage: 2d6 ⇒ (5, 5) = 10

Slime: 7 fire damage
Kikinnin: 6 Con damage, 1 damage; 23/45 armor hp
Round 2: Ryan, Kikinnin (x2), JJ, Maxim (x2), Marigold, Juraan, Green slime

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