[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)


4,351 to 4,400 of 12,548 << first < prev | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | next > last >>

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)

Spellcraft: 1d20 + 5 ⇒ (4) + 5 = 9

Ryan has no idea if it is one of the missing wands or not.


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

"Oh! Uh...wh-why'd he even do that? Th-that was kind of a d-dumb idea," Marigold muses with a shake of her head. With Ryan unable to determine the nature of the wand, she has a go at it.

Spellcraft: 1d20 + 6 ⇒ (9) + 6 = 15

"Euhhhh...a-almost, b-but not q-quite," she mutters. "M-Maxim, m-maybe you can figure it out?"


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Male Human Sorcerer (inactive)

"Let's have a look … "
spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28 (hooray!)

"Well, I can safely say … "
To be continued!
Hopefully sooner rather than later!


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 wand as first Marigold, then Juraan inspect it. He shrugs his shoulders nonchalantly with a wry smile;

"Wise druid once said: If'n it looks like a duck, swims like a duck, and quacks like a duck... then it probably is a duck... So aye. Reckon it is the last o' our missin' wands..."


Iron Gods: Iron maps;

It seems Gutterrut got one of the wands somehow, as Juraan can certify this is one of the missing ones.

Juraan wrote:

"There's doubtless many secret doors in this complex."

"this room (K29) seems an odd place for a dead end."
"So we might as well search here for something."

Searching suspiciously for a continuation to the corridor, you easily find another secret door that slides to the side. Moving into the darkness beyond, you discover a huge room.

K16. WORKROOM
The edges of this huge room fade into darkness. Several large worktables covered with bits and pieces of scrap metal stand in the center of the room. Somewhere from the depths of the room, strange skittering sounds echo off unseen walls.

Your current light sources do not allow you to see the walls at the other side of the large chamber.


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))

"Wow, check out the size of this place" whistles JJ.

His footsteps echo off the round walls as he slips to the left, trying to get a feel for the size of it.

"I wonder what it was built for? A church maybe?"

Looking around he tries to judge if it has been used recently, or is full of dust.


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 follows through the corridor, letting his darkvision take over in the places where light doesn't care to touch.

Perception: 1d20 + 1 ⇒ (18) + 1 = 19

"We got ourselves skittering. We're not done here, I guess. Do we want to engage, or retreat with our bounty?"


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)

"Judging from the layout and size that we can see, a chuch might work but just as well a reception hall for the ruler of this place originally, guess from the kill box leading in here."

Ryan guesses from the layout they have seen so far.


Male Human Sorcerer (inactive)

Juraan follows Kikinnin into the large chamber
"This is quite the large chamber."
"Must have been important to somebody, though."
"Considering the size of it, and all."

He then pauses and makes a short chant:
« דאַנסינג לייץ » terran: "dancing lights"
and casts a Dancing Lights spell
He moves the dancing light to the alcove across from him and Kikinnin.

"Let's see what's there. From a safe distance for a change."

@ GM Rusteg:
I put a will-o-wisp icon on the map to indicate the Dancing Lights
And did we recover the last of the water wands, or is there still one left?


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 nods in agreement. "I like the way you think. Better to light the way forward, than stumble into another den of vipers in the dark." The black-beard strains to see what Juraan's magic brings to bright.


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 keeps his loaded pistol at hand, heeding the warning of his fellow dwur.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Still the size of the chamber impresses him;

"Wondering what's still here an' what function the place had..."


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 wanders along behind the others, whistling in amazement at the sheer size of the room they've found themselves in. "W-wow...this h-had to have been a c-church or s-some sort of m-meeting hall," she agrees as they look around. The mention of the skittering noises doesn't escape her notice however and she readies her morningstar, ready for more trouble.

Perception: 1d20 + 10 ⇒ (3) + 10 = 13


Male Human Sorcerer (inactive)

"Thanks, Kikinnin. Handy little reconnoiter spell, this."
"First good I've had to actually make use of it."
"Those skittering noises make me a bit nervous down here."

perception: 1d20 + 8 ⇒ (3) + 8 = 11


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)

Perception: 1d20 + 8 ⇒ (13) + 8 = 21

Ryan listens to the others as well as the skittering sounds coming from the darkness ahead. His own light providing light for those without darkvision as their group wanders further into the large hall.

