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

Game Master Balacertar

Chapter 12 - ASYLUM

Cauldron map
Redgorge map
Current map

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

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

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


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

Maxim plods along, pistol holstered as they return toward where the manipulative water creature was last sighted.

DC21 Sense Motive: 1d20 + 9 ⇒ (20) + 9 = 29

As soon as it surfaces, Maxim senses its fell intent and echoes Ryan's warning;

"Ware the creature! Taskerhill has the right o' it, damn thing means us harm!"

Surprise Round

The gun-mage reacts by drawing his pistol (Move Action)


Iron Gods: Iron maps;

Ryan & Marigold:

Sorry, the roll was intended for choosing one skill only.

The Kopru seems despised while looking at Kikinnin.

Then, a mace made of force materializes in the air and attacks the creature directed by Ryan. The mace goes over its head missing.

Kikinnin casts a spell on his axe.

Marigold draws a tanglefoot bag while Maxim does the appropriate with his own pistol.

"Now that I have retrieved the ancient ruins of my people I have no more task for you" grunts the Kopru, stepping out of the water and suddenly attempting to bite and tear Kikinnin.

Bite: 1d20 + 10 ⇒ (16) + 10 = 26
B/S/P damage: 1d4 + 3 ⇒ (2) + 3 = 5
Ryan attempts to help Kikinnin by blocking the bite with his shield, but the strength of the creature forces the shield to retreat and the kopru leaves the mark of its teeth on the dwarf's right shoulder.

Claw: 1d20 + 10 ⇒ (10) + 10 = 20
B/S damage: 1d4 + 3 ⇒ (1) + 3 = 4
A claw follows, but the dwarven armor deflects it.

Claw: 1d20 + 10 ⇒ (20) + 10 = 30
B/S damage: 1d4 + 3 ⇒ (4) + 3 = 7

Crit?: 1d20 + 10 ⇒ (14) + 10 = 24
B/S damage: 1d4 + 3 ⇒ (2) + 3 = 5
It is then followed by another powerful one that cuts deep on Kikinnin's neck.

Tail slap: 1d20 + 9 ⇒ (10) + 9 = 19
P damage: 1d6 + 3 ⇒ (2) + 3 = 5
When it seems the push has finished, a tail slap comes from behind and hits the armor in the chest, without damaging Kikinnin.

Juraan: 17/29 hp, mage armor
JJ: 44/44 hp
Ryan: 40/40 hp
Kikinnin: 30/54 hp, bless weapon
Marigold: 23/46 hp
Maxim: 28/28 hp, mage armor
Round 1: Kopru, JJ, Marigold, Maxim, Kikinnin, 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

Round 1

Status:

AC = 22
HP = 30/54
Weapon Equipped = Blessed MW Dwarven Greataxe
Condition(s) = Bless Weapon

Kikinnin takes his punishment quietly, giving JJ another demonstration of the creature's hostility, before he himself gets hostile.

"No wonder your kind was nigh extinct in the realm. You approach everyone with aggression, mind control, and savagery, and you're gonna be marked for death. As you are now."

MW Dwarven Greataxe, Bless Weapon, Power Attack: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20 for 1d10 + 2 + 4 ⇒ (8) + 2 + 4 = 14 damage, overcomes DR

Kikinnin moves to open up a flank for JJ, making sure he doesn't give the creature a way to turtle him into the water. He plants his back on the winch house, and hopes for the best.


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 steps forward to join Kikinnin, leaving room for JJ as well upon the beach. Mace at the ready, trying to time his hits to work in unison with the Paladin. "Today your treachery has brought doom upon your head."

swift action - activate judgement of justice +1 attack

+1 hvy mace: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 1d8 + 4 ⇒ (5) + 4 = 9

spiritual weapon - round 2/3

Spiritual hammer: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 2 ⇒ (6) + 2 = 8


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 cirlces around. "Take a step to your right Kikinning, it can't watch both of us at the same time then." suggests the boy, both surprised at the creatures ferocity and a little impressed with the dwarfs uncanny ability to know that things are about to go pear shaped.

He slashes out with his new magical sword.

attack: 1d20 + 11 ⇒ (17) + 11 = 28
damage(piercing,silver,magic): 1d6 + 5 ⇒ (1) + 5 = 6

Extra +4 if this is an evil outsider


Male Human Sorcerer (inactive)

sense motive: 1d20 + 1 ⇒ (14) + 1 = 15
That was a long shot anyway

"Well! I was wrong about trusting this thing to be expedient!"
"No way am I going to admit that to Kikinnin and Ryan!"

