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

Remember the poem that you say inside the door, No flying through the air 'Left to Right, Right to Left, Do not disturb the air as you dance.'


Evil GM

Lucrezia the door opens easily enough for you. How are you going to proceed? I will need exactly how each character intends to proceed once they begin moving beyond the doorway.


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

Lucrezia, we should back up while you examine the stairs and see if it is a trap that can be disabled. Faelyn has that scroll of Dispeling Magic from the Wavedoor that we can use.


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

Perception 1d20 + 16 ⇒ (11) + 16 = 27

Lucrezia carefully examines what she can of the stairwell, trying to see if there is a trigger for the trap.


Evil GM

Lucrezia you do not perceive any magical trap. Mechanically, you know the stairs are trapped, with pressure triggers, in the middle and right side of the first step. That is what you can clearly see from your POV. The strange script on the inside of the door is written in Polygot from the Shackles. Left to Right, Right to Left, Do not disturb the air as you dance.


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

From the top of the stairs, Faelyn casts his detect magic spell in the air above the stairs going down the whole distance.


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, it looks from like the only option is to step according to the warning on the door and avoid the pressure plates, moving gently down the stairs with nothing flying."

Lucrezia will take out the light stone she had and work her way down the stairs, being careful to avoid the pressure plates and trying to make any unneeded movements.


Evil GM
Faelyn Sindrel wrote:
From the top of the stairs, Faelyn casts his detect magic spell in the air above the stairs going down the whole distance.

You don't detect anything magical.


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

Ziz crawls into Faelyn's leather duster. I don't want go through that mist again.


Evil GM

Lucrezia only:
You actually think there are multiple traps involved with the steps. You, also, know it is an easy endeavor to conceal or mask complex traps, including magical ones.

Lucrezia remember these were wide steps and very well made that descend down 50 feet to a landing or floor. I need you to take each step in 5 foot increments and I need you to be very specific in your direction of travel with each 5ft increment. Then I need you to make perception check for each step.

There is no light coming up from the cellar.

Below was previously described to you.
When the door is you see a 10 foot wide gradual staircase that has exquisite craftsmanship. The stairs themself are made of brown, and black veined stone, and are quite wide for step. There are polished wooden hand rails on either side of the wall useful for balance. Overall these stairs are in pristine condition, you can also see to empty sconces 15 feet below. The stairs descend 50 feet to a landing, or floor.


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

Andrea waits to see the results of Lucrezia's actions.


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 holds his breath as Lucrezia makes her descent.


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

Perhaps we can see if there is any disabling switch up here, or past the trapped stairs when Lucrezia gets to the bottom? I can see House Thrune making a trap that cannot be disabled in such a manner out of spite, but what if they wanted to get up and down easily if they got access back?

Andrea checks around the wall near the door after casting Guidance on herself Perception: 1d20 + 12 ⇒ (6) + 12 = 18


Evil GM

Andrea you don't see any disabling switches.


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 holds one of the light stones in her hand as she begins her descent. She examines each step before she puts her foot on it, following both the pattern mentioned on the door and trusting in her own judgement.

A bunch of perception rolls since I don't know how many I will need.:

perception 1d20 + 19 ⇒ (8) + 19 = 27
perception 1d20 + 19 ⇒ (14) + 19 = 33
perception 1d20 + 19 ⇒ (16) + 19 = 35
perception 1d20 + 19 ⇒ (9) + 19 = 28
perception 1d20 + 19 ⇒ (6) + 19 = 25
perception 1d20 + 19 ⇒ (19) + 19 = 38
perception 1d20 + 19 ⇒ (7) + 19 = 26
perception 1d20 + 19 ⇒ (6) + 19 = 25
perception 1d20 + 19 ⇒ (4) + 19 = 23
perception 1d20 + 19 ⇒ (4) + 19 = 23
perception 1d20 + 19 ⇒ (4) + 19 = 23
perception 1d20 + 19 ⇒ (17) + 19 = 36
perception 1d20 + 19 ⇒ (7) + 19 = 26
perception 1d20 + 19 ⇒ (12) + 19 = 31
perception 1d20 + 19 ⇒ (16) + 19 = 35
perception 1d20 + 19 ⇒ (4) + 19 = 23
perception 1d20 + 19 ⇒ (7) + 19 = 26
perception 1d20 + 19 ⇒ (10) + 19 = 29
perception 1d20 + 19 ⇒ (11) + 19 = 30
perception 1d20 + 19 ⇒ (9) + 19 = 28
perception 1d20 + 19 ⇒ (7) + 19 = 26
perception 1d20 + 19 ⇒ (11) + 19 = 30
perception 1d20 + 19 ⇒ (6) + 19 = 25
perception 1d20 + 19 ⇒ (3) + 19 = 22
perception 1d20 + 19 ⇒ (13) + 19 = 32
perception 1d20 + 19 ⇒ (8) + 19 = 27
perception 1d20 + 19 ⇒ (18) + 19 = 37
perception 1d20 + 19 ⇒ (8) + 19 = 27
perception 1d20 + 19 ⇒ (17) + 19 = 36


Evil GM

Lucrezia Only Descending the Steps:
You step on the top far left step and look at the next step realizing that the next step down on the left side is trapped, but the middle step down is safe. Once on the middle step you can see that the next step down needs to be to the right, as both the middle and left step are trapped. This pattern takes you left to right. When you arrive at the proper far right step, you can see the next pattern emerge - right to left. This repeats all the way down the stairs.

