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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He smile broadly, "I'd like to be friends."


Evil GM

The PC folks in the black market, think about your recent discovery is there anything you would like to know?


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

Attack1 with PA: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d10 + 11 ⇒ (1) + 11 = 12
Attack2 no PA: 1d20 + 5 ⇒ (1) + 5 = 6
DEx: 1d20 + 1 ⇒ (6) + 1 = 7


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

Can we get a description of the guy? Cute at all?

Lucrezia smiles back at him. "I can be friendly."


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 waits for Andrea to catch up.
C'mon girl. Let's catch up wit the others.


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

Duncan waits for Andrea to catch up.

C'mon girl. Let's catch up wit the others.

Lucrezia, you gonna break Orn's heart. ;)

I am all set. Safehouse I guess.


Evil GM

The weapons falls from your hand and the beast moves in for the kill.

att 1: 1d20 + 12 ⇒ (12) + 12 = 24;dam: 2d4 + 6 ⇒ (1, 2) + 6 = 9
att 2: 1d20 + 7 ⇒ (18) + 7 = 25;dam: 2d4 + 6 ⇒ (3, 4) + 6 = 13

John- PM me.


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

Sigh. :(


Evil GM

Andrea you don't know about the dusk market today.


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

Edited my post.


Evil GM

John make a heal check.


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

Do you mean a stabilize check?
heal: 1d20 ⇒ 13-4 if stabilize check


Evil GM
John Deos wrote:

Do you mean a stabilize check?

[dice=heal]1d20-4 if stabilize check

correct a stabilize check.

you fail the check.

You can keep rolling to see if you stabilize.


Evil GM

Rd 15

As the devil stands to jab into the fallen fighter, he disappears.


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

Stabalize: 1d20 - 5 ⇒ (19) - 5 = 14


Evil GM

The hellknights in presence begin to chant.

"Execution by Flame: No achievement occurs without loss, and only by casting off something does one become greater. As a blade is tempered by fire, so too do Hellknights seek to face hardships, scouring themselves of their innate weaknesses and in so doing steeling themselves for ever-greater trials and triumphs. This dictate holds a dual edge, as it also suggests the flames of Hell, which all knights must face and in so doing loose either their fear or their lives.A strong but determined hymn resonates, "This one was brave but he failed the hardship of flames of hell, may he raise again to try."


Evil GM
John Deos wrote:
[dice=Stabalize]1d20-5

Nope


Evil GM

Stable Characters and Recovery:

On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. An unconscious or dying character cannot use any special action that changes the initiative count on which his action occurs.

Characters taking continuous damage, such as from an acid arrow or a bleed effect, automatically fail all Constitution checks made to stabilize. Such characters lose 1 hit point per round in addition to the continuous damage.

You can keep a dying character from losing any more hit points and make him stable with a DC 15 Heal check.

If any sort of healing cures the dying character of even 1 point of damage, he becomes stable and stops losing hit points.

Healing that raises the dying character's hit points to 0 makes him conscious and disabled. Healing that raises his hit points to 1 or more makes him fully functional again, just as if he'd never been reduced to 0 or lower. A spellcaster retains the spellcasting capability she had before dropping below 0 hit points.

A stable character who has been tended by a healer or who has been magically healed eventually regains consciousness and recovers hit points naturally. If the character has no one to tend him, however, his life is still in danger, and he may yet slip away.


Evil GM
baldwin the merciful wrote:
** spoiler omitted **

The Hellknights do not render aid as it's a right of passage.


Evil GM

John's 13 misses the stabilize in the first round reducing him to a DC17 check. John rolled a 19 in RD2 and stabilized at -7 HP.

The members of the hellknight turn and begin to to dismiss themselves. When all the dignitary leave, your mentor and some servants will carry you to the house and begin to render aid. Providing a cure light potion.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Rendering aid during your initial recovery.


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 sizes up Mr. Rance, not trusting his the man's over-familiarity with the group.

"Depending on your definition of friendship, that is," Orsin adds to Lucrezia's comment.

Sense Motive: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21


[Fem Elf][Inq1/Ninja5][Init:+4][Perc:+12][33HP][AC:21(23)(Touch:14(15)(FF:17(18)][Fort+3][Ref+8][Will+4]

Shadow walks along besides, slightly behind Andrea. Moving like, well...a shadow...