--------------------

Round 1
Juraan chants quickly: « ערלעכקייט בויגן » terran: "gravity bow"
… casting Gravity Bow on his longbow, and then steps to the side to get clear aim at the Kopru.


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 Conditions/Buffs: -

As the others engage the creature, Maxim loads his pistol with powder and bullet (Standard Action).

He then moves away from the throng to get a clearer shot at the creature (20ft Move Action)


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision
JJ wrote:
"Take a step to your right Kikinnin, it can't watch both of us at the same time then."

"Wasn't born in a mushroom patch yesterday, boy. You want the flank, you're gonna get wet. I'm perfectly happy with my positioning, at present."


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

Hoping for a repeat of the last time she tried this, Marigold steps up closer to the kopru and tosses the small, sticky bag at the creature!

Tanglefoot Bag (Ranged Touch; Into Melee): 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5

"ಟಾರ್, ಭಯಾನಕ ವಿಷಯ ಈಟ್ ನೀವು!"

Celestial:

"Eat tar, you horrible thing!"

___________

Marigold moves up and throws the tanglefoot bag! DC 15 Reflex save if it hits :)


Iron Gods: Iron maps;

Kikinnin fixes his attention on the evilness of the creature, his axe cutting deep into its arm!

Ryan is not that precise, but Abadar's spiritual weapon finds the creature's body and strikes with force.

JJ strikes too with his sword, finding the aberration is not that close to the anatomy of the outsiders.

Juraan casts a spell while Maxim loads his pistol ready to combat the kopru.

Marigold is a bit nervous or perhaps tired and her tanglefoot bag lands on the waters behind the kopru.

The aberration seems surprised to discover Kikinnin is still alive "You rats were less wore down than I expected by those cultists"

Bite: 1d20 + 10 ⇒ (18) + 10 = 28
B/S/P damage: 1d4 + 3 ⇒ (4) + 3 = 7
The kopru bites strong at Kikinnin's neck.

Claw: 1d20 + 10 ⇒ (4) + 10 = 14
B/S damage: 1d4 + 3 ⇒ (4) + 3 = 7

Claw: 1d20 + 10 ⇒ (11) + 10 = 21
B/S damage: 1d4 + 3 ⇒ (3) + 3 = 6
A couple of non precise claw attacks follows.

Tail slap: 1d20 + 9 ⇒ (12) + 9 = 21
P damage: 1d6 + 3 ⇒ (2) + 3 = 5
And finally the tail attempt ends close to the dwarf's skin but unsuccessful.

Kopru: 28 damage
Juraan: 17/29 hp, mage armor
JJ: 44/44 hp
Ryan: 40/40 hp
Kikinnin: 23/54 hp, bless weapon
Marigold: 23/46 hp
Maxim: 28/28 hp, mage armor
Round 2: Kopru, JJ, Marigold, Maxim, Kikinnin, Juraan, Ryan


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 utters a dismayed cry as her tanglefoot bag sails past the kopru and plops harmlessly into the water.

Great, that's a bunch of gold wasted...

However she rallies, falling back a step and calling for Sarenrae's blessing upon herself and her friends.
____________

Marigold falls back a pace and casts Bless!


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 = 23/54
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Blessed Weapon, Bless

Kikinnin takes another swing at the kopru, trying to pay it back for the last bite.

MW Dwarven Greataxe, Bless: 1d20 + 9 - 2 + 1 ⇒ (12) + 9 - 2 + 1 = 20 for 1d10 + 2 + 4 ⇒ (8) + 2 + 4 = 14 damage

"Stand your ground, creature. We'll trade blows, and we'll see who stands at the end."


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))

How deep is the water at the edge of the lake? Is there like a beach, or does it just go straight down? If there is a sandy bit, JJ will 5' step over to it, otherwise He'll just stay his ground. Add +2 to hit if he gets a step and flank

"So much for helping each other out." sighs JJ

He spins his swords and slashes from the left and right at the same time.

attack,TWF,bless: 1d20 + 11 - 2 + 1 ⇒ (8) + 11 - 2 + 1 = 18
attack,TWF, bless: 1d20 + 11 - 2 + 1 ⇒ (7) + 11 - 2 + 1 = 17
damage(magic, silver, piercing): 1d6 + 5 ⇒ (2) + 5 = 7
damage(piercing, cold iron): 1d6 + 2 ⇒ (3) + 2 = 5


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)

