Baldwin the Merciful's: Treasure of Chimera Cove (ACG) (Inactive)

Game Master baldwin the merciful

Chimera Cove lies at the southern tip of a rocky and storm-swept cape projecting into the Inner Sea, in a no-man’s-land between the great nations of Cheliax and Andoran. The three islands sitting just off shore do little to block the sea’s relentless swells, but they do effectively anchor the persistent coastal fog, making local navigation perilous. The fishermen who settled this grim seashore decades ago have a knack for maneuvering their catboats to and from their spindly docks, but no merchant ships dare use the treacherous cove, even with a launch. Few outsiders find the settlement’s steady decline in recent years surprising, wondering only at why the place was ever founded.


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Evil GM

You get 37 feet closer to the shore before the boats sinks under your feet, your currently 97 feet from the cave mouth opening.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

My minimum swim is 15 (+14 skill check). I assume I don't need to do any rolling just to swim there. Everyone can breathe water at the moment so I probably don't really see a need to rescue anyone.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

Xavier let's himself sink to the bottom and trudges his way to the shore. A few test swings reveals how difficult it is to fight with a sword, so he sheathes it and starts walking. ..Although if he manages to land anywhere close to the octopus he will take a moment to pound his Heavy Pick into it's brain.

Coupe de grais: 1d8 + 7 + 2 + 6 ⇒ (5) + 7 + 2 + 6 = 20 autp crit ×4


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

Since getting wet is inevitable, Quiz lets himself sink and using a couple of dimensional slides he hops to the cave entrance.


Evil GM

quiz how many times per day or distance do you get to dimensional slide per day?


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

Just piggy back on Bug. Buggy-back ride!

Rena tries to stay calm as the water enters her lungs... it was never pleasant. She slowly moves toward where she believes the cave mouth to be.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

It costs 1 arcane reservoir point, so in theory I could do it 10x in a row at this level. In practice I'd want to use arcane reservoir points for other things, so I'd typically use it less. It's worth noting that it's part of a move action so it's not a get out of grapple free card.

Dimensional Slide:
Dimensional Slide (Su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.


Evil GM

Although it is not the way or manner you intended to arrive into the cavern the group does manage to get there with some effort. Although you are not further molested.

This huge stone cavern reaches over one hundred and fifty feet back into the heart of the rocky island. The murky waters of the cove cover the cavern’s floor to a depth of at least fifteen feet. The space is alive with the sounds of dripping water, and the walls glisten where just a short time ago they were submerged. Barnacle colonies dot the walls, and seaweed hangs limply elsewhere. While the arch of the cave mouth stands thirty feet above the water, the roof of the cavern rises as it runs into the island, reaching a height of at least seventy feet at its far end. Likewise, while the cave mouth is only thirty feet wide, the cavern expands to several times that as one enters. To either side of the cave mouth, stone ramps five feet wide rise out of the water and cling to the cavern walls, gradually rising upward to end at a height of thirty five feet at the far wall. At that wall the west ramp opens into another chamber from which faint light emanates. Thick ropes hang into the water here and there, some anchored to rusting cleats set into the walls, others lying in loose coils.

Dominating the far wall are gigantic wooden double doors, twenty-five feet in height and forty feet in width, composed of planks which could be ships’ timbers and are heavily reinforced with rusting steel. The top of the doors are flush with the top of the wall, while the bottom is ten feet above water level. The many barnacles indicate the door is typically submerged to a depth of twenty feet. No hinges are visible, making it appear the doors open inward.

Standing atop the far wall to either side of the giant doors is a pair of wooden and steel contraptions which resemble small siege engines. A stout wooden base supports a pivoting mechanism enclosing an open chute ten feet long and one foot in width, with attached gears used to adjust the angle of the chute.


Evil GM

the water level rising and falling the guards are alerted that there are people arriving at the complex.

Here is the first map of inside.

The cave


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

Do the guards seem aggressive? Are we in rounds again?


