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

So..This little jaunt seems to have gotten us just some broken bones. Andea uses Detect Magic on the flails once the other armor is destroyed.

Back to the stairs or look around here some more?


Evil GM

Armor 2 will be destroyed with flaming sphere. Since he is a large creature in pit that fits snug around him I don't even think he'd get a reflex save, if he did it would be at some penalties.


Evil GM

The one flail that is visible is glowing magical, the other one is at the bottom of the pit.


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

Andrea will examine the flails when they are both acessable(and not on fire)

Spellcraft: 1d20 + 10 ⇒ (4) + 10 = 14

Andrea grits her teeth. No matter how fast I run, I keep falling behind. Not enough skill, not enough money, not enough magic.


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:
The one flail that is visible is glowing magical, the other one is at the bottom of the pit.

Three rounds after the flame disperses. The armor is pushed up to the surface.


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

Spellcraft: 1d20 + 16 ⇒ (11) + 16 = 27


Evil GM

Spending some time detecting magic then extensively examining each large heavy flail reveal they are each +2 magic flails. They are sized for large creatures. Each flail weighs 20 lbs.


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

These will be a bit hard to sell, unless Ziz knows some large sized devils who are looking.

Andrea puts them in the haversacks and Bag of holding.


Evil GM

What are you doing, where are you headed?


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

So shall we continue to check out this are or head back to the stairs headed down? We do need to figure out how to get around that mind-wiping 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

Driving.

Truk heads up the stairs.


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 shrugs. "Probably not much here since it was just a conference hall. I guess we could head back to the stairs now."


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

I guess we can go up the steps and see what is there. Andrea will follow Truk.

Edit: Andrea will also keep an eye out with Lucrezia for any nasties. perception: 1d20 + 11 ⇒ (5) + 11 = 16


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 shrugs and follows Truk and Andrea up the stairs. Checking to make sure that they are still capable of holding their weight. After the bridge collapsed, she isn't too sure on the construction around here.

perception 1d20 + 16 ⇒ (4) + 16 = 20


Evil GM

Upstairs you find more guest rooms has been left in tatters by a century of dust and neglect. There is, also, an incredible catwalk balcony that provides a great view of the meeting hall and the outside grounds.

UPstairs Map


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

B14 is the collapsed bridge, correct?


Evil GM
Lucrezia Villanova wrote:
B14 is the collapsed bridge, correct?

Correct


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

Let's take a look around. Those statues had to have been guarding something.


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

Guess this is where the collapsed bridge would have lead to. It seems we have a limited choice of places to go now.

Edit:I guess we can have a look around this big room. Maybe a clue to the Morrowfall is here.

Andrea will return to the ground floor and looks around the main table for any noteworthy features.

There must be a hidden switch here somewhere..


Evil GM

The only other noteworthy items in the meeting room are, the previously mentioned, unique continual flame lantern in the center of the table, and the stars in the overhead mural which are continual flame shards. You could spend an hour, or so, prying the shards out of the mural if you want they have value.


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 would vote no to the attempt to pry out the shards for now. Waste of good daylight hours and they could always come back later for the shards. Though she really doesn't want to deface the nice mural.


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

Waste of time trying to pry them out. Plus we could use this place as a resting spot. Lots of bright light to keep away the shadows. I belive it is time to check downstairs.


Evil GM

Here is a complete view of the bottom floor, so far. You have another set of doors midway down the east hall, and you, also, have the trapped stairs to tackle.

Ground floor map


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

Let us try the closed doors to the south of the dinosaur room. Andrea will follow the group when they are ready to go.


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

"Sounds good."

Truk will lead the way.


Evil GM

You see doors that look battered by heavy weapons, the handle is broken off of the each door.

MAP


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 studies the doors.

Perception: 1d20 + 10 ⇒ (3) + 10 = 13

"Is it safe Beautiful?"


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

Andrea peers.

Perception: 1d20 + 11 ⇒ (8) + 11 = 19

They look okay to me, handsome.


Evil GM

Truk, to your eye, the doors look like they been hacked at with some sort of axe, perhaps hammer.


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 looks over the doors for traps.

perception 1d20 + 19 ⇒ (13) + 19 = 32


Evil GM

There are no traps on the door and the handles are smashed, so they are not locked.


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

"Well, they aren't locked or trapped."

Lucrezia gives the doors a push. (Or figures a way to pull them.)


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

Assuming Lucrezia thinks they're safe, Truk opens the doors.


Evil GM

This large serving kitchen is equipped with a pair of humongous ovens now sealed with bricks. A pantry lies to the south. Long fallen to disuse, this kitchen holds little of note. The foodstuffs left behind in the pantry (area B9a) molded over several decades ago, but the resulting
stench has long receded. A side door once facilitated the unloading of supplies, and still bears an old arcane lock spell (CL 12th) that makes it particularly difficult to open.

MAP


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

Well so much for this. I guess not every room has a monster or treasure in it. Andrea raps on a table.


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 studies the door.

"Think you can crack this magic lock?"


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

Can I dispel the arcane lock?


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

Probably need to make a caster 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

Lucrezia shrugs. "I suppose I can try if you think we might need an extra way outa the building."

[ooc]perception to check for traps 1d20 + 19 ⇒ (2) + 19 = 21
disable 1d20 + 16 ⇒ (14) + 16 = 30
second disable if needed 1d20 + 16 ⇒ (15) + 16 = 31


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Grimm blows out in a little frustration as His Judgement fades and his spells run there course.
Did anyone channel? Or is anyone carrying a wand of CLW?

He keeps a wary eye out and remains at the front as much as possible.
Still a fair whack o light left. Let's get this place done. That devils head wench got any ideas about where to go next?


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

Heal up 27 HP from Andrea's channels


Evil GM

Lucrezia it is not trapped from what you can tell and neither of you checks succeed in opening the lock.

Orsin you would know dispel magic would work.


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

If there is talk of dispeling the magic upon the door, Lucrezia suggests that it might be better used to help get down the stairs rather than trying to open this door for now.


Evil GM

What is the group doing now?


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 we're skipping this door what other areas on this floor that we know about haven't we explored?


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

It appears that we have tapped out all the locations and just have the stairs.


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

To the stairs then."

"Let's try those damned stairs again."

Truk leads the way to the trapped stairs.

"What are we going to try this time?"


Evil GM

There were a couple hallways near the entry way that you haven't explored but other than that you've covered the ground floor.

The group re-enters the armory room. They carefully inspect the room again to make sure it has not been disturbed from the night previously, it appears as they left it. The horse has its armor on. The door to the steps is still closed.


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

What happens from here is up to the spellcasters and/or Lucrezia.

Truk watches and waits for the party to disarm the potentially trapped hallway.


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

"Alright, everyone stand back and I'll try to open the door."

Does the door open okay?

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