"Over time this has probably been many thinges depending on who occupied this structure, I'm just hoping none of them do so now."


Iron Gods: Iron maps;

Initiative:

JJ: 1d20 + 2 ⇒ (18) + 2 = 20
Kikinnin: 1d20 + 1 ⇒ (12) + 1 = 13
Marigold: 1d20 + 2 ⇒ (17) + 2 = 19
Maxim: 1d20 + 3 ⇒ (9) + 3 = 12
Juraan: 1d20 + 2 ⇒ (9) + 2 = 11
Ryan: 1d20 + 1 ⇒ (2) + 1 = 3
Foes: 1d20 + 6 ⇒ (19) + 6 = 25

Those with darkvision (Kikinnin and Maxim):

You observe a figure appearing from behind one of the desks at the west side and quickly run towards you.

Kikinnin and Maxim quickly react towards something approaching. When it comes close enough you see at the light of your magics a pathetic, mewling creature with razor-sharp teeth and claws jumps in!

Opening wide its mouth it screeches a tremendous sound!
Sonic screech: 5d6 ⇒ (6, 4, 1, 5, 6) = 22
Everybody: For DC 15 to avoid the full damage. Bonuses vs sonic attacks apply.

K. planes DC 14:

This a mud slaad.

Mud slaadi are among the weakest of slaad-kind. They are pathetic, mewling creatures who crave power and attention, but most often resign themselves to being bullied by their larger, stronger kindred. Mud slaadi are insecure and cowardly, whining incessantly to anyone unfortunate to come across them.

Despite their relative weakness compared to others of their kind, mud slaadi are far from harmless. Their razor-sharp teeth and claws are a match for most mortal creatures. They can be ferocious when backed into a corner. A mud slaad’s natural cowardice often gets the better of it, however, and its morale gives out easily, leaving it begging for mercy or feigning death.

They have resistance 5 to all elements, immunity to sonic, Spell resistance, and fast healing defenses. Bad Will saves.

Ask a question for each extra +5

Surprise round: Foe, Kikinnin, Maxim (those with darkvision can act in the surprise round)
Round 1: Foe, JJ, Marigold, Kikinnin, Maxim, Juraan, Ryan


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
HP = 47/54
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = None

Fortitude Save v DC 15: 1d20 + 10 ⇒ (16) + 10 = 26

"I only see one of them. Bror, you got a read on more? Let's make an example out of this one, and quickly." Kikinnin chokes up on his axe's grip, and readies a swing, should the creature move closer. He tries to keep a lane open, in case JJ seeks to enter combat as well.

Readied Action:

MW Dwarven Greataxe: 1d20 + 9 ⇒ (3) + 9 = 12 for 1d10 + 2 ⇒ (9) + 2 = 11 damage


Male Human Sorcerer (inactive)

Fortitude, DC 15: 1d20 + 5 ⇒ (6) + 5 = 11 (ouch!)

"Aaaa!"
Taken by surprise by the violent shock-wave, Juraan staggers back, with blood coming out of his nose and ears.


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)

DC15 Fort Save: 1d20 + 3 ⇒ (18) + 3 = 21

Surprise Round

Like his fellow dwur, Maxim resists the sonic scream.

"Can't see more bror. Will have a gander..."

With pistol drawn and a grim set, the gun-mage moves around the nearest worktable seeking to get a clear shot on the creature... (Move Action)


Iron Gods: Iron maps;

Kikinnin slashes as the creature approaches abut fails to connect his swing.

I forgot to say movement was its surprise action, then the attack was round 1 and you all can go with your first round.
Round 1: Foe, JJ, Marigold, Kikinnin, Maxim, Juraan, Ryan


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)

Fort (DC15): 1d20 + 8 ⇒ (16) + 8 = 24

Ryan shakes off the ringing in his ears moving up next to Maxim, providing additional light to negate any attackers passing through the middle of the room.

will someone move me due north of Maxim one square please.

"JJ time to cut this creature down to size and send it back to whatever foul pond it crawled from."

Inspiring Word on JJ

Inspiring Word:
(7/day) (Sp) Target receives +2 on attack, skill checks, ability checks and saving throws for 1 rds
think that's two rounds but will have to check later, at work right now


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)

@Ryan: Duly moved sir :)

Round 1

When Ryan moves aside him, Maxim nods grimly;

"Well said Taskerhill..."