While JJ and Kikinnin trade jabs with each other Ryan trades with the Kopru, however the hit he applies moves the creature out of the way of the spiritual hammer's last attack, as it misses, it fades from view

+1 hvy mace: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d8 + 4 ⇒ (5) + 4 = 9

spiritual weapon - round 3/3

Spiritual hammer: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 2 ⇒ (4) + 2 = 6


Male Human Sorcerer (inactive)

Round 2
Juraan aims his bow at the Kopru and shoots an arrow at it:
long thorn (mw comp longbow, using gravity bow): 1d20 + 8 ⇒ (14) + 8 = 22
damage: 2d6 + 2 ⇒ (6, 5) + 2 = 13
(point-blank shot and bless)

@ GM Rusteg:

I'm not sure if Marigold being in front of Juraan would incur a -4 to hit or not.
I'll leave that up to you.


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: Bless (+1 attacks; +1 saves vs fear)

Maxim moves to his best vantage (15ft Move Action), then raises his pistol at the creature.

Imbuing the weapon with an essence of magic (Swift Action - Arcane Strike), the gun-mage squints as he aims, then fires;

Ranged Touch: MW Pistol (into Melee+Bless): 1d20 + 6 - 4 + 1 ⇒ (11) + 6 - 4 + 1 = 14

Damage: Pistol Bullet (+Arcane Strike): 1d8 + 1 ⇒ (6) + 1 = 7 (Treated as Magic for overcoming DR)


Iron Gods: Iron maps;

Marigold says some divine words and you all feel boosted with extra morale.

Kikinnin cuts the kopru chest on the right, while JJ moves into the shallow waters of the lake's edge and stabs the creature.

Ryan discharges his mace on the kopru's head while his spiritual mace disappears.

Juraan shots his bow, but the melee entanglement makes for him imposible to aim with precision and the arrow misses.

Similarly, Maxim has a difficult time to shot to tne melee and his pistol bullet goes high.

"Ouch! Argh! Ahhh! You will pay for th... Argh!" the kopru complains while it receives all kinds of harmful weapon attacks. The creature attempts to retreat into the waters!
Kikinnin, Ryan and JJ, you all have an attack of opportunity.
You all then have a normal turn, to move into the waters after it if it survives

Kopru: 68 damage
Buffs: Bless
Juraan: 17/29 hp, mage armor
JJ: 44/44 hp
Ryan: 40/40 hp
Kikinnin: 23/54 hp, bless weapon
Marigold: 23/46 hp
Maxim: 28/28 hp, mage armor
Round 3: Kopru, JJ, Marigold, Maxim, Kikinnin, 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

AoO

MW Dwarven Greataxe, Bless, Power Attack: 1d20 + 9 + 1 - 2 ⇒ (4) + 9 + 1 - 2 = 12 for 1d10 + 2 + 4 ⇒ (7) + 2 + 4 = 13 damage

Round 3

Status:

AC = 22
HP = 23/54
Weapon Equipped = MW Dwarven Greataxe, Blessed
Condition(s) = Bless Weapon, Bless

"Welp, looks like I missed my chance. Not fixing to follow it in. I'm more a sinker than a swimmer. Looks pretty injured, though." Kikinnin raises his eyebrows at JJ and Ryan, hoping they can stop the creature's black heart from beating any longer.

The black-beard waits on the shore, readying a swing, should the creature do an about-face.

Readied Attack: 1d20 + 9 + 1 - 2 ⇒ (1) + 9 + 1 - 2 = 9 for 1d10 + 2 + 4 ⇒ (1) + 2 + 4 = 7 damage


Male Human Sorcerer (inactive)

Round 3
Juraan moves in front of Marigold and takes a parting shot at the Kopru:
long thorn (mw comp longbow, using gravity bow): 1d20 + 8 ⇒ (3) + 8 = 11
damage: 2d6 + 2 ⇒ (2, 4) + 2 = 8
(point-blank shot and bless)

Rats!


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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 stabs at the retreating figure, but doesn't look keen at meeting it face on in its own environment.

attack,flank,bless: 1d20 + 11 + 2 + 1 ⇒ (2) + 11 + 2 + 1 = 16
damage(piercing,silver,magic): 1d6 + 5 ⇒ (2) + 5 = 7

"So much for being friends." he complains.


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)

AoO
Ryan swings his mace once more as the creature tries to disengage from combat...

