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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Evil GM

Using Gerard last DD check.

He doesn't believe there is a trap as he pops the door open. it reveals a long hallway, there are two spy hols facing north, when you look through them they have view over the back yard where the large hole was located. towards the end of the hall there is door, that is not trapped or locked on the southern wall, Gerard enters the room. It is the room that looked a bit disheveled that you saw through a previous spyhole. the long hall actually curves to the southwest where Daniel is standing on the map.

Longhall Map


Evil GM

You just need to be a bit cautious on how it is used if you want to have it last. A high perception check tends to take away the dependency for the wand usage. Gerard happened to roll like crap in the dinnette room.


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

Hmmm..Southwest. Normally I would say that this might be an excellent hiding spot if we need to rest but with all the Shadowbeasts, we would be meat on the platter.


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

Which is why Gerard always asks for Perception Rolls and assists.

Perception: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25


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 follows Gerard closely and goes over everything he can, not really expecting to find anything Gerard would see, but maybe.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
There's a few for you. Running around getting ready, sorting out wife and kids etc.


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

Andrea will aid Gerard in looking out for doors and threats as they continue towards the South

Perception: 1d20 + 16 ⇒ (7) + 16 = 23


Evil GM

Gerard the room you are in does not contain any secret doors that you can tell but you do see the spyhole which reveals the room where the darkstalkers attacked. The bloody carnage remains in that room.

You see a doorway on the west wall and it has a simple lock on your side of the door, that is easily manipulated and opened. You step into the hallway and Daniel approaches from the north, as the hall wrapped around the room.

There is door in front of you, it is made of a sturdy oak and reinforced with iron bands. The is door is different form any other that you have seen, so far. The hall continues south then rounds a corner.

Latest Map


Evil GM

What is the light source? it is very dark in the these hallways and the last room you entered.


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

Faith. Failing that, Sunrods and Azreal's Continual Flame spell

Edit:Let us head south.


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

Flex with Fiosa.:
Fiosa, I'm probably thinking too far ahead, but would it be better to find a place other than Wesxtcrown to spend our life together? Cheliax treats halflings like trash and I want a safe place for us to take care of Emily. I hear that in Kaer Maga, halflings and other races are free to marry.


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

Per Andrea's suggestion, Gerard leads the team south (unsure of map orientation).

Perception: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
Disable Device: 1d20 + 18 + 2 + 1 ⇒ (10) + 18 + 2 + 1 = 31


Evil GM

The map orientation is like a compass rose for this one...north on top.

The group heads south down the hallway bypassing the reinforced door on the eastern side of the hall. Is that correct?


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

Yes


Evil GM

In order to ensure that Gerard has light I had to move Azreal to middle of the marching order.

The group bypasses the reinforced oak door, the paladin cringes at the thought of a potential enemy at their rear but continues forward. Gerard cautiously moves southward in the hall, he takes his time searching while he moves. Gerard moves forward to ensure the group has light coverage as the hallway jags and turns. Finally, Gerard reaches a doorway at the end of hall. It is another reinforced oak door.

Door

what are you going to do Gerard


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

Phem, a kiss for good luck?

Andrea please have a look... you have an eye for this sort of thing. Not the kiss, the door.

Feeling a power skim across his consciousness, Gerard gives in to it... praying that its slightest manifestation will guide him. The difference between success and failure, life and death.

Perception, kiss/guidance: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
Disable Device, kiss/guidance: 1d20 + 18 + 2 + 1 ⇒ (17) + 18 + 2 + 1 = 38

If it was DC30, it was the difference! Woohoo!


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

Perception+Guidance: 1d20 + 16 ⇒ (13) + 16 = 29

I would be more then happy to advise on various observation and kissing techniques.


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

The paladin uses another charge from his wand of Divine Favor and puts the wand in the sheath, adopting a two handed grip on his blade for maximum damage.


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

Save your magic Daniel, we don't know if there is a foe behind the door.


Evil GM

Daniel is able to pick the pick the relatively complex lock with a sigh of relief, the door creaks as he opens it, his heart thumps louder. Pushing the door open to slide inside the room he sees a large room with six doors including the one you are entering through. The room is finely appointed with several oversized chairs and a fine redwood engraved table that takes up the center of the room. The walls have old but still elegant wallpaper. There are four wall sconces that are unlit.

Lounge


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

Shall we work our way around clockwise?

