[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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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 the creature erupts from the waters and is identified as a fell dweller of the Abyss, Maxim grimaces;

"Hell's Teeth! Literal like!"

The gun-mage conjures some magicks in an attempt to soften up the creature;

He utters the arcane words as he points his finger toward the beast;

"Toverkracht Projectiel"

Cast "Magic Missile" (Standard Action).

Two glowing projectiles fly from his finger streaking toward the creature;

Damage: 2d4 + 2 ⇒ (4, 4) + 2 = 10


Iron Gods: Iron maps;

Marigold and Ryan hit the demon with their ammunition, but neither of them seem effective.

Juraan's shot fails, flying over the lake.

Maxim SR: 1d20 + 3 ⇒ (12) + 3 = 15
Maxim's magic missiles fly over the cavern. A big magical explosion happens when both missiles reach the creature. The dwarven magic pierces through the magical defense and the aquatic demon falls unconscious into the waters.

End of combat!

The cavern comes back to the tense underground silence.


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 blows on his crackling finger with a grim smile and shouts down to the cage-bait;

"Safe now lads!"


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

As Kikinnin begins to mark the creature for his Smite, the creature falls to his team's various assaults, both near and far. He reserves his petition to Abadar for a later time. He flicks a salute at Maxim from the shore.

He moves to the door of the second winch-house, and checks the door for being locked. If not, he opens it, and makes way for JJ to unlock the winch with the key, so they can start bringing over the others.


Male Human Sorcerer (inactive)

"I hope that's the only surprise before the others join us!"

Juraan takes a moment to patch himself up with his wand of CLW:

use magic device: 1d20 + 10 ⇒ (12) + 10 = 22
cure light wounds (wand): 1d8 + 1 ⇒ (7) + 1 = 8
41 charges left

"Ha! I'm getting better at this!"


Iron Gods: Iron maps;

K9 Western beach
With a bit of calm, you can better check the beach. This large beach is covered with rocks and patches of fitfully glowing phosphorescent fungus and algae.
More impressive are the stony ruins that protrude from the sheer rock wall along the beach's western edge. The architecture of these ruins seems melted and somehow intimidating-whatever creatures built these dwellings were obviously inhuman and alien in nature.
A small building made of wood sits apart from these structures; the ropes descending from the ledge on the opposite side of the lake attach to a second winch on the side of this building.

Kikinnin approaches the door to this building and after some checks, he opens the door.

K10
JJ Perception DC 27: 1d20 + 8 ⇒ (11) + 8 = 19
JJ enters the room opened by Kikinnin. When he steps on the first tile, a low tripwire just past the arc of the northern door is triggered. The tripwire snaps and releases several key bits of webbing that hold the eastern wall in place. All of a sudden the entire mass of timber and wood comes crashing down into the corridor and over JJ!
Attack: 1d20 + 14 ⇒ (1) + 14 = 15
B damage: 6d6 ⇒ (1, 4, 6, 1, 2, 3) = 17
The pieces of wood land all around JJ but in a lucky strike of destiny none of them falls over the young man!

After the collapse of the wall, the room attached gets on view.

K11
The winch here is exactly as the one in the top of the ledge and operates in the same way.

JJ unlocks the winch and Kikinnin operates the cage making it possible for the whole team to reunite at the western beach!


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

"I wonder if that odd creature had a lair with treasure somewhere?" wonders JJ.

"But first, we need those wands."

He dusts himself off from the collapse.

"I think they would need to be deaf not to know where are here after the alarm, the battle and now a building falling down."


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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 flummoxes as the building collapses around JJ. "The gods have blessed you, boy. Not sorry I didn't go first."

When the team has traveled safely down to shore, Kikinnin takes in the four doors ahead of them. He waits patiently, as others' ears do their job, before moving to the further door, and checking it for evil caldera denizens.


Iron Gods: Iron maps;

JJ checks carefully Kikinnin's door finding no trap. There is also no apparent sound. As such, Kikinnin opens the door.

