[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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Iron Gods: Iron maps;

Ryan makes his voice into the combat inspiring Kikinnin.

As JJ releases his sword the hillman falls to the floor completely dead.

Kikinnin's axe is similarly precise but not as effective. His opponent gets staggered but not fully defeated.

Desperate, the hillmen jump into a final attack over the group.
mwk longsword: 1d20 + 7 ⇒ (14) + 7 = 21
S damage: 1d8 + 2 ⇒ (5) + 2 = 7
The red one fails to open a hole in Kikinnin's armor, then falls to the floor unconscious.

The one in blue steps looking to open a space through the tunnel covered by Juraan.
mwk longsword: 1d20 + 7 ⇒ (12) + 7 = 19
S damage: 1d8 + 2 ⇒ (1) + 2 = 3
The sword cuts in Juraan's right arm before he can dodge the attack.

mwk longsword: 1d20 + 7 ⇒ (13) + 7 = 20
S damage: 1d8 + 2 ⇒ (1) + 2 = 3
Finally, the one in the back steps to combat Kikinnin and lands a blow on the dwarf's armor without any effect.

White: 34 damage, dead
Red: 20 damage, unconscious, dying
Blue: 15 damage, badly damaged
Yellow: 15 damage, badly damaged
Juraan: 24/29 hp
JJ: 39/44 hp
Ryan: 35/40 hp
Kikinnin: 37/44 hp
Marigold: 45/46 hp
Maxim: 27/28 hp
Round 2: Hillfolk, Maxim, Marigold, Ryan, Kikinnin, JJ, Juraan


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 2

After his words of encouragement for Kikinnin, Ryan reaches through to touch JJ's shoulder, "Abadar's blessings upon you."

cast guidance on JJ


Male Human Sorcerer (inactive)

Round 3
Feeling the bite of the Hillman's sword, Juraan takes a 5 ft step back into the tunnel behind him and shoots an acid ray at the guard that just hit him (blue)

acid ray: 1d20 + 8 ⇒ (3) + 8 = 11
damage: 1d6 + 3 ⇒ (3) + 3 = 6
(ranged touch, point-blank shot, 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 steps up to stand over his latest victim. The ease with which the young man was starting to find killing was perhaps unsettling to those around him. And on one level he found it uneasy himself. Still, these had to put down.

attack: 1d20 + 11 - 2 + 2 ⇒ (14) + 11 - 2 + 2 = 25
attack: 1d20 + 11 - 2 + 2 ⇒ (14) + 11 - 2 + 2 = 25
damage1: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8
damage2: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9


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)

Ok now I see the map for what it is lol... I've had Maxim lurking thinking the door that Marigold is at was the actual room door, now counters have moved I see its actually next to Ryan... :S]

Round 2

Clutching his sword, Maxim moves up the corridor and into the room where the melee is in full swing (Move Action - 20ft. & Move Action 10ft.

As he stands beside the sorcerer, the dwur grumbles;

"Hell's Teeth! Late to the god's damned party again..."


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 = /54
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Inspired Word, 2nd round

Kikinnin presses his attack on Yellow, hearing no words of surrender. "Do you think they develop some kind of brain rot, working alongside the Asmodean? They're willing to die in her service, after she's already dead. Kinda sad, if you ask me."

MW Dwarven Greataxe: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 for 1d10 + 2 ⇒ (3) + 2 = 5 damage


Iron Gods: Iron maps;

Ryan gives guidance to JJ's sword.

Juraan casts another acid ray, but this time the closed melee makes it for him very difficult and the ray hits the ceiling.

JJ spins stabbing one sword on the first man, then spinning again to stab the other sword on the second while Kikinnin cuts the man's head at the same moment Maxim enters the room mumbling.

Combat is over!

Juraan: 24/29 hp
JJ: 39/44 hp
Ryan: 35/40 hp
Kikinnin: 37/44 hp
Marigold: 45/46 hp
Maxim: 27/28 hp

Loot:

5x Chainmail
5x masterwork large steel shield
5x masterwork longsword
5x potion of cure moderate wounds
5x red sash

Through the western tunnel you can see the entrance to another chamber.