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

Asking that question usually puts us in combat rounds... By keeping it vague it usually allows you to sneak a buff (don't get greedy) and Baldwin maintains plausible deniability (to being a nice guy).

Do they see us? They'd be focused on an approaching ship?


Evil GM

The guards are all on their toes as far as alertness, they are expecting to see a ship emerge, whixh is what usually occurs when the water lowers.
Of course your group is basically treading water to see any of this. Otherwise, you are underwater and see nothing at all. You know they were expecting some reinforcements and the lack of ship does seem to put them on heighten scrutiny.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

Quiz whispers to the party, "I have a plan, actually two. First one is simple, I create a big distraction and you rush em. Plan B is group invisibility. What do you think?"

Quiz needs to use quick study for the aoe invisibility. The distraction is loathesome veil.


Evil GM

everyone is underwater, how do you plan to do that?


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

I think they're elevated, we can't reach them to rush them.

Maybe best to stay underwater and under the doors, an illusion of water above us as we drift in. Rena offers.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

So the water level went down, and they are expecting a boat to arrive, or the water to go up. I could make an illusion of the water AND the sea floor rising enough for us to swim under it and get close unnoticed. If the rising is slow it shouldn't look suspicious, especially due to water refraction making it hard to see how deep something is. Once we get close Quix can put up a loathesome veil which should incapacitate some of them and cover our exit from the water.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

Xavier will follow the other's lead on this one. His armor made swimming horrendously difficult and so he would father walk to the shallows and climb onto dry land when the depth allows.


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

We don't know what's in there and we still need to get out, keep it simple, conserve resources.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

"Just tell me when to charge up and punch someone. I don't know if I like the look of those machines. "


"Where is it? blow the horn." there are three short toots form a horn hanging around one of the guards neck.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

The area inside the cave is too big for an illusion to fit everything. I've got a different idea.

"OK how about this. I go up invisible and make the north cave wall and shore look about 5-10' south of where it is, tapering towards the guards. You all then swim up and surprise the guards when we get close?"


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

In the departure lounge waiting for my plane. I hope to post again in 12-15 hours time. Feel free to DM PC if needed, but my battle plan suggestions are:

Suggested actions for Quiz:
1. Cast vanish
2. Dimensional slide or swim up to the shore.
3. Cast an solid image of the north cave wall to make it seem a bit further south. 4. Wait for the others to come and attack.
5a. If loads of enemies engage, use loathesome veil (with an arcane reservoir point for +2 DC)
5b. Otherwise use create pit if its more than 2 enemies
5c. Blast with the wand if magic missiles


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

I wouldn't mind waiting them out. We can stay submerged quite awhile till they go off their guard. They can't see us if we stay deep. Wait till they settle and we can pick guards off later. They have numbers so I'd rather not fight without advantage. Is there a way we can drag alot of them under water? A trap we can spring?

The priest starts to look about for anything that may be useful or faults in the cave.

Engineering: 1d20 + 5 ⇒ (19) + 5 = 24
Perception: 1d20 + 4 ⇒ (2) + 4 = 6


Evil GM

The group moves inside the cave mouth (basically in the vertical row where the number 1 is located on the map.) In the center of the cavern the depth is 20 feet and closer to the edges it goes up to 15 feet.

Xavier you don't see anything to trap the guards with but you know you could try to pull them in the water.

Since quiz is going to be gone for an extended stay, I'm going to let someone else take lead right now. FYI: conserving resources is a good idea you do not anticipate a chance to rest again.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

So the apartment does have wifi. I agree its best if someone else leads this as my posting will be reduced. Waiting is fine by me if you want to.

"Sure we can wait if you prefer. One way or another I can get us close if needed, or maybe there's some ruse to get them to come to the water?"


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

Silent Image of water above us as we pass them, go...


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

Xavier considered the setup of the cave.
The footing is only one person wide.
Aside from shooters they would have to come at a foe one on one. I can use 1 spell to make myself unhittable. I will climb out on the southern ledge and knock them into the water. Bug, you grapple and drown them. No waiting, I want to get them before my spell runs out.