As soon as the door opens a couple of arrows fly over the dwarf.
shortbow (flatfooted): 1d20 + 4 ⇒ (14) + 4 = 18
P damage+sneak attack: 1d6 ⇒ 3

shortbow (flatfooted): 1d20 + 4 ⇒ (4) + 4 = 8
P damage+sneak attack: 1d6 ⇒ 5
Both arrows get deflected by the dwarven armor.

Only then you are able to see what happens. A table has been upended and a couple of alleybashers cover behind shotting with their arrows. Next to them, four hillfolk have their shields ready to defend the archers "Now! They are here!" they shout.

Initiative:

JJ: 1d20 + 2 ⇒ (8) + 2 = 10
Kikinnin: 1d20 + 1 ⇒ (8) + 1 = 9
Marigold: 1d20 + 2 ⇒ (15) + 2 = 17
Maxim: 1d20 + 3 ⇒ (15) + 3 = 18
Juraan: 1d20 + 2 ⇒ (1) + 2 = 3
Ryan: 1d20 + 1 ⇒ (13) + 1 = 14
Hillfolk: 1d20 + 1 ⇒ (8) + 1 = 9
Alleybashers: 1d20 + 7 ⇒ (3) + 7 = 10


Juraan: 24/24 hp, mage armor 45 min
JJ: 29/36 hp
Round 1: Maxim, Marigold, Ryan, Alleybashers, JJ, Kikinnin, Hillfolk, Juraan
For my posting convenience the alleybashers will delay, JJ and Kikinnin can go too.


Male Human Sorcerer (inactive)

At least we know these bad guys aren't stone deaf!


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

And there's the cavalry, sorta...

As the bolts come sailing through the door and clatter harmlessly off Kikinnin's armor, Marigold immediately calls upon another blessing for the group and then begins to ready her crossbow once more.

Casting Bless!


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 pushes his way into the room.

"Return the wands!"

attack, bless, FE: 1d20 + 10 + 1 + 2 ⇒ (16) + 10 + 1 + 2 = 29
damage,FE: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11


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 = 44/44
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Bless

Kikinnin steps into the room a little roundabout, avoiding unnecessary sword swings from the other side of the table, until he's good and ready to snug up against it, and take his own shot at the other side. Gent along the wall looks good.

MW Dwarven Greataxe: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13 for 1d10 + 2 ⇒ (8) + 2 = 10 damage Presuming cover from the table

"Time to reconsider your allegiance, folk. If you want to fight for the side of devastation and selfishness, keep it up. If you want to surrender now, drop your weapons, and leave this place."


Iron Gods: Iron maps;

Marigold says some magic words and a blessing bolster the morale of the group.

JJ and Kikinnin advance to the table line and swing their weapons. The dwarven axe is parried by one of the hillfolk shields, but knowledgeable of their weaknesses JJ manages to stab his sword on one of the hillman's shoulders.

The alleybashers retreat to the back, leaving place for the hillfolk in the front line.

The hillfolk advance to the empty spots and swing their swords over the table.
Red vs JJ mwk longsword (partial cover): 1d20 + 7 ⇒ (19) + 7 = 26
S damage: 1d8 + 2 ⇒ (8) + 2 = 10

White vs JJ mwk longsword (partial cover): 1d20 + 7 ⇒ (16) + 7 = 23
S damage: 1d8 + 2 ⇒ (8) + 2 = 10

Black vs Kikinnin mwk longsword (partial cover): 1d20 + 7 ⇒ (3) + 7 = 10
S damage: 1d8 + 2 ⇒ (4) + 2 = 6

Green vs Kikinnin mwk longsword (partial cover): 1d20 + 7 ⇒ (5) + 7 = 12
S damage: 1d8 + 2 ⇒ (7) + 2 = 9
The attacks on Kikinnin are easily avoided by the dwarf, but JJ is surprised by the skill of his two hillmen that cut him at the same time from left and right!

Red: 11 damage
Everybody: Bless 4 min
Juraan: 24/24 hp, mage armor 45 min
JJ: 9/36 hp
Round 2: Juraan, Maxim (x2), Marigold, Ryan (x2), JJ, Kikinnin, Alleybashers, Hillfolk
The table only provides partial cover (+2 AC)


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))

"Yowzer!" cries JJ as holy light spills from his wounds.
LOH healing.: 2d6 ⇒ (1, 2) = 3

He directs his blades at the first of the hillmen, the one he has already injured.