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 helps as best he can with the weight of all the equipment that keeps piling up, as foes are knocked down left and right in these ruins.

He keeps a dull eye on the western tunnel, expecting the noise of the hillfolk to have alerted anything in the next chamber to their presence. He remembers Skaven's account, and frets a little that somewhere deeper in the complex, something undead wanders.

"We ready? Everyone's strength full enough to press on? This may turn out to be much like Drakthar's haunt, with grander caverns ahead. We press on here, or we return to the main hallway and check out those double doors. Matters little to me."

Kikinnin will let JJ take the more perceptive lead down the western tunnel, if the boy is so inclined.


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))

"Well.. it may be those double doors are a dummy, a trap like the floor in that other room." says JJ. "But somehow I think not. I'd prefer to finish whatever is over here before we open up net another avenue of exploration."

He pockets (another) cure moderate wounds potion and then carefully peers into the tunnel the men were trying to flee into. After a moment he pauses and drinks one of the other potions he has had for a while.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7


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 frustratedly sheaths his blade, then nods in agreement;

"Aye. Skaven's journal mentioned the risen dead on more than one occasion. Best we be at full strength an' ready for anything..."

He flashes a grim smile at his companions;

"'Sides I still got most o' my magicks at hand... On account that I keep gettin' my line o' sight blocked by swordsmen an' scrappers!"

The gun-mage checks o'er his pistol, ammunition, then like JJ knocks back a healing potion;

CLW: 1d6 + 1 ⇒ (2) + 1 = 3

Fully healed the dwur nods toward the deeper caverns;

"If the dead do wander... what's kept these Hillfolks alive? Perhaps their sashes at least offer 'em safe passage? Might be worth all donning one whilst we're down here?"


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)

Shaking his head, Ryan chimes in while collecting one of the CMW potions for himself.

"Don't think so Maxim, the journal mentioned they couldn't get to their treasure they had stolen, because they had lost control of the guardians. Don't think the sashes will help against the undead, however, they may cause pause with any of the living guards still here."

Ryan moves to follow Kikinnin and JJ....

Moved Ryan's token, but he would let JJ and Kikinnin proceed ahead of him, stealth not being his forte


Male Human Sorcerer (inactive)

"At least I softened some of them up for your sword arms!"

Juraan then pulls out his wand of CLW and quickly patches himself up with it.

healing rolls:
use magic device: 1d20 + 11 ⇒ (6) + 11 = 17
use magic device: 1d20 + 11 ⇒ (16) + 11 = 27
cure light wounds, wand: 1d8 + 1 ⇒ (6) + 1 = 7

"That's better!"

"Lead on JJ!

Juraan will keep alert and follow the others.
He will be holding his bow with an arrow ready to fire quickly, if need be.

perception: 1d20 + 8 ⇒ (7) + 8 = 15


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 gestures to the dead men, looted of their equipment.

"You going to say some words over them, and hope they don't join the devils legions?" he asks Ryan, before peering down the tunnel.

JJ goes tentatively ahead, not enjoying the memory of the last undead creature they group fought.

perception: 1d20 + 8 ⇒ (6) + 8 = 14


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)

Shaking his head in response to JJ's question.

"Wrong kind of cleric, I said a prayer over Triel as that was not done in the heat of combat; these were given the chance to surrender and chose not to."


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))

"Yer'd leave bodies for a necromancer to animate?" drawls JJ trying to explain the parallels that nobody else seems to see.

He pauses and says some brief words to an unknown deity, hoping that in death they might find some peace that eluded them in life. Then he returns to the front of the group.

"My blade, my prayers, I get it." he says shortly as his eyes peer into the gloomy cavern.


Iron Gods: Iron maps;

As soon as JJ steps into the room a symbol on the first tile starts glowing. The glyph explodes with a blast!
Sonic damage: 2d8 ⇒ (2, 8) = 10
JJ, Ryan and Juraan Ref DC 14 for half


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))

ref: 1d20 + 7 ⇒ (19) + 7 = 26
JJ dives for the ground as the rune starts to glow, and avoids the worst of the blast.

"Sorry..." he says eventually when his ears clear.

"I'll go slower and double check. I was thinking if they were fleeing here there wouldn't be a trap."