+1 hvy mace+bless: 1d20 + 9 ⇒ (5) + 9 = 14 Don't think that is strong enough
damage: 1d8 + 5 ⇒ (8) + 5 = 13

Round 3

And is that fails he wil charge after him trying to grab him before he escapes

grapple+charge: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19


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

Having no desire to follow the kopru into the water and not wanting to risk roasting Ryan with a ball of fire, Marigold draws her crossbow and fires a shot at the creature as it attempts to flee.

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

Round 3 - Conditions/Buffs: Bless (+1 attacks; +1 saves vs fear)

As the creature slides into back into its watery domain, Maxim scowls and reloads his pistol with bullet and powder (Standard Action)

He then maintains station, awaiting developments for weal or woe...


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 a clarification about Ryans charge attempt, he is charge only so long as his feet are running through the water, he isn't sipping after the creature. He has no doubt about who would win in a swimming competition. ;)


Iron Gods: Iron maps;

The kopru slides past Ryan, Kikinnin and JJ, weapons swinging around without actually finding their prey.

As the kopru dives into the water Ryan charges in followed by Kikinnin, but they both have to stop as they soon start to fall apart.

Maxim reloads his pistol while Marigold shots a bolt that gets soon lost into the water depths.

Quickly getting deeper, you soon lose the track of the kopru's shadow as it runs away through one of the multiple tunnels in the bottom of the green lake.

Combat is over!


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 backs out of the water, not willing to go for a swim in his armor. "Sorry guys"

Taking a oment to dump the water from his boots, Lts get back, we've delayed long enough, the people of Cauldron have need of the wands we have found."

At the crank for the winch he'll let JJ and Kikinnin cross first and come across in the last basket. Returning to the church with the others to meet up with Jenya and find out where they need to deploy the new wands.


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 watches as the damned creature gets away. If not for its mental machinations, he wouldn't give it a second thought, but he's left to wonder how soon the creature may return to its ancient territory. If this place is inspected for occupancy in some meaningful way for Cauldron, he rationalizes that they'll be well aware of the singular creature that may rise from the lake to reclaim the ruins. As long as they understand it for what it is, he leaves it be.

...

Returning to Cauldron, Kikinnin joins Ryan in returning the Wands to the Church. From there, he takes a stretch, and takes his armor off for a spell, inspecting it for damage, and giving himself a proper airing out. He's seen metal tins of canned fish, and knows the potency of the aromas when they're cracked open years after their shelf lives have expired. He imagines that his musk is little different, so makes sure to divest in privacy.

He plans on a hearty dinner at the Tankard. From there, he'll wait it out, see what effect the Wands have had on the Flood Season.


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 nods to the others. "The sooner we get back with the wands, the less the poorest folk will have to dry out."

He can't help but glance back at the caverns.

"I wonder if anyone 'owns' this place. If that fish-man is gone for good, this would be somewhere some of the poorest folk may be able to live. Maybe a tad on the dark side though."


Male Human Sorcerer (inactive)

"We probably killed whoever lays claim to this place."
"It would probably be a good idea to have this place sealed up."
"Once we're back in Cauldron with those wands where they belong."
"I think it might be too dangerous for use by most people, though."


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 shrugs as he survey's the place;

"I reckon its more o' a fixer upper... Could be somewhere for us to hole up in a bind?"

As talk turns to returning to Cauldron he nods;

"Aye... need some stogies, some liquor and a restock..."

He nods toward the group's treasures and loot;

"Listen. My Uncle's been good about givin' us coin, but per'haps he ain't too picky where these weapons an' such end up. Best we maybe spread the wealth a little? Anyone have any contacts who might buy or trade on the quiet..?"


Iron Gods: Iron maps;

As the party undo the path to Cauldron the strong rains soak everyone around. The guards quickly recognise you and let you in with a short greeting.

Once you reach the inner circle, you do recognize the situation is troubling. The water has raised more than a meter and the poorest constructions are now flooded. The intense rain does not let you see what is happening at the other side of the lake. Thus, you decide to hurry up to St. Cuthbert's.

Once at the temple you are received by Jenya. The high priestess seems to become full of happiness at your sight "So you got the rest of the wands!" she ascertains to foresee by the look of your faces full of success "Quickly! Rufus is already out with the wands you brought before, but we need more strength to put these flood down!"

She opens her hands looking for the wands "Ryan, I can understand you are already tired and will not ask more efforts from you today" she looks at the rest of the party "Thanks again. You saved once more Cauldron. Come to me tomorrow and I would see if I can arrange some resources for your efforts"


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

As Jenya gives a call to arms for the wands to combat the rising waters, and having already seen the lower wards flooding replies.