(^_~)


Evil GM

John rests peacefully through the night and into the next day. Your mentor's staff will administer another healing potion. CMW: 2d8 + 5 ⇒ (5, 3) + 5 = 13

This brings John to same day as the other members of the group.


Rance lifts his palms in an upward expression, "it's good to have friends but yes, it is wise to not be over trusting." He eyes Orsin, "I hear things, I know things, yes..yes information has a price but in the end everyone is better off, better prepared."

Orsin he doesn't seem to be bluffing you but he is clearly shady, which is expected with a gambler and an information trader. A person always angling for another copper piece.


Evil GM

Where is Duncan, Andrea and Shadow off to? Is it Gerald's?


Evil GM
Faelyn Sindrel wrote:
Knowledge Local: 1d20+11

Faelyn Only:
You've heard of Lucca Rance, he is a known gambler and entrepreneur. He runs, and is bloodbookie, for his fighting pit called the Devildome, in the ruined district. He specializes in running a tournament where caster have their summoned creatures battle gladiatorial style.

You have heard that he barters quality information.


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

Duncan, where do you want to head to? We coudl go to Gerald's or wait for those others and introduce Shadow.


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

Since it seems we have some more time to meet with the others.

Casting Cultural Adaptation for a +2 diplomacy boot if it is needed. Duration 1 hour

Duncan, let us meet Gerald. At least we can lay the groundwork in getting Leeanna home.

Andrea will lead the others to the Westcrown Exchange and meet with Gerald, asking for them to move into Gerald's office.

I have another opportunity for both of us, but one that needs to be handled more discreetly. We have become acquainted with a young lady named Leeanna Gudsmith of Oregent in Andoran who suffered the tragedy of being waylaid by pirates who sold her to the slave markets in Westcrown. We seek to establish communication with her father so she can be reunited with him. Andrea slides over a piece of paper with the name of Leeanna's father and the ships that were sunk.

We would be able to attempt contact by asking the various guilds directly but our meeting of Leeanna was done in a way that would be frowned on by certain parties. So we have come to inquire if you would be able to discreetly establish contact to Leeanna's father so they can be reunited. Leeanna has said that we will be compensated for our efforts.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

Lucca...there is a game tonight at the Grotto with Alphonse if you are interested. I could use some of your money. Faelyn grins good heartedly.


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 follows but remains quiet, not having time for negotiation.


M H, NPC Expert MoneyMonger

Gerald's gaze is focused on Andrea as she speaks, "You know slavery is legal in this country?" More of rhetorical question than anything else, "You have possession of a stolen slave, ironic I suppose, but certainly worthy of getting the Rack and the dottari's attention." He ponders a bit, "I will not go to the guilds...that is a death sentence if it lands in the wrong hands." He grimaces, "Seems like the Miseppe's and Grulios families are the way to go, besides they have ships. Perhaps a passage can be arranged. They at least will listen" his eyebrows rise, "I'll make that contact for you."


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

Andrea nods her head. Thank you very much. I am aware that slavery is legal but Leeanna was kept in appalling conditions and was undergoing abuse. I also have something that might be of interest. I was able to overhear part of a conversation between Alphonse and an unknown second party who mentained a 'council'. This is very vague, yes, but it seems that the various political personages are up to something. Plus Alphonse has been hiring extra guards.

Andrea rises. Thank you for time. I do have potentially good news that I will hopefully be able to procure more items for you to sell.

Andrea will then take her leave with Shadow and Duncan and head to her apartment to give Leeanna the news and then return to the safehouse.


M H, NPC Expert MoneyMonger

Your employer sits there stone faced when Andrea mentions "council". As you are walking out of the door, "Council you say? Was there anything else that you overheard and tell me about these guards, who were they, what did they look like? Were they simply sell-swords?" His tone a matter of fact.


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

Trying to remember anything specific.

Andrea returns and closes the door when Gerald speaks to her.

It was an ornate carriage and the guards were well-armed. I did hear the unseen speaker say. 'Alphonse...I have seen the future tread carefully...<mumble>...warded...<mumble>...the council..." I will cast a miracle that might help me remember any details.

Channel Vigor, +4 on a relavant knowledge skill

Knowledge: 1d20 + 5 ⇒ (17) + 5 = 22

Will relay what I saw of the guards and carriage to Duncan so he might be able to help.