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 remains silent as JJ complains about the prayers, but nods as the young man comments on his return to the front. To each their own, in prayers for the fallen. Their souls have passed on, all that remains are their corporeal remains, I'll not waste a consecrate spell to hallow this ground; perhaps later we burn them beside the lake front, to clean this place <what the H!!!>

Ref(DC14): 1d20 + 2 ⇒ (7) + 2 = 9

Inner thoughts distracting him from the task at hand, and the full brunt of the blast catches him. Ears ringing and feeling like a giant just rattled him around in his armor, Ryan sees JJ talking but doesn't have a clue what he's saying at first. Finally squinting at the young man and concentration allows him to read JJ's lips enough to understand. "No worries, logical mistake." he says smiling before drinking the potion he'd just picked up.

potion(CMW): 2d8 + 3 ⇒ (5, 4) + 3 = 12 37/40hp


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-holy moly, are you three okay!?" Marigold gasps. "Th-that was m-magic again..." she sighs. "We'll have to st-start being more c-careful, these traps are getting m-more and m-more dangerous the higher the stakes g-get."


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 will go slower now, taking ten, and then double checking with a standard perception check where ever he goes.

"Not sure I'd even be able to spot one of them magical traps. Maybe Maxim might be better at the front, sniff out the magic.."


Male Human Sorcerer (inactive)

Reflex: 1d20 + 3 ⇒ (11) + 3 = 14 (phew!)

Juraan shakes his head, with his ears throbbing.

"Too right, Marigold. No shortage of traps `round here!"
"I wonder if that trap was set for anyone not wearing a red sash?"

Juraan can't heal himself quickly this time.
He feels like a gong is ringing inside his skull …

healing rolls:
use magic device: 1d20 + 11 ⇒ (6) + 11 = 17
use magic device: 1d20 + 11 ⇒ (7) + 11 = 18
use magic device: 1d20 + 11 ⇒ (10) + 11 = 21
cure light wounds, wand: 1d8 + 1 ⇒ (2) + 1 = 3
27 charges left on his wand of CLW

… and uses some colourful language until he heals himself up 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 claps JJ on the shoulder with a hard smile;

"Cleared out yer ears... No worries Surabar... Makes sense to have another pair o' eyes eh? Slow an' steady like..."

Am I right in thinking both Maxim and JJ have Trapfinding class ability? With Mythweavers being down I can't remember if young Surabar is an Urban Ranger?? If so Maxim will scout ahead with JJ (I'll need to address the 10ft movement differential if this will be our modus operandi going forward) with Perception @ +1 to notice traps. Like JJ I'll take 10 and double check with Aid Another or independent checks going forward.


Iron Gods: Iron maps;

JJ Perception DC 28: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Maxim Perception DC 28: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
JJ and Maxim slowly advance through the room checking every tile. By when they reach the exit of the room, another glyph in the exit tunnel starts to glow and blasts the couple with an ear-ringing horrible sound once more!
Sonic damage: 2d8 ⇒ (6, 4) = 10
Ref DC 14 for half!

Perception:

Stealth DC 8
JJ (+2 humans)-partially and temporally deafened: 1d20 + 8 - 5 ⇒ (9) + 8 - 5 = 12
Kikinnin (+2 stones)-distance: 1d20 + 1 - 4 ⇒ (18) + 1 - 4 = 15
Marigold-distance: 1d20 + 8 - 5 ⇒ (5) + 8 - 5 = 8
Maxim (+2 stones)-partially and temporally deafened: 1d20 + 6 - 5 ⇒ (10) + 6 - 5 = 11
Juraan-distance: 1d20 + 7 - 5 ⇒ (6) + 7 - 5 = 8
Ryan-distance: 1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 18

Initiative:

JJ: 1d20 + 2 ⇒ (11) + 2 = 13
Kikinnin: 1d20 + 1 ⇒ (19) + 1 = 20
Marigold: 1d20 + 2 ⇒ (13) + 2 = 15
Maxim: 1d20 + 3 ⇒ (6) + 3 = 9
Juraan: 1d20 + 2 ⇒ (6) + 2 = 8
Ryan: 1d20 + 1 ⇒ (1) + 1 = 2
Foes: 1d20 - 2 ⇒ (9) - 2 = 7

Following the blast, you do overhear the brush of heavy steps against the stone of the natural cavern, ahead of where the blast occurred.
Everyone has a surprise action standard action here

Then, the sound becomes two large creatures that loom over JJ and Maxim with massive greatclubs.

