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.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
If I am also included in making a check.
Perception: 1d20 + 15 ⇒ (20) + 15 = 35 I can see forever! Cuthuhlu Ftghn!
With Orsin's permission, I will roll for him.
Orsin Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Evil GM
It was only gerard and Daniel who went to the cupola that I needed the check from.
Gerard and Daniel each can make out a well concealed door in the floor.
Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22
Euphemia, please commit these entrances to memory... Now, the walls. I'm not the best with a wand, but... I'll try. Tapping the wand on his thigh, he tries again.
Starting at the spot below the cupola, Gerard used the wand to detect secret doors along the exterior wall in a counter clockwise direction.
The others are free to follow or remain on the roof.
Use Magic Device: 1d20 + 8 ⇒ (6) + 8 = 14
Use Magic Device: 1d20 + 8 ⇒ (12) + 8 = 20
Evil GM
The first attempt fails to activate the wand, the second thump on your thing seemed to do the trick and it spurts forth its magic but reveals no secret doors.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
(Halfling]Don't go off alone.
Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22
He can just walk around like with a flashlight (60' cone), right? What's the caster level/duration? I've never used this type of wand before... sorry. He wants to walk the perimeter counter clockwise.
Well then, dear Mistress, you're lucky enough to encounter your favorite non-alchemical or studying past time. I shall endeavour to do my part in helping you win this door-keeping memory game.
Frank chuckles, sniffing Euphemia's shoulder with gusto.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
1 minute level. Wands are created by 5th level casters so you have 5 minutes I believe
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
That door is yours then, Frank. I'll take the next one for the noting.
Heeding Andrea's words, Euphemia stays as close to Gerard as can be contrived as "not interfering with his stealthiness". Of course, if he's not stealthing, she doesn't observe this rule as rigidly.
Your syntax somehow felt forced and awkward, Mistress, but I think I understand what you meant.
Evil GM
Wand of Detect Secret Doors - each charge will last 5 minutes. 1 of 10 uses
Evil GM
What is the group doing? You have several entry points.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
I suggest the entry point where the the archers were (the 10x10 platform. Gerard seems to want to search the outside of the building.
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
Euphemia will follow Gerard to do that. I'm pretty sure we'll run into foes at that point. When entering, though, I concur with Andrea.
Evil GM
Are you searching from on top of the roof or are you searching from ground level? Someone needs to decide or I'll decide but you all may not like where I put you. <o!o>
I'm guessing as much as you are... but I'm thinking... the roof?
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22
Roof is fine, as long as 60' cone reaches ground level.
Evil GM
You don't see anyone walking the grounds. When you get tot he cistern you see a ladder on its south side leads to the top, where there is a hatch. Gerard does not see any other secret doors with his wand usage during the spell duration, you feel pretty confident that there are no other hidden entrances from this angle.
There is a roughly a large 15 by 10 foot hole to the north behind the main house. From your height and angle you can not determine any details about the hole except that it appears to be deep.
the 60 feet will not get to the ground, for those not under the spider climb I need acro rolls every 5 feet actually. Especially if you are not using the crawl space to walk. As previously mentioned this is a very steep roofline. Very tedious and time consuming. difficult terrain.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Andrea will spider up the cistern and lift the hatch, if nothing leaps out, she will peek inside.
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
Then Euphemia would be using fly. It gives her a whole ten minutes.
Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
Daniel looks at the hole.
There could be hazards on the way down and my armor weighs alot. I can survive any fall so long as it's onto the ground and I have my ring of swimming if it's water. I can jump and Em can carry herself and 2 others down
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
(Halfling)If there is water, no doubt there will be sharks like the last time we went swimming. Andrea sighs. It seems to be a case of choose our dooms, hurl ourselves into the darkness or fight through the den of thieves. Orsin,Azreal and I still have our Spider Climb Spells.
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
(Halfling)"I wouldn't suggest anyone jump until we know what's at the bottom. I can lower someone down, but somehow I'm just not stealthy. However, I'm happy to go in first with Gerard, if that is what is merited."
