[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)

"Thanks, Marigold. It doesn't come natural."
But I have been getting practice lately."


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)

"heheh, that practice might be on yourself if you continue to stand point Juraan. That'll be a true test, one I'm sure Marigold or myself will be glad to pass should the need arise."

Ryan says in jest clapping Juraan on his shoulder, but then turning a more somber look on JJ.

"Captain Skellerang has more than made it clear that he'll not prosecute the Alleybashers, for fear of reprisals from the gang, and he considers the Hillfolk simply out of his jurisdiction. Kikinnin has the right of it, our suddenly cooperative combatant will speak true and die quickly or he will or hell eventually give us the info we want, to be left staked out next to the lake until we can return. just to make sure he doesn't run off before we get back, we'll hamstring him."

Intimidate(aid another): 1d20 + 7 ⇒ (8) + 7 = 15 Nice roll BTW Juraan

Turning back to look at the prisoner. "You'd do well to answer truthfully the first time, if I feel you are not answering so, I have spells to make you speak truthfully or feel as is that fine rapier you are watching is being withdrawn slowly, time and time again."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)

Maxim watches the exchange, keen to discern more of the hillfolk's motivation in all this;

"Imparting us with whose pulling the strings o' you hill-folks would be a fine enough start to this friendly parley..."


Male Human Sorcerer (inactive)

"Thanks, Ryan."
"I am getting a bit cocky after my training with the guards, though."
"Oh, yes, next time we have another gaggle of opposition, give me a chance to use one of my fireball beads to soften them up first."
"Hmmmm. Friendly parley with this lot? I doubt it!"

@ Ryan: thanks.
Intimidate is one of my favourite party face skills.
I have a half-orc bloodrager with an intimidate skill through the roof (+13).
More than once he got his Intimidate into the low 30s.
On the one hand, got lots of useful information that way.
On the other hand, people so intimidated often had a messy accident! xD


Iron Gods: Iron maps;

The alleybasher starts to pee himself on his pants as he is menaced by Juraan and most of the rest of the party.

"I... I... I am just a mercenary here... I get coin for protecting the place" he sobs and his face is full of drops from his eyes "I... I... promise, Triel just contracted us to protect the place. We have nothing to do with their dealings. We... we do not event know what they are"

The man makes a great effort to continue talking "I just know they are called the Ebon Triad. It... it seems their boss le... left them a while back a... and now... the... there are three masters. Triel Eldurast, Skaven Umbermead, a... and a third one I ha... have never seen Tarkilar"

"I... I told you everything. Please. Let me go... I will run out to Cauldron... Please" the man falls to the floor and implores for his life "Please... I... just needed the money... They told me it will be peaceful... a calm place... please..."


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))

Who was the boss who left, and what more can you tell us about Triel, Skaven and Tarkilar. Also sketch out what you know of the layout of the place." says JJ.

sense motive,FE: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20


Iron Gods: Iron maps;

"I did not know the leader that drop them, bu... but I heard a name, Grehlia Carnis" says the man with hope "I... I have been just in the southern area of the complex. Well... I have been in the central entrance too... it is where we held our meeting with Triel and she explained us about our work after we were recruited"

He points to the northwestern door "To the right there is our barracks, were we have been sleeping. And to the left is Skaven's room." the man seems a bit hesitant then adds "B... but I be... believe he left after you raised the alarm."

Sense motives DC 9 (JJ succeeded):

Bluff: 1d20 + 6 ⇒ (3) + 6 = 9
The man is being frank and cooperative.

"Past that, there is a relax room where we often play games" he observes you are not interested in their daily livings and resumes on the complex description "Then, a long corridor holds a couple of abandoned rooms to the south, and the last door to the north is a storeroom. The corridor turns to south and dies there"

Sense motives DC 10:

Bluff: 1d20 + 6 ⇒ (4) + 6 = 10
You notice the man gulps on this last corridor description. He is likely omitting some information.


Male Human Sorcerer (inactive)

Juraan wrinkles his nose at his (smelly) success intimidating the guard.