As he speaks, the gun-mage imbues his pistol with magical energy (Arcane Strike - Swift Action)

Shifting forward he gets a better line of sight (5ft Step) and fires (Standard Action):

Ranged Touch: MW Pistol: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: Pistol Bullet (+Arcane Strike): 1d8 + 1 ⇒ (6) + 1 = 7 (Treated as Magic for overcoming DR)

Then the dwur methodically reloads with an alchemical cartridge (Move Action)


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

Fort (DC 15): 1d20 + 5 ⇒ (2) + 5 = 7
Kn. Planes (DC 14): 1d20 + 5 ⇒ (19) + 5 = 24

Marigold yelps with pain as a sudden screeching sound echoes throughout the large room and leaves a painful ringing in her ears. Her eyes widen as light finally falls on the source of the screeching - she's read about this type of creature before!

"ಇದು ಮಣ್ಣಿನ slaad ಇಲ್ಲಿದೆ! ಅವರು ಬೇಗ ಗುಣವಾಗಲು ಮತ್ತು ಅಂಶಗಳನ್ನು ಮತ್ತು ಮ್ಯಾಜಿಕ್ ನಿಜವಾಗಿಯೂ ನಿರೋಧಕ ಆರ್!" she calls out in warning. "ಆದರೆ ಹೃದಯ ಹೇಡಿಗಳಂತೆ ನೀವು ಮತ್ತು ದುರ್ಬಲ ಮನಸ್ಸನ್ನು ಹೊಂದಿವೆ!"

Hoping to try and put an end to creature quickly, Marigold steps up to where she has a clear line of sight to the slaad and begins casting a spell...

Caster Level Check vs. SR: 1d20 + 5 ⇒ (4) + 5 = 9

...and as expected, finds that her magic has difficult taking hold due to the slaad's innate resistance to magic!

Celestial:

"It's a mud slaad! They heal quickly and they're really resistant to the elements and to magic!"

"But they're cowards at heart and have weak minds!"


_________

On the off-chance that MG still managed to beat the slaad's SR, she casts Color Spray with a DC 14 Will save.


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))

reflex: 1d20 + 7 ⇒ (14) + 7 = 21

JJ reels under the sonic assault. However as Maxim advances up to the creature, JJ is only seconds behind him. Drawing his magical silver sword as he goes, the young man thrusts even as he tries to work out what type of creatures it is.

know(planes): 1d20 + 9 ⇒ (15) + 9 = 24
attack,inspire: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 +4 extra if evil outsider
damage(piercing,silver,magic): 1d6 + 5 ⇒ (5) + 5 = 10 +4 extra if evil outsider

But with blood pouring from his ears, JJ finds even getting his sword out difficult, let alone actually striking the beast.

Will go for vulnerabilitys and immunities for planes knowledge if high enough


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

Round 1

Status:

AC = 22
HP = 47/54
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = None

Kikinnin frustrates, as his blade does nothing to injure the creature. He ignores the creature, and stalks the room, getting into flank for the boy to better his bladework. Double Move


Male Human Sorcerer (inactive)

Round 1
Juraan, still reeling from the toad-thing's sonic blast, downs his (last) potion of Cure Moderate Wounds.
CMW, potion: 2d8 + 3 ⇒ (4, 3) + 3 = 10
And them moves over by Ryan and Maxim.

As an afterthought, he moves his Dancing Lights by the toad-thing to try and distract it.
I hope!


Iron Gods: Iron maps;

Juraan and Marigold seem to suffer under the powerful screech!

Ryan gives some good advice to JJ, inspiring him.

Maxim takes some effort not to hit Kikinnin with his gun, but the blast is so close it has no problem on piercing the creature's natural armor.

Marigold seems to identify the Slaad, and then colour strings spring from her hands but the creature seems to just ignore them.

JJ:
The slaad seems to be no vulnerable to anything. But it has a low Will.
The only immunity is to Sonic damage.

JJ tries to stab the slaad, but his sword hits the table instead!

Kikinnin surrounds the slaad, while this one tries to bite at the dwarf.
Bite: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 2d6 + 3 ⇒ (2, 5) + 3 = 10
But fails!

Juraan reels back and drinks a potion, plenty of his wounds disappearing.

