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Baldwin the Merciful's - CoT Campaign

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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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

Yes.


Evil GM

RD1:

John hit the mirror with his mace, no success.

RD 2: mid RD update

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

John - hit one shadow
Lucrezia - threw holy water
Orsin
Andrea - consecrate

I'm mindlessly watching LOR-Return of the King. Drinking a pumpkin beer.


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

2d4 ⇒ (1, 4) = 5


Female Human Cleric/Holy Vindicator 7/5 Init +4 HP 18/86 AC 25 (touch 12 FF25) F13,R6,W17 Per+18

Has no booze or candy tonight. Is a sad panda.


Evil GM

The shadow cringes to the holy water and disappears.


Female Human Cleric/Holy Vindicator 7/5 Init +4 HP 18/86 AC 25 (touch 12 FF25) F13,R6,W17 Per+18

Well one more shadow down. Just waiting on Orsin.


Male Dwarf Inquisitor 6 (Witchunter) Int+5, F8, R5, W9, +5 vs Spells/Poison, +2 Fort/Will when ragingAC19/T12/FF17, HP51/5563/67 when raging

Sunndenly it makes sense....

Duncan pulls his Heavy Pick, a weapon he normally reserved for putting downed foes out of their misery.

2 hand PA1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14
2 hand damage1d6 + 4 + 3 ⇒ (5) + 4 + 3 = 12

PIERCING WEAPONS TO CRACK THE MIRRORS


Female Human Cleric/Holy Vindicator 7/5 Init +4 HP 18/86 AC 25 (touch 12 FF25) F13,R6,W17 Per+18

I chose the wrong time to leave my sickle at home. Andrea prepares to channel again to drive off the shadows and suddenly remembers her morning star. I have a morning star that is good for piercing attacks! Andrea waggles her hip to show her rarely drawn weapon.


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

attack 1d20 + 8 ⇒ (4) + 8 = 12
damage 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11

"Good thing arrows are piercing too and you had bestquit wrigg;ing your hips like that or you're going to give the shadows the wrong idea."

Lucrezia draws and fires her bow at a mirror.


Female Human Cleric/Holy Vindicator 7/5 Init +4 HP 18/86 AC 25 (touch 12 FF25) F13,R6,W17 Per+18

So that will be the third round action. :)


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

For third round, John will two hand power attack the shadow he just hit.
Attack: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d8 + 15 ⇒ (4) + 15 = 19


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

Wow, busy night!

Orsin wheels on the mirror and flings a bolt of sonic energy at it, woven from his devastating aria.

Devastating aria: 1d4 + 5 ⇒ (3) + 5 = 8 Full damage vs. objects, no save.


Evil GM

RD 2: Summary

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

John - hit one shadow
Lucrezia - threw holy water
Orsin - aria against the mirror.
Andrea - consecrate

RD3:

Duncan - Hit mirror wiht piercing edge. Cracks the mirror
Shadows- a shadow attacks John and misses, then dies from John's attack.
A shadow attacks Orsin but misses.
Two new shadows slither out of the mirror.

John - attacks shadow and hits it. John kills the shadow

Lucrezia - Hits the mirror with a piercing arrow.
Orsin-
Andrea -


Evil GM

RD3:

The shadow remaining by John attacks him:

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

It misses. This shadow is then hit by John and killed.

The shadow injured by the holy water attacks Orsin:

touch attack against the Orsin, Str damage: 1d20 + 4 ⇒ (5) + 4 = 91d6 ⇒ 5

Two more shadows slither out of the mirror and they attack John and Duncan. The mirror is cracking from the piercing attacking.

touch attack against John, Str damage: 1d20 + 4 ⇒ (9) + 4 = 131d6 ⇒ 3
touch attack against Duncan, Str damage: 1d20 + 4 ⇒ (11) + 4 = 151d6 ⇒ 4
I forgot to subtract 1 from the hit but I believe it's still a hit on each.

Both attacks hit Duncan and John.