"They lied to you about the peaceful part."
"I daresay they forgot to tell you lot that they killed everyone at the Lucky Monkey."
"How many of you lot are down here guarding this place?"


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

Sense Motive: 1d20 + 5 ⇒ (10) + 5 = 15

"Do you really want the last words you speak to be deception? Keep anything else from us, and Pharasma will judge you all the more harshly. Be quick about it. You're about to meet Her."


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))

SM: 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10

"Tell me some more about that last corridor.." says JJ.

"And think very, very carefully about what you are saying..and not saying."


Iron Gods: Iron maps;

The man gulps then, his voice trembling he adds "There... there is a secret door in the storeroom that leads to... you are going to free me true?" asks the man hopeful then looks at Juraan to partially answer him "it leads to a watch room were guards wait after the alert to surprise any intruder in the central corridor"

He trembles again then adds "And... those doors to the south, they lead to some caverns... I... I have not explored those but... they are clearly not abandoned" he looks at his defeated comrades "We... think there is some kind of... of spider or something like that there"


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))

"Right... now these leaders. Triel is a warrior, yes? What about the other two? Skaven and Tarkilar" asks JJ.

"And where did Skaven leave to? Is there a bad exit from this place?"

He keeps the questions coming, not wanting to give the man an opportunity to pause and start to make up stories.


Iron Gods: Iron maps;

"I... I do not know... Skaven... well he... he is a halfling, and he is always studying his books. He has been ok to us. The alleybashers in this area, we were under his orders. He let us do as we please as long as we don't disturb his studies." the alleybasher seems to attempt bringing a mental image of the man "He has behaved mysterious and introverted. A... and physically he is bald, keeps his beard trimmed neatly, and has a dark complexion. I have seen him never dressing an armor, only his blue tunic, and... and he seems to just carry a dagger for his weapon"

"As for Tarkilar... I really know nothing about him. I think his area in the complex is the northern one. But no one of my companions is working there, I've heard nothing about him" he makes a pause "Well... yes... I... I've heard he has shut himself in his chambers for the last months"


Male Human Sorcerer (inactive)

"Where's this storeroom you mentioned?"
"And how many guards are we talking about?"


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))

"And where..." says JJ very carefully. "Is Triel?"


Iron Gods: Iron maps;

"The storeroom is near the end of the corridor. The northern door" the man turns to JJ then adds "She is the boss at the central area. I have not been there. I have no idea how is it there"

He then looks to Kikinnin with hope "I am free now to go, aren't I?"


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 listens intently, then scowls as the thug's attempt to mislead the group is noticed.

The dour claps the alley basher's shoulder, and utters a grim whisper;

"Sharp as a dagger through the ribs my lot. Have to be better than that lad... especially if Kikinnin there is fixing' to remove head from shoulders..."

The gun-mage does however look up at the others when they continue to bombard with questions;

"This one is a cog in the machine. Told us plenty but the well will dry up... He'll spill what little else he likely knows but we most likely need to move up the totem pole fer more detail..."


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 watches the proceedings intently, mentally taking notes on everything the prisoner has to say.

Still here, just busy. Thankfully MG doesn't have a lot to contribute here 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 looks around the group to see if there are any more questions.

"How do we get to the 'middle area'?"

After waiting for the reply he has a final question.

"How many folk have you killed?"

And if nobody has any more questions, will knock him out with a blow to the back of the head once he has answered


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
Alleybasher wrote:
"I am free now to go, aren't I?"

Kikinnin doesn't answer the man. He waits until JJ has finished with his questions, and has knocked him soundly unconscious, before turning to his companions, and bringing his concerns into the light.

"I'm learning what it means to serve Abadar, and I'm not all that clear about what my place is here. Executioner? Judge? With you all present, representing what a civil society is meant to be- fair, judicious, lawful, and good- I think we all have a duty here and now to serve as Jury." He grasps his axe a little awkwardly, not sure how to continue.

"The man unconscious before us all has engaged in unlawful acts- conspirator to theft of the wands, attempted murderer on us all. If Cauldron Herself is not going to execute the law above, then we must, below. I vote to execute him, here and now, and let Pharasma be his final Judge."

