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

Black duck?

We can attach a rope to this hook and climb down but I am very poor at climbing. Orsin should still have his scroll of levitation and could carry one of us while Euphemia flies two of us down with her hair. Since Gerard is an expert with rope climbing he can shimmy down.

Andrea takes out a length of silk rope or attaching.


Evil GM

Gerard in examining the upper well wall you realize it is nearly impossible to gain any type of hand hold on the wall to climb down, and it is like icy glass that extremely cold to the touch.

Andrea this well is 5ft in diameter it will difficult for Phem to fly down carrying anyone in her hair. I'm haven't looked at her hair ability closely, how does that work? There is not enough space next to her to wrap hair around people. Someone would have to be on her head and at her feet (in a vertical line) but I'm not sure how her hair works. How are you proceeding?


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

Link to Prehensile Hair Hex

Hex description:

Effect: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.

The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

She can probably get one person with her imo. I forgot how big the well hole was

Orsin, I believe you have one remaining scroll of the Communal Spier Climb spell. That might allow us to climb down safely.


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

Euphemia would be down for this, having used a total of what, three minutes of her flight today, and close onto three minutes of strangling hair?

Euphemia bows her head in agreement, her hair starting to move.
I believe that could put us in the same square as grappling.


Evil GM

For clarification:

When I was DMPC Gerard examining the well in the post above, he did not actually touch the well wall. To his eye it looks glassy, he chose not to touch the wall but his fingers were close enough to understand the surface was extremely cold.


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

So potential ofdamage from touching the wall?

Whoever built this place needs to be arrested


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

Is this the only route?


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

Looks like it.


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

If there is no other option. I can jump. My magical boots allow me to survive falls from great height.


Evil GM

"I'm going down the well...I have to, it's my fate." Sweat builds on his forehead.

He spends some time casting shield from a scroll on Jarvis.

He catches his breath and casts levitate from a scroll he'll cast it on a comrade if they want it otherwise he will cast it on himself.

"I'll climb down with a rope or use the levitate you decide Andrea."


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

Best levitate, I haven't seen you have any real skill climbing, Andrea works with Gerard to get the rope ready for those who will climb down.

If you even get a whiff of trouble, get back up here.


Evil GM

So is Daniel jumping? Orsin levitating? Phem flies, her hair lengths 10 feet so she can carrying one person below her at her feet (Andrea, or Gerard?) Jarvis will climb. Who is going down by climbing? I also need the order of going down.


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

Probably carry Andrea since Gerard has his super rope climbing skills and can get down before anyone else no doubt since he has the Rope Master rogue talent that lets his have normal movement climbing plus Expert Leaper for laughing at falling damage

So perhaps..

Daniel
Gerard
Orsin
Euphemia/Andrea (coming down together)
Jarvis


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

Thanks for the DMPCing, it was expertly executed.

I'm good with anything. I'm not keen on using the scroll, but then again, who knows when it will be useful again?


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

Gerard uses the rope available, fastening it to the ring above. Try not to touch the walls. Cold or worse, life leeching.


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

I'll go first... Just giving you more complicated sorts time to square things.

Gerard descends, as quietly as he can manage.

Stealth: 1d20 + 20 ⇒ (11) + 20 = 31


Evil GM

Gerard gets to the bottom of the 50 foot rope and he is standing in a vast room a riches, a true treasury. Gerard is standing directly underneath the well opening in the ceiling.

I need a perception check and a Will save from everyone who enters the room.

I did an edit your not able to 5 ft step the round that you reach the bottom of the well. You've already taken a move action to get to the bottom.


Evil GM

Note: to those who have not descended the well Gerard is standing directly underneath the opening.


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

Perception: 1d20 + 15 ⇒ (1) + 15 = 16
Will Save: 1d20 + 6 ⇒ (18) + 6 = 24


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

"Are you whole so far?" Euphemia asks quietly, fidgeting and looking down the hole.


Evil GM

Gerard:

When you land and take a quick look around you are amazed at the wealth within the room; fortunately, you kept your senses and were not dumbstruck in awe.

How long before you tell others to descend and what do you "try" to do as soon as your land and get past the awe of the treasure?