Evil GM
Andrea climbs the ladder to the cistern where a hatch can be opened to gain access within, it is currently full of brackish rain water. Several
pipes exit the bottom and provide water to the building.
Euphemia flies the perimeter of the roofline and does not see any other guards on the grounds. The eastern wall of the house has vines growing up the side of the complex, she does not any windows on that side of the building but the area is overgrown. You do see some second floor windows in the leaning caretaker's residence.
Is anyone going to actually go in the hole?
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
Yes. Euphemia will fly someone down, but I need to know who. Daniel seems to really want to go down first.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
(Halfling)Water in the cistern, nothing else.
If someone goes down the hole, I think all of us should go in case something is down there. I could summon a creature.
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
(Halfling)"I thought summoning didn't work. Regardless, I'm going down... and I'm taking Daniel with me because I think I see him twitching to go in. Or we can go to the ground. I saw no guards."
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
(Halfling)Summoning can work out of the manor's grounds, I will summon something flying to head down.
Andrea climbs over a wall and summons a Nosoi Psychopomp and sends it flying down the hole. If something is down there and attacks, none of the party has been put at risk and they can prepare for a fight, if nothing attacks, then they also have valuable info.
Nosoi, fly down the hole and see if anything is there, then return.
Nosoi stats
I figure have it fly down, spend 2-3 rounds looking around using it's senses and then fly back up to report
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
In any event, Andrea will get out her rope and help tie some off and throw it down the hole.
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
Euphemia flies down with Daniel; no need to fail to take advantage of the spell whilst she has it.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Andrea will follow down with her Spider Climb spell. Orsin, Azreal, Gerard,will be joining us?
Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
Daniel allows Em to carry him. [b] If you need to, drop me to save yourself. I am equipped to survive a fall. The paladin has his shield stowed and sword sheathed while being carried and has put his wand back in his Quickdraw sheath.
The hound climbs down the sides with the spider climb spell.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
(Halfling)Remember, if it comes down to it, The Morrowfall must not fall into their hands.
Evil GM
So Andrea did you get off the house to summon the creature or did you stay on the rooftop?
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Evil GM
As Euphemia and Daniel fly downward,
Evil GM
Daniel and Euphemia are flying down as Andrea climbs off the roof to the ground. Your spell permits 20 foot movement...double movement is still going to take your two rounds to get to the ground and a few feet away from the building.
Perception:1d20 + 1 ⇒ (11) + 1 = 12 Survival:1d20 + 1 ⇒ (14) + 1 = 15
Evil GM
Gerard and Orsin also climb down the building.
Using the 100 feet of rope Gerard, Orsin and Andrea get to the ground they can see the caretaker's house.
This two-story structure is in worse shape than the nearby building. Its walls are composed of wooden planks, now deteriorated and sagging. The windows bear panes of thick, opaque glass—many broken—and are all heavily curtained from within and caked with filth. The entire structure has a definite lean to the south, where its extended upper floor has actually
come to rest against the mortared wall of the larger building. Despite its forlorn appearance, a thin plume of smoke rises from the chimney, while the barest hint of candlelight escapes from a second-floor window.
There is a hitching post between the caretakers house and the mainhouse.
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
Perception:1d20 + 2 ⇒ (11) + 2 = 13 Survival: 1d20 + 1 ⇒ (1) + 1 = 2
Evil GM
I'll get a ground floor map up tomorrow.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Orsin, Gerard, let us get some rope tied off and down the smelly hole
-Snert- That's what she said... -snert-
Evil GM
Andrea1 wrote: Orsin, Gerard, come secure some ropes so everyone can get down the hole Not so fast, you need to spend the round summoning. I'm not blending rounds here there's quite bit of information that each grouping will gather that the other does not know yet. Plus, events need to unfold.
Evil GM
Evil GM
Andrea, Gerard and Orsin make two perception checks. I also need a sense motive.
Evil GM
I'll get a map up tomorrow.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Perception: 1d20 + 15 ⇒ (20) + 15 = 35
Perception: 1d20 + 15 ⇒ (1) + 15 = 16
Sense Motive: 1d20 + 5 ⇒ (5) + 5 = 10
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