"Mine is not the only voice here. I would hear your own votes."


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

"I think once the guard find out he is tied into the wands being stolen, he won't get off easy in Cauldron. I'll not kill him in cold blood.

Although some of this may depend on how he answers the question about how many folk he has killed.


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 has listened to all the man said and that he tried to deceive them even still knowing he was courting death.

"Having spoken to the Captain, I have no faith in the guard to dispense Justice to any we bring back to them. I also believe Abadar has given us to responsibility to protect the city, and it is under that responsibility and lack of effort on the guards part, I vote to execute the prisoner."

Looking to JJ specifically "Sorry JJ, I don't have the faith in the guards that you do to fulfill their responsibilities. Even though my cousin is counted amongst their ranks"


Iron Gods: Iron maps;

The man looks at you "No one! I promise no one! Ever!"

Sense motives DC 9:

Bluff: 1d20 + 6 ⇒ (3) + 6 = 9
He is clearly lying.

"You told me to collaborate and you will free me!" the man seems to turn crazy "You cannot kill me! I helped you!"

He attempts to escape through all of you.
Acrobatics vs Kikinnin CMD 17, DC 17: 1d20 + 8 ⇒ (1) + 8 = 9
Acrobatics vs Ryan CMD 15, DC 17: 1d20 + 8 ⇒ (7) + 8 = 15
Acrobatics vs Juraan CMD 15, DC 19: 1d20 + 8 ⇒ (17) + 8 = 25
Acrobatics vs JJ CMD 18, DC 24: 1d20 + 8 ⇒ (3) + 8 = 11
Acrobatics vs Marigold CMD 11, DC 19: 1d20 + 8 ⇒ (9) + 8 = 17
Acrobatics vs Maxim CMD 15, DC 25: 1d20 + 8 ⇒ (15) + 8 = 23
But he is quickly stopped by Kikinnin, Ryan and 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)

Grabbing the ruffian and turning him towards himself, Ryan states. "I believe what I said was if you wanted a quick clean death then don't lie." Looking to Kikinnin behind the man he knods.


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))

sense motive: 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7

"If he's not killed anyone, we can't just kill him in cold blood. That is just wrong. Just as wrong as stealing those wands, maybe wronger. Look, we've all done things we are not proud of. How would you feel if you were on the other side of that axe? None of us can say that we have no blood on our hands. Human blood too, not just Darklings and baboons."


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, he is lying to you now same as before, if you wish to not be a part of this, step away." Ryan says evenly and not without compassion for the young man's arguement.

Ryan's base sense motive score is a 12, he has a +11


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))

"Did Abadar tell you that?" asks JJ, looking at the man with a great deal of suspicion.

He quickly closes the doors to the room, to make an escape all but impossible.


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 stands and watches with a grim set to his features;

Sense Motive DC 9: 1d20 + 7 ⇒ (10) + 7 = 17

As tensions rise within the group, the gun-mage moves to JJ clapping his shoulder;

"Surabar. This one is lying, an' not just to save his skin... I can read it in his face.. Reckon Taskerhill's readin' it too. We got to silence him... final like..."

The dwur tries to appeal to the young swordsman;

"Nature o' what we're doin... what we're mixed up in... We tread a fine line... Some o' us already steppin' o'er it. Understand yer concerns lad, an' if things get blacker we'll need yer light... Ain't always about god's wills, best for business, nor orders o' the high an' mighty. Sometimes its about doin' right that means doin' wrong. Voices like yours will help keep us honest as we can be."


Iron Gods: Iron maps;

"I am just a thug how did not have an opportunity in life" cries the man as you force him to kneel. Both drops and snots running through his face "I have been just a burglar, if someone ever died because of my fault it was because life is hard and you sometimes have to fight..." the words of the man are then reduced just to sobs impossible to understand while he waits defeated for his execution.


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 doesn't look at all happy about this.

"Gretchen once said doing right isn't always easy. Blade is an easy answer to this one. I'm thinking Cauldron needs a house of correction. And I don't mean a prison where folk what can't pay their bills get locked up. I mean a place where folk can get a second chance and change their ways. Give folk like... whats your name anyway?" he asks the thug.

