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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F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

Euphemia sighs in relief in not having to put it on. She would prefer some sort of contact sleeping poison that didn't leave someone with a hangover, though. The average poison on the street was simply excruciating.

She also can't help but notice that Frank's assertion about Gerard's hands are perfectly correct.

"Good. Well then, we must carry on."


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Gerard reaches to cup the back of the witch's neck with his hand. He conveys a look that says, We're gonna be fine.

Thank you, Daniel.

Everyone keep an eye out, every room can have spy holes, secret doors, traps, trap doors, whatever. Actively seek them out. I won't catch everything, I'm simply not that good.

Perception, secret door dark folk room: 1d20 + 14 ⇒ (15) + 14 = 29
Perception, traps, unused door southern room: 1d20 + 14 ⇒ (7) + 14 = 21
Disable Device, mw tools, as needed: 1d20 + 18 + 2 ⇒ (7) + 18 + 2 = 27

Please make your checks, in each room... The rogue needs help. Can we Aid Another on a Perception Roll. If so, and you think you can't reach a high DC... Aid Another for +2, if you make DC10.


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

Andrea will beat the traps to death with her +15 Per!
Perception, unused door southern room: 1d20 + 15 ⇒ (14) + 15 = 29

I agree. Sigh, Lucrezia would be in her element here. We do have that wand that can detect secret doors, but it only has 9 uses left I believe.


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

Aid another Gerard: 1d20 + 7 ⇒ (6) + 7 = 13


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

Don't trust my luck, but Euphemia will continually cast Guidance on Gerard. :)


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

Need to start tossing your points into Perception next level. :)


Evil GM

Gerard there are no secret doors in the room where the battle took place, the short hallway or in the small office that Eumphemia or Andrea were stationed. (D11 or D12). Nor did you find a second spyhole.

While Gerard is checking the two northern room, Andrea goes and checks out the the door in the bunk room where the sleeping guard was encountered (D,9). To here eye the aged wooden door does not look locked.

Are you opening the door?

MAP


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

Gerard and Daniel first through? Andrea will let both men take the lead.


Evil GM

Gerard opens the door without incident and reveals a warm and inviting room, with a small cheery fire on the hearth, thick rugs on the floor, and a number of comfortable looking chairs. A sideboard holds a pair of tapped kegs and a pile of drinking jacks next to a small pile of firewood. There is hallway and several doors that exit exit from the chamber. It is currently unoccupied.

MAP Lounge


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Gerard touches a jack, testing for illusion.

Perception,, inside lounge, guidance: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26
Disable Device, as needed, guidance: 1d20 + 18 + 2 + 1 ⇒ (18) + 18 + 2 + 1 = 39


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

Such a peaceful room...It must be a trap!Andrea rolls to disbelieve!
Will: 1d20 + 15 ⇒ (18) + 15 = 33

Andrea will aid Gerard in his searching.

Perception: 1d20 + 15 ⇒ (13) + 15 = 28


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

Euphemia remains in Gerard's shadow, constantly intoning the low incantation for insight while Frank busies himself with trying to get pieces of stalker dust out of his spines.


Evil GM

Gerard the room itself is not an illusion and the jack is not trapped. You do notice another spyhole located on the far wall (L,17), it's a bit lower than the last one you found.


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

That is what it wants you to think Gerard, let your guard down for an instant and BAM! jack drink you!

Andrea stops being weird. Shall we try the north? Making sure we have our backs clear before trying the hall way is a good idea.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Check the fireplace.

Perception, guidance: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20

I can try to roll lower, if you think it would help.


Frank dutifully stares at the fireplace whilst his caster is busy. He doesn't dare disturb it, though.
Perception:1d20 + 1 ⇒ (15) + 1 = 16


Evil GM

The fire crackles and the smoke is directed upward. The mantle looks weathered and there doesn't appear to be anything fancy or unusual about it.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Gerard moves to the nearest door (north). Andrea, this door seem OK?

Perception, guidance: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20
Disable Device, guidance, as needed: 1d20 + 18 + 2 + 1 ⇒ (12) + 18 + 2 + 1 = 33


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal
Andrea1 wrote:

That is what it wants you to think Gerard, let your guard down for an instant and BAM! jack drink you!

Andrea stops being weird. Shall we try the north? Making sure we have our backs clear before trying the hall way is a good idea.

Sound Strategy, Andrea.

Awake


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

Andrea detects magic on the nearest north door.

Spellcraft, Detect Magic: 1d20 + 13 ⇒ (7) + 13 = 20
Perception: 1d20 + 15 ⇒ (18) + 15 = 33

If something is there. There seems to be something there, I detect a magic aura.

If something is not. Appears clear.


Evil GM

which Northern door Andrea there are two on that wall


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

J-14, although we can all go clockwise around the room checking to save time

Perception Door J-16: 1d20 + 15 ⇒ (2) + 15 = 17
Perception Door M-17: 1d20 + 15 ⇒ (19) + 15 = 34

Andrea looks at the door at M-13, walks around to the room at D-9 and psees if there is a door in the appropriate place. Unless this is a magic door to somewhere else, I think it is fake.