Currently there is an injured shadow near Orsin and two new shadows near John and 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

round 4
attack 1 1d20 + 8 ⇒ (20) + 8 = 28
confirm? 1d20 + 8 ⇒ (15) + 8 = 23
damage 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7
extra damage if confirmed 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10
attack 2 1d20 + 8 ⇒ (13) + 8 = 21
damage 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Forgot I had Rapid Shot

Seeing even more shadow things pop outa the mirrors, Lucrezia becomes determined to shatter them before they are overwhelmed. Seven years bad luck my arse.


Evil GM

I think the list of uncritical is pretty narrow now: The list is:

Elementals
Oozes
Swarms
Incorporeal Undead

The list may be bigger but this comes to mind.

Basically anything that is made of all one contiguous material with no discernible different between part A and part B


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 whirls back on the shadow that attempted to strike him, redoubling his efforts to put an end to the fight as quickly as he can.

Power Attack with +1 longsword: 1d20 + 7 ⇒ (17) + 7 = 24

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

Ugh, EVERY TIME, lol.


Evil GM

RD3: Summary

Duncan - Hit mirror wiht piercing edge. Cracks the mirror
Shadows- a shadow attacks John and misses, then dies from John's attack.
A shadow attacks Orsin but misses.
Two new shadows slither out of the mirror.

John - attacks shadow and hits it. John kills the shadow

Lucrezia - Hits the mirror with a piercing arrow.
Orsin- hits the shadow near him with his longsword. Destroying it.
Andrea -

RD4:

Duncan -
Shadows -
John -

Lucrezia - Damaged the mirrors hitting twice with her arrows.

Orsin - Damages the mirror, 7HP (not sure if it will be destroyed until the others go.)

Andrea -

The two mirrors are cracking but they are not shattered.


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

In round 4, Orsin aims another devastating aria at the arrow-riddled mirror.

Devastating aria: 1d4 + 5 ⇒ (2) + 5 = 7 Full damage vs. objects, no save.


Female Human Cleric/Holy Vindicator 7/5 Init +4 HP 18/86 AC 25 (touch 12 FF25) F13,R6,W17 Per+18

I am here for a little bit until I need to work so I will do my Round 3 and 4

Round 3 Andrea channels again. 2/5 used. DC 16 (They have -1 to their saves) 3d6

Channel: 3d6 ⇒ (1, 5, 6) = 12

Round 4 if more shadows appear, Andrea channels again. 3/5 used.
channel: 3d6 ⇒ (3, 5, 4) = 12


Male Dwarf Inquisitor 6 (Witchunter) Int+5, F8, R5, W9, +5 vs Spells/Poison, +2 Fort/Will when ragingAC19/T12/FF17, HP51/5563/67 when raging

Took 3 Str damage? That sux

Keep it up! It's working

2 hand PA1d20 + 4 - 1 ⇒ (7) + 4 - 1 = 10
Damage1d6 + 1 + 3 ⇒ (4) + 1 + 3 = 8


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

John attacks the Shadow that touched him.
attack with two-handed PA: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d8 + 12 ⇒ (6) + 12 = 18


Evil GM

The dual mirrors shatter and between the John's attack, Andrea's channels and the portal busting the shadows are destroyed.

Are you still continuing down towards the hallway or are going to reverse direction and go up the other hallway?


Female Human Cleric/Holy Vindicator 7/5 Init +4 HP 18/86 AC 25 (touch 12 FF25) F13,R6,W17 Per+18

Hell ya! Andrea does a little dance. Okay, everyone who needs to be healed line up. I have two potions of Lesser Restoration and one scroll of the same.

Andrea looks up and down. We might as well keep heading down I believe.


Female Human Cleric/Holy Vindicator 7/5 Init +4 HP 18/86 AC 25 (touch 12 FF25) F13,R6,W17 Per+18

Just to save time, Andrea gives Duncan and John a potion of Lesser Restore.