K. religion DC 13:

Those large creatures are zombies. They retain little from their past life, and their skin is particularly difficult to cut (DR 5/slashing), and have undead traits making them difficult to affect with plenty of spells and effects. The original creature was likely an ogre. Their size makes them clumsy but have reach 10'.

Juraan: 27/29 hp
JJ: [29 or 34]/44 hp
Ryan: 37/40 hp
Kikinnin: 37/44 hp
Marigold: 45/46 hp
Maxim: [18 or 23]/28 hp
Surprise round: everyone gets a single standard action to move or buff before the undead appear
Round 1: Kikinnin, Marigold, JJ, Maxim, Juraan, Undead, Ryan


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 have trapfinding anymore. I swapped out of Urban ranger
His sensative ears once again assaulted by loud sounds JJ moans in agony for a moment.
ref: 1d20 + 7 ⇒ (5) + 7 = 12

"Lets step back and let them come to us..." be suggests, not wanting to fight two such massive creatures at the same time.

Surprise round: 5' step back. Regular round: ready an attack for one that comes through the gap. Even with reach, I think it will have to pass through a square he threatens after squeezing through that gap
readied attack: 1d20 + 11 ⇒ (20) + 11 = 31
damage (magic, piercing, silver): 1d6 + 5 ⇒ (2) + 5 = 7
readied crit?: 1d20 + 11 ⇒ (5) + 11 = 16
bonus damage (magic, piercing, silver): 1d6 + 5 ⇒ (1) + 5 = 6


Male Human Sorcerer (inactive)

Surprise Round
"TUH-riffic!"
Juraan then chants quickly chants:
« ערלעכקייט בויגן »

terran:
"gravity bow"

… casting a Gravity Bow bow spell

Round 1
Juraan moves into the cavern and tries to get a clear shot at an unded without JJ or Maxim in the way (blue)

long thorn (mw comp longbow, using gravity bow): 1d20 + 6 ⇒ (12) + 6 = 18
damage: 2d6 + 1 ⇒ (1, 5) + 1 = 7

@ GM Rusteg
I'm not sure if Juraan's shot will avoid Maxim and JJ entirely.
I'll let you decide if there's a -4 penalty to hit or not.


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 the two large creatures coming to join the fray, Ryan racks his breain trying to place them.

Kn:Religion: 1d20 + 6 ⇒ (5) + 6 = 11 so close, aid another anyone?

"They're undead but beyond that I'm not sure"

Reading a quick spell Ryan takes aim at the lead creature.

Disrupt undead(RT): 1d20 + 5 ⇒ (8) + 5 = 13 RT = Ranged touch
Damage: 1d6 ⇒ 2


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)

DC14 Reflex Save: 1d20 + 6 ⇒ (14) + 6 = 20

As an arcane trap is once again sprung, Maxim manages to recognise the flaring sigil as it trips and covers his ears to mitigate the damage.

Surprise Round

As the dull impact of lumbering footsteps approaching registers above the ringing in his ears, Maxim instinctively loads his pistol with powder and bullet (Standard Action) afore warning the others;

"Somethin' big is comin! Beware an' be ready!"

Round 1 - Status: Loaded Pistol

As the putrid giants loom into view, the dwur swears loudly and shifts back to stand with JJ. (10ft Move Action)

Maxim raises his pistol toward the nearest risen brute (Red) with a hard smile and evokes burning magicks through his firearm;

"Gloeiend Straal!" (Gnome: Scorching Ray!)

... and a burning ray of arcane flame blasts from his hand-gunne Cast Scorching Ray - Standard Action)

Ranged Touch - Scorching Ray Spell: 1d20 + 5 ⇒ (12) + 5 = 17
Damage - Scorching Ray: 4d6 ⇒ (2, 4, 3, 6) = 15


Iron Gods: Iron maps;

JJ is surprised by the glyph but Maxim recognizes it and reacts just on time.