"a chance to learn a different trade. I'm not saying folk get two chances, but I'd like to see them get one. I'd hate to see his soul the plaything of a devil just because he got brought up on the street. That could have been me but for Gretchen, remember that."


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 shakes his head, as JJ prolongs the discussion. "Given better circumstances, JJ, we could spend a month in your libraries, pouring over law books. Right here, right now. JJ votes nay, Ryan, Maxim, and I have voted yay. Juraan? Marigold? I'd hear what you have to say."

If there's no tie...:

Not interested in making a mess of things, Kikinnin waits for the alleybasher to made helpless, before bringing his axe down.

Coup de Grace: 3d10 + 9 ⇒ (2, 9, 6) + 9 = 26


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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

MG auto-succeeds on that last Sense Motive check since she's got a +11!

"I..." Marigold stammers, clearly torn.

The others are right, this man is clearly lying. He's killed before - maybe one, maybe more. And who knows what else he's done? It'd be easiest to execute him and get on with things.

She glances at JJ.

JJ is right too, though. People deserve a chance to make things better.

She thinks back to the things she'd slowly picked up during her many visits to Sarenrae's church. They hadn't always been about her troubling dreams; there had been times when she'd simply wanted a quiet place to think, a place even more peaceful than Bluecrater's library.

What was it that Kristof told me once about Sarenrae's holy code?

Thinking back, she can hear the words clear as day - almost as if Kristof were standing right beside her.

"I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword. I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky."

"I...th-think that you're b-both right," she finally says, looking up. "JJ is r-right...everyone d-deserves a s-second chance," she says softly. "B-but...s-sometimes words alone aren't enough. JJ, he's b-been d-dancing around the t-truth this whole t-time, m-mixing t-truth with l-lies and omission. G-giving s-someone another ch-chance is a wonderful thing, b-but they have to want that chance, to b-be willing to d-do the hard thing and d-do whatever it t-takes to make things r-right!"

She sighs. "Th-this one h-hasn't d-done that. He's st-still trying to c-cover for his b-boss and his f-friends while t-telling us j-just enough of what he kn-knows we'll w-want to hear. It's evil and w-wicked...and evil is s-something that we sh-shouldn't abide."


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)

"Well spoken Marigold" Ryan says in response to Marigold's statement.

Turning to JJ, "What you say has merit JJ, but for me this is not the place for the discussion, we have a job to complete. That could affect all we hold dear if we fail to accomplish it in time."

Well written MG


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 just shakes his head.

Knocking the man out he says.

"Agreed this is not the time. But there is no need to make an irreversible choice now. He will keep, as will the two on the other side of the lake."


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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 steps up, and executes the man.

Kikinnin looks up from finishing the man off, permanently, surprised at JJ's words. "You left two of them alive?! You were promising them they'd drown in their own blood, calling them murderers! You even let the last of them set off the alarm, and you didn't finish him off? How did you think we'd be getting out of here? How many times have we let prisoners escape? Last one I remember is the halfling at the gates of Cauldron. Who knows where she might show up next, or how many will suffer for her misdeeds." The black-beard turns red in the face, looking at Maxim for some calm.

"They know we're here. We move now. Unless you intend on trading your killing swords for less lethal weaponry, I suggest you accept the group's judgment, JJ."


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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))

"I accept that which I can't change." mutters JJ.

"But I will ensure there is a better way in the future. A house of reform for those who have need of it. If one doesn't exist the I'll set one up. An orphanage for adults!"

He stomps into the hallway, checking the doors to left and right, obviously upset. Finally he turns on the dwarf again.

"You don't understand. You kill him, he goes to the abyss. Not good for him, but worse for us. He'll come back one day, maybe a minor demon, maybe a major. We're feeding our enemy, not making our side stronger. The only way to win this battle in the long run in to make people better people, not kill them off."


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

Maxim catches the look from his fellow dwur, nods sliently.

As the debate is once again re-ignited, the gun-mage interjects, speaking calmly with JJ;

"As we all agree lad... Yer words have merit, an' aye we're most likely fillin' the ranks o' the fell with each foe we drop..."

