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

I actually have some Liquid Ghost from Ustalav if you can handle the color. It is a nice pale ale. He brings a pint to the dwarf. I prefer Chelaxian Pepper Whiskey myself. He pulls out a bottle and five small cups. He pours a shot for each of his comrads. Careful...it burns...Salute! He turns the cup up.


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

Andrea takes the shot like a boss and coughs some as it burns down her throat. Whoa, you wern't kidding about that.


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

He squeezes his eyes closed as the whiskey burn his insides. It will be all of our big day. I will need your magic. It is a team competition.


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

"My songs are infused with magic, so I can give it strength through such means, but I have my own spells as well to bolster whatever you conjure. Between the three of us, we may have the competition licked."


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

I can summon creatures such as dogs that can harry from the sides and bless them with better aim as well. However, we should remain on our guard in case our opponent is a sore loser.


Evil GM

Duncan eye balls the pale ale shrugs and drains his mug, B.U.....RRRR....P He wipes his dirty face with is dirtier hands then stands to head towards the Liquid Ghost.


Evil GM

Pouring himself three more pints he carries the mugs back to his chair, steadily drinking each one in turn. Not saying a word....just drinking alcohol...listening and pondering.


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

One summon only. It is the buffing and healing spells we need. I specialize in conjuration. My summons are stronger and stay longer than the average caster. He refills the empty cups.


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

If we made booze based potions, we'd make out like bandits. Anyway, any other plans people have? We have the information about the Wave Door and Bloodfights, we still have the whole mess with the nobles to sort out as well.

Andrea finishes her drink and smacks her lips. So in the morning I will pray and heal people who were drained by the shadows, I will then head to the morgue and cast some magic to preserve Sunny's body for about a week. After that? Andrea shrugs. I don't know if we can afford to keep using temporary healing on the Erynies. We should try to find a way to keep her calm for good, I have a feeling it will be a while before we can get her restored.


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

"Didn't he say that you could bring scrolls and other magical items with you? We should do some more shopping tomorrow and get you some things to buff and heal your critters."


Evil GM

Duncan nods, "Now ye be 'inking 'irl." He goes back to his drinking.


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

Do you guys think you can help me research my best summoning option?


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

Hmmm..Healing summons by buying items isn't efficant, plus they will need to be within arms reach for healing. We can buff though with protections spells depending on what is summoned. Unfortunatly, I have little money left for buying anything and haven't been able to scribe scrolls in a while.

Andrea turns to Faelyn. Of course. If your opponent plans on summoning Infernal creatures, you can summon ones imbued with celestial energy, but it might be better to summon something like an elemental that will be unaffected by the infernal powers. Somethign that can trip
or fly will help give you an edge, if you use a greater summon to call on a larger number of lseer summons, you can flank the opponent.


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

"It's a pity that our opponent doesn't have a pattern..." Orsin ponders, "...but he does have a track record. Perhaps Lucrezia and I should ask around tomorrow to find out what he has summoned before. That should give us some measure of strength. Don't you wizard types classify your magic into various tiers or ranks or something of that nature?"


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

I think it is one creature only.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Orsino 'Orsin' Bessatte wrote:
"It's a pity that our opponent doesn't have a pattern..." Orsin ponders, "...but he does have a track record. Perhaps Lucrezia and I should ask around tomorrow to find out what he has summoned before. That should give us some measure of strength. Don't you wizard types classify your magic into various tiers or ranks or something of that nature?"

That would be very helpful. The strength is in tiers. I can cast tier three summons that are empowered.


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

The crocodile is a good grappler as is the leopard and constrictor. The cheetah can trip...My favorite is the dire boar. None of these can fly though.


Evil GM

"Where's the fight?" Duncan asks, "Is it open or closed ended? Flying not much use if d'ere is a roof." The dwarf gets up and grabs his three pints and walks back to the beer.


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

Apes? Elementals such as air elementals can fly and throw around anyone caught in their whirlwind.

Pace yerself Duncan. I guess we can check the area out beforehand to see hwat the battleground looks like. Perhaps Faelyn and Orsin can go check it out? Lucrezia and John could do a little shopping while I do some thigns with Shadow.


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

Apes have difficulty hitting.


Evil GM

One bushy eye brow raises at Andrea, "I'm pacing me self just fine ti finish the half keg" he grins.


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 wonder if the guy likes to summon things like devils. That might appeal to the audience."


