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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Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

He has no gear at this point. He can grab the prot from evil wand out of my haversack though. I understand the danger. He plans to move silently when he is scouting. He will not scout all of the time ie inside, but he can outside.


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

Paint Zizmort bright pink with little purple streaks, add some feathers and glitter, give him a bag of fine, glittery sand to toss around and have him sing out loud about being the sandman's helper and bringing erotic dreams to all of Westcrown. 'Cause really, if someone is going to see him anyway, you may as make them believe that they are imagining him and that he can't possibly be real. :)


Evil GM

With about one bell of daylight remaining the group arrives at the Delvehaven.

You see:

Through the wrought iron gate, which heavy rods are 5 inches apart, there is a once lush courtyard lawn that is now a weedchoked mess. Nevertheless, there are still telltale signs that these grounds were once lovingly tended and beautiful. Huge Shoanti totems (some of them still standing) line the western border of the yard, while here and there stand
algae-choked fountains adorned with authentic Osirian hieroglyphs.

The inside of the front gate is flanked by a pair of statues of warrior women too detailed to be anything but genuine imports from Geb’s legendary field of maidens. The entire compound is surrounded by a 12-foot-tall stone wall, its face encrusted with bird droppings, salt
deposits from the sea, and other signs of neglect. A large oak sign hangs askew over the front gate, just above a set of rusted iron chains that seal the portal shut.

The oak sign reads:
“By order of Her Infernal Majestrix, this lodge is condemned and has been warded for your protection. Trespassing prohibited.”


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

Orsin's overwhelming fear melts away at the sight of the walls surrounding Delvehaven. He gently traces his fingers along the gate, beholding the wonders that lie beyond.

"Alright, so where should we climb over?" Orsin asks the others.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

Faelyn carrying Khazrae in his latern hood This place must have been a sight in your day!


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Is this street populated? Are there people out and about right now?

"John, you want to go over first?"


M Dwarf Inquis-Witchhunter 16, Init +5, Percep+13, HP72/76 AC25/12/23+3 w/Judge, Saves F10/R6/W11+4 Spells/Poison(race), +3 w/Know Def, +3 w/Judge , Attk: +13 +2 w/RAGE, +3 Judge, +2 Trip, CMD+23+29vsTrip,+27vsBull

Grimm casts DETECT MAGIC.
Let's see if I can find these wards. Try an get our arses in here without blowing ourselves up.

As he concentrates, Grimm readies his shield and pulls his hammer, looping the weapon cord around his wrist.

Spellcraft to ID traps/items1d20 + 10 ⇒ (4) + 10 = 14

Spellcraft to ID active spells1d20 + 12 ⇒ (6) + 12 = 18

Grimm's current teamwork feats are shield wall and paired opportunists


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

"How about I go over first? I can try to be sneaky and make sure we don't land in some kind of trap?"


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Truk frowns but eventually nods.

"Just be careful Beautiful."

Still waiting to hear if there are people watching the street and stuff right now.


Evil GM
Truk'tosh wrote:

Is this street populated? Are there people out and about right now?

"John, you want to go over first?"

Here is my previous answer regarding the street set up.

LINKY

To answer your question of are there people out right now, the answer is no. It's an hour before dusk, folks are hunkering down for the night.


F Undead Erinyes NPC

I did not see it in its prime but years later but it did have it's charm.


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

I'll go with you Lucrezia!


Evil GM

Grimm you need to give me an idea of where your 60 foot cone area that you will be concentrating on.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

Faelyn casts message on the group as Zizmort flies over and lands on Lucrezia's shoulder.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea casts Detect Magic as well to scan the wall and gate. Dinging herself with Guidance for a little boost.

Spellcraft: 1d20 + 11 ⇒ (1) + 11 = 12

We might need Lucrezia and Shadow's help in disabling any wards and traps.

Ohohohoh! Derp derp derp.


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

Zizmort looks at the half orc. I will keep her safe big sexy.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Zizmort wrote:
Zizmort looks at the half orc. I will keep her safe big sexy.

"Do not let me down."


M Dwarf Inquis-Witchhunter 16, Init +5, Percep+13, HP72/76 AC25/12/23+3 w/Judge, Saves F10/R6/W11+4 Spells/Poison(race), +3 w/Know Def, +3 w/Judge , Attk: +13 +2 w/RAGE, +3 Judge, +2 Trip, CMD+23+29vsTrip,+27vsBull

Sweeping views to see if blips go off. If something registers, concentrate for 3rds on said Aura and ID. Then move on to another area.
Start with lock/latch/hinges. Gate bars. Then walls surrounding gate themselves. Tuen wall tops for force field type stuff, then ground around gate.
Once through gate. Same treatment on any portals/door. It's a cantrip so Grimm can keep it up by re casting.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea pokes herself in the eye with her holy symbol as she attempts to scan with Grimm.


