[AP] The Shackled City Adventure Path by GM Rutseg (Inactive)

Game Master Balacertar

Chapter 12 - ASYLUM

Cauldron map
Redgorge map
Current map

Campaign Index / Campaign diary
Loot sheet
Old loot sheet (Maxim)

Redgorge crafting possibilities
Skie's catalog (20% discounted)

Group Stealth (passive): -5 (Kikinnin)
Group Stealth (active): 5 (Kikinnin)
Group Perception: 27 (Marigold)
Group Sense motives: 30 (Marigold)
Group Spellcraft: 24 (Maxim)
Group Appraise: 23 (Maxim)


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

"Likely as not they followed natural caverns initially and squared things off later, not like us, who have a plan before we begin building . ... Well at least if we have any sense about us and a good engineer."

After checking the armory for magic items, Ryan locked it back up with the keyring and moves to join the others.


Iron Gods: Iron maps;

Ryan:

Nothing seems to emanate a magical aura in the armory a part of your own equipment.

K33.
This room is empty.

Marigold, JJ or Perception DC 18:

A standard look upon the room quickly gives you notice of some holes in the walls and floor.
It seems whatever the holes hide might be triggered by opening the northwestern door.


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

"H-hey...there's holes everywhere," Marigold points out as they move forward into the next room. She looks around the room for a moment, then frowns. "I think opening that d-door over there m-might trigger s-something with them. M-maybe we'd b-best stand clear while JJ has a look?"


Male Human Sorcerer (inactive)

"More traps would be no surprise in this complex!"
"I like Marigold's suggestion of standing clear of those holes!"


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 eyes the potential traps with (dis)interest;

Perception DC18 (+2 Racial Bonus): 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9

"Huh... Reckon so Lil' Lady. Surabar ye wise on what them holes are fer? Gas, pizen or some such?"


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

Kikinnin looks around, as well, but allows the wiser folk the time to sniff out mechanisms and booby traps. He makes sure no one has joined them at the rear.


Iron Gods: Iron maps;

JJ sets himself comfortable and starts to work in the door's mechanism.
Disable device: 1d20 + 12 ⇒ (13) + 12 = 25
After just a few seconds he smiles and let's the door open. It leads to a corridor and a second door, he also inspects very carefully and opens again.

K34. STOREROOM
A storerroom leads to the north past another door. The room itself contains two weeks of dried food rations and drinking water kept in large barrels.

GM:

2d20 ⇒ (8, 10) = 18

A corridor reaches a door to the west, then turns to the east. Finding no one, JJ checks the door then attempts to open the locked door, and despite the great difficulty it only takes him a couple attempts.
Perception (+2 vs traps): 1d20 + 8 ⇒ (16) + 8 = 24
Disable device: 1d20 + 12 ⇒ (13) + 12 = 25
Disable device: 1d20 + 12 ⇒ (20) + 12 = 32

K35. NORTHERN ARMORY
The east and west walls of this room are dominated by weapon racks and armor stands. A wine rack with several unopened bottles sits against the southern wall.

The weapon racks contain 7 longswords, 5 rapiers, and 11 longbows. The armor stands hold 3 suits of studded leather armor and 6 suits of chainmail. There are 17 bottles of wine.

Appraise DC 20:

Each of the 17 bottles of wine on the rack is worth 50 gp.


Male Human Sorcerer (inactive)

While the others start looking at the Northern Armoury (K35),

Juraan will check the south wall of room K31, looking for a secret door.
Like the one they found in K15 some time ago.

"That corridor probably has two ambush rooms." he whispers to anyone that might be nearby.

perception: 1d20 + 8 ⇒ (16) + 8 = 24


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 fidgets nervously as the group continues to spread out among the rooms and corridors. "D-don't wander too far," she cautions Juraan. "We still d-don't know where those other m-men went...or what else m-might be lurking around!"


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)

Apraise: 1d20 + 6 ⇒ (16) + 6 = 22

Ryan looks around the newest armory, pretty much they were set for weapons and armor should they need them but the racks of bottles caught his eye immediately.

"Maxim, think you might want to look at these, uncle served them last feastday and was bragging to his brother about them being 50gp each. Should we find the remaining wands, we'll crack one open in celebration." Ryan jokes a bit


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 contents himself with the corner of the L-shaped hallway, allowing him to see east and south, while the others investigate the rooms. "Roughly six hillfolk, yeh. Somewhere in here, unless there's a rat run out of this place like the tunnel out below the bathhouse."