M H, NPC Expert MoneyMonger

Gerald has a pensive look, "If Council means what I think it does you need to be very careful." pausing, "There is an underworld in Westcrown known as the Council of Thieves. It is powerful and bad news, if Alponse is tied into that group BEWARE."


Evil GM

[ooc]Is the group in the black market going to do anything else? Additional shopping, information gathering, site seeing...[/oop]


Evil GM

John are you going to take a full day of rest to heal at your mentors?

John when you walk the next day your mentor comes to see you. "You did well John, don't be discouraged, train and prepare yourself for the next battle. Make some weapon improvements, expect the unexpected."


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
Gerald "Westcrown Exchange" wrote:
Gerald has a pensive look, "If Council means what I think it does you need to be very careful." pausing, "There is an underworld in Westcrown known as the Council of Thieves. It is powerful and bad news, if Alponse is tied into that group BEWARE."

Duncan's ears prick up at that. Thank ye, I'll mark ye advice. We'll be careful.

He looks at Andrea.
Where to, girl?


[Fem Elf][Inq1/Ninja5][Init:+4][Perc:+12][33HP][AC:21(23)(Touch:14(15)(FF:17(18)][Fort+3][Ref+8][Will+4]

Shadow listens, standing quietly by as Andrea and Duncan discuss things with the fellow.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Gerald "Westcrown Exchange" wrote:
Gerald has a pensive look, "If Council means what I think it does you need to be very careful." pausing, "There is an underworld in Westcrown known as the Council of Thieves. It is powerful and bad news, if Alponse is tied into that group BEWARE."

Andra nods. Yes, thank you. I will that that information to heart. I have been visiting the Grotto too much these days and having things cool cool down seems to be a good idea.

Andrea takes her leave for now and looks at Duncan when they are on the street.

Back to our clubhouse I suppose. I belive we can introduce Shadow to our friends while we wait for the others to appear. Andrea will head off tot he Safehouse.


[Fem Elf][Inq1/Ninja5][Init:+4][Perc:+12][33HP][AC:21(23)(Touch:14(15)(FF:17(18)][Fort+3][Ref+8][Will+4]

Shadow follows along with Andrea and Duncan, keeping an eye on any that might be following them...

Perception:1d20 + 11 ⇒ (19) + 11 = 30


Just a post to make sure I get to see new pots showing up.


Evil GM

Shadow:
You see see a few people stop and stare at Duncan and Andrea. Two even make a flamboyant bow towards them.


Evil GM

"Monris Blaksward y'were m'favorite in da trial." An jolly looking vendor yells towards Duncan. "Come in 'ave hot spiced cider on da house."

A frumpy lady whacks him with broom, "ye aint even seen da play."

The man gets read-faced, "Shush yer mut wuumum."


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

Shadow sees that Andrea does acknowledge the admirers, but demurely since she seems to be somewhat uncomfortable being the focus of attention.

At the mentain of hot cider, she turns to Duncan.A hot drink doesn't sound so bad, we do have plenty of time before meeting the others.


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 sighs and tries to blow away some of the anger he was still carrying. At least they got ONE girl to safety.

Some water would be nice.
Duncan nods to the 'fan'.


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

No ale? Who are you and what have you done with Duncan? Andrea playfully reaches towards Duncan's beard to see if it is real and not a disguise.


Evil GM

"Lordy be...come on in and 'ave a cider or ale," slapping the dwarf on the back, "ain't suggest da wad'r duh.

Inside the small galley like establishment there are about ten commoners, working folks. A few smile and tip their glasses to the three newcomers. Someone in the back yells,"'bout time we git some heroes fer da people." that is quickly followed by clinking of tankards, and stomping of feet, "Here... Here."


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

Maybe I am being too pessimistic. I've been cooped up for so long and bounced from one horror show to the next that I haven't gotten a chance to see what else has been going on in Westcrown.

Andrea actually smiles and gives a playful curtsey before getting herself a mug of cider. Thank you for your hospitality.


Evil GM

The frumpy lady is all bubbly, as she fusses over Andrea, "Dearieeee, you'd look too t'in, need some meat on those bones," She glances over at Shadow a bit cautiously, "A big bowl of stew, would do you guud to."

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