"You need to learn some civilisation"
attack, TWF, bless, FE: 1d20 + 10 - 2 + 1 + 2 ⇒ (6) + 10 - 2 + 1 + 2 = 17
off hand attack, TWF, bless, FE: 1d20 + 10 - 2 + 1 + 2 ⇒ (13) + 10 - 2 + 1 + 2 = 24
damage,FE: 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10
offhand damage,FE: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10
"These guys know what they are doing."


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)

Once on the ground lakeside with the rest of the companions Ryan stows his xbow for the time being and dons shield and mace, the xbows range o little practical use indoors.

Round 1
As the sound of arrowheads clangin off armor and tabel being shuffled a but on the floor, Ryan steps into the room between JJ and Kikinnin. "Friends of yours JJ? Unsociable chaps aren't they." Ryan calls out as he swings at the hillfolk in black markings.

+1 hvy mace: 1d20 + 5 ⇒ (5) + 5 = 10
Dmg: 1d8 + 3 ⇒ (5) + 3 = 8

Round 2
The tight confines make the accuracy of swinging the mace, difficult to say the least, yet if Ryan can garner some of the attention then it is no longer on JJ or Kikinnin.

+1 hvy mace: 1d20 + 5 ⇒ (7) + 5 = 12
Dmg: 1d8 + 3 ⇒ (4) + 3 = 7

<sigh> the dice roller still hates me, think Ryan needs to retire to the camp fire and cook supper.


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 is what you have judgements for, although they are a bit limited. JJ is only doing this well due to a bit of luck and favoured enemy bonuses. Given his hp state at the moment, that luck maybe about to run out.


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)

Thanks for the reminder on the judgements, had forgot about them for the moment when posting however I don't think they are gonna do those rolls any good either.


Male Human Sorcerer (inactive)

Round 1
Juraan gets behind JJ and tries helping him with his wand of cure light wounds
use magic device: 1d20 + 10 ⇒ (10) + 10 = 20
cure light wounds (wand): 1d8 + 1 ⇒ (6) + 1 = 7

40 charges left in the wand


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

Unable to get especially close to the melee, Marigold raises her crossbow once more and takes aim at the most injured of the hillfolk.

Attack vs. Red (Light Crossbow; Bless, Into Melee): 1d20 + 4 + 1 - 4 ⇒ (4) + 4 + 1 - 4 = 5
Damage: 1d6 ⇒ 5


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 = 44/44
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Bless

Kikinnin presses his attack, decidedly vexed that his side is taking the brunt of the damage. "You've got numbers, but that's all you've got. Once we lower that, you should consider lowering your expectations, and your weapons."

MW Dwarven Greataxe, Bless, Cover: 1d20 + 8 + 1 - 4 ⇒ (20) + 8 + 1 - 4 = 25 for 1d10 + 2 ⇒ (9) + 2 = 11 damage
Confirm Critical?: 1d20 + 8 + 1 - 4 ⇒ (9) + 8 + 1 - 4 = 14 for 2d10 + 4 ⇒ (6, 5) + 4 = 15 damage


Iron Gods: Iron maps;

A blue light engulfs JJ some of his wounds healing. He then continues with a double attack, the first one parried by the hillman shield, but the second connects to his neck. The man cannot hold on feet and falls.

Ryan enters the combat with a couple of distracting mace swings.

Juraan approaches JJ moving his wand and the object works closing more of the young man's injuries.

Marigold takes her chance at a shot, but the front liners easy duck behind the table avoiding the bolt.

Finally, Kikinnin swings his axe, opening a deep wound on the man just in front of him.

Maxim mumbles something about the place being to crowded and looks to cover the group's back.

The hillman with the white clothes steps taking the position of the fallen comrade "You injured Chyles! Prepare to die man!"
White vs JJ mwk longsword: 1d20 + 7 ⇒ (17) + 7 = 24
S damage: 1d8 + 2 ⇒ (7) + 2 = 9

Black vs JJ mwk longsword: 1d20 + 7 ⇒ (6) + 7 = 13
S damage: 1d8 + 2 ⇒ (4) + 2 = 6
The first hillfolk cuts at JJ's arm but the second one is easily dodged by JJ.