He pauses and strokes his beard as he weighs his next words;

"But hard choices are part of who we are. Who you are. You didn't become a craven thug... Who know's next time the scale might shift to lettin' 'em live... might not. Better voices are heard than we just off 'em an' be done with it, all cold like eh?"

He flashes a hard grin at the young swordsman;

"I ain't the most virtuous nor pious of our company. Hell's Teeth I'm a merchant! Worst type o' villain there is! Hope there's a place fer me at this Reform House o' yours Surabar!"


Male Human Sorcerer (inactive)

sense motive: 1d20 + 1 ⇒ (20) + 1 = 21
"He's lying about his past, no doubt about it!"

… after all the deliberations …

"He is kind of pathetic, though."
"We should just leave him here. Trussed up."
"We can always fetch him on our way out."
"We need to press on, warily, and look for those wands."
"At least our friend here gave us a few hints about what's ahead."

still here! busy with visiting for the hols and all that seasonal stuff!


Iron Gods: Iron maps;

GM:
1d20 ⇒ 9

You can all roll a last Sense Motives

You seem to overhear "Kharkus" among the sobs just some seconds before the man falls to the ground lifeless as Kikinnin cuts his head with a clean swing of his axe.

With an outburst JJ moves into the corridor and opens the door to his right.
K22. BARRACKS
This room contains several bunks. It looks like about a dozen people could sleep here.

Finding nothing of interest, he then opens to the left, finding the door locked. Attempting to isolate himself from the previous discussion he places his tools to work but the lock refuses to open once and again.

While JJ and Maxim work in the lock, you also check the northern door.
K21. MESS HALL
This room contains a table and several chairs. A cabinet against one wall contains wooden eating utensils, plates, and the like.

The door to the west also results locked, and the lock is of specially good quality.

Meanwhile, on Skaven's room door, Maxim holds a crowbar forcing the door while JJ finally finds the sensitive piece that forces the lock.
Disable device+aid another (take 20): 20 + 8 + 2 = 30
That is a tricky and difficult move but should have sufficed for a good quality lock like this one. Still the door is hold locked. It seems even with the combined aid of Maxim the lock will refuse to open.

Four minutes has passed.

The western map side is now available


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))

SM: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13
"I wonder what he was trying to tell us?" muses the sad, angry and still sore JJ.

"That door should be open. Can you see if magic holds it shut?" he asks. The youths anger still simmers, but just as it burnt hot and fast, so it appears to be quickly dimming by the brutal reality of the groups surroundings.

He looks ahead, trying to spot both the trap and the secret door the guard told of.


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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)

Ryan studies the door to the room JJ is trying to open Detect magic to see if a magical lock has been placed upon it. Meanwhile pondering JJ's exclamation.

"How can our exercising of justice here fill the ranks of the demons. When your soul departs this plane you are bound for judgement before Pharasma. The exceptions to this I know of are if you have given yourself over in service to one of the demons, and occasionally there is some unfulfilled task that you felt so strongly about, whether it be good or evil, that keeps your soul tied to this plane as a revenant.

And before you ask, as an Inquisitor of Abadar, I do believe it is within my rights to exercise justice against those who would bring ruin to the city. He wishes the city to grow and prosper, as such would likely stand behind the 'orphanage' idea you have for those who wish for a new start. but these who help to bring ruin to the city for simple monetary gain. No"

don't think you need any rolls for the detect magic itself but if something is noted. Spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25


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 in frustration as he and JJ work together to jimmy the lock;

"Lets keep discussion of faith and its pillars for the tavern or kirk eh lads? All this worthy talk of lofty gods and lowly demons is giving me a darn headache!"


Iron Gods: Iron maps;

Ryan touches the lock and upon examination he finds out it is affected by the spell arcane lock.

The other door at the Mess Hall is not affected by any magic though.

JJ moves past the western corridor looking for the storage and its secret door.
K26. STORAGE
This large room was used to store extra supplies but now lies empty.
Perception (take 20): 20 + 8 = 28
There he needs just a couple of minutes to find out where the secret door lies. It seems to be a stone able to spin over itself.


