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.


6,151 to 6,200 of 26,346 << first < prev | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | 129 | next > last >>

Evil GM

Let's see if this works:

Knot Update

orsin there is no place to make a 5 ft step, this think is basically clinging and slithering down the wall. The only 5 ft step available is off the stairs and into the endless pit.


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

Ah, okay, I see that now with the avatars in place. Okay, I guess I'll just have to hang tight then.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan cannot reach the things attacking Orsin and Lucretia so he drops his Axe on the stairs and Pulls his bow. He is no great archer and counts on Orsins performance, so he delays until after Orsin before shooting at the one on the wall attacking the bard.

Knowledge:Religion1d20 + 5 ⇒ (17) + 5 = 22
Knowledge: Planes1d20 + 5 ⇒ (19) + 5 = 24
LongbowAttack, Inspired1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
damage1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9

SHADOWS! Spells and Turning. Normal weapons useless!

He knows his attack will have no effect, he merely wishes to distract the thing so Orsin may cast an offensive spell.


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

Knowledge Planes: 1d20 + 10 ⇒ (13) + 10 = 23
"Andrea, do you have anything that can hurt them?" *Hint*Channel*hint*


Evil GM

John and Duncan you know force spells and effects work the best. it is immune to all non-magical attacks, even when hit by magic weapons and spells that is only half damage from a corporeal source. Holy water is effective on undead incorporeal. Channeling positive spells work well.


Evil GM

touch attack against the FF, Lucrezia. Str damage: 1d20 + 4 ⇒ (20) + 4 = 241d6 ⇒ 5

touch attack against the FF, Orsin. Str damage: 1d20 + 4 ⇒ (2) + 4 = 61d6 ⇒ 5

The shadow touches Lucrezia and her strength weakens.

John and Duncan can each roll a perception check.


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

Know-Religon: 1d20 + 8 ⇒ (5) + 8 = 13

Problem with Channeling against undead in pathfinder is that it sucks damage wise. No 'explode the undead' and they also get to resist!

Lucrezia! Get back and drink a restoration potion!

Andrea channels. 1/5 used DC 16
Channel: 3d6 ⇒ (4, 6, 6) = 16

So unless we can drive them off, Lucrezia may indeed be going over to the other side depending on how much she gets hit for next round.

Just take note that anyone 10' from Andrea has +2 AC due to her Magic Circle against Evil.

Edit. Also, time to break out the holy water, this is why Andrea splurged for a shopping trip when Lucrezia left at dawn. Andre ahas 5 flasks that she passed around.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Perception1d20 + 7 ⇒ (11) + 7 = 18


Evil GM

Shadows save:

Will Save: 1d20 + 4 ⇒ (8) + 4 = 12

The shadows cringe in pain from the channel.

EDIT: this damage happens at the end of the round during Andrea's turn.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

I'm not sure how to move here. Can I back up through a friendly occupied space or shall I just move forward and then drink the potion?
Either way: less res pot 1d4 ⇒ 1
( -8 str +1, so Lucrezia is now at 7 str)


Evil GM

DM Only:
stealth: 1d20 + 12 ⇒ (18) + 12 = 30

Duncan you attention is on Lucrezia and Orsin's activities.


Evil GM
Lucrezia Villanova wrote:

I'm not sure how to move here. Can I back up through a friendly occupied space or shall I just move forward and then drink the potion?

Either way: less res pot 1d4
( -8 str +1, so Lucrezia is now at 7 str)

Lucrezia you can back up since you are pulling up the rear. However it needs to be 5 foot step or a withdraw or else an AoO.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

5 ft step back it is then.


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

Do magic weapons work? We need to get to that exit!


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

They work, but force magic and channel is best.


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

Orsin! Strike the one that struck Lucrezia, John, attack the one that is attacking Orsin! If there are more, we need to get out of here.


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's voice is caught in his throat as he is about to begin his bardic performance. Hearing Andrea's call, he instead whirls and strikes the shadow that struck Lucrezia with his magic longsword.

Power Attack: 1d20 + 7 ⇒ (18) + 7 = 25

Damage with Arcane Strike: 1d8 + 12 ⇒ (1) + 12 = 13

Lol, of course I roll a 1 on damage. At least my Arcane Strike does +2 damage now.


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

Half damage should finish it off!


Evil GM

Duncan and John you each see out of the peripheral of your vision two more shadows which swipe at you.

touch attack against the Duncan, Str damage: 1d20 + 4 ⇒ (1) + 4 = 51d6 ⇒ 3

touch attack against the John, Str damage: 1d20 + 4 ⇒ (6) + 4 = 101d6 ⇒ 5

Each missing in their hastened attack. The one that is attacking Duncan loses a bit of hits shadow stuff. (nat 1)


Evil GM

Actually Orsin hits the shadow first, Andrea finishes it off with her chanel.

Duncan and John you see that the shadows are actually coming through the black metal framed mirror that is in the room.


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

Assuming they communicate this.

Smash the mirrors! Smash the mirrors!

If these things are being summoned I have an idea. Would Consencrate
keep the shadows from coming out? Undead cannot be summoned or created in a consencrated area. I have that scroll I was planning to use on the shadow beasts.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
Andrea1 wrote:

Assuming they communicate this.

Smash the mirrors! Smash the mirrors!

