[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 Human Sorcerer (inactive)

Round 3

Juraan takes a 5 ft step back and fires another acid ray at his opponent (green)
acid ray: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d6 + 2 ⇒ (5) + 2 = 7
(bless, ranged touch, point-blank shot, 6/day, 4 left)

"I'm not a wizard, Wine Sack!"


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)

Rounds 2 & 3 - Buffs: Bless (+1 to hit & vs fear saves)

Maxim staggers under the battering onslaught of the mace wielding bandit.

"Hells Teeth! Ye rattled my ancestors ye damned harpy!"

Bleeding and eye half closed he reels away from the dual threat (R2 - Full Round Action - Withdraw).

Once at a safe distance, the dwur recovers a potion (R3 - Move Action) and glugs it back (R3 - Standard Action) - provokes AoO)

Potion: Cure Moderate Wounds - 2d8 + 2 ⇒ (6, 5) + 2 = 13 Puts him back up to 18/24HP


Iron Gods: Iron maps;

GM:

Perception: 1d20 ⇒ 15

Maxim retreats from the woman that just crushed his skull and retrieves a potion.

Ryan's bolt stabs at the woman's belly, she emitting a silent groan of pain.

Kikinnin opens a wound with his axe on the hillfolk who was menacing Juraan.

Ryan drops the crossbow and readies mace and shield and moves towards the new arrivals unable to hit the man.

JJ spins over himself covering the five feet separating him from that hillfolk and connects one lethal stab, spinning again to connect another lethal stab with his second sword. The man unable to see where the edges are coming from fights without any success, moaning in pain as the deep wounds are opened by the precise JJ. He barely stands on feet.

Juraan steps back sending another acid ray to the hillfolk, this one landing on the ground.

Maxim drinks the healing potion, his wounds quickly recovering.

The hillfolk man fighting Kikinnin, retaliates against the dwarf but stepping closer to Juraan to threaten his potential casting.
mwk heavy mace-sickened: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
B damage-sickened: 1d8 + 2 - 2 ⇒ (8) + 2 - 2 = 8
And he finds an opening in his armor, crashing the mace on his left arm.

The hillfolk woman moves to the melee, flanking Kikinnin.
mwk heavy mace-sickened+flanking: 1d20 + 7 - 2 + 2 ⇒ (5) + 7 - 2 + 2 = 12
B damage-sickened: 1d8 + 2 - 2 ⇒ (5) + 2 - 2 = 5
Only finding metal.

The hillfolk man in front of JJ attempts to revenge with a swing of his mace.
mwk heavy mace-sickened: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
B damage-sickened: 1d8 + 2 - 2 ⇒ (5) + 2 - 2 = 5
But JJ dodges the drunken mace with ease.
He then steps back and draws a potion.

The woman of the stage stumbles to the center of the room and kneels in front of the unconscious hillfolk "Nacer... what happens Nacer? *hick*"

The half-naked Alleybasher woman gets out of the private and attempts to kill JJ with her rapier.
mwk rapier-sickened: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18
P damage-sickened: 1d6 + 1 - 2 ⇒ (1) + 1 - 2 = 0
And forces JJ to perform a difficult but successful dodge.

The frightened Alleybasher shakes away his fear and steps back to the combat "W-what have you done to me?"

Thugs buffs: Sickened
Blue: 11 damage, quite damaged, unconscious-blind-stunned
Purple: 8 damage
Red: 10 damage, unconscious-blind-stunned
Green: 8 damage
Orange: 18 damage, unconsious, dying
Cyan:
Black: 18 damage, deadly damaged, potion at hand
Party buffs: Bless
Kikinnin: 34/44 hp
Marigold: fatigued
Maxim: 18/24 hp, ¿mage armor 1h?
Round 4: Hillfolks, Alleybashers, Maxim, Ryan, Juraan, Marigold (x2), Kikinnin, JJ


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

Round 4

Status:

AC = 22
HP = 34/44
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Bless

Kikinnin grunts as he takes a blow from the mace. He starts to dislike the odds, feeling something press at his back. He lays into Green again, hoping to dismiss the flanking folk.