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Male Human Sorcerer (inactive)

"That name, Kharkus, might be personal. Or not."
"Best not forget it. Just in case."

Juraan sighs inwardly
"I suggest killing bandit prisoners at the Lucky Monkey … "
"… but NOOOO! 'We ought not do that!'"
"Look at them now! Oh well."

Juraan then follows JJ into room K26.
And casts Detect Magic to see if anything lights up in that room.
spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16 … if needed
perception: 1d20 + 7 ⇒ (11) + 7 = 18 … also if needed

"Maybe that secret door leads to the room with the difficult lock, JJ?"


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 difficult lock is on the other side of the corridor.. this room would need to curl back around a lot to be the same." he says with a finger raised to his lips for quiet.

JJ waits for the others to catch up and enter the room, spending the time checking there are no other traps on the secret door as he does so.

perception: 1d20 + 8 ⇒ (10) + 8 = 18
And then double checking perception take ten: 10 + 8 = 18

How many hp is JJ on at the moment? And did we search the bodies for potions and such?


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

By my count you should be at 24; you ended the last fight at 13 and then Juraan healed you for 11 total with his wand.

"M-maybe we'll f-find the key to the other d-door eventually if we g-go this way," Marigold whispers quietly.

I think Ryan determined the difficult door is under an Arcane Lock spell so we'll have to break it, dispel it, or Knock it it looks like...


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision
JJ wrote:
"You don't understand. You kill him, he goes to the abyss. Not good for him, but worse for us. He'll come back one day, maybe a minor demon, maybe a major. We're feeding our enemy, not making our side stronger. The only way to win this battle in the long run in to make people better people, not kill them off."
Ryan wrote:
"How can our exercising of justice here fill the ranks of the demons? When your soul departs this plane, you are bound for judgement before Pharasma. The exceptions to this I know of is if you have given yourself over in service to one of the demons, and occasionally there is some unfulfilled task that you felt so strongly about, whether it be good or evil, that keeps your soul tied to this plane as a revenant."

Kikinnin looks JJ over as he tries to lay out reason in theological terms, deferring to Ryan's studies. "If you want to speculate, I'll not stop you, JJ. Best listen to Ryan. He knows more than us. You'll make a fine wet nurse when you're older."

The black-beard continues down the hall, waiting for the others to settle the direction of their infiltration.


Iron Gods: Iron maps;

JJ cannot find any trap in the secret door, but he overhears people whispering at the other side.

Meanwhile Juraan cannot find any magical source in the room.


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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))

Once everyone is ready and prepared in the room, JJ points to the wand that Juran is carrying and to himself. Then after a moment realises he has other options.

He sits down for a moment, and thinks about his family, his heritate and just maybe his mysterious great grand mother. He thinks about them caring for him even though they are far, far away, and thinks about how they would feel about his current bodily state. From across the far reaches of the multiverse (or so he thinks it) he feels their concern and his body changes, rapidly healing some of the wounds he has taken.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Standing he readies his weapons and then with a final check of everyone else
i.e. everyone is in the room with weapons out he throws open the secret door, ready to rush through it.


Iron Gods: Iron maps;

Initiative:

JJ: 1d20 + 2 ⇒ (19) + 2 = 21
Kikinnin: 1d20 + 1 ⇒ (10) + 1 = 11
Marigold: 1d20 + 2 ⇒ (15) + 2 = 17
Maxim: 1d20 + 3 ⇒ (13) + 3 = 16
Juraan: 1d20 + 2 ⇒ (4) + 2 = 6
Ryan: 1d20 + 1 ⇒ (16) + 1 = 17
Foes: 1d20 + 7 ⇒ (17) + 7 = 24

When JJ opens the door he finds out three alleybashers armed with bows readied and looking through slits. They turn towards the group totally surprised.

Surprise round: JJ, Marigold, Ryan, Maxim, Kikinnin, Juraan
Round 1: Alleybashers, JJ, Marigold, Ryan, Maxim, Kikinnin, Juraan
You all have 1 standard action as surprise

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