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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M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Using Lucretia roll 14+10-2ACheck= 22


Evil GM
.Shadow. wrote:

Shaodw nods at her Cleric's words/instructions and set about guarding the boat with Mathalen.

(Our only boat and hence our only sure way to get back to Westcrown...)

There is a land route but it will take longer to get back.


Evil GM

The cave is easier to spot during the daylight hours. You can still see a worn path from cave to the water, there is second one that tracks from your camp to the cave but is follows the cliff wall.

The cave opening itself is less than 20 feet wide and it is somewhat buried into the sand.

There is harsh rancid smell of decay around the mouth of the cave.

Lucrezia and Grimm need to make fort saves as they approach the opening. Anyone else approaching the opening will need to make a fort save.


Human, NPC

Mathalan stays back with Fluer and the dead companion. She does not speak much but she is visibly shaken by the unpleasant reality.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Grimm only goes if Lucretia wants backup. Fort 1d20 + 7 ⇒ (3) + 7 = 10


Evil GM

The opening to the cave has a swarm of blowflies and flesh flies, there is a rhythmic buzzing sound.

The stench is to much for the hearty dwarf this time as he loses his hard tack and jerky. Rds: 1d6 ⇒ 4

You certainly believe that the zombie creature lived in this cave and brought its meals back inside.

Grimm since you can assist with the stealthy and have a good sword arm, you will be Lucrezia to cover her back given the unfortunate circumstances from last night.


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

Andrea watches Grimm lose his breakfast. I guess he really is one of now.


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

fort save 1d20 + 5 ⇒ (15) + 5 = 20

Lucrezia allows the dwarf to follow, but instructs him to stay far enough back that she will have time to spot any traps before he hits them.


Evil GM

Lucrezia it's a single cavern roughly 50 feet in diameter. There are an assortment of bones from various types of creatures, both humanoid and aquatic, littering the area long with torn fabrics, glints of metal, leather and other nicknacks.

The blow and flesh flies seem to be congregating around two decaying creatures rough 20 and 30 feet inside the opening. One appears to be the remains of human and the other is a tiger shark. The flesh on each is swarming with maggots, carrion and rove beetles. The humanoid has a tattered tunic and diver's sheath and knife strapped to his left calf. his face is taut, missing its nose and eyes, and has few recognizable features. His tunic looks to be similar in style and quality to the washed up boy.


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

Survival to look for tracks 1d20 + 12 ⇒ (5) + 12 = 17


Evil GM

Lucrezia you realize the tracks are from the dragon turtle, the tracks from the water to the cave are deeper and a bit wider in places. this make sense since the creature is aquatic and would be dragging its prey back to the cave.


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

Any sign of humanoid habitation?


Evil GM

Nothing other than what I described. The cave looks like the dragon turtles nest.


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

Lucrezia hollers out: "Looks empty now. Come on in if you can handle the smell."

Lucrezia looks about for any interesting discarded weapons or jewelry?


Evil GM

Everyone needs a Fort save inf they are going in the cave. Grimm and Lucrezia have done theirs already.

If you fail the fort RDs: 1d6 ⇒ 6

As you poke around the cave make a perception check.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Truk enters the cave and pokes around.

Perception: 1d20 + 10 ⇒ (2) + 10 = 12

"There's got to be something of interest in here. Why else would it be guarded?"


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

Andrea is just fine right where she is, taking in the salty(if somewhat tainted) sea air.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Looks like we cross-posted.

Fort: 1d20 + 12 ⇒ (19) + 12 = 31


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

"And bring some damn light!

perception 1d20 + 14 ⇒ (10) + 14 = 24


Evil GM

Truk:
Your poking around reveals a small worn leather coin sack that contains 113 Leaf‐shaped silver coins, depicting an elf queen on the obverse, and a pair of unicorns rampant on the reverse. There are 11 Octagonal gold pieces, with the moon and stars on one side, and a lutestrumming bard on the reverse.

Lucrezia:
You see three mundane hand axes, there is also a msw rapier with an ivory handle that adds 100GP to items value which covered under the sand.

You find 9 small gems scattered around. They are broken down as follows:
3 -Bloodstone Transparent ‐ Subtranslucent - Dark green, greenishblue
with small red spots vlaued at 75 GP each,

4 - Onyx Transparent ‐ Subtranslucent - Black, dark brown, green 40 GP eac

2 - Rock crystal - Transparent ‐ translucent Clear, 100 GP each

Lastly you find:
Simple silver ring set with a single pink garnet, valued at 150GP


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Truk studies his find for a moment before handing it off to Faelyn.

"What do you make of this?"


