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

Perception: 1d20 + 12 ⇒ (12) + 12 = 24


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

] Perception 1d20 + 12 ⇒ (4) + 12 = 16


Evil GM

Truk and Andrea you each think you see someone watching you.

Truk:
You believe you have seen something with wings move on the roof across the way. Area "D"

Andrea:
Between the two pillars of fire on the North end of the destruction, there is a partial roof remaining and you could have sworn you saw something slide down the other side of the roof line.


Evil GM

The eastern corner of this one-story wooden guardhouse has collapsed, exposing a hallway and a pair of storerooms. The twisted and mangled remnants of what was once an iron gate lie in a heap in the middle of the rubble. The iron gate was once the entry gate to Aberian’s Folly’s grounds — the Westcrown mayoral crest is still somewhat visible amid the ruin. When the explosion occurred, much of the Arvanxi gatehouse was propelled into the corner of this wall here. The rubble filling this
area creates difficult terrain.


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

I saw something slide down the roofline to the north there. Andrea points to a spot between two pillars of fire.


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

"Me too. Over there", Truk grunts as he points.


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

Could be one of the guards hiding out, but we won't know until we get there. We should be prepared for looters in any event.


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

knowledge planes: 1d20 + 13 ⇒ (6) + 13 = 19On the flame pillars.
Perception: 1d20 + 12 ⇒ (3) + 12 = 15
"We should also be weary of whoever is in the guard house. Turk think you can talk to them this time with out getting shot at?"


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

Let us not go there again please. Let us just head to the Mhartis and see if there are any survivors there.

Suggest we go in 5' apart


Evil GM

John you sense that the energy that is being released is part of the devil's infernal flame and essence. The five roaring pillars of fire are manifestations of the raw infernal energies being leached from Liebdaga and transmitted up into the manor ruins. With nowhere to go and the mechanism used to throttle the energy output destroyed, these raw gouts of flame extend up into the air to a height of 500 feet. The fires themselves create a tremendous roaring

Perception checks made to hear sounds suffer a –6 penalty within 50 feet of these pillars, and provide normal light to a radius of 120 feet, but strangely, they do not radiate any noticeable heat at your current range.


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 a problem. I'm not wasting my breath on those fool dottari."


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

Perception: 1d20 + 16 ⇒ (16) + 16 = 32


Evil GM

Faelyn:

You believe you have seen something with wings move on the roof across the way. It had long bow then it disappeared. Ziz cringes, "She can see me...just like Khazrae can." Area "D"

----
Are you going into the guardhouse though the crumpled corner or are you going to look around the building for a 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

Does John offer an opinion on whether it is safe to venture past the pillars?

In answer to Andrea's comment about a figure going down the roofline and Truk seeing someone...
"Oh no, we are not chasing after any shadowy figures. It could even be the one from the knot just waiting with that damn crossbow. I would much rather she coming hunting after us that run into another ambush."

After looking over the remains of the guardhouse...

"Well, looks like this was damaged by the explosion rather than an actual attack by anything. Which is good. You know, good in that there isn't some giant thing smashing down gatehouses."

Lucrezia looks back towards the pit.

"So is the engine things going to be in the bottom of that?'


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

Note that Lucrezia is only looking over the remains from the outside. She is not going in.


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

Andrea replies to Lucrezia. We will have to go into the manor in order to reach the engine the mayor talked about. We could go in the crumpled corner, but it might be unstable. Let us look for a door.

Edit:

The crumpled corner looks way too close to the column of fire, anyway, let us find a 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

Wait, I think I am confused as to which gatehouse we are at. The mayors place or the neighbors?


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

The neighbor's. 'C' on the ruins map. 'E' is the mayor's


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

Okay, Lucrezia is ready to move back over to E then since there is nothing obvious that needs their attention here.


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

So it seems something is lurking over to the north, and the building here doesn't seem to warrent our attention right now. Let's keep to the outer edge of the fire columns.

Andrea will move with the group when they head out.


Evil GM

so you are switching directions and heading towards southeast and the Mayor's house then designated by "E" on the map?

As you pass a fiery column you notice that although roaring of the flames
is nearly deafening, no apparent heat radiates from the five towering vortexes when you are within 15 feet of the flame. Assuming nobody is getting closer than that you don't know if there is heat at closer distances.

Remember each hex is 10 feet


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

Yes, heading to the manor

Lucrezia, once we get closer, would you be comfortable scouting ahead to see if things are clear? Faelyn can use his message spell on you.


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

yep, switching directions to keep you on your toes :P
perception 1d20 + 16 ⇒ (13) + 16 = 29
stealth 1d20 + 13 ⇒ (19) + 13 = 32

"Sure thing. I'll see if I can spot a way in for us."

Lucrezia will move ahead to scout, on the look out for both enemies and an entrance to what is left of the manor.


Evil GM

Lucrezia moves ahead stealthily, or at least she things she is, running and dodging behind pillars and rubble.

The only portion of the manor to have escaped utter destruction is the ground floor of the far eastern wing, you see a darkly clad humanoid in the shadows near the remaining manor. There is a rubble corner access, a center door, and a door at the southern end of the building.


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 far away from the rubble corner access was the humanoid figure?

Lucrezia returns to the group, letting them know the three access points and that she saw a figure standing near the manor.

"I'm going to offer the opinion that we try getting in through the destroyed corner of the building. Though it might be a bit unstable, any doors on the place are likely trapped and quite possibly barred from the inside."