The one in green answers Kikinnin "That is yet to be seen dwarf!" and swings back his sword.
Green vs Kikinnin mwk longsword: 1d20 + 7 ⇒ (7) + 7 = 14
S damage: 1d8 + 2 ⇒ (8) + 2 = 10
The attack is stopped by the wooden table before it can be a danger to the dwarf.

The alleybashers launch then a ranged attack from the back.
Shortbow vs JJ-melee (cover): 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
P damage: 1d6 ⇒ 2

Shortbow vs Kikinnin-melee (cover): 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3
P damage: 1d6 ⇒ 1
But both hit the back wall instead of their targets.


Red: 21 damage, unconscious, dying
Green: 11 damage
Everybody: Bless 4 min
Juraan: 24/24 hp, mage armor 45 min
JJ: 10/36 hp
Round 3: Juraan, Maxim (x2), Marigold, Ryan, JJ, Kikinnin, Alleybashers, Hillfolk
The table only provides partial cover (+2 AC)


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))

"God's dammit. These guys are good" yelps JJ as yet another blade pierces his defences.

"I'm starting to see why uncle Alex said I should use a shield."

He concentrates on the one in black, hoping that Ryan may be able to help bring him down.

attack, TWF, bless, FE: 1d20 + 10 - 2 + 1 + 2 ⇒ (3) + 10 - 2 + 1 + 2 = 14
off hand attack, TWF, bless, FE: 1d20 + 10 - 2 + 1 + 2 ⇒ (6) + 10 - 2 + 1 + 2 = 17

However his wounds start to tell and neither strike is good enough to get past the table as well as their armour.


Male Human Sorcerer (inactive)

Round 3
Juraan stays behind JJ and helps him again with his wand of cure light wounds
use magic device: 1d20 + 10 ⇒ (14) + 10 = 24
cure light wounds (wand): 1d8 + 1 ⇒ (2) + 1 = 3
Every little bit helps!

39 charges left in the wand


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

Round 3

Status:

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

Kikinnin looks down on the table, wondering if it's doing more harm than good, for a hard as they're hitting JJ. He continues his match with Green, hoping to silence the man and get through to the others.

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

Should Green fall, the black-beard continues his discussion with the others. "I'll not ask again. You drop your weapons now, you'll survive the day. You continue to threaten our lives, you'll receive no quarter."


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)

"Prepare to meet your judgement"

Ryan centers himself, and with a quick prayer of judgement he continues his attack against black.

Swift action: Judgement of Sacred Justice +1

Master Key: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 3 ⇒ (7) + 3 = 10


Iron Gods: Iron maps;

JJ fails his attacks while Juraan heals him a bit more.

Kikinnin though cuts the hillman in front with a diagonal swing of his axe. The man falls to the ground with a deep wound in the chest.

Ryan follows swift with a swing of his own mace landing on the central man's head "Ouch!"

Maxim keeps looking for a space while checking the back of the group.

The hillfolk seem more doubtful after the fall of a second comrade and do not tell back any word. But they keep fighting.
mwk longsword vs JJ (cover): 1d20 + 7 ⇒ (2) + 7 = 9
S damage: 1d8 + 2 ⇒ (8) + 2 = 10

mwk longsword vs Ryan (cover): 1d20 + 7 ⇒ (4) + 7 = 11
S damage: 1d8 + 2 ⇒ (4) + 2 = 6
Their attacks are unsure though and fail completely.

The alleybashers keep firing their shots.
shortbow vs Ryan-melee (cover): 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
P damage: 1d6 ⇒ 2

shortbow vs Kikinnin-melee (cover): 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18
P damage: 1d6 ⇒ 6
But the place is too cramped to be of effect.

Red: 21 damage, unconscious, dying
Green: 21 damage, unconscious, dying
Black: 10 damage
Everybody: Bless 4 min
Juraan: 24/24 hp, mage armor 45 min
JJ: 13/36 hp
Round 4: Juraan, Maxim (x2), Marigold (x2), Ryan, JJ, Kikinnin, Alleybashers, Hillfolk
The table only provides partial cover (+2 AC)


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, tiring from his wounds and knowing it is only the wand being poked into his back that is keeping him up, starts to try some desperate moves.