Some of the slaad's wounds quickly disappear. It then attempts to bite and claw at Kikinnin.
Bite: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 2d6 + 3 ⇒ (4, 5) + 3 = 12

claw: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

claw: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Without success.

Slaad: 4 damage
Juraan: 17/29 hp, mage armor
JJ: 44/44 hp
Ryan: 40/40 hp
Kikinnin: 47/54 hp
Marigold: 23/46 hp
Maxim: 28/28 hp, mage armor
Round 2: Foe, JJ, Marigold, Kikinnin, Maxim, Juraan, 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 kicks himself for his poor swordsmanship. With a sword in each hand he starts to methodically hack at the creature, benefiting from the position of Kikinnin.

attack,TWF,Flank: 1d20 + 11 + 2 - 2 ⇒ (18) + 11 + 2 - 2 = 29
off hand attack,TWF,Flank: 1d20 + 11 + 2 - 2 ⇒ (3) + 11 + 2 - 2 = 14
damage(piercing,silver,magic): 1d6 + 5 ⇒ (2) + 5 = 7

I'm guessing the second attack will miss

"I've heard of these, they have weak minds, if you can attack it somehow..."


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

Deciding that her best contribution may be to help slow the slaad down, Marigold reaches into her pack and pulls out a small bag of sticky tar. She pulls her arm back and heaves the bag at their foe!

Tanglefoot Bag (Ranged Touch; Into Melee): 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19
__________

Marigold pulls out the tanglefoot bag as a move action and then tosses it! If that hit, DC 15 Reflex save or the slaad is glued to the floor :)


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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

Round 2

Status:

AC = 22
HP = 47/54
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Flanking with JJ

JJ wrote:
"I've heard of these, they have weak minds, if you can attack it somehow..."

"So, you have some experience with a weak mind, JJ, what with your dogging ways 'round Cauldron. What do you suggest? Not sure Marigold is up for catcalling the creature."

Kikinnin recognizes that his muscles, both physical and mental, are wearing thin, much like his sense of humor at the moment, but he's looking for something to take his mind off the constant killing, and JJ's a ripe target for ribbing.

MW Dwarven Greataxe, Flank, Power Attack: 1d20 + 9 + 2 - 2 ⇒ (11) + 9 + 2 - 2 = 20 for 1d10 + 2 + 4 ⇒ (5) + 2 + 4 = 11 damage


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

JJ sways backwards as Kikinnin's axe cuts a little too close.

"Remember I'm on the other side of this thing!"


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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

"Yep, just keep talking. I'll judge your distance and current state of health from the sound of your voice."


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)

"Foul creature know that this day you will be laid low by scions of Malachite and Surabar, best you'd remained in the shadows taking vermin unawares."

Ryan hearing JJ's comments on the state of the creatures self confidence decides to trouble it further...

cast doom on the Slaad - DC15 will save to avoid being shaken for 4 minutes

shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks


Male Human Sorcerer (inactive)

Round 2
Juraan quickly chants: « מאַגיש מיסאַל » terran: "magic missile"
and fires a Magic Missile spell at the Slaad.
magic missile: 2d4 + 2 ⇒ (2, 4) + 2 = 8


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

Hefting his loaded pistol, Maxim shifts to give himself a better line of fire (5ft Step), then once again imbues his pistol with magical energy (Arcane Strike - Swift Action)

Raising the hand-gunne, the dwur squints at the slaad, then fires (Standard Action):

Ranged Touch: MW Pistol (into Melee): 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17

Damage: Pistol Bullet (+Arcane Strike): 1d8 + 1 ⇒ (3) + 1 = 4 (Treated as Magic for overcoming DR)

Smiling grimly at the combat banter, the gun-mage reloads with another alchemical cartridge (Move Action)


Iron Gods: Iron maps;

JJ stabs the slaad on the green belly and it shrieks in horrible pain.

Ref DC 15: 1d20 + 7 ⇒ (1) + 7 = 8
The slaad observes how Marigold's tanglefoot comes to him, and it splashes all over sticking it strongly to the floor.

Kikinnin's slash is accurate and cuts a good chip of skin from it.

Caster level vs RC: 1d20 + 4 ⇒ (1) + 4 = 5
Ryan attemps to doom the slaad, but the spell seems to fail under an innate magical resistance.