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

You have a good point, I suggest that you, me and Grimm sneak up with stealth and invisibility. I can try to charm the guard to come to us so we can avoid having an alarm raised. If that fails, we can still sneak up on the guard and subdue him(?) John,Truk,Faelyn and Orsin can hang back some and be ready to rush in if needed.


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 and continues waiting in silence.


Evil GM

Lucrezia the figure is twenty feet from the rubble, about a third of the way to the middle doorway.

Lucrezia you see three other guards walking together appear from around the southern corner. They appear to be making rounds.


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 goes along with the plan. He readies his shield and checks the weapon cord secured to his hammer and wrist. He closes his eyes and takes a moment to focus his mind on the task of scouting.
(Swap shieldwall for stealth Synergy)

[ooc] When required to stealth with Lucretia, grimm takes either his dice roll or hers, whichever is better)


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 don't think we should waste your spells just on some invisibility to sneak in. Why not try talking to the guards first? There are three more making a round and I don't know that we want to waste time, ammo and spells trying to take them out for just doing their job. We have the contract the mayor gave us. why not show it to them and explain that he sent us to try to contain the engine while he is currently being kept safe by Lord Tilenous? We should also warn the guards about the winged and shadowy figures that we have seen lurking about."

Unnecessary fights have gotten us into trouble before, so Lucrezia is all about trying a more diplomatic approach to get in.


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

The winged figure with the bow on the roof can see through your invisibility Andrea.


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

They also might be working for the Majordomo since the mayor said she was trying to steal the contract. Faelyn, wasn't the winged figure on a roof far away?

If you want to go diplomatic, we can still make sure to cover our behinds. Lucrezia and Grimm can sneak up close and hide while the rest of us approach and present ourselves as working with the dottari or even the mayorto search for survivors and have them move out of the manor. If they go ballistic then we will be prepared.


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

stealth 1d20 + 15 ⇒ (17) + 15 = 32

"That sounds workable to me. Maybe you and John can handle talking to them. Surely having a HellKnight with the group gives us some credibility to our story?"

"Come on Grimm, let's hang back."


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 wings. He could be anywhere.


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 casts an extended barkskin and magic circle and then resumes waiting.


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

stealth 1d20+15

"That sounds workable to me. Maybe you and John can handle talking to them. Surely having a HellKnight with the group gives us some credibility to our story?"

"Come on Grimm, let's hang back."

Just set yourselves up where you can get good shots at them if they go hostile.

Andrea casts Magic Circle Against Evil 10' on herself. +2 AC/Saves vs. Evil, Protection against Mental Effects 70 minutes

You two go ahead and then we'll follow up, John and me, Faelyn and Orsin and then Truk guarding our backs. Let's go.


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
Lucrezia Villanova wrote:

stealth 1d20+15

"That sounds workable to me. Maybe you and John can handle talking to them. Surely having a HellKnight with the group gives us some credibility to our story?"

"Come on Grimm, let's hang back."

Grimm's face falls as it dawns on him that he could be ranged support when he could be fighting. He puts his shield away and his hammer and gets his bow out as he moves.

He hurries of after Lucrezia.
27 if he uses her roll. His own roll is Stealth 1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26

Perception1d20 + 8 ⇒ (7) + 8 = 15


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

We should spread out a little as well. Orsin and Faelyn can stick with Truk and benefit from his divine circle while I stick with John.

Don't worry Grimm, I'm sure we'll have to dig them out if they want to fight so lots of room to room fighting.

Andrea will also channel divine energy into her shield.

Vindicator's Shield +4 AC until struck in combat AC24/16/24 24 hours 1/5 used.


Evil GM

On thing you do notice Lucrezia the individuals that you see walking around the east wing, are not dressed in dottari uniforms nor any type of house colors.


Evil GM

Anyone with knowledge local can make a check.


Evil GM

DM Rolls:

Checks vs stealth
Perception 1: 1d20 + 8 ⇒ (17) + 8 = 25
Perception 2: 1d20 + 8 ⇒ (19) + 8 = 27
Perception 3: 1d20 + 8 ⇒ (5) + 8 = 13
Perception 4: 1d20 + 8 ⇒ (17) + 8 = 25

They do not see Lucrezia and Grimm but they do see the hellknight others approach.


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

know local 1d20 + 13 ⇒ (7) + 13 = 20


Evil GM

Lucrezia:
You suspect that this little band is part of the Council of Thieves.


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 quietly whispers to Grimm. "Well shit. Those don't look like guards after all. Be ready Grimm, this might not go so well.'


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

Know local untrained: 1d20 + 1 ⇒ (15) + 1 = 16


Evil GM

Untrained knowledge checks are DC 10 or less. That won't help here.


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

Remember John, you're the mighty mailed fist of the Hellknights. Scions of House ThruneI think get these bums cleared out.

Will attempt to aid another if he tries to Intimidate

Intimidate: 1d20 + 2 ⇒ (4) + 2 = 6

Andrea is oh so adorable as she shakes her little fists.


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

Knowledge Local: 1d20 + 12 ⇒ (4) + 12 = 16


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

From his hiding place, Grimm readies a shot from his bow and takes up a spot with Line of Sight.


Evil GM

Faelyn local know:
You don't know who this group is other than they don't wear house uniforms or dottari uniforms.

You all can see one of the guards slip into the the southern most doorway leaving the other three outside. They all appear to be getting their hand crossbows ready as they fan out.

"Whatcha all want?"One calls out from a distance.

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