The man in black is injured, so he tries to finish him off first.
attack, Bless, TWF,FE: 1d20 + 10 - 2 + 1 + 2 ⇒ (19) + 10 - 2 + 1 + 2 = 30
off hand attack, Bless, TWF,FE: 1d20 + 10 - 2 + 1 + 2 ⇒ (1) + 10 - 2 + 1 + 2 = 12
The first blade cuts deeply but the second almost slips from his fingers.
crit?, Bless, TWF,FE: 1d20 + 10 - 2 + 1 + 2 ⇒ (4) + 10 - 2 + 1 + 2 = 15
damage: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11


Male Human Sorcerer (inactive)

Surprise Round

Round 3
Juraan stays behind JJ and helps him yet again with his wand of cure light wounds
use magic device: 1d20 + 10 ⇒ (18) + 10 = 28
cure light wounds (wand): 1d8 + 1 ⇒ (6) + 1 = 7
That's better!

38 charges left in the wand


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 = 44/44
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Bless

Kikinnin looks over the table as the one attacker falls, making sure there's no surprise waiting for him like a jack-in-the-box, before swinging on the adjacent fighter (Black). No more talking. The black-beard sweats a little as he continues to swing his axe, the physical nature of conflict taking its toll on his upper arms.

MW Dwarven Greataxe, Bless: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 for 1d10 + 2 ⇒ (5) + 2 = 7 damage


Iron Gods: Iron maps;

The man in black falls to the ground when JJ stabs his sword on his shoulder opening a deep wound.

Juraan follows by healing JJ even more "You bastard!" growls the remaining hillman to him "Drop your stick! We need one of those ourselves and you will see this rounded up!"

Kikinnin moves the table to access to the remaining man, then swings at him opening a large gash on his back.

Red: 21 damage, unconscious, dying
Green: 21 damage, unconscious, dying
Black: 25 damage, unconscious, dying
White: 7 damage
Everybody: Bless 4 min
Juraan: 24/24 hp, mage armor 45 min
JJ: 13/36 hp
Round 4: Juraan, Maxim (x2), Marigold (x2), Ryan, JJ, Kikinnin, Alleybashers, Hillfolk
The table only provides partial cover (+2 AC)


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)

As the lines shift and Ryan is no longer on the frontline he offers encouragement to JJ with his opponent.

"Stand tall JJ, they have not bested you yet, better blood flows through your veins than they will spill upon the floor this day."

standard action:Inspiring Word(SP)= +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1).(1 round, used 1 of 7/day)


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 = 44/44
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Bless

Kikinnin moves towards the rear aggressor, trying to open up more space for those in the rear to move forward. His axe comes 'round again, surprisingly effective in close quarters. He looks about the room for another entrance/exit, debating strategy, should they be joined by new recruits.

MW Dwarven Greataxe, Bless: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 for 1d10 + 2 ⇒ (4) + 2 = 6 damage


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

Round 3

With quarters still too cramped to make using her crossbow worthwhile, Marigold instead steps up behind JJ and Juraan and offers her friend a little bit of guidance on his attacks.

Using Guidance on JJ!

Round 4

Mentally cursing that everyone is too mixed-up in melee for her to risk throwing her alchemist fire, Marigold raises her crossbow once more and attempts to fire at the nearest foe...

Attack (Light Crossbow; Bless, Into Melee): 1d20 + 4 + 1 - 4 ⇒ (4) + 4 + 1 - 4 = 5
Damage: 1d6 ⇒ 1

...but sadly manages to miss her mark by a wide margin, yet again.


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

Round 3 - Boons/Conditions: Bless (+1 to hit, +1 saves vs fear)

At the rear of the combat, Maxim stands with his pistol primed and loaded (standard bullet + powder).

He eyes the waters and walkways behind the group, mindful of previous skirmishes where foes have caught them unawares;

Perception: 1d20 + 6 ⇒ (11) + 6 = 17


Iron Gods: Iron maps;

Ryan encourages JJ with really inspiring words while Marigold guides him with his magic.