MW Dwarven Greataxe: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 for 1d10 + 2 ⇒ (10) + 2 = 12 damage

"They're drunk? That's rich, considering our recent contest. You'd think some of them would have stayed sober, to watch over the others."

Kikinnin looks around some more, especially if Green falls. "We're here to see justice served. Sarcem is a priest of the Church of St. Cuthbert, and serves a noble purpose. If you knew that, and have come to interfere, you'll find your fate most unkind."


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 continues his assault, trying to finish off the wounded man, before turning on the next Hillman nearby. Realising the allybasher has returned to the fight, JJ steps backwards to avoid being flanked.

As before, be tries to finish off one, and then moves on to the next, if they are out of the fight, he won't keep attacking them.

"Best run now while you still have legs." suggests JJ to the allybasher.

attack, TWF,FEbless: 1d20 + 10 - 2 + 2 + 1 ⇒ (5) + 10 - 2 + 2 + 1 = 16
off hand attack, TWF,FE,bless: 1d20 + 10 - 2 + 2 + 1 ⇒ (18) + 10 - 2 + 2 + 1 = 29
damage, FE: 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10
off hand damage, FE: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6


Male Human Sorcerer (inactive)

Round 4

Seeing that Kikkinin has the one bandit (green) well in hand Juraan steps (5 ft)
to a better position and fires another acid ray. This time targetting the bandit
between Kikkinin and Maxim (purple)
acid ray: 1d20 + 6 ⇒ (20) + 6 = 26 (woo!)
confirm critical: 1d20 + 6 ⇒ (7) + 6 = 13 (maybe)
damage: 1d6 + 2 ⇒ (3) + 2 = 5
extra crit damage: 1d6 + 1 ⇒ (5) + 1 = 6
(bless, ranged touch, point-blank shot, 6/day, 3 left)


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)

Shoulder to shoulder with JJ, Ryan tries to lay the rogue low and move onto the tough in black. "Friends of yours JJ?"

Hvy Mace: 1d20 + 6 ⇒ (18) + 6 = 24
dmg: 1d8 + 3 ⇒ (4) + 3 = 7


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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))

"Yeah, some of these are folk I ran with when I was trying to join the allybashers." he admits without thinking who he was admitting it to.

He gulps, and then quickly adds.
"But you can't tell Uncle about that."


Iron Gods: Iron maps;

Kikinnin's axe finds the hillman's neck, chopping it with strength, it almost fall apart from the hit. The man falls to the ground bleeding to death.

After stepping back JJ performs his double spin cutting twice at the recovered Feristin. The wounds are deep an enough to make him fall unconscious dying.

A powerful ray spans from Juraan's hands. Not being trained at precise shotting into melee the ray modestly hits at the hillwoman's belly rather than precisely at the heart. The woman complains nevertheless because of the pain.

Ryan follows JJ in the fray, hitting the alleybasher woman in the shoulder.

Marigold reloads her crossbow and shots at the stage hillwoman.
Attack vs. Purple (Light Crossbow; Bless, Into Melee): 1d20 + 4 + 1 - 4 ⇒ (6) + 4 + 1 - 4 = 7
Damage: 1d6 ⇒ 5
The bolt hits the wall of the privates.

Emboldened by the alcohol the stage hillwoman moves to flank Kikinnin. She at least squeezes next to the private walls to avoid Kikinnin's threatening axe then attempts to bring down the mace on his head.
mwk mace-sickened+flank: 1d20 + 7 - 2 + 2 ⇒ (7) + 7 - 2 + 2 = 14
B damage-sickened: 1d8 + 2 - 2 ⇒ (4) + 2 - 2 = 4

The other hillwoman opts to take advantage of the new flank and attacks Kikinnin as well.
mwk mace-sickened+flank: 1d20 + 7 - 2 + 2 ⇒ (12) + 7 - 2 + 2 = 19
B damage-sickened: 1d8 + 2 - 2 ⇒ (4) + 2 - 2 = 4
Both attacks end in the dwarf's armor.