Tired yes, but not to the point I'd turn my back on the citizens of Cauldron while they are in need. Perhaps the extra wands tonight will allow some to return to the homes they have been forced from."

Unless ordered to bed Ryan will go out to help with the wands.


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, tired and exhausted just looks on in disbelief as Ryan digs still deeper. "You're a good man Ryan, you know that?" he says admiringly.

However knowing there is little he can do to help, JJ heads back to his apartment.

"Catch you all at the tankard tonight? Oh blast, we have that fancy dress party to go to.."

With a sigh, he changes his mind and heads first to Oren's for a bath.

What time of day is it?

Maxim:

"I used to know some folk. But after killing so many allybashers in the last few days... lets just say I don't know if they would still be in a buying market."


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 listens to his companions discuss the Kopru Ruins as possible tenement for the poor, tomb for the forgotten, and/or fallback hole. He doesn't add anything, figuring that Cauldron itself will impose a function, or not, once it learns of its recent occupation.

Maxim wrote:
"Listen. My Uncle's been good about givin' us coin, but per'haps he ain't too picky where these weapons an' such end up. Best we maybe spread the wealth a little? Anyone have any contacts who might buy or trade on the quiet..?"

"What about the cook in the Tankard? Artus? Seems the man knows more about things than he lets on. If we reward him with our own information, perhaps he'll assist us in doing things 'the quiet way'."

Jenya wrote:
"Thanks again. You saved once more Cauldron. Come to me tomorrow and I would see if I can arrange some resources for your efforts."

Kikinnin nods politely, expecting nothing in return, save for continued lodging and sustenance, as it seems a reasonable exchange.

JJ wrote:
"Catch you all at the Tankard tonight? Oh blast, we have that fancy dress party to go to..."

"Aye, seems best we don't impose upon the Church for dinner tonight. I'll be there. Probably go easy on the beer, though. I'd like to turn in early tonight." The black-beard hears nothing of the fancy party, as JJ is more likely to drag Marigold off, arm-in-arm.


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)

JJ:

Maxim flashes a hard smile as he claps JJ on the shoulder;

"Well intended Surabar, but that would only add fuel to a fire... No matter..."

As the group wearily stand making plans, Maxim scowls when JJ mentions the party;

"Think I made my intent clear on that meetin' o' fancy dans. Don' care whose feathers I ruffle. Not for me. Not this dwur."

The hard look he wears shows the gunmage hasn't softened his stance on the grand ball.

"Once we've warmed our throats and filled our bellies I'm fixin' to sleep for a week. Then I got me some craftin' to do!"


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))

"Guess it is your uncle might be buying back stuff for the second time for the moment..." grins JJ.

Is the party this night, or a few days away still? After visiting the bathhouse, JJ is going to head back to his apartment and catch up with his adopted family :-)


Iron Gods: Iron maps;

It is early evening.

Jenya nods to Ryan, lending him back one of the wands "I can understand. Be Abadar with you tonight" she then starts yelling orders to other clerics and disappears into Cauldron streets with Ryan.

Ryan:

Jenya and the acolytes move to a position close to the lake. There you find out other clerics from Pelor's and Kord's Churches are already set up and ready, helping as good as they can. You do notice the absence of any member of the Wee Jass Church.

"Ryan, you should take a couple acolytes and work on the eastern side of the lake!" she also hands wands to Pelor's and Kord's high priests and disappears to the western side of the lake with more acolytes.

The rain falls like crazy tonight and you have a hard time orientating yourself through the streets, but ultimately you find your place. There you start calling for Abadar's power and channel it through the wand, while commanding the two acolytes to help you in the task. A hard evening gives entry to a horrible night. You do use the energy of the wands to fight the lake water's beating over the eastern houses. The wand always responds shielding the houses against the waters. You try to lower the waters and you try hard. The acolytes help evacuate the affected houses and clear the flooded routes, indicating you where to go to alleviate the worse problems.

Sometimes you seem to see through the rain curtain Rufus Laro and his group, fighting the waters to the north. Others all you can see is the water falling in front of your eyes, but the noise of the rain hitting the roofs and the street, merging from the shouts of the citizens trying to save their belongings into the higher places of the city are deeply recorded into your mind.

At some point you lose the track of time into what results one of the hardest nights ever known in Cauldron. But eventually, the Abadar's planning, and the risks taken by the clerics of the city make possible for the wand users to sooth the waters. The next days will be also hard, but the worst is past. Thanks to the recovered wands it will be possible for now on during the season to calm the flood.

Cauldron has won the waters once more!