Bulls Strength had 7 minutes running. Is that still up, Baldwin?

Xavier moves to the southern ledge about 1/2 way along (80ft from the 1st white Hob) and uses his wand of DIVINE FAVOR, then casts SHIELD OF FAITH, then climbs out of the water. Hopefully, Bug follows and AIDS ANOTHER to help him climb up.

Climb: 1d20 + 7 - 5 ⇒ (12) + 7 - 5 = 14+2 From Aid another
Surprise.
Having gotten to the ledge. Daniel draws his Bastard Sword as he double moves 20 feet towards the southern hobs and calls out, Ah, here's the problem I KNEW I could smell Shyte over the seawater.
He uses a SWIFT ACTION to draw his QUICKDRAW SHIELD

Initiative: 1d20 ⇒ 3

Daniel has Divine Favor, Shield of Faith running. His bastard sword and shield are in hand
Possibly Bulls Strength is Baldwin has this fight within 7 minutes of the last. This means is AC is 25/10/25 at this point


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

I'm not really sure what you mean :) It sounds like the water is deep but murky and we can swim right up to them (they'd surly see us at some point). But we can't go past since there's the doors which are closed. The illusions I can summon cover at maximum 11x 10ft squares which is rather less than the area of the cave (which sadly rules out some of the more fun tsunami ideas). Still I can make some of the water look extra murky to cover our approach, or shift the walls or floors to give us something to hide behind. Using more resources I could make us all flat out invisible too.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

Don't worry about the resources. With water breathing we can flee if we want. The ledge should favor us quite a bit. With a single opponent ghey will either try to kill me and Bug can drown them as I knock them into the water (pretty sure he can PIN them easy, they can't attack while pinned. If more come the open doors grant us a way in.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

You do realize I don't have improved grapple right?


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

Dammit. Well, he'll be demoralized and I if you attack him from treading water you have big AC bonus. He'll likely miss. The combat manuver I'll use is DIRTY TRICK to blind him. Blind creatures can't AOO.

demoralized:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked. Plus you should get a SURPRISE for popping out of the water to grab his leg. Flat footed. That's up to Baldwin, but I would think you would get surprise in the first instance.

Dirty Trick:
If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions: blinded, dazzled, deafened, entangled, shaken, or sickened. This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent's CMD. In addition, removing the condition requires the target to spend a standard action.


Evil GM

You are past the time for the bull strength spell.


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

Rena thinks of how to best say "i told you so" in the near future, even as she prepares to back any play.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

"I think Rena is right, we can simply swim under the doors. No need for a fight, but I'll support you either way."

If we want to sneak past:
Quiz will use a SILENT IMAGE to make the water under the doors look sufficiently deep and murky so that we can swim past.

If the party want to kill the guards:
Quiz will use a SILENT IMAGE to make the north wall and ramp look displaced by about 5'. Giving us cover to advance up the ramp.


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

For now, let's slip by... Not murky, the same as the rest of the water.

Rena heads in.

away til lunch, DMPC as needed.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

Xavier halts his advance. You don't seem to favor this course. I have reservations about leaving enemies at our back but...very well. Let's try to bypass the doors.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

"Fine. I'll get to beat them down eventually I expect. "


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

OK so we're attemptibg to slip past. Quiz uses a silent image of the water in the cacinuty of the gate, looking exactly as it would normally be, except without us. He'll hold the illusion until we're comfortably past.


Evil GM

Anyone with knowledge engineering or sailor can make a check for me. I think that is Xavier and Rena.

There faint light visible beyond the doors as you manage to walk under the water and below the doors. It becomes clear there is a hidden harbor behind the doors.