The remaining hill man steps away from the melee and drinks the potion then readies the mace again.
CMW: 2d8 + 3 ⇒ (4, 1) + 3 = 8

The last alleybasher attempts to stab Ryan "Ya felt into the wolf's lair *hick*!"
mwk rapier-sickened: 1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9
P damage-sickened: 1d6 + 1 - 2 ⇒ (3) + 1 - 2 = 2
But Ryan makes an easy task of parrying the pointy stick with his shield.

Thugs buffs: Sickened
Blue: 11 damage, quite damaged, unconscious-blind-stunned
Purple: 13 damage, very damaged
Red: 10 damage, unconscious-blind-stunned
Green: 20 damage, unconscius, dying
Orange: 18 damage, unconsious, dying
Cyan: 16 damage, unconscious, dying

Black: 10 damage, considerably damaged
Brown: 7 damage
Party buffs: Bless
Kikinnin: 34/44 hp
Marigold: fatigued
Maxim: 18/24 hp, ¿mage armor 1h?
Round 5: Hillfolks, Alleybashers, Maxim (x2), Ryan, Juraan, Marigold (x2), Kikinnin, JJ


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)

"It's not always how we get to the end JJ, but that we get there. Although this might be a good time to use some of what you learned from them before." Ryan calls back with a grin, twisting his mace inside the rapier's guard.

hvy mace: 1d20 + 6 ⇒ (15) + 6 = 21
dmg: 1d8 + 3 ⇒ (8) + 3 = 11


Male Human Sorcerer (inactive)

Round 5

Juraan, blaming the erratic movement of the bandits for spoiling his aim,
shoots yet another acid ray at the same bandit (purple).
"Stop swaying with the breeze and just fall down, damnit!"
acid ray: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d6 + 2 ⇒ (3) + 2 = 5
(bless, ranged touch, point-blank shot, 6/day, 2 left)


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

Marigold's Round 4

With Maxim having retreated and mended the worst of his wounds with a potion, Marigold continues taking potshots at the remaining combatants.

Attack vs. Purple (Light Crossbow; Bless, Fatigued, Into Melee): 1d20 + 4 + 1 - 1 - 4 ⇒ (17) + 4 + 1 - 1 - 4 = 17
Damage: 1d6 ⇒ 2

Marigold's Round 5

After continuing to have trouble hitting her first target, Marigold tries shooting at a different one - this time, the thug aiming to circle around and attack Juraan.

Attack vs. Green (Light Crossbow; Bless, Fatigued): 1d20 + 4 + 1 - 1 ⇒ (17) + 4 + 1 - 1 = 21
Damage: 1d6 ⇒ 4


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 holds his spot for the moment, trading blows with the hillwoman.

"These were nice people and this was a nice inn. Why d'ya do it?"

attack,TWF,FE,bless: 1d20 + 10 + 2 - 2 + 1 ⇒ (16) + 10 + 2 - 2 + 1 = 27
off hand attack,TWF,FE,bless: 1d20 + 10 + 2 - 2 + 1 ⇒ (18) + 10 + 2 - 2 + 1 = 29
damage,FE: 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10
off hand damage,FE: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6

If he drops the woman with his first blow, JJ advances on the man in black with his move action


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

Round 4 - Conditions/Buffs: Bless (+1 Attacks, +1 Saves vs Fear)

As the thugs surge forward Maxim moves away (5ft Step) from the nearest (Purple) and brings his pistol to bear.

He shifts the weapon back into his firing hand (Move Action) and imbues it with a dash of magick energy (Arcane Strike) - Swift Action)

Eyeing his foe the dwur draws a bead and pulls the trigger (Standard Action):

Ranged Touch: Pistol (+Bless): 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7

... but the shot flies wild as the gun-mage recovers from being bludgeoned.