Andrea helps Gerard examine the doors.
P,7Perception+Guidance: 1d20 + 16 ⇒ (6) + 16 = 22
P,5 Perception+Guidance: 1d20 + 16 ⇒ (14) + 16 = 30
P,4 Perception+Guidance: 1d20 + 16 ⇒ (17) + 16 = 33
M,4 Perception+Guidance: 1d20 + 16 ⇒ (10) + 16 = 26
M,5 Perception+Guidance: 1d20 + 16 ⇒ (2) + 16 = 18


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

Gerard is pleased with their progress.

Perception, P7: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33
Perception, P5: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
Perception, P4: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32
Perception, M4: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27
Perception, M5: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
Perception, sconces: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29


Evil GM

The individual rolls for the doors and sconces are noted and I will use those for each door. We will address each door separately and we may be coming back to the rolls depending on how you proceed at each door.

The southeastern door, located in P7, Gerard checks as Andrea points things out to the best of her ability. The door has been painted blue and features the carving of a serpentine draconic head. The door is located and not trapped to the best of your ability to tell.

Are you proceeding with that door or are you moving on to the next one?


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

Let us open it up. Andrea waits for Gerard to do so.


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

Wait... Five doors, first one blue? Chromatic dragons perhaps. Lightning.

Gerard will take in the doors as a set before opening any.


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

Lightning? I can cast a protective spell over all of us.

Resist Energy Communal


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

No...Wait. Let's take a look first. Patience.


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

Very well, I will let you take the lead. Everyone, don't get directly in front of the door.


Evil GM

Gerald you notice that each door contains a similar design. The doors all have been painted blue and features the carving of a serpentine draconic head, including the door that you entered the room through (The back of the door).


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

Looks like we have a theme going. Some sub-group in the Council? 'Blue Dragon Cutpurses' or something.


Evil GM

What are you doing?


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

Southeast door then. We're burning sunlight.

Unless there are objections, we back up a bit while Gerard opens.


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

Gerard will approach the center door on the south wall.


Evil GM

Everyone pick a hex that they are in when Gerard opens the door or I'll assign them randomly.


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

O,4


Evil GM

Andrea tell me where Orsin and Euphemia will be standing


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

Orsin is online so I will let him chose..Euphemia......0,8. Hope I don't regret that. Nothing worse than a sad trout.


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

I think where I am at M7 looks good to me. :)


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

Well the SOP was backup when Gerard opens a door...O,7


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

Gerard opens the door.


Evil GM

Gerard opens the center door and there is no boom or electrical jolt. He proceeds forwards to reveal an intersecting hallway that resembles a cross. From the center position he barely notes from the faint glow from Azreal's light, that that there are 4 total doors, each painted blue with carvings of a serpentine draconic heads. Azreal is a bit out of the way to provide much light.


Evil GM

Intersection Map

What is the group's next actions?


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

Andrea goes to O,5 casts Light on a copper coin and looks in. How does it look Gerard?


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

Let's see.

Perception: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
Disable Device, as needed: 1d20 + 18 + 2 + 1 ⇒ (15) + 18 + 2 + 1 = 36


Evil GM

Give me door Gerard.


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

Q4, west.


Evil GM

I forgot to move the Players on the map, daniel is in O 7, Azreal is in N 4, Orsin and Eumphemia are in their current locations. I'll fix that when I get home.

Andrea looks down the hall shedding light on a copper piece for Gerard. Gerard steps to the west and looks at the door, he doesn't see and traps when he touches. There is quick hint of a tingle as the air erupts in electrical current as twin lightning bolts flash out of the west and south door.

Gerard: 6d6 ⇒ (1, 3, 6, 5, 5, 3) = 23
Andrea: 6d6 ⇒ (2, 5, 6, 2, 6, 3) = 24

DC 14 reflex for half damage.


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

Reflex: 1d20 + 5 ⇒ (18) + 5 = 23

Andrea curses as she is toasted, her regrowing hair once again getting crisped and backs away from the door.

Dam it!

Time for a Resist Energy methinks


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

Gerard isn't surprised as much as unprepared. It take just about all he's got to lean away from the living electricity.

You don't know what energy to resist, next might be fire or cold. And, you never looked for traps or detected for magic.

Lazy thinking gets you toasted. Look alive, stay alive.

The Reflex, evasion for no damage: 1d20 + 13 ⇒ (2) + 13 = 15


Evil GM

What are doing?

The air smells burnt or at least Andrea does as her hair is electrically charged.


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

Can I open all three doors using quick draw? extra crispy.

Maybe you should have a look at these remaining doors, detect magic... see what shakes.

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