Evil GM

Mechanics with DC 15:

Fifty years ago, when Pelastour covertly sailed the Scythe to his concealed port here, he and his crew would follow a multi-step process to secure his vessel. After entering the cove, he performed the ritual to lower the water level and waited for a launch to emerge from the exposed cave to bring mooring lines. The ship was then hauled through the cave mouth into the hidden harbor and set adjacent to the lock doors. The cove water level would eventually rise back to normal, as would the waters within the cave harbor. With the water level equalized to that in High Port, the lock doors were opened, and the ship was tied up in High Port, free of tidal influences. From there, the doors could be closed and the water level in the lock drained to lower the ship down to the level of the Lower Canal to give access to the storage spaces under the Dragon and the oubliette beneath the Goat.

The stone ramps, used by the port’s longshoremen when pulling ships into the port and roughened to improve footholds, are nonetheless quite slick thanks to the build-up of decades of marine slime. Treat all
normally submerged sections of the ramps as lightly slippery surfaces for movement purposes. Likewise, any portions of the cave walls or lock doors that are normally submerged are equivalent to slippery surfaces for the purposes of Climb checks. The ropes in the cave were used for hauling and securing ships, and are too thick and stiff to use for anything more precise, such as binding a creature of less than Huge size. Given the need to maneuver ships within the cave, the water is quite deep with the cove’s waters lowered, there is still 15 feet of water in the cave, and under normal circumstances, the water is forty-five feet deep.

Everyone can make a perception check while walking underwater.

perception DC 10:

You see the remains of the black-hulled Scythe lying on the bottom, boards from a destroyed ship.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

Engineer: 1d20 + 5 ⇒ (1) + 5 = 6Perception: 1d20 + 4 ⇒ (16) + 4 = 20


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

Perception: 1d20 + 6 ⇒ (13) + 6 = 19


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

Kn Engineering, inspiration: 1d20 + 7 + 1d6 ⇒ (11) + 7 + (6) = 24
Perception: 1d20 + 15 ⇒ (1) + 15 = 16

Rena realizes how the water lock system works, and will communicate this when there is opportunity.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

perception: 1d20 + 10 ⇒ (14) + 10 = 24


Evil GM

When you swim under the doors and pop up for a look on the other side you notice those two strange contraptions that you did not recognize have two hobgoblins manning each one. You figure that it is some sort of siege weapon. They hobgoblins have their backs to you now as their attention is out towards the cave entrance.

You moved into another cavern. This cavern is only slightly smaller than the previous one, measuring over a hundred feet long and nearly as wide, with a natural stone ceiling over forty feet above. Aside from a twenty-foot-wide flat stone shelf running along the northwest wall of the cavern and a much narrower shelf to the southeast, the cavern is filled with perfectly still water, forming a most unusual port, with a fully intact fifty-foot-long ship expertly tied to the stone pier, and a narrow gangplank leading aboard. There are no signs of activity on the ship beyond flickering, unnatural light at half a dozen points on the mast, clearly the product of magic. A plaque near the bow reads “Silver Reign.” The dockside is relatively bare beyond a plenitude of rope. The water is contained at the far end by a low wall with open space beyond; like the previous cavern, the ceiling of this one extends even further into the island, angling steeply downward past the low wall as the floor drops off into some unseen space.

THE MAP

I had to make everyone smaller to keep it in perspective/ratio


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

I would advocate taking the guards out from behind so we don't leave trouble to our rear.


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

Rena motions to follow her... she moves to apparently use the ship for cover (against the known guards). She brings two fingers to point to her eyes, then outward in a panning motion.

Perception, others coming... they tooted: 1d20 + 15 ⇒ (16) + 15 = 31


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

Quiz nods at Rena, then points at himself and then his eyes and makes a walking motion with two fingers. He then swims over towards the area marked as 4, taking caution to remain unseen. Without exiting the water he attempts to see what is in the area beyond, paying particular attention to the coming and goings of any guards. Once he's had a good looksee he'll return to the others.

Stealth: 1d20 + 13 ⇒ (14) + 13 = 27
Perception: 1d20 + 7 ⇒ (3) + 7 = 10


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Or not.

He will go as indicated.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

Xavier remains still but looks at the hull of the boat, wondering if they should take the opportunity to put a hole in the bottom.....

Then he waits for the Gnome to return from his snooping. For a wizard, gods he was good at sneaking.

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