Marigold's bolt is not accurate and hits the wall behind the alleybashers.

Meanwhile Maxim keeps an acute eye at the surroundings, not noticing anything of danger.

The remaining hillman keeps facing JJ.
mwk longsword: 1d20 + 7 ⇒ (11) + 7 = 18
S damage: 1d8 + 2 ⇒ (2) + 2 = 4
But he only hits the table "Damn it!" he knocks at the door next to him desperate "Eh! We need help here!!!"

The alleybashers drop their shortbows and draw rapiers to fight Kikinnin.
mwk rapier: 1d20 + 3 ⇒ (4) + 3 = 7
S damage: 1d6 + 1 ⇒ (6) + 1 = 7

mwk rapier: 1d20 + 3 ⇒ (5) + 3 = 8
S damage: 1d6 + 1 ⇒ (1) + 1 = 2
But they are too nervous by the dwarf's intimidating presence and fail their attacks.

On his next opportunity Kikinnin crashes his axe in the shoulder of the alleybasher with a pink scarf "Ouch! You cannot win dwarf!"


White: 7 damage
Pink: 6 damage
Everybody: Bless 4 min
Juraan: 24/24 hp, mage armor 45 min
JJ: 13/36 hp, +2 morale r6, +1 circumstance r16
Round 5: Juraan, Maxim, Marigold, Ryan, JJ, Kikinnin, Alleybashers, Hillfolk
The table only provides partial cover (+2 AC)


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))

Bolstered by his allies, JJ continues to cut away at the hillman.
"Throw down your weapon, there is only death for you otherwise."

attack,TWF,FE,bless, guidance, inspire: 1d20 + 10 - 2 + 2 + 1 + 1 + 2 ⇒ (13) + 10 - 2 + 2 + 1 + 1 + 2 = 27
off hand attack,TWF,FE,bless, guidance, inspire: 1d20 + 10 - 2 + 2 + 1 + 1 + 2 ⇒ (4) + 10 - 2 + 2 + 1 + 1 + 2 = 18
damage,FE: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8
off hand damage,FE: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8

The first blow is a good one, and more blood flows down the hillman's torso... the second... JJ blinks sweat out of his eyes for a moment as he assesses whether it was a telling one, or just a bruise.


Male Human Sorcerer (inactive)

Round 4
Juraan moves in and attacks the nearest bandit (white) with his rapier
skewer (mw rapier): 1d20 + 6 ⇒ (2) + 6 = 8
bless - misses anyway


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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)

With a look to Maxim, Ryan watches as Juraan steps into the front line "Herding cats Snapchance, herding cats."

Shaking his head, Ryan surveys the group before him.

"Abadar guide thy hand, Juraan, and ware the pointy object seeking to find you"

standard action:Inspiring word (Juraan)= +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1).(1 round, used 2 of 7/day)


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 5 Buffs: Bless (+1 to hit & +1 fear saves)

Maxim grins wryly at Ryan's lament;

"Let's hope our cats have more than nine lives eh Taskerhill!"

The dwur maintains his vigil, but is mindful of any assistance required should the skirmish turn sour.


Iron Gods: Iron maps;

With a decided attack JJ opens a wound in the hillman's left arm!

Juraan makes his attempt but hits the table instead.

Observing the bold movement of the professor Ryan calls his divine power to inspire with words Juraan.

Maxim holds ready to assist the party if needed.

The remaining hillman opens the door "Eh! Help!" and attacks a distracting attack before stepping through it.
mwk longsword: 1d20 + 7 ⇒ (7) + 7 = 14
S damage: 1d8 + 2 ⇒ (6) + 2 = 8

Meanwhile the alleybashers try to fight back Kikinnin.
mwk rapier: 1d20 + 3 ⇒ (18) + 3 = 21
S damage: 1d6 + 1 ⇒ (6) + 1 = 7

mwk rapier: 1d20 + 3 ⇒ (6) + 3 = 9
S damage: 1d6 + 1 ⇒ (5) + 1 = 6
One of the attacks is well placed, but the dwarven armor is thick and deflects the rapier with success.