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

Gerard, much like Daniel is not a material individual. But, he does appreciate resources and what they may be used for.

To Phem's question, he raises his hand, signaling an affirmative and stepping away from the drop zone.

Perception, traps/guards: 1d20 + 15 ⇒ (18) + 15 = 33
Stealth: 1d20 + 20 ⇒ (4) + 20 = 24


Evil GM

You don't have to be a material individual to be in awe at great wealth. Walking into some of the rooms in the Vatican can be breath taking, or observing the US Mint can make your eyes go wide.


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

Andrea will descend with Euphemia when the witch is ready, wrapped in her hair and silent as she floats down.

Perception: 1d20 + 16 ⇒ (9) + 16 = 25
Will: 1d20 + 15 ⇒ (1) + 15 = 16

Andrea's breath catches in her throat, she sees coins and jewels that stir a hunger in her. She sees herself and Fiosa in fine jewelry and dresses, dining on the finest food and Emily having the best education.


Evil GM

DM Only:

perception: 1d20 + 20 ⇒ (19) + 20 = 39


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

Though he was dumbstruck by the vision of the gold and riches in his vision, seeing it in person leaves Orsin with a profound sense of melancholy and irony.

Well, here we are Gregorio. All the wealth you and I ever could have dreamed of, here before my very eyes. If I can't avenge you, then maybe I'll have to use this money to bring you back to us. Then we'll find your murderer together and make them pay...


Evil GM

Gerard steps over to give others a chance to get down the well. You maintain your senses as you take in what the room contains. Archways open off of three sides of the chamber, while the chamber itself is a literal treasure house filled with sacks and chests of coins, assorted pieces of elegant or antique furniture—much of it gilded—luxuriant art objects, pedestals displaying fantastic gemstones, and more than a few magical-looking objects.

You notice a six-armed giant statue in a war stance, the sparkling gems on his golden bracers and bejeweled headdress competing with the glittering edges of his immense swords.

------
Andrea when Euphemia carries you into the room your breath is taken away at the treasures and luxury.

rds in awe: 1d2 ⇒ 2

You take a -2 penalty to att/dam, saves, skill, ability, concentration checks.


Evil GM

DMPC various checks:

Will saves:

phem: 1d20 + 11 ⇒ (19) + 11 = 30
daniel: 1d20 + 13 ⇒ (18) + 13 = 31
orsin, bonus for seeing the room already: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
jarvis: 1d20 + 8 ⇒ (15) + 8 = 23

So Phem is able to bring Andrea down second, she set her down then begins get's to the side of the cieling by the well, as she was going back up for Daniel.

Orsin drops down in the meantime. Even though Orsin has seen the treasures through his spell he is simply overwhelmed a the sight of it and the thought that the paintings are in the stacks somewhere.

RDs in Awe: 1d2 ⇒ 2

You take a -2 penalty to att/dam, saves, skill, ability, concentration checks

Daniel and Jarvis are still at the top of the well and they don't know what is happening down below.

The next post I get up will involve only: Gerard, Andrea, Phem and Orsin


Evil GM

COT Initiative:

Andrea: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6
Orsin: 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12
Daniel: 1d20 + 2 ⇒ (9) + 2 = 11
Euphemia: 1d20 + 4 ⇒ (6) + 4 = 10
Gerard: 1d20 + 7 ⇒ (1) + 7 = 8
Statue looking creature: 1d20 + 10 ⇒ (3) + 10 = 13
jarvis: 1d20 + 6 ⇒ (6) + 6 = 12

Initiative Order:

Statue looking creature
Orsin
Jarvis (but he is not in the room or aware of what is happening)
Daniel (but he is not in the room or aware of what is happening)
Euphemia
Gerard
Andrea


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 wonders at the delay, having offered before, grabs hold of the rope and slides down, he would happily jump but needed to make sure he didn't hit anyone.
Climb: 1d20 + 5 ⇒ (17) + 5 = 22


Evil GM

Daniel you action is noted. It'll take a bit of time to post, I'm busy finishing up a project. To avoid AOO and redoes everyone hold off till I get the statues post up.


Evil GM

Treasure Room Map

Here is a current map. Note Andrea is in S,18 under the wings, she is on the ground. Euphemia and Frank are in S, 18 but they are flying and near the ceiling by the WELL's opening.


