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Baldwin the Merciful's - CoT Campaign (Inactive)

Game Master baldwin the merciful

This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.

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Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Reflex oh how I wish I had evasion: 1d20 + 1 ⇒ (13) + 1 = 14


Andrea burns 5 charges off her wand to heal people. tweaker probly got away unscathed, but will heal if he fails.

Andrea: 1d8 + 5 ⇒ (3) + 5 = 8
Duncan: 1d8 + 5 ⇒ (4) + 5 = 9
Orsin: 1d8 + 5 ⇒ (1) + 5 = 6
Lucreazia: 1d8 + 5 ⇒ (6) + 5 = 11
tweaker: 1d8 + 5 ⇒ (4) + 5 = 9

This wand is worth every GP

Evil GM

Tweaker's Reflex: 1d20 + 8 ⇒ (5) + 8 = 13

"Burrrrrrrrrrrrr....s..s..sss..sssoorry <chatter>"

Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Don't worry. Fate is a fickle b~#!* and is always ready to bite you on the ass/

Ha! and I have this resist cold potion that would have been perfect for here. perhaps if Tweaker finds a trap, he can tell us what it is so we can stand back?

Evil GM

He didn't find the trap. He knew it was a locked but he did not know it was trapped when he opened the door. The water poured down through the ceiling and out from the walls. The entire room was drenched.

Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Ok, understand now.

Look at it this, way, there is a greater chance of the mirror being up here if the door is trapped.

Once everyone is healed up to their satisfaction, Andrea waves to Tweaker to open the door.

Male Dwarf Expert 1/Inquisitor 4 (Witchunter) Int+4, F6, R1, W4, +4 vs Spells/PoisonAC19/T12/FF17, HP46/4663/67 when raging

Problem wit being a sneak is a either get zapped or ye don't. No points fear nearly spotting it.

Ref 1d20 + 3 ⇒ (15) + 3 = 18

Duncan stoically takes the traps effects and is further healed by Andreas wand.
Bit chilly that.

Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Still, that seemed to be a pretty big deal trap. Frozen water all over the place? We best keep back when Tweaker starts checking further on.

When Tweaker heads into the next room, Andrea will cast Guidance +1 on a choice roll and Resistance +1 saves, for when he checks the place out.

Evil GM

Tweaker opens the door to a very large dark room. "You want me to go first or you?' Glancing back at Duncan while nervously hesitating.


This northern attic is filed with crates and boxes similar to what is in the now wet main attic.

Evil GM

Is anyone going to go get John?

Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

That is a good question

Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Andrea goes back down and gets John. We have found the attic and it might have the mirror we are looking for. Andrea leads him back up and makes sure the doors behind them are closed so reduce suspicion.

Perhaps Duncan and John should go first since Duncan can see in the dark. If he don't see a threat, the rest of us can follow and bring the light source. If Duncan goes first, Andrea will cast Resistance and Guidance on him.

Evil GM

Tweaker steps back out of the doorway as he hears Andrea and John returning up the stairs. "Ok, we are all here what next?" His nose twitches, "Smells musty."

Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Hmm that might mean that no one has been in there a while. We might as well head in.

Male Dwarf Expert 1/Inquisitor 4 (Witchunter) Int+4, F6, R1, W4, +4 vs Spells/PoisonAC19/T12/FF17, HP46/4663/67 when raging

Duncan enters first. He has his bastard sword in hand.
Keep yer eyes peeled

Perception 1d20 + 6 ⇒ (16) + 6 = 22

Evil GM

Everyone, where are you going in the room and what are you doing besides taking a general look around?

Duncan you do notice that there is no dust on the floor, even with the musty smell, when you enter the room several wall sconces flicker to life and a soft glow of candle light fills the room.

Male Dwarf Expert 1/Inquisitor 4 (Witchunter) Int+4, F6, R1, W4, +4 vs Spells/PoisonAC19/T12/FF17, HP46/4663/67 when raging

Room must be magiked. Hello?

Duncan walks to the center of the room. Wondering where this deformed kid was and how long before Andrea coupled with him to distract him while they searched.

Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Back for a second

Andrea steps in and stands to the right of the door, looking around and attempting to determine what was going on.

perception: 1d20 + 5 ⇒ (3) + 5 = 8
Know-Religon: 1d20 + 7 ⇒ (5) + 7 = 12

Evil GM

Andrea you don't see or think there is anything usual about the room.

Duncan there is no response to your call. The room is filled with crates and boxes, thee is another door at the far southwestern end of the room.

The lights begin to flicker like they did downstairs.

Tweaker moves in the room near where Andrea is standing but in front of the of the crates.

Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Lunch break

Mmmph....I don't know if we should mess with this until we check out the rest of the attic. If there are gremlins or whatever, we might end up weakening ourselves dealing with them. I say we check the south side of the attic first and then return here.

Evil GM

Tweaker looks around the boxes and crates in the attic, near the south wall.

perception: 1d20 + 18 ⇒ (18) + 18 = 36

He opens a few crates and sees old documents, books, and clothing. He doesn't find any hidden passages on that wall.

Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Andrea waves to Duncan. Let's leave this for later. Andrea steps back out of the room and points south.

If DUncan is agreeable, they will check south with Tweaker looking around for more traps.

Male Dwarf Expert 1/Inquisitor 4 (Witchunter) Int+4, F6, R1, W4, +4 vs Spells/PoisonAC19/T12/FF17, HP46/4663/67 when raging

Duncan nods at Andrea's request and heads over to the southern. Door. He casts Detect Magic and scans the room as he moves.

Perception: look for enemies 1d20 + 6 ⇒ (20) + 6 = 26

Perception: check door for traps 1d20 + 6 ⇒ (11) + 6 = 17

Detect Magic+Spellcraft1d20 + 10 ⇒ (10) + 10 = 20

Evil GM

The main attic is dusty and vast, this attic is cluttered with crates, old furniture, and miscellaneous items that Aberian moved up here from the manor’s previous occupant. The clutter is tremendous; the northern stairs lead down to area A36, while the southern ones go down stairs.You haven't explored down there yet.

Current Attic View

Is the current formation fine with the group?

Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Fine with me, but if if Tweaker does find a trap, we should back up considering what happened last time.

Andre apeers around, trying to make sense of the mess.

perception: 1d20 + 5 ⇒ (11) + 5 = 16

Evil GM

"You want me to try this door?" Tweaker asks out loud. Cringing a bit last time he tried a door. That wasn't an ordinary trap that got us last time.

Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Yes, check out that door you are next to. Andrea buffs him with Resistance and Guidance.(+1 on saves and one roll of your choice)

Evil GM

Tweakers breathes out, Keep my head...don't get us all killed. stop thinking like that ...stop it. I know what I'm doing...I think Hw shakes his head violently back and forth exhaling.

Perception is it locked: 1d20 + 14 ⇒ (20) + 14 = 34

Nope, not locked. He turns the knob slowly revealing a large paper storage room that contains cabinet after cabinet and crate after crate of old files and books.

Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Andrea nods to the next door, reapplying the Guidance and Resistance spells.

Evil GM

Tweaker slowly moves over to the other door and he begins his check of the door. He notices the door is more ornate and it does not have a lock or handle form the outside. The door has carved hellish scenes on it and it swings inward on a hinge.

He gently touches the door and it creaks slightly and a small corner cobweb breaks off. The room itself is finely appointed wiht soft leather couches and a mahogany bar and stools. There are two large mirrors and one small mirror in this lounge. One behind the bar (north wall), one across room (south wall) and a small one on the west wall.


Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Well this looks very promising, but considering what we got hit with just a bit back there a ways, let us check this place out carefully. Duncan can Detect Magic and Tweaker can start looking around for threats, I belive Lucrezia also knows about looking for traps so she can aid Tweaker.

Andrea stands back so others better suited to checking out the room can do do, spamming Guidance spells on all three.

Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

"I would have expected a little more defenses. Be careful everyone."
John will look around and make sure he doesn't see anything hiding in the room.
perception: 1d20 + 7 ⇒ (7) + 7 = 14

Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Right. Andrea gives a look over as well, a few more eyes can not hurt. Perception: 1d20 + 5 ⇒ (17) + 5 = 22

Male Dwarf Expert 1/Inquisitor 4 (Witchunter) Int+4, F6, R1, W4, +4 vs Spells/PoisonAC19/T12/FF17, HP46/4663/67 when raging

He casts Detect Magic and scans the room as he moves.

Perception: look for enemies 1d20 + 6 ⇒ (8) + 6 = 14

Perception: mirrors for traps 1d20 + 6 ⇒ (20) + 6 = 26

Detect Magic+Spellcraft1d20 + 10 ⇒ (4) + 10 = 14

Male Dwarf Expert 1/Inquisitor 4 (Witchunter) Int+4, F6, R1, W4, +4 vs Spells/PoisonAC19/T12/FF17, HP46/4663/67 when raging

Off to bed

Evil GM

John and Duncan you don't see anything unusual in the lounge form an enemy stand point.

Andrea does notice some marking on the floor, that look funny to her.
[occ]Know: Arcana[/ooc]

Duncan - the far mirror on west wall is glowing magical, you can't identify the spell. You are not certain if there is trap on the mirrors.

Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Unfortunatly, I am lacking in that skill

Andrea points to the floor. There, there is something on the floor. Markings I don't know what they are though. Maybe a Detect Magic spell will work. Orsin, look at the floor markings, do they look familiar

Spellcraft work? Looks like I'll need to invest in a new skill.

Spellcraft on floor: 1d20 + 7 ⇒ (5) + 7 = 12
Spellcraft on far mirror when Duncan points it out: 1d20 + 7 ⇒ (1) + 7 = 8

I have no idea what they mean, looks like I will need to visit the library if we get out of this. Wouldn't surprise me if it is a trap.

Evil GM

Andrea it looks like a foreign language to you with all kinds of funny symbols and letters.


Tweaker looks at the the mirror behind the bar.

1d20 + 22 ⇒ (1) + 22 = 23

He shacks his head, "The mirror is not trapped."

Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Hmm.. Well the magical mirror and the floor markings need to be checked as well. We should back up so Tweaker can check things out.
Assuming we auto tell each other about what is glowing

Andrea will cast Guidance and Resistance on Tweaker again and anyone who needs it if they are examinign the room.(+1 on one save and +1 Saves) and then backs out of the room.

Evil GM

Tweaker gets on his hands and knees and examines the strange marking on the floor.

Perception traps: 1d20 + 22 ⇒ (20) + 22 = 42

Tweaker is bleached white as if he has seen a ghost. "Let's just not step here." He says as he motions the 5 foot area.

There is a "T" for trap on the map.


Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Off to work after this.

Okay, everyone make note of the nasty trap right there. We just have the mirrors to examine...and oh boy! Just how will we use the mirror to get to the Knot? Andrea facepalms. If we have to sneak into the Mayor's room and look for clues I will go insane again.

Evil GM

Tweaker looks at the second mirror that is across from the bar for traps.

Perception Traps: 1d20 + 22 ⇒ (10) + 22 = 32

He notices the mirror has a trap. He is not doing anything yet to disable. "This one is trapped. He then goes to the small mirror to examine.

Perception Traps: 1d20 + 22 ⇒ (7) + 22 = 29

"This one is not trapped"

"What do you want me to do? disarm the one that is trapped and try to disarm the floor?"

Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Hmm.. I suggest to try to disarm the mirror that is trapped and then the floor. Lucrezia. do you want to aid Tweaker?

Also, Tweaker. Did you determine what kind of traps they were?

Regardless of wether Lucrezia helps, Andrea will suggest everyone elave the room and let Tweaker work and then recast Guidance and Resistance on him.[/b]

Male Dwarf Expert 1/Inquisitor 4 (Witchunter) Int+4, F6, R1, W4, +4 vs Spells/PoisonAC19/T12/FF17, HP46/4663/67 when raging

Still running his detect magic, Duncan looks and searches his memory for anything that might help.

Knowledge: Arcana1d20 + 5 ⇒ (18) + 5 = 23
Slellcraft1d20 + 10 ⇒ (6) + 10 = 16

We'll step out while ye do her bit, Sneak.
I guess the rumor about a kid was just that.

Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Or it might have something to do with those flickering lights. The rumor was about spirits in the house so he might be haunting the attic.

Know Religon: 1d20 + 7 ⇒ (7) + 7 = 14 to remember anything about haunting spirits.

Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Lucrezia will stay and aid Tweaker if he is ok with that.

!disable device to aid 1d20 + 7 ⇒ (9) + 7 = 16

Male Dwarf Expert 1/Inquisitor 4 (Witchunter) Int+4, F6, R1, W4, +4 vs Spells/PoisonAC19/T12/FF17, HP46/4663/67 when raging

Nah! The drunk woman definitely said his kid was up here.

Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Andrea fidgits as she waits for Tweaker and Lucrezia to finish their work, once again her mind drifts off.

I know I was upset and hurt, but why the hell didn't I go home after the theatre? Fiosa was sleeping right outside the door in the morning! I could have gone home and took her to the grotto, but instead I went and got drunk while she was left wondering if I was still alive. F~%#! Half-mad and here I think I can look after a child?

Evil GM

Tweaker responds to Andrea's question about what type of traps are in the room, "Summoning." He mumbles a bit under his breath, "Summoning ...but what?

Female Human Cleric 4,HP29/29,Init+5F5R3W8,Per8AC17/11/16

Hmm...Wouldn't be surprised if it was a devil considering we are in Chelix. Everyone get ready just in case, silver weapons out.

Evil GM

Duncan when you, Andrea and John step out of the room you geta chance to see the attic is very large. There are several storage sections each containing crates and barrels with various labels such as: clothing, contracts, family albums, misc. There are also a couple other doors leading to the other rooms.

Revised Attic

What are your plans?

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