Evil GM

Andrea you don't see magic in the room, the door located at J,14 appears to be made out of solid oak, it has several scars on it, a few look like blade point indentations but the door is not locked.

MAP update

To avoid confusion pick one location at a time for your check. I've noted your other rolls.


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

This door J-14 looks to be clear,. Shall we let Gerard and Daniel take the lead again?

Andrea will move out of the way for them.


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

Daniel motions for everyone to step behind any available cover and uses his wand of Divine Favor, asks Azreal for an aid Spell then opens the door....
temp hp fro Aid: 1d8 + 6 ⇒ (2) + 6 = 8


Evil GM

Daniel you open the door and dark hallway heading East is revealed, there is a door ten feet away on the northern side of the hall.

Floor Plan


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Gerard moves past Daniel to the nearest door (north, I15). Andrea, this door seem OK?

Perception, guidance: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
Disable Device, guidance, as needed: 1d20 + 18 + 2 + 1 ⇒ (5) + 18 + 2 + 1 = 26


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

Andrea uses Detect Magic on the door that Gerard wants her to look at.(Giving Yes/no answer as needed)
Perception: 1d20 + 15 ⇒ (2) + 15 = 17


Evil GM

Are you having Andrea detect magic before you do anything Gerard? Remember to detect magic requires concentration and time. This will also use up more time for any ongoing buffing spell.


Evil GM

As Andrea studies the door it radiates magic.


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

I sense magic on this door. It might be a trap.

If Gerard wishes to try to disarm, Andrea will move away to give him space.


Evil GM

Is there a trapfinding modifier to add to your roll?


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

Gerard is a Knifemaster, so he gives up Trapfinding, so we might need to get Lucrezia in her as an npc, lol.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Gerard does not have trapfinding, Knife Master gives that up. Guess he triggers if he misses by... 5 or 10? She's detecting on her own, not saying it's a bad thing. Standard action? 3 sec? Can do it at same time? Also, couldn't buy goggles of minute seeing. You'd think you'd find some in a den of thieves.


Evil GM

Standard action if she is casting a spell. Is she going to assume the second position behind Gerard to detect magic at doors?


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

Yes, but if he starts disarming, she will move away.


Evil GM

I need to know how far everyone will be from Gerard when he tries to open the door. What will the default range be for future reference?


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

It's a 60ft cone. She can be at some distance. Cast once, lasts 7-10min. Round to detect.


Evil GM

gerard:
When you study the door you really don't observe anything unusual about the door. Sure it's a fine lock but you don't see that it's trapped or that there is anything magical about the lock/door. As you work the lock it clicks open smoothly.


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

30 feet if possible, at least 20 feet and around a corner if possible.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Unlocked, smoothly enough...

Gerard is about to open the door when he considers maybe the lock wasn't trapped... Another trigger?

Looks good.. Gerard opens the door.

Perception, no guidance: 1d20 + 14 ⇒ (3) + 14 = 17
Disable Device, no guidance, as needed: 1d20 + 18 + 2 ⇒ (3) + 18 + 2 = 23


Evil GM

Gerard:
No additional trigger that you can tell.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Opens door, when everyone's backed away.


Evil GM
Gerard Nisroc wrote:
It's a 60ft cone. She can be at some distance. Cast once, lasts 7-10min. Round to detect.

She needs a concentration check to maintain each round. Then in RD 1 she will detect the presence of a lot of magic everytime she casts the spell as long as a friendly person is in the cone. RD 2 she will be able to tell the number of different auras and the most powerful aura (so what is everyone's most powerful item that you are carrying), Rd 3 she will finally be able to tell the strength and location of the aura's. Everytime she looks at Euphemia it is going to be overwhelming (artifact). As long as one of the her allies are located within that 60 foot cone she won't be able to provide any useful information until the third round. Per the spell, she can't discern location until Rd 3. This will require 3 rounds so it will effect the time remaining on buffs and other spells.


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

Just to make things clear for the future. People will get out of the way of Andrea's Detect Magic if she wishes to look at something, this okay with everyone?


Evil GM

To Gerard's relief there is no shock, sizzle or boom when he opens the door.

This simple office is outfitted with an elegant desk and chair. A tall cabinet stands to the northwest. The room does not appear to have anyone or anything in it.

MAP


Female :D Check out my fetching opercles!

Fine by me.


Evil GM
Andrea1 wrote:
Just to make things clear for the future. People will get out of the way of Andrea's Detect Magic if she wishes to look at something, this okay with everyone?

This is why I'm asking where you are located if you are assisting in trying to determine if doors, walls, floors or whatnot are potentially magically guarded.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Sure, out of the way...

Empty office?

Perception, guidance: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
baldwin the merciful wrote:
Andrea1 wrote:
Just to make things clear for the future. People will get out of the way of Andrea's Detect Magic if she wishes to look at something, this okay with everyone?
This is why I'm asking where you are located if you are assisting in trying to determine if doors, walls, floors or whatnot are potentially magically guarded.

Understood, this is what I believe the routine is.

1.Gerard examines the area for possible traps with Andrea next to him.
2.Gerard moves and lets Andrea use Detect magic on that area.
3.Once Gerard starts working, Andrea moves the stated distance away. [/ooc]

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