The young man steps back almost instinctively on hearing the massive unknown thing moving from the darkness ahead.

Maxim loads his gun on that same time.

Fearing danger Juraan casts a spell, his bow magically strengthening.

When the zombies approach enough to be bathed by JJ's ioun torch, most of the party quickly reacts to the appearance.

Juraan moves to the trapped room entrance and shots an arrow from his magically improved bow. The arrow is well placed, but the dead flesh of the monster is so thick it results deflected.
No penalty, but does not go through the natural armor+rusted chainshirt combination

Maxim says an arcane word, his pistol infusing with flames, a jet of fire forming on the point of the gun producing a ray that blasts the creature with the red chainshirt. The dead flesh burns under the fire without problems.

Yet the giant creature emerges still 'alive' from the flames, placing a hand on the room exit wall, then helping himself to squeeze through the place into the next room.

At that point, JJ, who had been preparing himself for the event, launches an attack to one of the undead's legs. He stabs the pointy sword on the leg, very close to a vital point, but his pointy weapon results barely effective, there stabbed almost causing no harm to the creature.

The creature's response is to swing down its rotted greatclub over the young man's head.
Greatclub: 1d20 + 11 ⇒ (18) + 11 = 29
B damage: 2d8 + 9 ⇒ (7, 3) + 9 = 19
The blow is terrible, the creature's strength completely unhuman, and JJ's skull crushes under that strength.

The other creature clumsily moves behind trying to push its companion.

Ryan sends forth a pulsing ray that impacts the undead reducing its energy level.

Red: 19 damage
Juraan: 27/29 hp
JJ: 10/44 hp
Ryan: 37/40 hp
Kikinnin: 37/44 hp
Marigold: 45/46 hp
Maxim: 23/28 hp
Surprise round: everyone gets a single standard action to move or buff before the undead appear
Round 2: Ryan, Kikinnin (x2), Marigold (x2), JJ, Maxim, Juraan, Undead


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 staggers backwards, shaken by the force of the blow.

Withdraw action

"Anyone got a longsword or an axe?"


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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

Surprise Round

Alerted by the sound of trouble, Marigold hastily pushes her way up the corridor a bit in order to get a better vantage point of what's happening up ahead.
______________

Round 1

"Eeewwww!" Marigold exclaims as she spots the two decaying creatures that loom large, even over JJ and Ryan.

Kn. Religion (DC 13): 1d20 + 6 ⇒ (8) + 6 = 14

"ಜೋಂಬಿಸ್! ಅವರು ಸೋಮಾರಿಗಳನ್ನು ಮತ್ತು ಹಾರ್ಡ್ ತುಂಬಾ, ಸೋಮಾರಿಗಳನ್ನು ಕತ್ತರಿಸಲು ಆರ್!" she cries as it suddenly hits her just what they are. She hastily calls upon a blessing for them all, aware that they're likely in for a heck of a fight.

Celestial:

"Zombies! They're zombies and hard to cut zombies, too!"

Marigold will cast Bless.
______________

Round 2

The halfling cries out in alarm as JJ takes a horrific blow from the lead ogre, but is thankful to see him have the sense to fall back after such a thing. Hoping to help soften it up for Kikinnin's axe, she calls upon her own inner flame to send a small ball of fire hurtling at the ogre!

Spray of Shooting Stars vs. Red (Fire Damage): 5d4 ⇒ (1, 3, 2, 3, 3) = 12

Since the ogres are large, Marigold should hopefully be able to hit it without burning anyone else. It's a DC 15 Reflex save for half 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)

GM, did Ryan's spell not count as his surprise round, only requires an action to cast?


Iron Gods: Iron maps;

On the surprise round you had only heard sounds approaching, you had no real opportunity to target a spell. Feel free to change your round 1 action to a different one Ryan.

JJ@ the creature is large and you can easily see their arms will reach you, are you sure you want to withdraw?


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

Surprise Round

Status:

AC = 22, 26 v Giant?
HP = /54
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Bless

Kikinnin moves forward to intercept the first creature into the bottleneck. The hair on the back of his neck stands up, as he realizes what they face.