The black-beard hears the appraisal, so marks the bottles in his mind, should they be able to leisurely work their way from the depths of this structure.


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 moves to the bottles and picks one up, dusting off the glass;

Appraise: 1d20 + 10 ⇒ (7) + 10 = 17 And the dicebots continue to be fickle servants...

He shrugs, then nods with a smile;

"Ain't a vintage I'm familiar with Taskerhill... but aye, we can crack open a bottle or three should our wand-huntin' prove fruitful."


Iron Gods: Iron maps;

The professor searches the storeroom wall meticulously while the rest of the party checks the armory. Right to his calculations, he finally pushes a brick that suddenly makes open a secret door!

Perception:

Tilavast: 1d20 + 1 ⇒ (7) + 1 = 8
Oarus: 1d20 + 1 ⇒ (7) + 1 = 8
Ristikus: 1d20 + 1 ⇒ (1) + 1 = 2

Initiative:

JJ: 1d20 + 2 ⇒ (20) + 2 = 22
Kikinnin: 1d20 + 1 ⇒ (6) + 1 = 7
Marigold: 1d20 + 2 ⇒ (20) + 2 = 22
Maxim: 1d20 + 3 ⇒ (2) + 3 = 5
Juraan: 1d20 + 2 ⇒ (18) + 2 = 20
Ryan: 1d20 + 1 ⇒ (8) + 1 = 9
Hillfolk: 1d20 + 1 ⇒ (13) + 1 = 14

At the other side three surprised hillfolk that did not hear Juraan while searching the room turn clumsily to see the source of the noise.

Surprise round: Juraan
Round 1: JJ, Marigold, Juraan, Hillfolk, Ryan, Kikinnin, Maxim
An attentive Juraan got a great advantage over the enemy! Well done!
Juraan@ you have an extra standard action because of the surprise round in addition to the normal round


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 sounds of combat erupt from somewhere nearby, Marigold quickly calls upon a blessing for herself and her companions - but instead of petitioning whoever might be listening, this time her call is to Sarenrae, the Dawnflower.

"Sarenrae ನಿಮ್ಮ ನಿಷ್ಠಾವಂತ ರಕ್ಷಿಸಲು ದಯವಿಟ್ಟು!" she cries, then stops with a look of astonishment on her face. That wasn't 'her' battle language - it was something completely different!

Wha...where did those words come from? I've never heard anything remotely like them before in my life!

Celestial:

"Sarenrae, please protect your faithful!"

__________________

Once Round 1 actions come around, Marigold will cast Bless.


Male Human Sorcerer (inactive)

Surprise Round
As soon as he sees the guards he half-expected,
Juraan uses Focused Spell Metamagic feat,
pick one of the three guards at random (1=green, 2=blue, 3=orange)
choose guard: 1d3 ⇒ 3 Orange it is!

« იწვის მჟავა ხელში »

draconic:
"burning acid hands"

… and casts a Burning Hands on the guards
focused burning hands, acid damage: 4d4 + 4 ⇒ (1, 3, 3, 3) + 4 = 14
(dc 17 to orange guard, dc 15 to the others, reflex halves)


Iron Gods: Iron maps;

Ref green DC 15: 1d20 + 3 ⇒ (8) + 3 = 11
Ref blue DC 15: 1d20 + 3 ⇒ (13) + 3 = 16
Ref orange DC 17: 1d20 + 3 ⇒ (11) + 3 = 14
Juraan takes the hillfolk by surprise, his flames centering on the one dressed in orange. Only the one in the center is able to react on time, the others are fully taken by the flames.

On listening the noise of combat, Marigold quickly reacts with a blessing for the group, but this time her invocation of a goddess takes her own self by surprise with a strange new language.

JJ also reacts, running fast and drawing his swords, taking position in front of Juraan.

