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

Daniel you don't see any new threats in the room. Gerard you notice that the north is locked and that it looks similar to the one that was trapped. There is gap between the stone floor and the door bottom.


Evil GM

Gerard attacked the second VS, Daniel came in looking for foes, Andrea cast a spell. What are the others doing?


Evil GM

Updated Map


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

Chewing gum?


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

Round 2 (when it happens)

Maybe divine power would destroy them...

Perception, door traps: 1d20 + 15 ⇒ (14) + 15 = 29
Disable Device, as needed: 1d20 + 20 + 2 ⇒ (2) + 20 + 2 = 24


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

I would gladly, but I cannot fight smoke...


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

Andrea searches her mind to see if divine energy will slay vampires in mist form.
Know-Religon: 1d20 + 14 ⇒ (4) + 14 = 18


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

Euphemia, meanwhile, just glares and mutters something about trapping them in bottles.


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

I hate to suggest this but maybe we should close the door between us and Daniel/Gerard in case there is another trap.

Andrea does mostly close the door but puts a piece of wood or debris in between the door and the frame so it would shield them from anything like an explosion but not lock them out.


Evil GM

Andrea - As far as divine energy you know direct sunlight would destroy a vampire.

Gerard - The door doesn't look trapped and you do manage to work the lock without incident.


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

Direct sunlight will destroy a vampire, the Morrowfall can do this but we must decide if we must use it right now.


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

Wouldn't positive channel wipe them out?


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

It can damage and reduce them to 0, then they go mist form. That is the limit.


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

Gerard passes through the door... taking a potion.

Healing Potion: 3d8 + 5 ⇒ (4, 8, 1) + 5 = 18


Evil GM

What Andrea stated.


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

Andrea follows behind Gerard and Daniel. We should find their coffins and stake them.


Evil GM

Andrea Only, Part 1:

You've faced VS previously in the pathfinder guildhouse and you did do some research on vampires. You know the following:

Weaknesses
Vampire spawns cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire spawn—they merely keep it at bay. A recoiling vampire spawn must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire spawn at bay takes a standard action. After 1 round, a vampire spawn can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.

Vampire spawns cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Reducing a vampire spawn's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampire spawns. Exposing any vampire spawn to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire spawn equal to one-third of its maximum hit points—a vampire spawn reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire spawn's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

Andrea Only, Part 2:

You also know there are some methods, primarily spells such as Protective Penumbra, which can protect those with vulnerability to sunlight.


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

Andrea relates the information under the spoilers to the others. So daylight, running water and staking and blessing of the severed head can destroy them forever. There is also magic they can use to help protect them from sunlight. If one lacks divine abilities, strongly present a mirror or holy symbol. Until they can force themselves to resist, they are held at bay.


Evil GM

Gerard opens the door, quaffing a healing potion, and steps through into a short hallway. There are two VS in the hallway, eagerly awaiting their next victim. They were basically waiting with a surprise attack for someone to step through the door.

The first one attacks:

slam: 1d20 + 4 ⇒ (18) + 4 = 22;damage: 1d4 + 1 ⇒ (3) + 1 = 4
Plus energy drain 1 level, DC 14 fort

The second one attacks:

slam: 1d20 + 4 ⇒ (3) + 4 = 7;damage: 1d4 + 1 ⇒ (4) + 1 = 5
Plus energy drain 1 level, DC 14 fort

Map

I'll roll out initiative.


Evil GM

COT Initiative:

Andrea: 1d20 + 4 ⇒ (18) + 4 = 22
Orsin: 1d20 + 2 ⇒ (4) + 2 = 6
Daniel: 1d20 + 2 ⇒ (4) + 2 = 6
Euphemia: 1d20 + 4 ⇒ (1) + 4 = 5
Gerard: 1d20 + 7 ⇒ (12) + 7 = 19

VS: 1d20 + 1 ⇒ (6) + 1 = 7

Initiative Order:

Andrea
Gerard
VS
Daniel
Orsin
Phem


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

HP 81/81
Current Saves: F12R5W115
AC: 24/T12/FF24
In hands: Wooden shield+2,Long sword +2
Current BaB: +9/+4
Spells in Effect:Resist Fire-Communal(Everyone, 30 points 22 minutes)
Channels 5/6
Bit of Luck 7/8

Andrea moves to D-10 and Channels to cause damage
Channel DC21: 8d6 ⇒ (5, 6, 2, 4, 3, 3, 3, 3) = 29


Evil GM

Will save, CR: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11

Will save, CR: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Both VS crash to the ground, they will begin to turn gaseous on their turn.