"Gods be darned! Focus!!"

Round 5 - Conditions/Buffs: Bless (+1 Attacks, +1 Saves vs Fear)

Grimacing, Maxim reloads with an alchemical cartridge (Move Action) and again charges the pistol with arcane energy (Arcane Strike) - Swift Action)

Focusing he once again draws a bead on the same bandit (Purpel) and pulls the trigger;

Ranged Touch: Pistol (+Bless): 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Damage: Pistol (+Arcane Strike): 1d8 + 1 ⇒ (5) + 1 = 6


Iron Gods: Iron maps;

Marigold's first bolt is blocked by the hillwoman's shield.

Ryan's mace drops the alleybasher woman in front.

Juraan's acid ray finds again the hillwoman burning her face. She staggers because of the numerous wounds.

The second bold of Marigold hits the woman fighting with Kikinnin in the left arm.

Finding the woman in the ground, JJ moves over the hillman that consumed the potion and stabs his shortsword on the man's chest plainly sending it to the ground unconscious and dying.

Maxim's second shot finds the woman dropping it to the floor unconscious.

Despite being alone the remaining hillwoman does not seems conscious of the bad odds, and instead keeps fighting Kikinnin totally drunk.
mwk mace-sickened: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
B damage-sickened: 1d8 + 2 - 2 ⇒ (3) + 2 - 2 = 3
But fails.

Thugs buffs: Sickened
Blue: 11 damage, quite damaged, unconscious-blind-stunned
Purple: 24 damage, unconscious, dying
Green: 4 damage
Red: 10 damage, unconscious-blind-stunned
Black: 20 damage, unconscious, dying
Brown: 18 damage, unconscious, dying

Party buffs: Bless
Kikinnin: 34/44 hp
Marigold: fatigued
Maxim: 18/24 hp, ¿mage armor 1h?
Round 6: Hillfolks, Alleybashers, Maxim, Ryan, Juraan, Marigold, Kikinnin (x2), JJ


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 5

Status:

AC = 22
HP = 34/44
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Bless

Kikinnin listens to JJ confess to his earlier desire to become a member of the Alleybashers, his mouth twisting at the thought that anyone would. He presses his attack against Green, expecting them to need these rabble routed, before searching out the ape-man.

MW Dwarven Greataxe: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10 for 1d10 + 2 ⇒ (1) + 2 = 3 damage

Round 6

MW Dwarven Greataxe: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29 for 1d10 + 2 ⇒ (4) + 2 = 6 damage
Confirm Critical?: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29 for 2d10 + 4 ⇒ (1, 5) + 4 = 10 damage

"Where's the ape-man? Might be acting like monkeys, but none of these look like monkeys."

Kikinnin steps in front of Green, if Green still stands after his last swing.


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))

Going to hold off a moment and see if Kikinning finished off the last of the people


Iron Gods: Iron maps;

Kikinnin's swing is solid and opens the hillwoman's chest up down. She rears against the wall and falls to the ground bleeding.

Combat is over!

Loot:

3x Studded leather
3x masterwork rapier
3x shortbow with 20 arrows
6x Chainmail
6x masterwork large steel shield
6x masterwork heavy maces
5x potion of cure moderate wounds
9x red sash

Appraise, K. nobility or Lore (Malachite Fortress) DC 15:

You do recognise the heraldics and manufacture in the shields and maces. These weapons have the same dwarven symbols and manufacturing techniques than those you took from the hobgoblins in Malachite Fortress some weeks ago.


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)

Appraise DC15: 1d20 + 10 ⇒ (8) + 10 = 18

Maxim eyes the pile of loot as he rubs his bruised head. Something about the weapons cache catches the dwur's eye and he scowls before cursing aloud;

"Aw skit.. We've seen these arms and armour afore..."


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 15: 1d20 + 5 ⇒ (9) + 5 = 14

Kikinnin looks about the room, newly quiet as the drunks find a different way into unconsciousness. "Do we stabilize these fallen few? Is our presence here Cauldron's Law, extended into this wilderness?" The black-beard wanders among the fallen, dragging them all together, while others divest them of their equipment.