Knowledge(Religion) v DC 13: 1d20 + 4 ⇒ (12) + 4 = 16

"Undead, made of ogre. Looks like the zombied kind. JJ's right. You'll need to gash 'em with blade cuts, if you're fixing to damage them properly."

Round 1

Kikinnin takes his first swing.

MW Dwarven Greataxe, Bless, Beast Hunter: 1d20 + 9 + 1 + 1 ⇒ (5) + 9 + 1 + 1 = 16 for 1d10 + 2 + 1 ⇒ (6) + 2 + 1 = 9 damage

Round 1

Kikinnin takes his second swing.

MW Dwarven Greataxe, Bless, Beast Hunter: 1d20 + 9 + 1 + 1 ⇒ (6) + 9 + 1 + 1 = 17 for 1d10 + 2 + 1 ⇒ (7) + 2 + 1 = 10 damage


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 will strike once at the undead Ogre, and then step back.

defensive attack: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21
damage, piercing, magic,silver: 1d6 + 5 ⇒ (4) + 5 = 9

He then steps back 5'.


Male Human Sorcerer (inactive)

Round 2
Seeing how innefective his bow shot was against the undead creature, Juraan follows Ryan's lead:
« ჩაშლას არ მკვდარი » draconic: "disrupt undead"
… casting Disrupt Undead on the first undead ogre (red)
disrupt undead, point-blank: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
damage: 1d3 + 1 ⇒ (2) + 1 = 3
(no save, plus bless)

… and he then takes a 5 ft step back diagonally, to keep out of the reach of the undead thing


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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 2 - Status: Pistol Loaded

As the other undead ogre squeezes forth crushing JJ as it goes, Maxim continues to remain calm.

Gritting his teeth he shifts backward (5ft Step), then arcs his pistol from one target to the next (now targeting Red).

Drawing on his arcane energy once more he charges his primed hand-gunne with magic (Arcane Strike - Swift Action) and fires;

Ranged Touch - Pistol (+Point Blank Shot): 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27

Damage: Pistol (+Point Blank Shot+Arcane Strike): 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10

Critical Threat?: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 Nope...

Wary of the creatures reach, Maxim holds from reloading his pistol... (Waive remaining Move Action)


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)

Gotcha, was thinking they were visible coming through the far side

Surprise Round action - cast guidance on self

Round 1 move action - draw MWK dagger

Round 2

Realizing JJ's weapons weren't as effective this encounter as they had been in others Ryan calls out to the young swordsman "JJ here!" throwing his knife in the ground at JJ's feet.

Please stick in the ground @ JJ's feet: 1d20 + 5 ⇒ (7) + 5 = 12 Hitting the ground is DC5 right?

"That should work a bit better."

Thought about tossing him the dagger directly but couldn't find anything that said one way or the other


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's weapon is a short sword, which does piercing damage, I think he needs a slashing weapon, like Kikinni's axe. I do have a silvered mace I can try though, but I want to get out of range to get a healing potion. Next hit like that is insta-kill, and I think I used up my LoH with Triel. Actually, checking my stat bar, I may have one left.

The soft blue light spreads from the mangled remains of the side of JJ's face, pushing bone and skin back together. It can only do so much though, and that blow is going to leave a mark.

LoH: 2d6 ⇒ (1, 6) = 7


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)

the MWK dagger is slashing/piercing so should work for you vs the DR. Of course there's a whole armory of longswords behind us :)


Iron Gods: Iron maps;

A ball of energy springs from Marigold's hand exploding between both ogre zombies!
Ref Red DC 15: 1d20 + 0 ⇒ (5) + 0 = 5
Ref Blue DC 15: 1d20 + 0 ⇒ (13) + 0 = 13
Surprised by the burst they both are fully bathed in the flames!

Kikinnin approaches the ogres that answer with an opportunistic attack.
Greatclub: 1d20 + 11 ⇒ (1) + 11 = 12
B damage: 2d8 + 9 ⇒ (1, 1) + 9 = 11
Used to combat large creatures the dwarf ducks away the blow, but he loses balance and his swings merely hit the armor of the undead beast.