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Grimm spews and coughs and farts.
Gods! Smells worse than diseased nugs arse.


Evil GM

Anyone else searching the cave? If so make perception check.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

] Perception 1d20 + 8 ⇒ (2) + 8 = 10


Evil GM

Grimm:
You find a blood stained tiny burlap bag holding set of mundane knucklebones that have dried blood on them.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Truk touches Lucrezia's ring with a light spell and searches the cavern once more, carefully.

Take 10 Perception: 10 + 10 = 20


Evil GM

Perception John: 1d20 + 11 ⇒ (12) + 11 = 23

Everyone can see John starting to dig the sand way from a corner containing the skeleton remains of victim. The remains have a suit of +1 studded leather armor on, and msk dagger. There is black velvet purse inside the armor that holds:

1 - Alexandrite- Transparent - Dark green, 1000GP value
1 - Spinel - Transparent - Deep blue, 650 GP value


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

"Thanks Trouble."

Lucrezia puts the ring on. It is pretty.


Evil GM

Truk carefully searches and uncovers a small amount of common copper pieces (37), 23 SP, 11 GP. That pretty much uncovers everything in the room.


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 casts detect magic on the loot.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Once the loot is gathered up and packed away, Truk climbs into the launch.

"Let's go. We have rowing to do."


Evil GM

Just the studded leather armor comes up magical.


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 do not know about you guys, but I have had about all I can take of camping. I need a hot bath and a fine glass of wine.

Faelyn follows Truk to the boat and prepares for launch.


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Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Gee, I sure am glad we listened to the orc and got all that loot...

"Champ, you recognize those coins? That's not cheliax."


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

Here's some rolls for the trip back:
perception as needed 1d20 + 14 ⇒ (6) + 14 = 20
profession sailor 1d20 + 5 ⇒ (14) + 5 = 19
profession sailor 1d20 + 5 ⇒ (9) + 5 = 14
profession sailor 1d20 + 5 ⇒ (16) + 5 = 21
profession sailor 1d20 + 5 ⇒ (10) + 5 = 15
knowledge geography if needed 1d20 + 6 ⇒ (10) + 6 = 16

Lucrezia will once again take the rudder as the head back to Westcrown.


Human, NPC

Mathalan looks evilly at the elf who slept through most of the evenings events. She mutters barely audible "useless...lazy.."


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

Gee, I sure am glad we listened to the orc and got all that loot...

"Champ, you recognize those coins? That's not cheliax."

Let me have a look at them Truk.

Knowledge History: 1d20 + 11 ⇒ (8) + 11 = 19


Evil GM

Regarding the coins:

Appraise DC 15, Know Geography/Noblility DC 15:
Reveals the coins are from Kyonin

Edit:yes the Know history does reveal the information


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

These are from Kyonin. Faelyn says matter-of-factly.

They are from my race's homeland.


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

Appraise: 1d20 + 9 ⇒ (9) + 9 = 18

I can take these gems and special gold to the Exchange for sale. Gerald arranges sales for special art objects and jewelry.

I am also going to donate 1500 gold to get Ermolos Reincarnated or raised. He deserves another chance after all the fighting and aid he has done for us.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Truk looks at the coins again.

"How'd they get out here? The bodies we found weren't elves."


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

They could have made their way into other hands through trade or buying other things. Some coins are worth more and thus are used in trade. For example. traders often use bars of gold that have the value of 100 coins for large purchases.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Truk studies Andrea for a moment.

"A 'You were right Truk' would be nice...", the orc mumbles under his breath.

"And Duncan didn't deserve one?"


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

He does indeed. I have every intention of hauling him back to life even if I have to grab him by the beard and drag him away from his divine mead. I have his ashes on my shelf. This will take money though. I am splitting everything I have between trying to get Orn released, Ermolos revived as well as Duncan. I'm going to have to sleep at the Safehouse and beg Fiosa for pocket money at this rate.


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

"Perhaps we should save our coin for the living," Orsin says, glumly. "Were I to perish, I wouldn't want any of you to waste your money on me."


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

Tough. Nobody gets to die for good until the Shadowbeasts are kicked back to the abyss. I've cried and moaned through my crisis but am still going.


Evil GM

At my game so this will be quick.

You make it back to the wharf and the merchant does a review of his boat to look for damage, seeing none he nods his approval.


Evil GM

Where is everyone going...In assume John is picking up a few items before his induction.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Truk will likely head back to the safehouse. He would go with Andrea but he's afraid he'd do more harm than good.


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

"I will be heading my own way for now, I will meet you all tomorrow, hopefully by then you will have figured out the next step."

John will head out going to a potion shop.

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