Using your perception checks this is what you discover. There are three places to step on each 10 foot wide stair (left, middle and right). Each step has only one safe step to walk on. It takes three steps to transverse from left to middle to right. Once safely at the right you go from the right to middle to left. In essence you walk diagonally down 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

Has Lucrezia reached the bottom safely?


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 waves to the group from the base of the stairs after her crazy, zig-zag pattern of walking down the stairs.

Now that she is down here, is there any sort of switch that she can see to turn off the stair traps?

perception 1d20 + 19 ⇒ (17) + 19 = 36


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

How bout just holding yer breath?


Evil GM

Lucrezia Only:
You see on front of the bottom step three small openings and in Polygot a warning: One succeeds, two do not


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

Baldwin:
How small is small? Finger sized, hand sized, pencil sized?

Lucrezia will bend down and try to peer into the openings, trying to figure out if one will turn off the trap.


Evil GM

Lucreazia:
The openings are large enough for a medium sized creature to slide his, or her, arm into. Each hole extends 24 inches and end at a flat surface, each surface has exactly five small holes for inserting fingers.


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

Baldwin:

perception 1d20 + 19 ⇒ (15) + 19 = 34

Lucrezia carefully examines each opening, looking for signs of which ones might be traps and which one is the correct one. Like looking for bloodstains or scratch marks near the trapped openings and signs of wear near the correct opening.


Evil GM

Lucrezia Only:
You absolutely recognize this as a mechanical finger chopper trap. Only one of the three holes will permit a successful disabling of the trap. The only way to bypass the trap is to insert your fingers in the correct hole. You realize it's a never miss trap. One close examination the center hole seems to have some darker blotches but you can not see inside the smaller holes.


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

Baldwin:

Take a deep breath and tries the far right one.


Evil GM

Randomness of Trap:

The middle hole was trapped as the blood stain revealed.
The non trapped hole will be: 1=left; 2=right
1d2 ⇒ 2

Congratulations!

This would have been a good time to have Faelyn summon a creature to test which hole.

Take peek under the spoiler for your answer!


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 breaths a heavy sigh of relief as she pulls her hand out of the hole with all her fingers still attached.

Would not have thought of using a summoned creature since I thought they could only be used to attack something. This seemed a bit beyond that spell to me.


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

Are we good now Lucrezia? If she agrees, Faelyn follows the same pattern she used to descend.


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 so. Try it once at a time first to make sure though."


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

What ye doin girl? We comin down or not? I can throw the rat first ta test it.


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 nods.

"I trust you Beautiful. You know what you're doing.'"

The big orc boldly moves down the stairs towards Lucrezia.


Evil GM

As Lucrezia sits there staring at her wiggling fingers she breathes a sigh of relief... the stairs are safe to transverse.


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

Andrea heads down the stairs with the others


Evil GM
Lucrezia Villanova wrote:


Would not have thought of using a summoned creature since I thought they could only be used to attack something. This seemed a bit beyond that spell to me.

Here is part of the summon monster description:

This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The key would have been to find a creature with five digits, whose hand/fingers would have fit.


Evil GM

Everyone makes it safely back down to he steps and into the corridor. It is pitch black, except for Lucrezia's light source or any light you are carrying.


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

Andrea casts Light on a small piece of debris and holds it up.


Evil GM

Basement Map

The corridor is 10 foot wide and with fine stone craftmanship, there are numerous battle scars on the wall and stonework. There is door to the north near the foot of the steps.


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

I can back ye up if ye wanna scout foreword a bit girl. I get the feeling we ain't seen the worst o what this place has take offer. Ain't found enough gold fer that.

The dwarf endeavors to stay as near the front as possible. Smacking Andrea on the rump as he passes her by.


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 asks for protection from the Eternal Rose before peering into the darkness.

Extended Magic Circle vs Evil

Perception: 1d20 + 10 ⇒ (4) + 10 = 14

"Stay close. Grimm's got the right of it. I'm sure the worst is yet to come."

Truk will lead the way down the hallway.


Evil GM

Faelyn I have zizmort underneath your avatar token.


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

Shall we check out this door?


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

Ok, next finger trap spell, I am called for Faelyn's assistance. :)

Lucrezia follows the half-orc up to the door and will then look it over for traps and locks so that they can open it.

perception 1d20 + 19 ⇒ (4) + 19 = 23
disable 1d20 + 16 ⇒ (18) + 16 = 34


Evil GM

Truk and Grimm with their darkvision will be able to see the following. Those with low light will have enough light off of Lucrezia's light shard to see. Everyone else is seeing shadows towards the end of the their field of vision.

Did anyone give John a light source near the rear?

BASEMENT MAP


Evil GM

Lucrezia the door you passed to on the Northside of the hallway was not locked but you notice scratches all along the base of the wooden door. Some of the scratches extend towards the middle of the doorway, they are almost claw like in nature.


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

Nope, but that can be solved.

Andrea passes her glowing bit of debris to John.


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 scope out the rest of this hallway before we start opening doors.

Truk moves all the way to the end of the hallway.


Evil GM
Truk'tosh wrote:

Let's scope out the rest of this hallway before we start opening doors.

Truk moves all the way to the end of the hallway.

Which hallway end?


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 dancing lights and guides them out in front of the group about 10 feet.


Evil GM

Faely has four dancing lights all within a 10 foot radius of one another out front for 1 minute, which direction are you sending 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

The eastern end.

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