Duncanheal: 1d4 ⇒ 1
Johnheal: 1d4 ⇒ 1

Facepalm


Evil GM

You all can roll your lesser restoration recovery dice.

A rickety-looking wooden set of curved stairs, supported by creaking ropes above and a lattice of wooden boards below, passes like a bridge through the center of a circular shaft. No floor is visible below, and no ceiling above. An opening in the far wall beckons about 30 feet below the point where the stairs curve.

Current Map


Female Human Cleric/Holy Vindicator 7/5 Init +4 HP 18/86 AC 25 (touch 12 FF25) F13,R6,W17 Per+18

Andrea looks down. Hmmm. That looks like a place we can go, we just need to get down without falling into an endless pit.


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

"Scroll me please."

1d4 ⇒ 4
4 + 7 = up to 11 str now. At least I don't have a negative score.

Lucrezia shrugs as Andrea looks down. "We got rope. We could try climb down to that opening."


Male Dwarf Inquisitor 6 (Witchunter) Int+5, F8, R5, W9, +5 vs Spells/Poison, +2 Fort/Will when ragingAC19/T12/FF17, HP51/5563/67 when raging

1d4 ⇒ 2

Aye, let's keep goin
Duncan first retrieves and stows all his gear. He keeps his Axe in hand.


Female Human Cleric/Holy Vindicator 7/5 Init +4 HP 18/86 AC 25 (touch 12 FF25) F13,R6,W17 Per+18

I have rope. We could lower our best climber down and they could swing over and help as we each climb down. Isn't there something where you use two ropes as a kind of safety harness or something? Andrea looks a little puzzled and then looks at John. You might need to remove your plate mail to climb down safely.

Andrea has 50' of rope for anyone who wants to go down.


Male Dwarf Inquisitor 6 (Witchunter) Int+5, F8, R5, W9, +5 vs Spells/Poison, +2 Fort/Will when ragingAC19/T12/FF17, HP51/5563/67 when raging

I'm decent at climbing a rope lass. Me armor doesn't affect me none. I'll go first if ye like.

Duncan swaps his axe for his War hammer and moves near the edge, hammering a Piton deep into the floor and a second one a foot to the side.
There. Now we got two anchor points fear a climbing rope and another fer a backup. I got some rope me bag as well. We drop one rope of me first anchor and tie the other around me waist. The one going around me waist wrap 2 loops around the second piton and keep it slack so it will let out. If I fall ye only need hold the end o me safety line and it'll lock up round the piton as I fall and catch me.


Female Human Cleric/Holy Vindicator 7/5 Init +4 HP 18/86 AC 25 (touch 12 FF25) F13,R6,W17 Per+18

Sounds good to me. Andrea helps set everything up and help Duncan let himself down.


Male Dwarf Inquisitor 6 (Witchunter) Int+5, F8, R5, W9, +5 vs Spells/Poison, +2 Fort/Will when ragingAC19/T12/FF17, HP51/5563/67 when raging

Ably assisted by the by the pretty (if a bit tall) cleric, Duncan gives the safety line to John to let out as the strong Dwarf spits on his hands and then climbs down the knotted rope.

Climb1d20 + 7 ⇒ (7) + 7 = 14


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

Restoration: 1d4 ⇒ 3


Female Human Cleric/Holy Vindicator 7/5 Init +4 HP 18/86 AC 25 (touch 12 FF25) F13,R6,W17 Per+18

You know what we need to do when we get back, Duncan? Get more booze. We've gone through the stuff that we took from the goblins and Bastards. So finding more bandit-types to harass for booze sounds like a good idea. Perhaps those ones who threw an axe at Shinon's head.


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 could go for an ale right about now myself. Hair of the hellhound and all that," remarks Orsin, scratching his head in vain attempt to rid himself of the lingering hangover.

Once the climbing apparati are all set up, Orsin follows after Duncan.

Climb check: 1d20 + 4 ⇒ (17) + 4 = 21

Are there any circumstance bonuses for the piton(s)?