If these things are being summoned I have an idea. Would Consencrate
keep the shadows from coming out? Undead cannot be summoned or created in a consencrated area. I have that scroll I was planning to use on the shadow beasts.

NOW YER THINKIN!

Duncan moves to the mirror, dropping his bow and pulling his trusty hammer as he goes.

2 handed PA1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
Damage1d8 + 4 + 3 ⇒ (3) + 4 + 3 = 10

Crit?1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9
Damage1d8 + 4 + 3 ⇒ (7) + 4 + 3 = 14


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

If Lucrezia can get near either mirror, she will attempt to smash it with her flail.
attack 1d20 + 7 ⇒ (15) + 7 = 22
damage 1d10 + 3 ⇒ (2) + 3 = 5


Evil GM

Lucrezia you are at the end of the line and Duncan is at the front of the line. The mirrors are near Duncan.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Ok, I didn't see where the mirrors where on the map.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

DUNCAN SMASH!


Evil GM

Duncan's hit makes the glass wobble and shake but there is no visible damage from his hit.


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

Andrea pulls out a scroll and intones divine words as she moves near the mirrors. The words upon the scroll burn bright and silver hornets fly out, swirling around and making the area glow as divine energy blesses the are and drives back the negative energy.

Cast Consencrate. This spell blesses an area with positive energy. The DC to resist negative channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus to positive channeled energy DCs, -2 penalties for undead in the area).

Spell should last for 10 hours.


Evil GM

RD1:

Duncan - longbow attack

Shadows - attacks against Lucrenzia 5 str dam, Orsin missed,

John
Lucrezia - 5 ft step
Orsin - hits Shadow
Andrea - channel finishes off one

John has not attacked

RD 2:

Duncan - hammer attack
Shadows - two additional shadows come forth: John missed, Duncan missed. The original shadow attacked Orsin.

John
Lucrezia
Orsin
Andrea - consencrate


Evil GM

RD2:

The remaining shadow attacks Orsin:

touch attack against the Orsin, Str damage: 1d20 + 4 ⇒ (3) + 4 = 71d6 ⇒ 2

Note I already took two attacks that were against Duncan and John. This roll was from the original shadows.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

No worries.

Duncan looks at his hammer as though it has betrayed him.
At Andrea's casting of Consecrate Duncan forgets his hammer for now and says 'Well done lass.


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

Not out of the woods yet! I can enchant your weapons.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

[ooc]Still in round by round. But if consecrate works, you passed that challenge [/ooc}


Evil GM

I read the spell and these creatures are not summoned. This is actually more of a gate that is permanently opened. The other aspects of the spell work regarding the penalties. My dilemma is the author doesn't spell it out clearly.


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

So I guess it is time for us to run and scream. If these are permentally opened gates we are going to be flooded in shadows

It isn't working! I see a hand coming out of the mirror!

Know-Religon: 1d20 + 8 ⇒ (6) + 8 = 14
Spellcraft: 1d20 + 7 ⇒ (13) + 7 = 20

I have a crowbar! we can try prying it off the wall.


Evil GM

There are multiple options available, including a method to close the portal that does not involve running. Although running works too.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

That could work. Everybody else, look for a way to close it.

Perception:look for a way to close it! A lever, key, ANYTHING!1d20 + 7 ⇒ (13) + 7 = 20


Evil GM

Duncan make a blacksmith check


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

"Would throwing holy water on the mirror do anything?!"


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

It might, I have no idea though.


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

Knowledge planes: 1d20 + 10 ⇒ (6) + 10 = 16
To see if he can think of anyway to close the portal


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

I believe John has his 1st round action to do still. Smacking the Shadow on orsin can give us a little breathing room.


Evil GM

You can try throwing holy water on the mirror.

John your knowledge planes simply reveals destroying the mirror is method to close the portal. Do you have know blacksmith?

Does anyone have craft-wonderous items?


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

Andrea has craft scroll, perhaps she can scribble holy scripture over it.

I have oodles of holy water if anyone wants to reach into my pack.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Profession:Blacksmith 1d20 + 8 ⇒ (20) + 8 = 28

WOHOO!

Duncan looks hard at the mirror, he'd help Grumm forge frames for such objects before...


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

Profession:Blacksmith 1d20+8

Duncan looks hard at the mirror, he'd help Grumm forge frames for such objects before...

He rolls, he scores!


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

His first round, John will try and break the mirror with his mace.
two handed Attack with PA: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 12 ⇒ (8) + 12 = 20

His second action will be to drop his mace and attack the new shadow with his longsword.
Two handed Attack with PA: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d8 + 15 ⇒ (8) + 15 = 23


Evil GM

Duncan only:
Duncan you realize that the bluntness of the hammer did nothing but that a piercing point could spider crack the the two mirrors.

RD1
John your mace hits the mirror and it wobbles but does not break.

RD2
John your second round attack hits and does some damage (magical weapon correct?)


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

throw water 1d20 + 8 ⇒ (7) + 8 = 15

Since she can't reach the mirrors anyway, Lucrezia decides to toss a vial of holy water at one of the mirrors and hopes that it does something useful.


Evil GM

Lucrezia roll yoru damage.

6,151 to 6,200 of 26,346 << first < prev | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | 129 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gamethread : CoT All Messageboards

Want to post a reply? Sign in.