Caster level vs RC: 1d20 + 4 ⇒ (17) + 4 = 21
Juraan makes his own attempt, two magic missiles bursting on the slaad's chest, the creature yelling in pain!

Maxim follows on with his pistol, the shot banging the right shoulder of the slaad.

The slaad falls to the ground all entangled on Marigold's bag. The creature is dead.

Slaad: 31 damage, dead, entangled
Juraan: 17/29 hp, mage armor
JJ: 44/44 hp
Ryan: 40/40 hp
Kikinnin: 47/54 hp
Marigold: 23/46 hp
Maxim: 28/28 hp, mage armor

Combat is over!

Heal, Perception, or Sense Motive DC 27:

Bluff: 1d20 + 9 ⇒ (18) + 9 = 27
You do observe the wounds of the slaad to heal and the creature is breathing. It is not even unconscious, it is clearly feigning to be dead.


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

Kikinnin wipes his blade of the creature's bleed, turning his attentions on the rest of the room, should any others be ready to enter the fight if forced to do so. He marches around the room, expecting to turn up another snake or two.


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)

As the gun smoke clears, and the creature lies dead, Maxim eyes the scene;

DC27 Sense Motive: 1d20 + 9 ⇒ (4) + 9 = 13

He turns to face away from the combat, wary that there could be more of the creatures...


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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)

Sense Motive: 1d20 + 12 ⇒ (8) + 12 = 20
Heal: 1d20 + 12 ⇒ (3) + 12 = 15
Perception: 1d20 + 8 ⇒ (13) + 8 = 21

Ryan studies the Slaad but can see no semblance of life about it. Turning towards Maxim, "Ever had frog legs before? I'm betting those would feed a whole platoon in the city guard."


Iron Gods: Iron maps;

After wandering around the room, Ryan finds wrapped in a ragged silk cloak in the far end of the room under a table a trove of treasures. It consists of 150 pp, three gems (600 gp, 100 gp and 6 gp) and a masterwork lute.

Spellcraft DC 21:

The cloak so mindlessly used to wrap the treasure is actually the most valuable item. This is a cloak of arachnida.

Observing the room calmly, you can figure out this was some kind of workshop. The workbenches and tools makes you think of someone larger than a human working here helped by smaller creatures. The workroom seems to be abandoned for some months now, and the apparent cleanness makes you think whatever the job it was done here, it is now completed.

K. arcana DC 25:

By the nature of the few remains, you can figure out the work was on some sort of powerful magic device, most likely something connected to the schools of conjuration, abjuration, and necromancy. Some pieces left here and there makes you think of some kind of prison, jail or cage.


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))

perception: 1d20 + 9 ⇒ (11) + 9 = 20

JJ looks at the otherworldly creature in disgust.

"I wonder if we look as disgusting to them as they do to us?"

He then joins in the searching.

"Can you see any magic around here? Who knows if there is another wand hidden.."


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

Sense Motive: 1d20 + 13 ⇒ (11) + 13 = 24
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Heal: 1d20 + 9 ⇒ (19) + 9 = 28

Marigold gives the slaad a good, long look after it collapses and nods. "G-good work, everyone! Th-those things are t-tougher than you'd th-think."

As the group begins fanning out to explore more of the room, she prepares to follow suit but then stops as she catches something out of the corner of her eye. She glances over at the slaad's corpse again and frowns, looking slightly puzzled.

That's strange...shouldn't there be a little more blood pooling out than what there is?
_________

Not sure if rolling all three is allowed or not; if not then we'll take the Sense Motive result and keep on trucking!


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 items found in the cloak. Casting detect magic at JJ's request but getting no further than the cloak in his hands.

spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25

"Maxim, not a bad haul, but the kicker is this ratty looking cloak is worth more than all of it put together. Either JJ or Kikinnin would be well suited for it as the leaders of our formations. It will let them ignore webs, which would have been a good thing in Skaven's tunnels." He'll go on to reveal the other attributes of the cloak. Then returning to JJ's request will search the room with Detect Magic


Male Human Sorcerer (inactive)

Juraan moves his Dancing Lights around the chamber to make sure there
aren't any more nasties therein.
perception: 1d20 + 8 ⇒ (7) + 8 = 15


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)

As the others scout and identify, Maxim eyes the bench of tools with interest.