Male Dwarf Inquisitor 6 (Witchunter) Int+5, F8, R5, W9, +5 vs Spells/Poison, +2 Fort/Will when ragingAC19/T12/FF17, HP51/5563/67 when raging

Ha. I'll settle fer a certain Key and a early knock off.


Female Human Cleric/Holy Vindicator 7/5 Init +4 HP 18/86 AC 25 (touch 12 FF25) F13,R6,W17 Per+18

Ok, I am going down but climbing is not my best talent. Andrea ties a rope to herself after Duncan heads down.

climb: 1d20 ⇒ 12


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

climb 1d20 + 4 ⇒ (5) + 4 = 9
Is that bad enough to fall?


Female Human Cleric/Holy Vindicator 7/5 Init +4 HP 18/86 AC 25 (touch 12 FF25) F13,R6,W17 Per+18

Well if we have a rope around your waist, Duncan and John could brace and catch you.


Evil GM

The group is able to find solid anchor position to secure the rope. Duncan going down the rope first followed by Andrea, Orsin then Lucrezia realize something quite odd about the pit. It feels as if there is some buoyancy in the air. Duncan and Andrea have no problem reaching the archway, while Lucrezia's hands slip. Even with her hands sliding off the rope she easily manages to get her grasp back. she does finally manage to the archway.

John's claim check: 1d20 + 3 ⇒ (18) + 3 = 21

John easily climbs down to the join his companions.


Evil GM

There is a small 15 foot by 4 ft hallway that is dimly lit by greenish glow. At the end of the hallway is a door and the corridor turns to his left. It's pretty tight and the marching order is the same as coming down the rope: Duncan, Andrea, Orsin, Lucrezia, John.

The door at the end of the hall has a stout wooden door which contains a narrow barred window set at eye level, and is also barred from the outside. When Duncan moves to the end of the hall, towards the door, he can see the joining corridor to his left runs another 30 feet, or so, there are similar doors lining each side of the that hallway.


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

perception 1d20 + 12 ⇒ (7) + 12 = 19

"Ok now, doors barred from the outside usually means that there is someone or something inside that isn't supposed to be let out. So have we stumbled upon a secret prison or devilish menagerie?"


Female Human Cleric/Holy Vindicator 7/5 Init +4 HP 18/86 AC 25 (touch 12 FF25) F13,R6,W17 Per+18

Wouldn't be surprised if these are prison cells. The Knot is a perfect place to toss people as well as things. Shall we take a peek?


Evil GM

Are you going to peek inside?

There are size door on the right side of the hallway, there is also a side hall. There are five doors on the left side of the hall, along with two side hallways.


Male Dwarf Inquisitor 6 (Witchunter) Int+5, F8, R5, W9, +5 vs Spells/Poison, +2 Fort/Will when ragingAC19/T12/FF17, HP51/5563/67 when raging

OK, I'll take a look through the glass.

Without actually touching anything Duncan stands on his toes to peer through the looking glass...


Evil GM

This is the first door that you come to. When you peer inside you observe a cell containing a simple straw mattress and the mummified remains of a long-dead prisoner.


Male Dwarf Inquisitor 6 (Witchunter) Int+5, F8, R5, W9, +5 vs Spells/Poison, +2 Fort/Will when ragingAC19/T12/FF17, HP51/5563/67 when raging

Poor bugger. Whomever they kept in here appears long dead. This IS a prison of sorts. Given the type o governor we have there may actually be someone in here worth lettin out. Wanna look in the next one?


Evil GM

The next two of the right also hold a long mummified prisoners, they look like they have been dead for quite some time, perhaps longer than the current mayor's rule. The same can be said about the two on your left.

You are now to hallway on your right hand side that extend to 10 feet to "T" intersection. If you pass the "T" the hallway continues.

One door on the left appears unlocked. There is a sound of moaning coming from further down the hallway.


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

"Oh great, I hear moaning. Think it's a ghost or a still living prisoner?"

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