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

Andrea kisses her holy symbol. Follow the mist!

Somehow I visualize the spawn punching Gerard as he enters, him ducking and then both spawn ending up punching each other.


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

Of course. Daniel advances, allowing the rogue to lead if he wishes but wants to be ready for a REAL vampire. ..


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

Gerard moves west.

Perception, door: 1d20 + 15 ⇒ (5) + 15 = 20
Disable Device, as needed: 1d20 + 20 + 2 ⇒ (20) + 20 + 2 = 42


Evil GM

Gerard's does his best to control his heart rate as he disables the door lock.


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

Andrea continues to provide protection for the group.

Magic Circle against Evil 10' on Orsin. +2 AC/Saves. Protects against Mental influences 110 minutes


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

Euphemia creeps forward in order to impart some Guidance on her man, but she seems just as nervous as anyone else, barring the paladin.


Evil GM

Gerard opens the door that he has unlocked. There foul stagnant air pressing on the rogue's face. He opens the door wider to reveal...

A chamber that is a low, natural cavern with a wide hole breaching the center of its ceiling. There is filtered dim lighting within the cavern coming form the hole. Periodic hints of fresh air wafting down from this opening are all that relieves the sewer stench rising from the fetid muck that covers the floor of this chamber. A cavern opening at the west end of the chamber has a portcullis that can be lowered to block it. At the east end is a stone landing which supports a heavy wooden block and-tackle system and a wooden door banded with iron. Foul effluvia trickles onto the floor of this chamber through small pipes that penetrate its walls.

Cavern Map
*Map of what is visible from your POV.


Evil GM

DM Party Perception Rolls:

Gerard's perception: 1d20 + 15 ⇒ (7) + 15 = 22
Daniel's Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Andrea: 1d20 + 16 ⇒ (2) + 16 = 18

stealth: 1d20 + 30 ⇒ (10) + 30 = 40


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

Remember Daniel and Euphemia looked into a hole behind Walcourt and said it stunk like a sewer? This might be the place it lead to. *Phew* If so, this can't be the way we need to go.


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

Merely a true cesspit it seems. We should find another way


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

The east door then.


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

Thought it might tie back to the chuul.. Gerard draws his Daylight blade to help the others see.


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

"This is true, but Frank seems to be on about the east door... At least, that's what I get from his current need to play charades."


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

A lair for the Chuul? Maybe, considering how cramped the water was out there. We might be able to fly through the hole as an exit if need be.


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

Looks like we head east young man. Then the door at G-11


Evil GM

Those close to the west door and the landing do see a ripple then hear a gurgle sound emerging from the cesspool, like escaping gas in a thick liquid.


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

Something in the cesspool? Perhaps a sewer dweller like the Outcast King from the Knot. We have no idea how deep the muck is and might be fighting in deep sewage if there is something in there. I say we don't spring the trap.


Evil GM

Which way folks?


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

Come. There should be another way.


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

Through the east door


Evil GM

Are you reshuffling the line to get Gerard to the east door or is someone else checking that out?

Andrea can make a perception check


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

Reshuffle. Gerard to the front and Daniel to the back in case there is an Otyugh behind us.


Evil GM

Andrea make a perception check.


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

Perception: 1d20 + 16 ⇒ (5) + 16 = 21


Evil GM

Andrea:

From your training you instantly recognize the carrion scent seeping under the east door.


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

*Sniff,Sniff* I smell the scent of carrion coming from the east door. Be prepared for undead.


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 prepare yourselves

The paladin casts divine favor


Evil GM

I want to move this forward, so I'm going to DMPC Gerard looking at the door.

The rogue sees another reinforced door. This one has a keyhole for a skeleton type key.

perception: 1d20 + 15 ⇒ (20) + 15 = 35

Yes, it is locked but it's not trapped.

DD: 1d20 + 20 ⇒ (16) + 20 = 36

The rogue hears the tumbler click...

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