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 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 gasps in pain as more flesh and now muscle dissolves from her hands.

Lucrezia sighs in relief when she receives the healing. "Thank Arael."


Evil GM

Lucrezia landed on her feet and did not take fall damage, that was acid damage that is on her flesh.


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

My bad.

Andrea uses her waterskin to wash Lucrezia's hands and feet of acid.


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

So Truk didn't catch her? What was the strength check for?


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

I think you did catch me, but I wasn't going to take any damage anyway though.


Evil GM
Lucrezia Villanova wrote:
I think you did catch me, but I wasn't going to take any damage anyway though.

Exactly.


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

Board hic-up

I have a spell that can protect seven of us from the acid on the walls. It will last about ten strokes on a clock and will only protect against a limited amount but should be enough to get us over.

Protection from Energy-Communal-10 minutes each for 7 people. 84 points absorbed before ending.

Or use the wand of Rusting to destroy the lock? It will be very obvious though.


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Evil GM
Lucrezia Villanova wrote:

Lucrezia gasps in pain as more flesh and now muscle dissolves from her hands.

Lucrezia sighs in relief when she receives the healing. "Thank Arael."

Your toes are peeking out of your boots, they are still wearable but there are definite holes. Hence the invention of duct tape was born.


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

Now that she's no long in pain from acid eating away at her flesh, Lucrezia looks up at Truk. "Thanks for the catch Trouble. I hope I didn't get any acid on ya though."

Mournefully Lucrezia looks down her boots. "And these were my new boots too. Look at those holes."


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
baldwin the merciful wrote:
Lucrezia Villanova wrote:

Lucrezia gasps in pain as more flesh and now muscle dissolves from her hands.

Lucrezia sighs in relief when she receives the healing. "Thank Arael."

Your toes are peeking out of your boots, they are still wearable but there are definite holes. Hence the invention of duct tape was born.

Even better if we can tape sunrods to our crossbows. Doom 3 ref


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

is he flying or landing on the wall, does he have hover? Where is he looking for his detection.


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

Does Zizmort detect any magic causing the acid or over the wall?


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

Ah. I'm okay with the heroics even if they didn't prevent any damage. =P

Truk grins between his tusks.

"As long as you're okay Beautiful. You good to walk?"


Evil GM

Nope as to the wall and you need to spend an awful lot of time looking around for over the wall...the way does not seem magical or at least there is no active spell.

He can can make a perception check for me.


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 feels helpless to help his comrades overcome this obstacle, looking on with frowning brow.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
baldwin the merciful wrote:
Zizmort wrote:
Zizmort keeps his detect magic aura up and flies to the top of the wall, but not over it (still invisible).
is he flying or landing on the wall, does he have hover? Where is he looking for his detection.

He autos all fly checks (21 skill). He is checking the wall and above.


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 ⇒ (3) + 11 = 14


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 flies over the wall. (5 feet above/ 5 feet to the other side)


Evil GM
Faelyn Sindrel wrote:
baldwin the merciful wrote:
Zizmort wrote:
Zizmort keeps his detect magic aura up and flies to the top of the wall, but not over it (still invisible).
is he flying or landing on the wall, does he have hover? Where is he looking for his detection.
He autos all fly checks (21 skill). He is checking the wall and above.

You all need to give me specifics, I'm not going to just reveal information as freebee. Don't assume a 21 is auto your tiny creature will not do well in a wind wall or with air elemental. Auto detect magic is a pain and if they are going to be used i will make the creature spend the concentration time to painstakingly go through each 60 feet cone area at a time.

I need to know where is his attention, looking at the wall, or on the ground near the wall or out 60 feet?


Zizmort wrote:
[dice=Perception]1d20+11

He hisses and won't cross the wall, "Silver!"


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

There is silver on the wall? Somehow not surprising here.

Andrea tries to detect magic again on the ground near the wall.

spellcraft: 1d20 + 10 ⇒ (8) + 10 = 18 Spending time to try to identify any auras.


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

hover: 1d20 + 21 ⇒ (17) + 21 = 38

He backs away from the top and then focuses his detect magic on the wall.


Evil GM

Andrea there is no magical aura's on the wall from your POV.

----
Zimort does not see a magical aura but notes there is a line of silver on the top of the wall.


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

"Perhaps Andrea had the right idea with that spell of resistance..." Orsin muses aloud.


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

Thank you Orsin. Ziz could hide in Faelyn's pack as he flies over..but flying might not be possible no doubt.

Andrea switches to scanning the wall itself in front of her.
Spellcraft: 1d20 + 10 ⇒ (7) + 10 = 17


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

"If the spell creating the acid can't be found, we don't have a choice", Truk says.

"Cast your spell 'Drea."


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

I'm checking the wall right now. I think Grimm is also checking and we'll tell you what we find.