The hillfolk drop their bows and draw swords attacking JJ with fiery fear in their eyes.
mwk longsword: 1d20 + 7 ⇒ (17) + 7 = 24
Slashing damage: 1d8 + 2 ⇒ (3) + 2 = 5

mwk longsword: 1d20 + 7 ⇒ (17) + 7 = 24
Slashing damage: 1d8 + 2 ⇒ (2) + 2 = 4

mwk longsword: 1d20 + 7 ⇒ (13) + 7 = 20
Slashing damage: 1d8 + 2 ⇒ (5) + 2 = 7
Two of the swords find the young man, opening gashes on his chest and right shoulder.

Green: 14 damage, barely standing
Blue: 7 damage
Orange: 14 damage, barely standing
Party buffs: Bless 5 minutes
JJ: 35/44 hp
Round 1: Hillfolk, Ryan, Kikinnin, Maxim, JJ, Marigold, Juraan
I GMed JJ because he will be away the whole weekend


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 combat once again initiates Maxim methodically moves forward to support Juraan and JJ drawing his pistol as he goes (Move & Free Action)

Once behind the sorcerer he stops to load the weapon with bullet and powder (Standard Action)


Male Human Sorcerer (inactive)

Round 1
Juraan moves into the room beside JJ
and tries to attack one of the guards (green) with his rapier:
skewer (mw rapier): 1d20 + 7 ⇒ (6) + 7 = 13 (bless)
damage: 1d6 + 1 ⇒ (6) + 1 = 7


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

Wheeling around, Marigold quickly pulls out her crossbow and takes aim at the same hillfolk that Juraan is attempting to engage. She waits for just the right moment and then fires...

Attack vs. Green (Light Crossbow; Bless, Into Melee): 1d20 + 4 + 1 - 4 ⇒ (1) + 4 + 1 - 4 = 2
Damage: 1d6 ⇒ 3

...but just as she does, she stumbles and comes within a hair of shooting herself in the foot instead!


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)

Round 1
As the sounds of battle break out and the his and cry of those on fire, Ryan suspects the resident sorcerer has made some new friends. Moving down the hall, he stops next to Maxim.

Calling out "let'em have it Juraan! You are no mere professor!"
aside to Maxim. "Can't get anyone else in there I think, will be smart to hold against others coming to help them."

Ryan waits with shield and mace for any back up coming to the men in the room.

Double move = 35' of 60'


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 swings his paired swords, trying to take out the most badly burned man first.

attack, bless, FE,TWF: 1d20 + 10 + 1 + 2 - 2 ⇒ (13) + 10 + 1 + 2 - 2 = 24
off hand attack, bless, FE,TWF: 1d20 + 10 + 1 + 2 - 2 ⇒ (5) + 10 + 1 + 2 - 2 = 16
main damage: 1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12
off hand damage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5

"Ya can lay it on, but can yer take it?" he asks. Even as he does so, the blood from his wounds starts to close up and a strange blue light spills from the gash.

LoH: 2d6 ⇒ (6, 6) = 12


Iron Gods: Iron maps;

Maxim advances loading his pistol while Juraan moves in front of the hillfolk.

Fortunately JJ protects the professor with his cover from any opportunity attack. Juran swings then in the air with the enemies in front.

Marigold stumbles while she was trying to use her crossbow while Ryan passes by with large steps.

It is then when JJ attacks, taking first the man in orange, but failing to connect with his second sword. His wounds magically close up as he attacks.

The hillfolk then focuses their attacks on the young men, desperately looking for an opening to scape their fate.
mwk longsword: 1d20 + 7 ⇒ (3) + 7 = 10
Slashing damage: 1d8 + 2 ⇒ (2) + 2 = 4

mwk longsword: 1d20 + 7 ⇒ (11) + 7 = 18
Slashing damage: 1d8 + 2 ⇒ (3) + 2 = 5
But JJ dodges to left and right avoiding their swords!

Green: 14 damage, barely standing
Blue: 7 damage
Orange: 26 damage, unconscious, dying
Party buffs: Bless 5 minutes
JJ: 44/44 hp
Round 2: Hillfolk, Ryan, Kikinnin (x2), Maxim, JJ, Marigold, 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 grins a somewhat maniacal grin as his swords continue to play on the hillmen.