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Faelyn Sindrel wrote:
Apes have difficulty hitting.

Wolverines have endurance and if you want to tap the upper planes, there is the Lantern Archon.

Andrea replies to Lucrezia. Perhaps, that is what Faelyn and Orsin can find out by nosing around and asking about past matches.

Edit: I remember a miracle that was pilfered from the servants of Nethyis via a complicated seduction/blackmail scheme. I can channel energy into Faelyn so his magical energy is not used when he casts a spell. Thus he could summon and then buff and not lose any ground if more spells need to be cast. Channel the Gift


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

Hmm or perhaps a Blink Dog that can strike from surprise and retreat from a threat and attack from the rear.


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

I think the crocodile and dire boar would whip every other selection to pieces. Massive damage and the croc's death roll is tasty!!


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

Andrea will take another slug of liquer to help her snooze and then grab a blanket and curl up.

Going to be kinda crowded here, but we no doubt have had worse.

Will get my new spell list prepped. We have a day or so, so we should make it count!


The more the merrier my young disciple.


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

Mmm..I wanted to make Alphonse my dishwasher/doorman. Such a wonderful payback that would be, make him have to live with it. Afriad now I'll have to stab him in the face..

Andrea starts thinking of ways she can spin it and gets somewhat excited with the voice of her goddess in her head and imagines them doing it together...
MmmPh..Oh yes Goddesss. Make him watch us and never get satisfaction..


Elven Dancer (Disguise of .Shadow. Perception DC 18)

Fluer perches on a bench and listens. Not being very 'magical' she really doesn't have much more to add.


Evil GM

John the next morning comes and you are feeling stronger, better and have an itch to check into the safehouse.


Evil GM

The group at Faelyn's apartment begin to stir. The new day is here and there's quite a bit to do to prepare for the conjurers bloodsport event.


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

Andrea yawns and does her prayers for the day before moving over to Fluer and lightly touchign her shoulder. I am rady, let us head to the morgue. She then turns to the others .There is still the matter of the Dottari who have some of the mercenaries who attacked us prisoner, shall we interrorgate them today?

Andrea then casts some Restoration spells on Duncan and Faelyn

Lesser Restore: 1d4 ⇒ 2 Duncan
Lesser Restore: 1d4 ⇒ 2 Faelyn
Lesser Restore: 1d4 ⇒ 1 Faelyn


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

Hmmm..."I am rady". Did Andrea mean ready or randy? Either would have been appropriate for her to say. :)

"Just a note for scroll shopping later for the match, should we perhaps get some more of those lesser restoration scrolls. We seem to need those often."


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

I could scribe some, although that will take some time to do.


Elven Dancer (Disguise of .Shadow. Perception DC 18)

Fluer nods in agreement with Andrea. She too has risen slightly early and quietly communed with her goddess.

Unless folks think other wise, am going with "Neutral' as today's alignment.


Evil GM

Andrea you, Fiosa and Fluer make it to the morgue without any incident. The day is dreary with drizzle, the clouds look as if they will burst, this keeps the traffic inside. Few merchants and vendors have placed goods on the street today, rather preferring to protect their goods inside their shops.

Nathaniel is at the morgue, he wipes is tired eyes as he steps aside.


Evil GM

Duncan looks at Lucrezia, 'ye lookin' ti improved yer weapons or gear? I'm headin' back ti Gruum's." He picks up his gear, thanking Andrea for the restorative magic.

Orsin are you heading out with Lucrezia to do some scouting in the norther district, and some shopping?


Evil GM

From a time POV, it s the day before the conjurer blood contest. A couple things that you could do: interrogate the mercenaries, scout out the norther district for the tomorrow's contest, shop for gear, or go to try to find the wave door. Although it's been couple days now, the mercenaries won't be held for long.


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

"Well, I wouldn't mind seeing what Grumm has on hand of either of those things. Hard to tell sometimes what might be useful later. Might not be a bad idea to have a few magical arrows in my quiver. Do we have any idea what else can hurt those shadowbeasties besides magical weapons? How do they feel about getting splashed by things like alchemical fire or holy water? Can a tanglefoot bag slow one down?"


Evil GM

Lucrecia read Andrea's spoiler post from yesterday regarding the shadows. She did mention that she conveyed that information to everyone. Holy water works, non magical damage does not.