"Where's the innkeeper? Or for that matter, where's Sarcem?"

Depending on the others' responses, Kikinnin helps out with stabilizing the unconscious, before searching out the first floor of the Lucky Monkey.

Heal Check v DC 15: 1d20 + 4 ⇒ (15) + 4 = 19
Heal Check v DC 15: 1d20 + 4 ⇒ (20) + 4 = 24
Heal Check v DC 15: 1d20 + 4 ⇒ (10) + 4 = 14
Heal Check v DC 15: 1d20 + 4 ⇒ (4) + 4 = 8
Heal Check v DC 15: 1d20 + 4 ⇒ (13) + 4 = 17
Heal Check v DC 15: 1d20 + 4 ⇒ (8) + 4 = 12

He binds those who still survive, in case Ryan radiates healing enough to bring any of them back to consciousness.

Before heading forward, Kikinnin asks Marigold for healing from the wand, thanking her before advancing.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9


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 do...At least the allybashers are citizens of Cauldron." says JJ.

"They might be allybashers, but this is what makes us better than them. Kikinnin." he adds, grateful for the dwarves help.

"But let us not take too long, I want to find the innkeeper and his family.. and his daughter


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

"Sounds like you're trying to convince yourself there, JJ. How long ago did you take a fancy to joining these degenerates?"


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, I will help Kikinnin with the wounded, look around for the inn keeper and his family or Sarcem. Do not get into any trouble. We'll be right behind you. Jenya said Sarcem was in the basement."

Ryan will help Kikinnin secure any wounded before any mass healing is performed. "While they may be from Cauldron, I do not trust them at all. Maxim what are you going on about?" channel: 1d6 ⇒ 1 Ryan's really not feeling the heal up the thugs who attacked his church leader, but that should suffice to stabilize them


Iron Gods: Iron maps;

The bandits stabilize under Ryan's channeled energy.

M1
Ruined tavern tables, bloodstains, torn-up floorboards, and general wreckage dominate this once cozy tavern room.

M2-M4
The search of the private rooms render nothing of interest. These where intended for private dinners or meetings.

M5
The stairs go up into the first floor.

M6
The raised platform is arranged like a stage; two large chairs sit against the walls before an extraordinarily large fireplace. Ashes have been scattered across the floor, and the fireplace itself is in ruins-large holes are smashed in the sides and back of it and crumbled bricks lie stacked haphazardly to the side.

M7
Behind the counter you find out Orin's corpse, full of dozen open wounds and surrounded by broken glass and bottles. The man is frozen in a fighting position, by sure he defended with sword and shield his place until the last breath.

Behind, there is a stair going up to the first floor too.

M22
This area of the main room was rented to host banquets for large groups of important visitors. The stairs ascend to the first floor.

When Kikinnin is up to start exploring the floor you do hear sounds outside the tavern.

A couple of half-elves you do quickly recognize as Fario Ellegoth and Fellian Shard enter the room. "W-what are you doing here?" says Fario, then Fellian observe the bandits scattered around you "I guess you have nothing to do with the bandits that attacked the inn"

"Where is Shensen? Have you seen her?" Asks Fario alarmed.

Sense motives DC 15:

Both half-elves look truly troubled and like if they have just made a far-long trip.


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Male Human Sorcerer (inactive)

appraise: 1d20 + 1 ⇒ (4) + 1 = 5 (Look! Loot!)

"At least they had the decency to be 'pished' when we arrived!"

"I'll join you in searching place, Kikkinin"

Juraan will follow the dwarf with his rapier ready. (Can't be too careful!)

perception: 1d20 + 7 ⇒ (11) + 7 = 18


Male Human Sorcerer (inactive)

Backing up to when the half-elves enter
sense motive: 1d20 + 1 ⇒ (2) + 1 = 3
Definitely not

The little light bulb just went on (aha!)
Maybe we should check the fireplace in M6.
Seems kind of odd that trouble was put into wrecking a fire place.
Bandits are usually opportunists. Not people who do renovations.