JJ stabs his sword again with precision. He feels it should have damaged more the creature, but the dead flesh it's difficult to penetrate. The boy then moves away protected by Kikinnin's intervention.
You can move freely as Kikinnin got the AoO
Celestial light covers the boy healing his wounds partially.

Juraan find's out a spot not covered by allies and aims his ray at there. The ray consumes a bit more of the creature's energy.

Maxim steps back and protected by Kikinnin's intervention, freely shots his gun on the ogre's head!
The thing is so big and you are so close I see no sense to apply melee penalty, and its touch AC is laughable
Crit damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Despite the bullet is not that effective to penetrate the zombie's flesh, the burst is so impressive it blows the ogre's head completely. The now motionless pile of flesh falls to the ground of the cavern.

Ryan throws his knife towards JJ.
The throw was good enough I will rule JJ can snatch it on the air consuming an opportunity attack against AC 12 (tiny objects AC) modified by Dex instead of Str. On a fail, it lands on the ground -> move action that generates an AoO to pick it up

The remaining ogre squeezes through the entrance of the room.
Kikinnin gets an AoO

It then swings back at the dwarf with its massive greatclub!
Greatclub: 1d20 + 11 ⇒ (5) + 11 = 16
B damage: 2d8 + 9 ⇒ (6, 5) + 9 = 20
The dwarf balances to the side and the blow lands on the ground where it opens a crevice breaking the natural cavern floor.

Red: 47 damage, destroyed
Blue: 12 damage
Party buffs: Bless 5 min
Juraan: 27/29 hp
JJ: 17/44 hp
Ryan: 37/40 hp
Kikinnin: 37/44 hp
Marigold: 45/46 hp
Maxim: 23/28 hp
Round 3: Ryan, Kikinnin, Marigold, JJ, Maxim, Juraan, Undead


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 - Status: Blessed (+1 attacks; +1 vs fear)

As the second undead ogre rumbles forward, Maxim once again invokes words of magical power;

"Schokkend Grijpen!" (Gnome: Shocking Grasp!)

Casting Defensively as a Standard Action so he does not provoke AoO; Casting Defensively DC12 Concentration Check: 1d20 + 3 ⇒ (12) + 3 = 15


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, 26 v Giant?
HP = /54
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Bless

As Maxim takes the head off one of the undead ogres, Kikinnin waves his shield in the air. "Blast away, Bror! That was well done, don't let up!"

AoO

MW Dwarven Greataxe, Bless, Beast Hunter: 1d20 + 9 + 1 + 1 ⇒ (13) + 9 + 1 + 1 = 24 for 1d10 + 2 + 1 ⇒ (9) + 2 + 1 = 12 damage

Kikinnin hoots, as the floor beneath him rumbles, as if from a quake. "That thing has some force to it! Mindless in its mission, but dangerous all the same."

The black-beard wants nothing but to end the chances that someone gets brained again, from such a mighty swing.

MW Dwarven Greataxe, Bless, Beast Hunter: 1d20 + 9 + 1 + 1 ⇒ (2) + 9 + 1 + 1 = 13 for 1d10 + 2 + 1 ⇒ (10) + 2 + 1 = 13 damage


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))

Given the aOO was eaten, JJ would prefer to substitute drinking a potion for his move action.
CMW potion: 2d8 + 3 ⇒ (5, 8) + 3 = 16
catch knife vs 12: 1d20 + 7 ⇒ (2) + 7 = 9

He fumbles the knife catch though. Adopting a defensive stance he tries to pick up the knife, then steps forward and slashes at the thing.

attack: 1d20 + 10 ⇒ (11) + 10 = 21
slashing damage: 1d4 + 4 ⇒ (3) + 4 = 7


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 his dagger on its way to better hands, Ryan turns his attention to the remaining undead. Hoping to disrupt it hold on this plane.

Disrupt undead(RT): 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 ⇒ 4


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

Not wanting to risk another ball of fire with Kikinnin and the others up so close, Marigold instead draws out her crossbow and takes aim...