Evil GM

RD 1:

The statue is suddenly a vision of motion as two long swords jab out a the Gerard. Note: Since this thing has several attacks and an improved crit with his longswords, I coded a template to include possible crit ranges with each longsword attack (17-20). Rather than typing it every time.

Att 1:

longsword 1, TWF, imp crit: 1d20 + 18 ⇒ (3) + 18 = 21;dam: 2d6 + 8 ⇒ (5, 1) + 8 = 14

conf Crit, crit focus, staggering crit: 1d20 + 18 + 4 ⇒ (5) + 18 + 4 = 27;dam: 2d6 + 8 ⇒ (6, 1) + 8 = 15

If confirmed staggered for rds: 1d4 + 1 ⇒ (4) + 1 = 5
Fort DC 25

---
longsword 2, TWF, imp crit: 1d20 + 18 ⇒ (9) + 18 = 27;dam, Dbl Slice: 2d6 + 8 ⇒ (2, 1) + 8 = 11

conf Crit, crit focus, staggering crit: 1d20 + 18 + 4 ⇒ (5) + 18 + 4 = 27;dam: 2d6 + 8 ⇒ (6, 2) + 8 = 16

If confirmed staggered for rds: 1d4 + 1 ⇒ (2) + 1 = 3
Fort DC 25

------

Att 2:

longsword 1, imp crit: 1d20 + 13 ⇒ (9) + 13 = 22;dam: 2d6 + 8 ⇒ (3, 2) + 8 = 13

conf Crit, crit focus, staggering crit: 1d20 + 13 + 4 ⇒ (6) + 13 + 4 = 23;dam: 2d6 + 8 ⇒ (2, 4) + 8 = 14

If confirmed staggered for rds: 1d4 + 1 ⇒ (3) + 1 = 4
Fort DC 25

------
Att 3:

longsword 1, imp crit: 1d20 + 15 ⇒ (1) + 15 = 16;dam: 2d6 + 8 ⇒ (4, 6) + 8 = 18

conf Crit, crit focus, staggering crit: 1d20 + 8 + 4 ⇒ (13) + 8 + 4 = 25;dam: 2d6 + 8 ⇒ (5, 2) + 8 = 15

If confirmed staggered for rds: 1d4 + 1 ⇒ (4) + 1 = 5
Fort DC 25

-------
The four empty hands and arms lash out at two at Orsin and two at Andrea who are flat footed:

Orsin

slam 1: 1d20 + 16 ⇒ (2) + 16 = 18;damage: 1d6 + 3 ⇒ (5) + 3 = 8

slam 2: 1d20 + 16 ⇒ (11) + 16 = 27;damage: 1d6 + 3 ⇒ (1) + 3 = 4

Andrea:

slam 3: 1d20 + 16 ⇒ (4) + 16 = 20;damage: 1d6 + 3 ⇒ (5) + 3 = 8

slam 4: 1d20 + 16 ⇒ (9) + 16 = 25;damage: 1d6 + 3 ⇒ (3) + 3 = 6


Evil GM

Dex check to see if longsword is dropped: 1d20 + 3 ⇒ (11) + 3 = 14

The guardian does not drop the long sword.

One thing Gerard, Orsin, Andrea, Phem realize is this thing has reach of 10 feet. The four of you can make knowledge nature...Andrea and Orsin have -2 on that skill roll from being awed.


Evil GM

Daniel hears loud noises coming from below and he begins to descend the rope at double speed. That will be your RD 1 action.


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

Knowledge Nature: 1d20 + 15 ⇒ (12) + 15 = 27


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

HP 63/81
Current Saves: F12R5W115
AC: 24/T12/FF24
In hands: Wooden shield+2,Long sword +2
Current BaB: +9/+4
Spells in Effect: Protection from Evil 10' on Orsin(+2 AC/Saves vs. Evil,Protects against mental effects 80 minutes),Resist Energy-Lightning on Euphemia/Frank(30 points 80 minutes),Imbue with Spell ability/True Strike(Euphemia)
Channels 1/6
Bit of Luck 6/8

Ow, those are some brutal rolls

Andrea grunts as the fist clips her and 5' steps to S-19 and attempts to defensively cast Blessing of Fervor

Defensive cast DC 25: 1d20 + 16 ⇒ (14) + 16 = 30

Phew

Divine energy washes out through the room and blesses her allies with divine speed

Blessing of Fervor Effects, choose one effect per round
1.Increase its speed by 30 feet.
2.Stand up as a swift action without provoking an attack of opportunity.
3.Make one extra attack as part of a full attack action, using its highest base attack bonus.
4.Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
5.Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.