Evil GM

Current map from the gate area


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 makes sure her backpack is secure and then begins her climb over the wall, being careful to look about for traps as she goes.

perception 1d20 + 16 ⇒ (4) + 16 = 20
climb 1d20 + 6 ⇒ (14) + 6 = 20


Evil GM
Grimm Sharpest wrote:

Sweeping views to see if blips go off. If something registers, concentrate for 3rds on said Aura and ID. Then move on to another area.

Start with lock/latch/hinges. Gate bars. Then walls surrounding gate themselves. Tuen wall tops for force field type stuff, then ground around gate.
Once through gate. Same treatment on any portals/door. It's a cantrip so Grimm can keep it up by re casting.

There is no magic on the lock that looks completely rusted over. It looks like the lock itself is sealed.

it may be a cantrip but it requires concentration each round which will be a slow process. Round one you do not see any magic on the lock, bars or hinges.


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

Zizmort goes invisible and hides silently on Lucrezia's backpack.

Move Silent: 1d20 + 17 + 20 ⇒ (16) + 17 + 20 = 53

He keeps his detect magic aura up.


Evil GM

Lucrezia begins to scale the wall at 1/4 her normal speed so she is roughly half way up the wall (7 feet).

Where is Zizmort going? Is he flying up and over...describe for me.


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

2nd climb 1d20 + 6 ⇒ (14) + 6 = 20


Evil GM

Lucrezia:
Make a reflex save lucrezia as your hands and feet begin to sizzle from acid damage. The wall seems to be weeping.4d6 ⇒ (3, 6, 4, 1) = 14. If you make the save you take half damage and don't fall.


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

Through the whisper spell to everyone. Why didn't someone give me a healing wand?


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Whisper I believe I did offer my almost empty one to you 6 Charges.


Evil GM

Zizmort can make perception check.


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

reflex 1d20 + 8 ⇒ (5) + 8 = 13


Evil GM

Lucrecia falls backward off the wall. Zizmort I need reflex and then a fly check.

Lucrezia you take another 1d6 ⇒ 2 damage this round as its on your skin and it eats to your toes now that they have holes in them. You can apply half the previous damage to your boots and they are destroyed.


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

dex check to land ok? 1d20 + 3 ⇒ (19) + 3 = 22

Lucrezia lands on the ground, hissing in pain as she holds up both of her red and raw hands. "Some kinda damn acid seeping from the wall and I can still feel it burning. Quick, anyone got any water or something?."


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

Perception: 1d20 + 11 ⇒ (16) + 11 = 27
Reflex: 1d20 + 6 ⇒ (15) + 6 = 21
Fly: 1d20 + 21 ⇒ (7) + 21 = 28

"He can have the PoE and Rusting Grasp wands"


Evil GM

You were only 7 feet off the ground but you manage to land as gracefully as possible.

Anyone have knowledge heal?


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Can Truk catch her to soften the fall?


Evil GM

Zimort actually see the weeping wall, which now appears dry, before he is jolted off the back pack and is able to fly off Lucrezia when she tumble backward.


Evil GM

Make reflex check Truk


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Seeing Lucrezia tumbling off the wall, Truk tries to get into position to catch her.

Reflex: 1d20 + 5 ⇒ (14) + 5 = 19


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Surprisingly, Andrea is one of those clerics that doesn't have Heal skill


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Could we try the heal untrained?


Evil GM

Truk instintively reaches to where Lucrezia is falling. Make a str check.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Strength: 1d20 + 5 ⇒ (10) + 5 = 15


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

Zizmort keeps his detect magic aura up and flies to the top of the wall, but not over it (still invisible).


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

I get the sense this is going to be one of those times where we really really wish we had a rogue with Trapspotter.


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

Next up: Pole Vaulting!


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Zizimort, from what Faelyn told us about you, you can commune with higher powers for answers. Would you be able to ask about the hazards of the gate and grounds?


Evil GM

Truk, I've been saying that for a while.


Evil GM

You all realize you need to neutralize the acid on Lucreazia.

acid: 1d6 ⇒ 6


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

A rogue with trapspotter also streamlines things for the DM a ton. Instead of having to make everyone roll perception checks for each room you can just roll it for him and keep things moving.

Was Truk able to catch Lucrezia and negate that 2 points of falling damage?


NPC, H/Elf

Areal rushes forward from his guard position and chants a few words touching Lucrezia. Your flesh is chewed and raw but the burning has stopped. He neutralize the acid.

A few seconds later he sense a healing surge into you. CMW: 2d8 + 3 ⇒ (7, 5) + 3 = 15

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