Attack (Light Crossbow; Bless, Into Melee): 1d20 + 4 + 1 - 4 ⇒ (15) + 4 + 1 - 4 = 16
Damage: 1d6 ⇒ 3


Male Human Sorcerer (inactive)

Round 3
« צעשטערן ניט-טויט » terran: "disrupt undead"
Juraan uses Disrupt Undead to try affecting the new undead ogre this time:
disrupt undead: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d3 ⇒ 3


Iron Gods: Iron maps;

While the ogre zombie enters the cavern, Kikinnin strikes at its right leg cutting through the dead flesh and breaking the bone.

Maxim focuses on avoiding the ogre while he effectively casts shocking grasp and holds the charge.

Kikinnin loses balance and his axe swing ends in the air.

JJ@ unless you have a special feat drinking a potion requires a standard action
JJ fails to catch the small knife in the air, but kneels to pick it up from the floor, then steps to the front attacking at the ogre and chipping successfully through the dead flesh.

Ryan finds a spot in the melee and absorbs even more energy from the ogre with a disrupt ray.

Marigold shots her crossbow, but the bolt entangles with his companions and eventually fails to reach the ogre zombie.

Juraan has similar problems to find a spot between the many allies fighting the ogre, and his ray lands on the ceiling.

The ogre mindlessly attacks by swinging his greatclub at the dwarf that just broke his leg.
Greatclub: 1d20 + 11 ⇒ (20) + 11 = 31
B damage: 2d8 + 9 ⇒ (6, 8) + 9 = 23

Crit?: 1d20 + 11 ⇒ (8) + 11 = 19
B damage: 2d8 + 9 ⇒ (3, 6) + 9 = 18
The hit is terrible, almost blowing Kikinnin's head, but the dwarven armor deflects enough of the crushing strike to save his life.

Red: 47 damage, destroyed
Blue: 35 damage
Party buffs: Bless 5 min
Juraan: 27/29 hp
JJ: 17/44 hp
Ryan: 37/40 hp
Kikinnin: 14/44 hp
Marigold: 45/46 hp
Maxim: 23/28 hp, holding shocking grasp
Round 4: Ryan, Kikinnin, Marigold, JJ, Maxim, Juraan, Ogre zombie


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

Round 4 - Status: Blessed (+1 attacks; +1 vs fear)

As his fellow dwur is bludgeoned by the undead giant, Maxim growls in anger and shifts forward (5ft Step), grabbing at the monster with a fist full of voltage (Standard Action);

"Gods be damned! Fall ye rotten basterd!"

Melee Touch Attack: Shocking Grasp: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21

Damage: 4d6 ⇒ (3, 3, 4, 2) = 12


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, 26 v Giant
HP = 30/54
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Bless

Kikinnin blinks his eyes a couple of times, trying to get rid of the double vision. He pulls from power, healing himself a little, restoring his sight to functional levels. Swift Action- Lay on Hands

LoH: 2d6 ⇒ (2, 4) = 6

MW Dwarven Greataxe, Bless, Beast Hunter: 1d20 + 9 + 1 + 1 ⇒ (12) + 9 + 1 + 1 = 23 for 1d10 + 2 + 1 ⇒ (6) + 2 + 1 = 9 damage

"Can't take too much more of this. One of his hits is three of mine. That's bad trade."


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Iron Gods: Iron maps;

Maxim steps to the front touching the ogre zombie on the open bowels. A crackling shock discharges bursting back the creature.

Kikinnin profits the moment to complete his work chopping the right dead leg. Some of his wounds disappear by the grace of his god.

The ogre zombie is destroyed!

Combat ends!

Red: 47 damage, destroyed
Blue: 56 damage, destroyed
Party buffs: Bless 5 min
Juraan: 27/29 hp
JJ: 17/44 hp
Ryan: 37/40 hp
Kikinnin: 20/44 hp
Marigold: 45/46 hp
Maxim: 23/28 hp

Loot:

2x large rusted chainshirt
2x greatclub
2x javelin

With the way cleared, it becomes an easy task to check next area of the cavern.
K50. UNDEAD END
The stink in the cavern is overwhelming. Sticky pools of congealed fluid lie in depressions in the floor, having drained from several rotting giant spider carcasses that have been pushed up against the northwest wall.

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