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 at Ryan's query looking a little sheepish;

"Think some o' these weapons are ones we recovered from the Malachite... Reckon they've fallen into the wrong hands..."

The dwur allows his words to trail off as he joins the search;

Perception (+2 bonus to detect secret doors): 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17


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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
Fario wrote:
"Where is Shensen? Have you seen her?"

Kikinnin looks over his shoulder. "You mean 'Sarcem'. And he's a him. And no, we haven't."

Sense Motive v DC 15: 1d20 + 5 ⇒ (18) + 5 = 23

Kikinnin eases up, figuring the elves to have tired themselves out as his own group just did. "You been following us again? You know you'd be safer traveling in numbers, like we do."


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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)
Quote:
"Think some o' these weapons are ones we recovered from the Malachite... Reckon they've fallen into the wrong hands..."

Outside of a grimace, Ryan says little in response as Maxim caught the brunt of those weapons, quite literally. "Bad business that was"

Checking the 'prisoners', Ryan stands as the half elves enter the Inn.

sense motive: 1d20 + 10 ⇒ (15) + 10 = 25

"No Shensen, Kikinnin, remember the half elf I spoke with last time we were here. We haven't had time to complete a search, so far we have ended the infestation in the tap romm but alas the Lucky Monkey will need a new tap master, Orin lays behind the bar. An admirable defense he put up though. We're here because of a call from Sarcem to Jenya, why are you here? You do not look as if you came bye on an afternoon visit. Then we must finish the search."


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

"The rest of Orin's family is also missing..." pints out JJ

He heads for the kitchen, figuring the way to the cellar and basement is likely located there.

"You two do seem to turn up when there is trouble about...Do you do this for the stormblades too?" he cracks over his shoulder as he heads quickly towards the kitchen.


Iron Gods: Iron maps;

The half-elves look one each other and nod "Yes, Shensen, she called us in desperation, the Lucky Monkey is under attack" says Fario.

Fellian adds "Correct. Let's do this. We will check the upper floor, you check this floor"

And Fario answers to JJ shrugging his shoulders "It is our duty. To be informed and help the travelers. But sorry, this time we did not came here for you, but for our friend"

The half-elves are clearly in a hurry, as they draw their weapons and start walking towards the upper floor through the eastern stairs.

If any of you is looking for a temporal game break this might be a good opportunity. By joining the half-elves in the upper floor you will be working behind the scenes for 1-2 weeks.

Passing the northern curtain Kikinnin and Juraan find out a couple of doors, one towards the north, another to the west in the same corridor.


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

Sense Motive: 1d20 + 11 ⇒ (20) + 11 = 31

"Th-this s-seems all w-wrong..." Marigold mutters miserably as they discover poor Orin's body behind the bar. "D-did s-someone know S-Sarcem was c-coming? It all s-seems s-so c-convenient th-that we s-see the Alleybashers again and th-those arms from M-Malachite all th-the way out h-here...and th-then they show up t-too..." she nods to the two half-elves.


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)

"Shensen treated me well while I was here before and I'd like to join you, but duty to my church comes first. Desna and Abadar's blessings upon your search, wish Shensen well From Ryan Taskerhill should she be well."

Waving farewell to the half elves, Ryan moves towards the curtain to follow Kikinnin and Juraan.


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 continues on toward the kitchens.

And while I can't remember where they were, I'm sure JJ knows!

"Lets find that basement."


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-sounds like a p-plan; we c-can cover m-more ground that w-way if we sp-split up," Marigold agrees. "B-but c-call out if you n-need us okay?" she adds to the two half-elves as they move towards the stairs.


Male Human Sorcerer (inactive)

Juraan points to the West door
"I'll check this door if you check that one, Kikkinin."
Juraan just opens the door on the west
(Juraan is feeling safe-ish because the bandits are out of the fight.)