Others:

You do retreat to your homes for a well deserved rest. The rain is intense and you need some time to clear the water all over you and your clothes.

The evening is hard and the night long, with people shouting in the streets looking to save their belongings. Looking through the windows you can hardly see anything else than a curtain of water, but every now and then you observe valiant clerics fighting the waters with the help of the recovered wands, or helping to clear the streets and move the citizens that have lost their houses.

The next days the intense rains continue. But thanks to the recovery of the wands and the brave fighting of the city clerics the next days in Cauldron will be safer.

The most of Cauldron its safe once more!

The next days are rainy too, but you have time to gather at the Tankard and make arrangements for the disguise party.


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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)

Wiping water from his eyes for the umpteenth time in the past hour, Ryan studies the water lapping at the back door of the Sure Foot Livery stables. It was holding steady and morning had finally come, not because he could see the welcome warming rays of sunrise but because the dark grey gloom of night had broken into a silver grey of morning. The torches flickering under the Lakeside Pavilion actually reached out and illuminated the bushes surrounding it. A tired smile reached his lips as Todd and Marius leaned against different support poles, nearly asleep on their feet.

The pavilion had been their center point of the evening, Todd checking the waters between it and the livery, while Marius ranged northward along the shore to the north end of the trees lining the lakeside park. Ryan dealing with any issues they found, all the while helping the citizens to move family heirlooms to higher ground. Hard to believe but only a couple of days ago a wedding had been under those same trees, with savory morsels covering the many tables located under the pavilion.

Yet that wedding almost didn't happen either, something was wrong within the belly of Cauldron, slavers from the dark lands stealing citizens, an evil triad killing the head of his church and stealing the wands they were even now using to save Cauldron's lower class citizen's homes. What was wrong though Ryan couldn't put his finger on it, and right now his brain felt like mush, perhaps he'd just sleep in his armor.

As the clerics who would watch during the day arrived, Ryan and Todd spoke of the trouble spots affecting the lower part of their watch area, Marius pointing out his own observations of the shore line and where it tended to flood first. Then they went back to the church compound getting some warm food in them before settling in their individual bunks, quickly falling asleep. New acolytes move into their rooms at Jenya's behest wiping down their gear with oil to prevent rusting.


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))

Back in Cauldron, and having bathed, he heads back to his apartment.

On his way home JJ picked up some food. Even in the rainy season there were still people hawking their wares, albeit from higher streets than they usually used.

"Hi Sara. Hello Tess." he greets his boarders.

Even bathed, it is obvious the lad had been in a battle and a half. The bathhouse unfortunately didn't offer a tailoring and cleaning service for while one worked the kinks out of ones muscles.

That is a great business idea. Maybe I'll speak with Orek about it later

He draws up a chair, putting a couple of plates of roast ribs on the table.

"I've got some news.". The lad's voice is serious, and his eyes somehow look a lot older than the rest of his face.

"Firstly, you'll be fine here. We managed to help the churches with their problem. Even now Ryan and the other clergy are facing down the waters."

He pauses for a moment or two before adding. "We also found the woman who was responsible for the attack on your home. She... well.." his face drops. "She won't be attacking anyone again. Ever. Turns out she'd done something like this before. One of my little brothers... she killed his parents too."

Tears in his eyes he just says "I'm sorry." and makes a dash for the door.

Through the pouring rain, JJ dashes out into the cold and dark night. For once he doesn't mind getting wet, which was just as well, as he is soaked to the skin within seconds. Wandering aimlessly he joins a crew filling sandbags for an hour, the fatigue in his arms nothing like the fatigue in his mind and his heart.

I just want to sleep for a week.

Taking his leave of the sand-baggers he continues to aimlessly walk the streets, his boots squelching through puddles and his eyes mostly unfocused. Eventually his feet, for his mind is hardly functioning, feel the familiar stones of Lantern street. By themselves they walk up to the orphanage door and of its own volition his hand reaches out to ring the bell.


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

Although a part of her knew that the disguise ball was likely to come with its own set of problems, Marigold couldn't deny that she also found the idea of attending a little exciting. A nobody orphan, hobnobbing around with Cauldron's elite? Her parents would've been amazed...and hopefully proud, too.

Once she sees that the Abadar folks have things under control, she nods to the others. "L-let's get some s-sleep for now. We can t-talk about s-selling things and the p-party and whatnot t-tomorrow, okay?" she yawns sleepily as she prepares to return home to sleep.

I need to stop in and visit Anafa tomorrow too, and the rest of the gang at the orphanage. It's been too long!
________

Sorry about the lack of posting, work bit me hard for a few days there!