"Come on then, if you want to fight city folk, this is what you will face. Best just run away."
attack,bless,fe,twf: 1d20 + 11 + 1 + 2 - 2 ⇒ (12) + 11 + 1 + 2 - 2 = 24
off hand attack,bless,fe,twf: 1d20 + 11 + 1 + 2 - 2 ⇒ (20) + 11 + 1 + 2 - 2 = 32
Forgot my level up BAB adjustment last round!~

damage: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13
off hand damage: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Again, he tries to finish off the most badly wounded man first.

offhand crit?,bless,fe,twf: 1d20 + 11 + 1 + 2 - 2 ⇒ (5) + 11 + 1 + 2 - 2 = 17
bonus off hand damage: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6


Male Human Sorcerer (inactive)

Round 2
Juraan tries attacking the same guard (green) with his rapier:
skewer (mw rapier): 1d20 + 7 ⇒ (15) + 7 = 22 (bless)
damage: 1d6 + 1 ⇒ (1) + 1 = 2

Oh well, at least I did some damage!


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)

Able to see JJ from his position Ryan cast guidance on the swordsman not wanting to interfere should Maxim have a shot.

"Blessed Abadar, guide these blades, swift and sure"


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

Round 2 Buffs/Conditions: Bless (+1 attacks, +1 vs fear)

As JJ and Juraan engage the hill folk, Maxim aims his pistol at the press and grumbles;

"Aye Taskerhill... though I reckon that two have the beatin' o' them hill folk!"

Regardless he aims ahead should an ally fall;

Readied Ranged Touch: MW Pistol (+Bless): 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10

Damage: Pistol (+Arcane Strike): 1d8 + 1 ⇒ (5) + 1 = 6


Iron Gods: Iron maps;

JJ's precise swords stab at the bellies of both hillmen at the same time. Followed by Juraan scratching one of them, both enemies fall to the floor, still trying to understand where the tempest of flame and steel came from.

Maxim points with his gun but holds the shot seeing the combat resolution.

Out of combat!

Loot:

3x Chainmail
3x masterwork large steel shield
3x masterwork longsword
3x potion of cure moderate wounds
3x red sash


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 pockets a curing potion, and then hands the others over to Kikinnin and Juraa. "If you are going to be joining the front line professor, you will be needing one of these."

He removes the weapons and armour loading them into the teams magical bags.

"This equipment is cut above the other." he notes. "Could be there is someone more important that the wizard nearby."


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 his position in the hallway, expecting company at any moment. When that company turns out to be JJ handing off a potion, the black-beard nods, and tucks the potion away.

"You find the other side of those murder holes? How many you put down?"

When the other are ready, Kikinnin moves to the next door in the hallway, and opens it, expecting more hostility.


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

"Th-that was th-three," Marigold responds. "If th-they were p-part of that group f-from earlier th-then th-there should b-be th-three m-more somewhere..." The halfling wears a puzzled expression and her stutter seems more pronounced as she speaks.

"D-did anyone else h-hear m-me j-just now? I s-spoke in a different language than wh-what I normally d-do...d-did anyone else understand it?"
___________

Turns out, both JJ and Ryan actually would have! Awesome, now MG can actually make sense to someone else besides JJ in combat :D


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))

"Yes!" exclaims JJ

"IT was quite different from how you normally sound though."


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)

"Beautifully spoken, MG, not many know the language of the angles and apparently we now have our own." Ryan says with a wink, a little bit teasingly but without being malicious about it.

"Nice work JJ, Professor, at least half of what Kikinnin spotted, with luck the remaining three will go as fast."

Ryan moves up to join JJ and Kikinnin at the next doorway.

"Have we checked in here?"Ryan ask indicating the southern doorway in the hallway. K36?

perception: 1d20 + 8 ⇒ (10) + 8 = 18 If we had then the roll applied to the door Kikinnin is at.


Iron Gods: Iron maps;

Kikinnin finds out the door is locked. The lock is again above excellent quality and takes two minutes for JJ to force it open.

K36. TRIEL'S CHAMBERS
This large room is elegantly appointed and, if anything, even more humid and cloying than the other chambers. The reason is probably the large pool of bubbling water in the southern end of the room.
A hammock swings to the west of the pool above a large chest, and the northern portion of the room seems to have been converted into a small combat training ground, complete with thick mats and combat dummies.

Three alleybashers are ready in front of the door while a fourth one helps to finish arming a full plate with asmodean symbols on a red headed woman with her hair still wet.