Just waiting for Baldwin to get back on to tell us what we see.


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 was under the impression that you'd scanned everything and not been able to find anything. Carry on.


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

Yep, Baldwin has not bliped my spell

Grimm has an idea.
What about them gaseous form potions? We could float past the gate and the majority o defenses without disturbing nothing. Get us past the damn bars at least.

He keeps checking for traps.
Perception1d20 + 8 ⇒ (16) + 8 = 24
Spellcraft1d20 + 10 ⇒ (5) + 10 = 15


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

We only have 4 though, although they can be given to those who arn't covered by my acid protection spell and is a rather good idea.


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

Have we tried just picking the lock?


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

"Maybe one of you big strong fellas can carry one of us little women over the wall piggy back style?"


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

How much does Lucrezia weigh with her gear?

Yes, I know that's a rude question to ask a woman. =P


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

I was actually thinking of Shadow being the one taking the piggyback ride. She is most likely the lightest. Though Faelyn may be a close second. And now that I think about, when you take into account gear and armor, Faelynn does weigh less than Lucrezia so maybe he can hop on your back. :P


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

That is logical but significantly less fun.

Let's try picking the lock first. That seems a lot simpler.


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

When has this group ever done the simple thing?
But seriously, Baldwin said "There is no magic on the lock that looks completely rusted over. It looks like the lock itself is sealed. " SO I didn't think that it was pickable.


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

Well it's worth a shot and could potentially save us a highish level spell slot.

That said, as long as the piggybacker doesn't weigh more than ~130 lbs, Truk can carry him/her without any penalties on his climb check.


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

If we ding it with the Rusting Wand we can, imo, just push open the gate and close it behind us. Perhaps a Disable Device roll to make it look undisturbed.


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 can fly over or blink to the top and then blink over.


Evil GM

Arael slips back into the shadows to provide cover as the group lollygags on the street trying to decide what to do. The sun sinks lower in sky.

---
Grimm there is nothing magical about the lock, hinges, gate. As you look through the bars of the gate you observe an aura of magic every ten feet coming from the brink walkway. This can be seen from the gate up to the double doors which are 60 feet away. You also see several areas of magic spread out from the pathway to the corners of the building. Unlike the pathway there is no pattern to the spread.

---
Zizmort detects no magic on the exterior wall in a 60 foot area, North of the gate. Zizmort will report that the wall is 3 foot thick stone.

---
Andrea you do not detect magic on the exterior wall in a 60 foot area, South of the gate.

Current view

*Note each hex is 10 ft. It stinks when the change the scale. From your angle of looking inside through the gate this is what you can see. If you count 6 hexes on either side of the gate those exterior hexes do not radiate magic.


Evil GM

The rusty lock looks like it its too corroded to get open with locksmith tools, it may be able to be sundered using brute strength.


Evil GM
Grimm Sharpest wrote:

Yep, Baldwin has not bliped my spell

Grimm has an idea.

He keeps checking for traps.
Perception 1d20+8
Spellcraft 1d20+10

I'm not really sure what your spellcraft is for. I posted in the discussion thread the detect magic and spellcraft rules.

I posted earlier your detect magic results for the first round of detection. In RD 3 if you have Knowledge arcana you can attempt to identify the school of magic. A spellcraft is used as a spell is being cast or spellcraft is used for a magic item but you need to be able to examine that item for 3 RDs using Spellcraft to identify the properties.


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 guess we're waiting two more rounds.


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

I detect no magic on the wall in front of me. So through the gate by busting through or over the wall?


Evil GM

RD 2 on Grimm's concentration he learns that there is one aura and it's potency is moderate.


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

As Grimm focuses on his spell, Truk studies the lock trying to determine how easily the rusted piece of metal could be broken off.

Where's John's merciless commitment to the law now? We're breaking and entering! =P


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

"C'mon Trouble. I bet you're stronger than a rusty old piece of metal."


Evil GM
Truk'tosh wrote:

As Grimm focuses on his spell, Truk studies the lock trying to determine how easily the rusted piece of metal could be broken off.

Where's John's merciless commitment to the law now? We're breaking and entering! =P

As to John's commitment to law read his philosophy under the campaign info tab. This mission is to seek an end to the shadowbeast that prey upon society’s vulnerabilities, whether they be structured criminal ventures, cults, or flagrantly corrupt governmental groups or officials. There is enough evidence that there is criminal venture with council of thieves, corruption in the dottari and government, and possible cults that he wouldn't have problem with this.

Truk you think the lock can be sundered, it'll be loud, but you think it can be broken.


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

Not needing more encouragement than that, the big orc crouches down in a linebacker stance before throwing his massive weight forward like a muscle-powered battering ram.

Rage

Strength Check to bust the lock: 1d20 + 7 ⇒ (19) + 7 = 26


Evil GM

You certainly hit it make damage roll.

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