White: 15 damage
Pink: 6 damage
Everybody: Bless 4 min
Juraan: 24/24 hp, mage armor 45 min, +2 morale r7
JJ: 13/36 hp
Round 6: Juraan, Maxim, Marigold (x2), Ryan, JJ, Kikinnin, Alleybashers, Hillfolk
The table only provides partial cover (+2 AC)


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 follows up the retreating Hillman.

"No you don't..."
attack, TWF, bless, FE: 1d20 + 10 - 2 + 1 + 2 ⇒ (12) + 10 - 2 + 1 + 2 = 23
off hand attack, TWF, bless, FE: 1d20 + 10 - 2 + 1 + 2 ⇒ (7) + 10 - 2 + 1 + 2 = 18
damage: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11
off hand damage: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7

The swords with the Surabar crest on them dart out, once, twice, each time seeking more of the Hillmans blood.

"Surrender!"


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)

"Abadar, guide my steps" Ryan steps around the table and moves behind JJ to confront the Alleybasher with teal piping on his armor.

Free Action: Agile Feet :usage 1 of 7/day : ignore all difficult terrain for 1 round per usage, no penalty to move through treating the table and behind JJ as difficult terrain

+1 Hvy Mace + Bless + Judgment: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 1d8 + 3 ⇒ (5) + 3 = 8


Iron Gods: Iron maps;

JJ follows up the man and finishes him off.

Then Ryan hits with his mace to the most injured alleybasher making him to fall too.

The remaining alleybasher let's his weapons fall and raises his hands "Ok! ok! I surrender! Please spare my life!"

Combat is over!

Loot:

4x Chainmail
4x masterwork large steel shield,
4x masterwork longsword,
4x potion of cure moderate wounds
5x red sash
1x Studded leather
1x masterwork rapier
1x shortbow with 20 arrows

The corridor remains in a calm silence.


Male Human Sorcerer (inactive)

"We heard that one before."
"From your chum who set off that alarm."
"Face down on the floor, hands open and on the floor."
"None of us are in any mood for any funny stuff!"

Juraan waves his rapier pointed at the bandit for emphasis.
intimidate: 1d20 + 7 ⇒ (20) + 7 = 27


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 hears Juraan speak boldly against the alleybasher, attempting to cow the man into submitting. He follows up with more words, for now...

"By Abadar's Eye, you've come to the end of your time threatening the lawful folk of Cauldron, with your moral rot and decay. You were given a time to forfeit the fight. That time is past. You explain all you know about this facility, I'll make your death quick."


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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 grabs one of the sashes and winds it around his waist.

"I think I have earned this one."

He winces as he does so. "And I think I may need to buy some new armour. This breastplate has more holes in it than Gretchen's cheese."


Male Human Sorcerer (inactive)

"I can't fix armour, but can try patching you up with this wand."

Juraan tries fixing up JJ a bit more with his wand of CLW

use magic device: 1d20 + 10 ⇒ (19) + 10 = 29
cure light wounds (wand): 1d8 + 1 ⇒ (4) + 1 = 5

use magic device: 1d20 + 10 ⇒ (12) + 10 = 22
cure light wounds (wand): 1d8 + 1 ⇒ (5) + 1 = 6

36 charges 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

As the battle ends, even Marigold scowls when the remaining prisoner pleads for his life. "J-just d-do as Kikinnin says and he'll m-make it q-quick...which is p-probably m-more than you or your f-friends would've done if the situation w-were reversed!"

Sarenrae help me, I'm getting tired of trying to offer help and mercy to people that won't take it. Sometimes I think it'd just be easier to cleanse it all with fire!

"You g-got it, J-Juraan?" Marigold asks as the sorcerer works on patching JJ up. "You're g-getting better at using that w-wand," she says with a wan smile.


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 can't just kill him." says JJ firmly.

"We'll tie him up and give him to the guard. They might decide to drown him of course for holding out on the wands.."

He looks sternly at the man.

"Speak now for the gods sake, or I'll not be able to keep the dwarves axe free of your blood."

aid intimidate: 1d20 + 3 ⇒ (17) + 3 = 20

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