When the woman sees JJ she smiles with surprise in her face "Oh! It's you. It was not needed to make this scandal if you wanted to have another bath with me sweetheart"


Male Human Sorcerer (inactive)

… just before GM Rusteg's post …

"You're welcome, JJ … " says Juraan as he pockets the one potion "… but if I didn't use my spell immediately, I really would be in a bad way."

Addressing Kikinnin: "The murder holes are cleared on this side, at least."

Addressing both Marigold and JJ: "What languages are you two speaking anyway? It would be useful to learn them, time permitting."
(I know of course, but Juraan never bothered asking)


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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 leans to whisper at JJ. "Alright, boy. Now's not the time to go soft. Uh, well, don't go hard, either. Just because you two had a night... Just, keep it together now, and let's defeat them. Alright?"


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))

earlier

"That is the language of my dreams.." sighs JJ.

"Maybe it is real, or maybe not. But that is two unusal languages that Marigold and I share... and the other is not wholesome."

now

JJ sighs once at the sight.

"It didn't have to be this was Triel. You should have packed up and gone."

He shakes his head as he jumps at the closest ally-bashers.

Not sure if we are at initiative, but JJ is happy to start this battle.

TWF,bless,FE: 1d20 + 11 + 1 - 2 + 2 ⇒ (6) + 11 + 1 - 2 + 2 = 18
off hand TWF,bless,FE: 1d20 + 11 + 1 - 2 + 2 ⇒ (1) + 11 + 1 - 2 + 2 = 13
damage,FE: 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10
off hand damage,FE: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9

Although he looks somewhat distracted by the half dressed Triel.


Iron Gods: Iron maps;

Initiative:

JJ: 1d20 + 2 ⇒ (15) + 2 = 17
Kikinnin: 1d20 + 1 ⇒ (6) + 1 = 7
Marigold: 1d20 + 2 ⇒ (7) + 2 = 9
Maxim: 1d20 + 3 ⇒ (10) + 3 = 13
Juraan: 1d20 + 2 ⇒ (9) + 2 = 11
Ryan: 1d20 + 1 ⇒ (5) + 1 = 6
Alleybashers: 1d20 + 7 ⇒ (15) + 7 = 22
Triel: 1d20 + 1 ⇒ (4) + 1 = 5

While Triel is too absorbed by the conversation with JJ, the alleybashers are taking careful note of all of the boys movements, so when he steps to the front, they had already prepared actions. They spring with the pointy edge of their rapiers preparing a reception welcome wall as JJ steps to the front.
mwk rapier (flatfooted): 1d20 + 3 ⇒ (17) + 3 = 20
P damage+sneak attack: 1d6 + 1 + 1d6 ⇒ (6) + 1 + (2) = 9

mwk rapier (flatfooted): 1d20 + 3 ⇒ (20) + 3 = 23
P damage+sneak attack: 1d6 + 1 + 1d6 ⇒ (4) + 1 + (4) = 9

mwk rapier (flatfooted): 1d20 + 3 ⇒ (9) + 3 = 12
P damage+sneak attack: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (3) = 6

Crit?: 1d20 + 3 ⇒ (11) + 3 = 14
P damage+sneak attack: 1d6 + 1 + 1d6 ⇒ (5) + 1 + (1) = 7
Two of them take JJ by surprise, too centered on Triel, before he can launch his attack.

JJ then bites the armor of the first one with his main sword.

Blue: 10 damage
JJ: 19/44 hp
Round 1: Alleybashers, JJ, Maxim, Juraan, Marigold, Kikinnin, Ryan, Triel


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 once again the clamour of combat rings out, Maxim curses and casts a protective enchantment upon himself (Mage Armour - Standard Action)

"Gods be damned! Here we go again..."

The gun-mage then moves to the rear of the group drawing his pistol as he goes. (20ft Move Action + Free Action - Draw Weapon)


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))

Yelping in pain, JJ feels his blood and the mysterious blue light spill out of the wounds.

I think only the first two hit, so that should be 18 damage and JJ on 26hp

He concentrates on trying to bring down the man in blue.

attack,bless,TWF,FE: 1d20 + 11 + 1 + 2 - 2 ⇒ (11) + 11 + 1 + 2 - 2 = 23
attack,bless,TWF,FE: 1d20 + 11 + 1 + 2 - 2 ⇒ (14) + 11 + 1 + 2 - 2 = 26
damage,FE: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8
off hand damage,FE: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7

If the blue drops after the first stroke, his second will be against yellow

LoH: 2d6 ⇒ (4, 4) = 8
HP up to 34
"You should have stuck to the alleys. I have no bone with you, well, I had none." he sighs at the Allybashers.