Evil GM

Knowledge Nature 18 and above:

This is a calikang which is a much sought-after guardian of treasuries, harems, and fortifications. Legend holds that, an untold number of eons ago, one of the thousand deities of Vudra failed at a task, and the first calikangs were born from that god’s severed fingers. Calikangs have powerful sense of guilt and shame over their divine source’s ancient failings, and they believe that if enough calikangs protect worldly holdings from robberies or destruction, this inherited sin will someday be wiped clean.

knowledge nature 20:

Everything below plus....

Calikang's attacks with deadly precision with their weapon of choice and if can use their free hands/arms for shield bonuses but still not loose the ability to attack with those arms.

Immune: electricity, mind-affecting effects, negative energy

A calikang can enter a state of suspended animation, freezing in place and becoming motionless. It remains aware of its surroundings. In this state, the calikang is immune to disease, inhaled toxins, poison, starvation, and thirst, and receives a +4 bonus on all Fortitude saves. The calikang can exit this state as an immediate action—if it does so to attack a foe or initiate combat, it gains a +4 insight bonus on its Initiative check

knowledge 25 nature and above:

Everything below plus...
Calikang's have an unusual talent for energy spells and resistance, especially lightning. There nature as guardians provides them constant air and water walk, true seeing.

They are resistant to any spell (SR 23) deals energy damage as it abosorbs in its body and has healing effect.

It also has a breath weapon.


Evil GM

Andrea remember its a -2 concentration to cast a spell.


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

I see where I made a mistake. I normally have +16 to cast defensively and should have made it +14 for the penalty and the DC of the spell would have been 23 instead of 25. I mixed things up.
Cast Defensive skill 11(Level)+5(Wisdom)=16
DC of Blessing of Fervor 15+8(Double spell)=23
Penalty -2

With a roll of 14+14 I have 28 which should still pass the roll.


Evil GM

DC 15 + Dbl spell level (4+4)= 23,you made it.


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

One of the blades cuts into the rogue, come tomb raider.

Statues aren't supposed to move!


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

Then correct that issue and make it unmoving!


Evil GM

Initiative Order:

Statue looking creature - attacks hittig Gerard for 11 HP; slams Andrea for 6 HP; slams Orsin for 4 HP

Orsin
Jarvis - Holding rope as Daniel climbs down
Daniel - begins to climb down the rope
Euphemia
Gerard
Andrea - steps 5 ft to S, 19 and casts spell.


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

What did my knowledge reveal?


Evil GM
Euphemia di Nereis wrote:
What did my knowledge reveal?

I posted a list of spoilers with results above depending how people rolled.


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

"Kalikang!It has a breath weapon, can pretend to break, and is hard to hit with electricity! They can see all, and negative energy will not harm them! Be warned, all spells may fail."

Euphemia spits out this information like a madwoman.

Misfortune Hex, though. DC 20 Will!


Evil GM

will save: 1d20 + 11 ⇒ (16) + 11 = 27


Evil GM

Initiative Order: mid round summary

Statue looking creature - attacks hittig Gerard for 11 HP; slams Andrea for 6 HP; slams Orsin for 4 HP

Orsin
Jarvis - Holding rope as Daniel climbs down
Daniel - begins to climb down the rope
Euphemia - misfortune hex but the creature made the save.
Gerard
Andrea - steps 5 ft to S, 19 and casts spell.

Remaining actions RD 1:

Orsin
Gerard


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

Orsin takes a five-foot step back to !17, casts mirror image on himself as a standard action, and begins to inspire courage with his move.

Hearing everything the moving statue is capable of, the awestruck bard replies, "Not good! Not good!"

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