DC25 Knowledge (Arcana): 1d20 + 9 ⇒ (14) + 9 = 23 drat

His concentration is broken by Ryan outlining the abilities of the magical cloak...

"Aye... Sounds a plan Taskerhill..."


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

"If our wand count is tight, let's not waste any more time here than is necessary. I'd like to end the creature at the lake before we go. It had too many plans for this place, and it tried to thrust its will upon me, so it's likely to do that to anyone who ventures in here again."

"JJ, the Cloak's all yours, if you want to wear it. No webs coming up, so I'm more likely to trip over it than you are."

Content with their thorough check of the large hall, Kikinnin inspects the double doors that lead from this room, though he only gives a look down the hallway. He's not interested in the killing floor, and arrow slits. He'll return to the beach the way they came, circling back on known footing.

...

Kikinnin howls their arrival at the beach, hoping to stir the kopru's attentions.

Perception: 1d20 + 1 ⇒ (11) + 1 = 12

"Alright, creature. The ruins have been cleared out. Almost. There's still one more to go."


Iron Gods: Iron maps;

For a long minute all response for Kikinnin's call is silence.

But suddenly bubbles appear on the green waters of the inner lake, followed by the head of the Kopru "You made a good job then. Finally I can reclaim the ruins of my people"

The creature then stretches its eyes.

Initiative:

JJ: 1d20 + 2 ⇒ (12) + 2 = 14
Kikinnin: 1d20 + 1 ⇒ (7) + 1 = 8
Marigold: 1d20 + 2 ⇒ (9) + 2 = 11
Maxim: 1d20 + 3 ⇒ (5) + 3 = 8
Juraan: 1d20 + 2 ⇒ (2) + 2 = 4
Ryan: 1d20 + 1 ⇒ (2) + 1 = 3
Kopru: 1d20 + 2 ⇒ (13) + 2 = 15

Sense Motives DC 21:

Bluff: 1d20 + 1 ⇒ (20) + 1 = 21
You do appreciate something mischievous on the creature. It is planning to attack!

Kikinnin:

You do feel something invading your mind.
Roll Will DC 16 against dominate person

Juraan: 17/29 hp, mage armor
JJ: 44/44 hp
Ryan: 40/40 hp
Kikinnin: 47/54 hp
Marigold: 23/46 hp
Maxim: 28/28 hp, mage armor
Surprise round: Kopru, Kikinnin, others who feel suspicious and ready to attack the Kopru or Sense Motive DC 21

Lake map updated


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)

Sense Motive(DC21): 1d20 + 12 ⇒ (17) + 12 = 29

Surprise Round

Ryan follows the others onto the beach as Kikinnin call out his challenge, the kopru coming forth to answer it. Something in the creatures stance and general demeanor screams at Ryan he is getting ready to attack. Whispering words of power of his own, a heavy mace appears beside the creature. "Kikinnin, he attacks"

Cast spiritual weapon - round 1 of 3

Spiritual hammer: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Earlier GM did Marigold know enough to let us know the creature was still alive?"


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) + 1 = 3
"Why are we attacking this creature? If it built this place we are the invaders.." stammers the lad, right up til the time it attacks the group.


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
HP = 47/54
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Bless Weapon

GM Rutseg:

Will Save v DC 16: 1d20 + 8 ⇒ (19) + 8 = 27 whew...

JJ wrote:
"Why are we attacking this creature? If it built this place, then we are the invaders..."

Kikinnin shakes his head, throwing off something that irritates him. "Evil creatures, JJ. Evil. Demons. Just because it had ancestors who knew how to build doesn't mean you spare its life for its hostility to our kind. It just tried to overrun my mind. Again."

The black-beard murmurs deeply, pressing his gloved hand onto the axe's metal flat. Cast Bless Weapon


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

Huh...must've been my imagination, Marigold thinks after a moment of nothing happening.

"Okay, let's s-start working our way b-back out then," she agrees with Kikinnin.
__________

Sense Motive: 1d20 + 13 ⇒ (10) + 13 = 23

As the kopru surfaces from the water to greet them, something about the way it carries itself screams, 'Danger'! She instinctively reaches not for her weapon but for her remaining tanglefoot bag...
__________

Marigold will pull out another tanglefoot bag as a move action during the surprise round!

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