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 here we go. The more the merrier." Stepping behind JJ Ryan moves into the corner engaging the chap with orange markings.

Master Key + Bless: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 3 ⇒ (5) + 3 = 8


Male Human Sorcerer (inactive)

Round 1
Juraan gets behind JJ, and from the hallway flings his alchemicall fire flask at Triel:
alchemist's fire: 1d20 + 6 + 1 + 1 - 4 ⇒ (19) + 6 + 1 + 1 - 4 = 23
(ranged touch, point-blank, bless, firing into a crowd)
damage: 1d6 + 1 ⇒ (1) + 1 = 2
(also 1 hp splash to adjacent squares, and +1d6 to target next round for direct hit)


Iron Gods: Iron maps;

Maxim moves forward while JJ continues his attack. He finishes one of the alleybashers with one hand, then stabs the second sword in another one.
Sorry, I confused flatfooted and touch AC

Covered by JJ, Ryan moves into the room and attempts an attack, but it goes a bit weak and the man's armor deflects the blow.

That is when Juraan readies an alchemical flask and tosses it all over Triel, whom under the heavy load of the full plate is unable to dodge the flask.

Triel touches her holy symbol of Asmodeus while saying some divine words. A mace made of pure force materializes and flies back against Juraan returning the violence.
Spiritual weapon attack: 1d20 + 8 ⇒ (11) + 8 = 19
Force damage: 1d8 + 1 ⇒ (5) + 1 = 6
The force mace bursts the professor's chest. "Knock out the pretty blond, finish all other ones!"

The alleybashers takes retaliation afterwards, the one next to Triel stepping to occupy the position of the fallen one.
mwk rapier vs Ryan: 1d20 + 3 ⇒ (20) + 3 = 23
P damage: 1d6 + 1 ⇒ (6) + 1 = 7

mwk rapier vs Ryan: 1d20 + 3 ⇒ (12) + 3 = 15
P damage: 1d6 + 1 ⇒ (1) + 1 = 2

mwk rapier vs JJ: 1d20 + 3 ⇒ (13) + 3 = 16
P damage: 1d6 + 1 ⇒ (5) + 1 = 6

Crit vs Ryan?: 1d20 + 3 ⇒ (13) + 3 = 16
P damage: 1d6 + 1 ⇒ (6) + 1 = 7
One of them pierces through Ryan's armor opening a wide wound.

Blue: 18 damage, unconscious dying
Yellow: 7 damage
Triel: 2 damage, burning
Juraan: 23/29 hp
JJ: 34/44 hp
Ryan: 33/40 hp
Round 2: Alleybashers, JJ, Maxim, Juraan, Marigold (x2), Kikinnin (x2), Ryan, Triel


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))

With the allybasher in yellow already injured, JJ opts to try and finish him off first.

"Stay away from my friends. What I ever saw in you lot escapes me."
attack: 1d20 + 11 + 1 + 2 - 2 ⇒ (7) + 11 + 1 + 2 - 2 = 19
offhand attack: 1d20 + 11 + 1 + 2 - 2 ⇒ (17) + 11 + 1 + 2 - 2 = 29
damage: 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10
offhand damage: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8


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)

Gritting his teeth Ryan continues his attack against the hillman(Orange).

Master Key + Bless: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

"Stand still, dammit!" Ryan says in frustration as his swing goes awry once more


Male Human Sorcerer (inactive)

Round 2
… as Juraan gasps from the pain of Triel's immaterial mace, the last of the
alchemical fire burns itself out on Triel:
alchemist's fire damage, second round: 1d6 ⇒ 5

Juraan then casts another spell:
« ჯადოსნური სარაკეტო »

draconic:
"magic missile"

magic missile: 2d4 + 2 ⇒ (2, 3) + 2 = 7

He then moves slightly to the side to keep Triel in view, and to make it easier
for Kikinnin to enter the room.