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

Newly clean, and wearing a water-proofed leather overcoat in place of his family armor, Kikinnin takes his leave of the Church for the later part of the afternoon to take in Cauldron in its more chaotic state. For the rains, the disheveled businesses and living quarters, the black-beard is less focused on the humans scurrying about than he is the rat population.

He checks the gutters, and the buildings' edges, taking mental note of the dead vermin. He imagines a greater body count, but more and more, he connects Cauldron's underbelly, and its numerous rabbit runs, and he sobers a bit. Rats can take to higher ground to avoid the rains... or they can go deeper. He considers the likes of Drakthar and Tarkilar, and the dimensions of the Caldera, and imagines several more veins below Cauldron, each with its own denizens seeking their way into the city. His city. Their city.

He remembers about his plans to eat at the Tankard, so scurries off, himself.


Male Human Sorcerer (inactive)

Juraan will spend time at the city guards to get them to seal up the
entrance to the underground lake.

diplomacy: 1d20 + 3 ⇒ (8) + 3 = 11
* sigh *


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 flashes a hard smile at JJ's ironic comment;

"Aye... but he drives a hard bargain on goods twice sold!"

The weary gun-mage takes leave of his companions and trudges back to the offices of Garthûn Imports...

GMR:

When he arrives the dwur lets the guards know he's here to see his Uncle;

"Tell the old devil I've news to tell, business to conduct an' coin to spend!"


Iron Gods: Iron maps;

JJ:

Tessa and Sara receive JJ in the house with some hot soup. They heard attentively to the young man, looking each other when he announces news.

Tessa places her hand over JJ's one while Sara leans on the chair looking thoughtful "Thanks JJ. Nothing will bring us back Orin but it is good to know she will not cause this to another family"

They remain silent when JJ runs out of the house.

-------------------------

A while later Patch opens the door of the orphanage. The half-orc smiles wide as he sees JJ at the other side "Missing the old adventure days at the orphanage JJ?"

Marigold:

Your visit to Anafa during the next day will be a pleasant one. The girl seems happy to see you and demands plenty of detail about your last adventures. Patch, the half-orc junitor, will approach you at some point "Thanks again Marigold. I am still ashamed by what happened before"

Kikinnin:

Kikinnin finds dead rats aplenty in the lower areas. Not surprisingly he receives an increased number of calls from upper class families asking for help with the rats 'eating up our lifes'. That keeps the dwarf busy for most of the week.

Juraan:

"Well, well. I will send a team to the old ruins" promises Terseon Skellerang.

Maxim:

Garthûn receives Maxim with a cup of rum "This came from the lands of Sargava. Do you like the tropical taste Maxim?" he waits a bit for an answer then follows up "So there are news from this late adventure of yours you say nephew..."

Back at the Tipped Tankard Lyssa makes you remember of the masked Demonskar Ball "So have you decided your mask? You are so lucky you got the chance to assist to the Aslaxians party!" she said.

That makes you remember to check your invitations. The mountains are reserved for those that should dress as Cauldron founders, while the craters are send for those that should dress as demons. Finally the mountain with a horned demon is reserved for Nabthatoron.
Previously Maxim was handed the horned demon invitation and all the others a mountain invite


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

The Orphanage:

JJ gives Patch a sad smile. "For sure Patch. Life was much simpler back here. Just thinking about the next meal and how to sneak a cookie."

He gestures to the rain pouring down.

"Mind if I come in and sit by the stove? I've had a bad couple of days and just wanted to see something familiar. How is everyone doing?"

He sits and drips. "And how is Terram? He was saying some worrying things when I swung by last week. I hope he is changing his mind about them."

Do the invitations let us take a partner, or are they just for us alone?


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 sounds of fighting intrudes in into Ryan's sleep, bringing him awake with a start from the bunk, until he remembers where he is and the fighting is simply the acolytes going through their afternoon training exercises. With a groan, he drags himself from his bunk performing his absolutions before getting dressed.

gods, I feel as if an aurock has trampled me." Ryan spends time in prayers, feeling refreshed he goes to find Jenya. "How goes the efforts? Will we be securing the eastern shore once more tonight." wondering if Todd and Marius felt like he did.


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)

GM-R:

Maxim talks a sip of rum and nods approvingly;

"Tasty drop Uncle... warming an' spicy..."