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

Off to work

Andrea nods to Nathaniel in thanks and silently moves into the cool room where Sunny is kept. Folding the cloth down slightly so just her face is visible, Andrea intones the prayer of preservation, keeping her corpse from decaying for six days before another must be used.

Sliding the cloth back up, Andrea lets Fleur have any time she needs before leaving the morgue with a nod and smile to Nathaniel.

Well, for now we can let Sunny rest. We can go interrogate the mercenaries about their part in the ambush. I do not have a spell that can discern the truth but I can use charm magic to encourage cooperation. Perhaps we could seek out Orsin or John? They are rather charismatic and intimidating.


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'm off to work myself as well and then I may or may not have one of my tabletop games tonight. I'll keep y'all informed

Orsin will head to the northern district to gather some information on their opponent. Faelyn, naturally, is welcome to join as well.

Diplomacy to Gather Information: 1d20 + 10 ⇒ (17) + 10 = 27

Number of Hours: 1d4 ⇒ 1

After accomplishing this, Orsin will reconvene with the others at the safehouse. He's happy to play the role of good cop and use his own charm person spells if need be in their interrogation of the mercenaries.


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

Andrea will head back to the safehouse if Fleur wishes to go there after the morgue visit, it is no doubt still morning so the lunch date at Han's inn will need to wait.


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

Faelyn wakes up and thanks Andrea for restoring his strength. He follows the group to the morgue and cast blood biography on the body. After that, he heads off to meet Orsin in the Northern District.


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

So Shadow, just how do you want to interrorgate those mercenaries? Magic can be the most simplest way to get information, I can hide myself and attempt to charm them so they have less chance of resisting.


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 heads to the safe house to see how everyone's investigations have gone.


Evil GM
Faelyn Sindrel wrote:
Faelyn wakes up and thanks Andrea for restoring his strength. He follows the group to the morgue and cast blood biography on the body. After that, he heads off to meet Orsin in the Northern District.

Faelyn the results of your spell:

Who are you? Sunny.
What are you? Female, sea elf, sailor and bouncer"
How was your blood shed? I was providing support cover for group that I had become involved in, that was forced to retreat. I was on the rooftops when the fog cloud lifted. I didn't see the wizard that hit me, then the archers hit before I could escape."
When was your blood shed? "Four or five days ago."

There after Sunny's blood stops revealing information.

You manage to catch up to Orsin near the Northern gate. he is having some lighthearted banter with a merchant and his three bodyguards.


Evil GM

Lucrezia as you and Duncan walk down the street you smell fresh warm sticky buns and chicory coffee brewing. The dwarf's eyes begin to water heavy with the smell, followed shortly by the loud rumble in stomach. 'Lass, ain't worth carrin' on wit an 'mpty stomach," he veers into a small bakery called "Honi Sweets Eats".

Its a small galley style bakery with a long case of fresh good and large bins of fresh breads. There are a few small tables lining the opposite wall and at the far end of the shop is a larger table. Sitting at the larger table is Orn and he is speaking to another half-orc, who looks similar to him.


Human, NPC

John you when you get to the safehouse Janiven fills you in on what has occurred. "The devil's head has been calmed calmed down , she has taken a liking to Faelyn and Orsin, smitten if you ask me."

That they know where the wave door is outside of the city, and it may contain a cache of pathfinder gear. That Lucrezia, Faelyn, Orsin and Ailyn met a man, who was from a pre-thrune noble family, that runs conjurer sporting house and he tends to have solid information. The group is getting ready for a competition the next day at noon.

"Keep an eye on the new friend Duncan and Andrea brought to the house. She seems trustworthy but she didn't come in the normal recruitment process."

Janiven notices that you are not wearing any insignia, nor carrying a helmet that is tied to the order of the Rack. "Are you ok?


Evil GM

Once Faelyn leaves the morgue, Andrea and Shadow weave their way through the streets to a building near Vizio's Tavern, where Andrea first met some of her companions. A flash back of the first meeting hits Andrea, followed by the sudden anger from lost companions.

The two of you find the address that the dottari provided and make your way to the back cellar door. After a short knock it opens and Swift, a friendly dottari, is there "'Bout time." He quickly lets the two inside and leads you into cellar. There is large storage area, then three small canning storage rooms off the main area. "Lost one of 'em, injured too badly."

He points to the two rooms which contain the remaining mercenaries. They are stripped to loin clothes, "Can't kill 'em, they get moved in a couple hours...House Missepe is taking them soon."

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