@ GM Rusteg:
Did guards red and blue take 1 HP damage from the Alchemical fire splash last round?
Every little scrap counts in a fight like this. :o


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 = 26
HP = 58/58
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = None
Sadly, haven't fully updated Level 5 on Profile...

Kikinnin tucks his shield up and in front of him, barreling into the room, hoping to find a place to roost while the others take their licks. Triggering 3 AoO, I believe...

Take Total Defense, AC 26

Round 2

Kikinnin finds his place just past JJ, in the corner, before bringing his axe forward and down on Green.

MW Dwarven Greataxe: 1d20 + 9 ⇒ (3) + 9 = 12 for 1d10 + 2 ⇒ (2) + 2 = 4 damage

"They're dug in, like ticks."


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

Round 2 - Conditions/Buffs: Mage Armour (+4 AC)

Maxim stands idle as the clamour and crush of combat sounds out. He shrugs his shoulders realising there is little to do out-with wait for circumstances to change.

The gun-mage calmly reaches into his belt retrieving a stogie;

"Times like these Lil' Miss... Ain't much to do 'cept wait for things to play out..."

He lights the cheroot, then leans against the wall back to the killing room, allowing himself to see further up the corridor and behind them.

As he smokes the dwur eyes his loaded pistol with a wry smile;

"Reckon they'll be callin' for us come time..."


Iron Gods: Iron maps;

With another prayer to the Dawnflower, Marigold casts bless upon the party after moving close to the door.
GMPCed as requested by Marigold, and applying to this turn attacks

JJ spins his blades like a daredevil, first dropping the man in yellow, then stabbing the one in red.

Ryan attempts to finish him but ultimately his mace only scratches the leather armor.

The alleybashers seem to feel the burning of Juraan's splash alchemist flask. Triel finishes putting off the flames, while Juraan magic missiles burst on her chest!

Kikinnin trains a tortoise maneuver entering the room. Juraan's cover protects him from the alleybashers attacks.

Maxim endures the tense moment with a puff on his cheroot while he waits for an opening to his gun have words with Triel and her minions.

Triel casts a spell healing herself.
CMW: 2d8 + 4 ⇒ (1, 7) + 4 = 12
While her spiritual mace keeps flying against Juraan.
Spiritual weapon attack: 1d20 + 8 ⇒ (12) + 8 = 20
Force damage: 1d8 + 1 ⇒ (3) + 1 = 4
The mace strikes the professor on his right arm, leaving a bruise on him.

"That dwarf! Why do you let him in?!" shouts Triel while her men seem more and more pressed as the combat progresses.
mwk rapier vs Kikinnin: 1d20 + 3 ⇒ (10) + 3 = 13
S damage: 1d6 + 1 ⇒ (2) + 1 = 3

mwk rapier vs Kikinnin: 1d20 + 3 ⇒ (11) + 3 = 14
S damage: 1d6 + 1 ⇒ (6) + 1 = 7
But the rapiers seem to have nothing to do against the strong full plate Kikinnin wears.

Blue: 19 damage, unconscious, dying
Yellow: 18 damage, unconscious, dying
Red: 9 damage
Green: 1 damage
Triel: 2 damage
Party buffs: Bless 5 min
Juraan: 19/29 hp
JJ: 34/44 hp
Ryan: 33/40 hp
Round 3: Alleybashers, JJ, Maxim, Juraan, Marigold (x2), Kikinnin, Ryan, Triel


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 to work on the allybashers, trying to finish off the already injured man in red.

attack,bless,TWF,FE: 1d20 + 11 + 1 - 2 + 2 ⇒ (20) + 11 + 1 - 2 + 2 = 32
off ahnd attack,bless,TWF,FE: 1d20 + 11 + 1 - 2 + 2 ⇒ (11) + 11 + 1 - 2 + 2 = 23
crit ?attack,bless,TWF,FE: 1d20 + 11 + 1 - 2 + 2 ⇒ (12) + 11 + 1 - 2 + 2 = 24

damage to red, assuming the crit lands: 2d6 + 10 + 4 ⇒ (2, 3) + 10 + 4 = 19
And if red drops, second attack is on green.

offhand damage: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10

"Give up girl-friend. Tell us what you know about the Triad, and surrender the wands."


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 continues to harass the hillman in front of him her harassment is all it appears to be.

Master Key + Bless: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

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