Iron Gods: Iron maps;

Fario and Felian give a concerned smile to Marigold "We will take care. Let's do the same, shout for us if you are in danger"

M23
Juraan opens the western door and finds out cleaning supplies are kept here.

M25
Kikinnin then opens the door to the north indicated by Juraan. This is a small office used by the employees for meetings. There are two doors, one towards the west another to the east.

JJ arrives from behind and points to the right door, the one to the east. The kitchen.


Male Human Sorcerer (inactive)

Juraan enters the room Kikkinin opened (M25) and opens its Western door.
perception: 1d20 + 7 ⇒ (6) + 7 = 13


Iron Gods: Iron maps;

On entering to the room, Juraan appreciates the door to the west is completely battered down.

M26
Five large iron safes sit against the opposite wall each of them hanging open and empty. A desk against the wall to the south lies on its side, its front smashed in and its mundane contents strewn about the place.


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 watches Fario and Felian head upstairs with a wry shake of the head;

Half-Olves. Darned flighty...

The gun-mage downs a potion (Cure Light Wounds:) 1d8 + 1 ⇒ (6) + 1 = 7, restoring himself to full strength.

He then joins Kikinnin and Juraan as they search the ruined inn.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

"Anyone or anythin' o' note yet?"


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 the door into the kitchen, swords out and ready.

"Guess they really wanted in..."


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 keeps pressing onwards, seeking out the ape-man. Each door that doesn't offer him up is another door that the dwarf berates. He keeps opening doors, only interested in blood-pumping blokes beyond them.


Male Human Sorcerer (inactive)

Juraan follows Kikinnin through the north door out of room M25
Rapier at the ready; expecting trouble.
perception: 1d20 + 7 ⇒ (10) + 7 = 17


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 works his way around the tap room to the far fireplace and checks the room found there. Moved avatar just outside doorway

perception: 1d20 + 7 ⇒ (10) + 7 = 17


Iron Gods: Iron maps;

M24
Ryan opens the door and finds the room seems readied to prepare dinners for the banquet hall.

Meanwhile JJ opens the door to the kitchen.
M27 The Kitchen
This large room was obviously the roadhouse's kitchen. The large metal tables for food preparation have all been pushed against the walls, leaving the firepit in the center of the room isolated. Impressive stacks
of coins, paintings, silverware, bottles of wine, and other costly-looking treasures lie near the fire in organized piles.

Busily counting the gathered loot, you see an enormous ape man that turns to see your entrance and jump over you!

Three hill baboons lurk in the room as well playing with what seems a severed human head.

Initiative:

JJ: 1d20 + 2 ⇒ (11) + 2 = 13
Kikinnin: 1d20 + 1 ⇒ (20) + 1 = 21
Marigold: 1d20 + 2 ⇒ (8) + 2 = 10
Maxim: 1d20 + 3 ⇒ (6) + 3 = 9
Juraan: 1d20 + 2 ⇒ (4) + 2 = 6
Ryan: 1d20 + 1 ⇒ (14) + 1 = 15
Apeman: 1d20 + 7 ⇒ (16) + 7 = 23
Apes: 1d20 + 2 ⇒ (17) + 2 = 19

"Yooou! It's youuuu!" the apeman seems to recognize you, he laughs and enters into a fury, drawing a falchion he jumps over JJ.
mwk falchion (flatfooted): 1d20 + 10 ⇒ (14) + 10 = 24
S Damage: 2d4 + 7 ⇒ (4, 1) + 7 = 12
The edge of the weapon cuts open JJ's chest up down opening a large wound.

One of the hill baboons moves to fight the young man too.
Bite (cover, flatfooted): 1d20 + 6 ⇒ (9) + 6 = 15
B/S/P damage: 1d6 + 6 ⇒ (1) + 6 = 7
But the bite ends in the leather armor.

K. local DC 15:

You do understand now the apeman is a wereape, very much like the wererats you fought before but descendant of the baboons. As such you can count on him having DR/silver and being able to change shape.