He takes another gulp, then settles in telling his mentor of the group's latest adventures;

"Charged with huntin' down the stolen wands o' water control, we came across a deep complex; was inhabited by Cult callin' itself The Ebon Triad... Locked steel and spell with spidery demons, the risen dead in the form o' worm ridden corpses, dinosaur skeletons an' a gnoll necropriest..."

The gun-mage looks wearily at the older dwur;

"Was damned tough Uncle. We we're all runnin' on empty but we got the wands... an' plenty of loot. Speakin' o' which the cult had Alleybashers an' Hillfolk as mercenaries. They were wieldin' weapons we'd sold em... Stock's back with me..."


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

GM Rutseg:

Profession(Ratcatcher): 1d20 + 7 ⇒ (1) + 7 = 8

For all his work, Kikinnin accepts a little coin here and there, from the wealthier houses that appear to be able to afford such donations. The more ramshackle homes he finds work around, he waves off such offers, seeing what the rains have done to damage infrastructure.

He returns to offer the 8 gold coins to Jenya, hoping the amount will see something useful done.

Kikinnin sits and listens to the others discuss their interest, or lack thereof, in attending the Demonskar Ball. When Lyssa speaks up, he looks about the table, for those having joined for dinner.

Lyssa wrote:
"So have you decided your mask? You are so lucky you got the chance to assist to the Aslaxians party!"

"Can't say as I'd want to attend, especially after beating the Aslaxin in the drinking contest. Likely just another chance for the Storm Blades to bluster 'bout social inequities involving gutter tripe making their way into such a noble event. The only noble blood among us is JJ, so I imagine he's turning out to the event, what, with family and all. What about you, Juraan? You fixing to rub elbows with the ivory tower elite? And you, Marigold, Ryan? What say you? You all about rich peoples' balls?"


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

GM Rutseg:

Though Marigold enjoys spending time with Anafa and sharing her stories, she tries her best to downplay some of the more 'scary' elements of what she's seen and what she's been up to.

Tell her or any of the others too much and they'll have nightmares for days - and Gretchen will have my hide and probably JJ's too!

When Patch approaches, she smiles and waves her hand dismissively. "It's okay, P-Patch, really. J-just water under the b-bridge. T-Terram seems okay and n-nothing else st-strange has happened, r-right?"

Later on when they all meet up again, Marigold blushes slightly when Kikinnin asks what she thinks about attending the ball. "Um...to b-be honest, I'd k-kinda like to go," she admits. "I've never b-been to a fancy p-party before and it'd b-be nice to d-do it at least once." Her expression takes on a defiant air. "I kn-know the St-Storm Blades m-might kick up a fuss b-but I don't care! Th-they have to b-bow to authority t-too and if s-someone higher up than them s-says we g-get an invite then they'll j-just have to...to s-suck it up and d-deal with it!"


Iron Gods: Iron maps;

JJ:

"Gretchyn is protesting because of the water flooding into the courtyard. But you know her, she wants everything perfect. Things are ok" comments Patch then stretches his eyes as the conversation moves to Terrem "Well, the boy has been specially dull since you rescued him. But he appears to be healthy and living his life, if you mean that"

@JJ, you can have a guest with you if you wish so

Ryan:

Jenya smiles widely "Our work and planning is being rewarded. All the shores are well warded right now. Thanks a lot for your efforts Ryan" the priestess places her hand over Ryan's arm "As you know we have lost our Highpriest, and Abadadar's cult has sent us a message appointing me as the new Highpriestess of Cauldron" the woman walks along with you while observing the morning unusual calm courtyard, probably because of the acolytes still resting from the hard flood days "What are your plans now? Do you have many commitments with your family and their business?"

Maxim:

Garthûn moves his mustache on a deep breath while listening Maxim's story of the cult.

The old merchant dwarf smiles widely "Round business. Thus, we have the weapons with us again, ready for more selling" the dwarf pats the blond one shoulders "Money!" and he offers a toss with the rum.

Kikinnin:

Jenya kindly accepts the money from Kikinnin "The city will thank you for your efforts Kikinnin" she avoids contact with the scaled dwarf's skin though as she asks "And what are your plans now?"

Marigold:

Patch smiles back "Terrem keeps being dull. I wonder if there is hope with this boy. But nothing strange. Well no more than the courtyard flooding, but that's a wide problem in Cauldron nowadays, isn't it?"

Lyssa laughs at Kikinnin's ideas "Uo, I would love to see the Aslaxins face when they discover you are not attending. I wonder how will they react. I would pay to see that"

She then looks back at Marigold as she speaks "Yes Mari, you must explain me everything that happens there. Please please!"

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