Party buffs: Bless
JJ: 24/36 hp
Kikinnin: 34/44 hp
Marigold: fatigued
Maxim: 24/24 hp, ¿mage armor 1h?
Round 1: Apeman, Kikinnin, Apes, Ryan, JJ, Marigold, Maxim, Juraan
Everybody can act!


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 enters the staging room, and is about to leave when the sounds of fighting break out beyond the next doorway. Whispering "Tauros Robore" readied mace and shield, he steps into the next room.

cast bull's strength 4 minutes, +4 strength


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

Kn. Local: 1d20 + 4 ⇒ (7) + 4 = 11

Marigold shrieks with surprise and a bit of fear as they finally find the apemen they'd been looking for. Acting quickly she pulls out the healing wand and steps behind JJ, using the last bit of power in it to heal his wounds.

Cure Light Wounds (JJ): 1d8 + 1 ⇒ (5) + 1 = 6 Charges depleted.


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, 25 against monkey man
HP = 43/44
Weapon Equipped = MW Dwarven Greataxe, Smite
Condition(s) = Bless, Smite

Kikinnin took a hit from Marigold's wand here, for better HP. Let me know if it's not accounted for on the wand!

Kikinnin spies his quarry, bringing Abadar's Reckoning to light. "Abomination, you are, Apeman. What you sowed here, reap your punishment now." Swift Action- Smite Evil

He steps up alongside JJ, hoping to take a shot at the beast, and get it to back off.

MW Dwarven Greataxe, Bless, Smite, Cover: 1d20 + 8 + 1 - 4 ⇒ (16) + 8 + 1 - 4 = 21 for 1d10 + 2 + 4 ⇒ (6) + 2 + 4 = 12 damage, overcomes DR


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(local): 1d20 + 2 ⇒ (5) + 2 = 7

"Arrghhh... big age with a sword!" cries JJ.

However his own weapons are already moving, stabbing out at the horrible thing.

attack, TWF, bless: 1d20 + 10 - 2 + 1 ⇒ (7) + 10 - 2 + 1 = 16
off hand attack, TWF, bless: 1d20 + 10 - 2 + 1 ⇒ (4) + 10 - 2 + 1 = 13
damage(silver,magic): 1d6 + 5 ⇒ (5) + 5 = 10
off hand damage(cold iron): 1d6 + 2 ⇒ (3) + 2 = 5

"Arrghhh... its a head!" he screams - somewhat unnerved by the experience.


Iron Gods: Iron maps;

Ryan's muscles get larger after he casts the spell and approaches the next door.
Opening the door is a move action you will need next turn for that one

Some of JJ's wounds disappear thanks to Marigold's wand touch.

Kikinnin's axe glimmers while he calls the punishment of the apeman. The weapon cuts like butter the werebaboon!

JJ's blades move fast but they are deflected by the tough natural armor of the apeman.

The apeman seems furious "You are not going to defeat me this time. I am Tongueater now!" brawls the beast. He steps back and starts to scream like a monkey. The baboons move to engage JJ while Tongueater draws a potion and drinks it. The apeman's outline blurs giving him concealment.

Two of the baboons attack JJ with their jaws!
Bite (cover, flatfooted): 1d20 + 6 ⇒ (1) + 6 = 7
B/S/P damage: 1d6 + 6 ⇒ (6) + 6 = 12

Bite: 1d20 + 6 ⇒ (9) + 6 = 15
B/S/P damage: 1d6 + 6 ⇒ (3) + 6 = 9
Both of them scream horribly with a simian sound but JJ can easily dodge them.

Tongueater: 12 damage, blur r12
Party buffs: Bless
JJ: 30/36 hp
Kikinnin: 43/44 hp, smite on apeman
Marigold: fatigued
Maxim: 24/24 hp, ¿mage armor 1h?
Round 2: Tongueater, Kikinnin, Baboons, Ryan, JJ, Marigold, Maxim (x2), Juraan (x2)

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