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

Grimm sighs, Hah! Ye'd think a bunch a adventurers would have sense ta either carry or cast drinking water. Can go for ages with no food. No water will kill ya quick.

Grimm whispers a praise to his god and creates water in 7 gallon lots until the fire is out.


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

After the fire's been dealt with, Truk works with Lucrezia to search the room for anything interesting or valuable.

Perception: 1d20 + 10 ⇒ (3) + 10 = 13


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

Grimm sighs, Hah! Ye'd think a bunch a adventurers would have sense ta either carry or cast drinking water. Can go for ages with no food. No water will kill ya quick.

Grimm whispers a praise to his god and creates water in 7 gallon lots until the fire is out.

I have kept my selection of Orisons concentrating on creating light, detecting magic and stopping one from bleeding out, having an unending supply of water has never been needed until now.

Andre alooks around the room as well. Perception: 1d20 + 11 ⇒ (15) + 11 = 26


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

Keep yer skirt on girl, or drop it if ye prefer. Wasn't questioning yer worth, less yer inta that sort o thing. Yer a right good cleric and a nice piece to boot. Bit tall maybe, but I'd do ya! Anyway yer doin great!


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

Why thank you. A little less farting and I would start considering you for a tumble.


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

Nah! I prefer PROFESSIONALS. Regular girls all end up fallin in love with it once the feelin comes back. Need a girl with losta experience who can resist. Maybe when yer a man hatin b!tch ye'll stand a chance. Till then let's keep it business like, aye?


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 laughs at Grimm's comment, shoots Lucrezia a look, and then resumes poking around the room for anything of value.

Can Truk get a couple hits off of a wand from someone?


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

Orsin has one, but we haven't been able to buy a new cure wand since we zoomed right into Delvehaven.


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

And just like that Orsin emerges from his waking reverie!

Two uses from the wand of cure moderate wounds on Truk: 4d8 + 6 ⇒ (1, 3, 6, 2) + 6 = 18


Evil GM

After a few minutes the eight of you finish tossing the room for loot but you didn't find anything of interest except a few charred coils of rope and broken debris. The door to the north is unlocked when Lucrezia checks it out. It leads down a 30 foot hallway that has a door on the eastern wall.

This next door looks weathered and its locked.
Lucrezia make a a perception check. I put Lucrezia up front to look for locks and traps.

Basement Hallway Map


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 on. :)

perception 1d20 + 19 ⇒ (4) + 19 = 23
disable if locked or trapped 1d20 + 16 ⇒ (19) + 16 = 35


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

"Sorry about the fire guys. Just seemed a good way to deal with those little creepy crawlies at the time. You sure you're feeling better now Trouble? No urges to nibble on my flesh?"


Evil GM

Lucrezia you smile a bit as you notice the distinctive shape and smell of of ship's timber. The weathered door you are looking was clearly on a ship at some point in time. You disable the old sea lock on the door and it opens easy enough.

This chamber showcases a staggering array of model ships, most of them damaged. However it is still quite a collection and valuable to the proper collector. Many of the miniature vessels seem to have once been displayed inside bottles, but some of these displays are now broken. The ships themselves come in all sizes, ranging from a half-foot in length to a massive seven-foot frigate on a stand in the middle of the room, its masts broken and hanging askew in a tangle of rigging.

Orsin, since you are a pathfinder, make knowledge history check, or local.

Everyone needs to make a perception check.

Anyone can make an appraise check if you spend a couple rounds examining the items. Add +2 if you have the sailor profession.

SHIPROOM


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 1d2 + 16 ⇒ (1) + 16 = 17
appraise 1d20 + 4 ⇒ (9) + 4 = 13

"Well, looks like some old sailor had a serious ship collection hobby."


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

Perception: 1d20 + 10 ⇒ (17) + 10 = 27


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

Perception: 1d20 + 11 ⇒ (13) + 11 = 24


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
baldwin the merciful wrote:

Lucrezia you smile a bit as you notice the distinctive shape and smell of of ship's timber. The weathered door you are looking was clearly on a ship at some point in time. You disable the old sea lock on the door and it opens easy enough.

This chamber showcases a staggering array of model ships, most of them damaged. However it is still quite a collection and valuable to the proper collector. Many of the miniature vessels seem to have once been displayed inside bottles, but some of these displays are now broken. The ships themselves come in all sizes, ranging from a half-foot in length to a massive seven-foot frigate on a stand in the middle of the room, its masts broken and hanging askew in a tangle of rigging.

Orsin, since you are a pathfinder, make knowledge history check, or local.

Everyone needs to make a perception check.

Anyone can make an appraise check if you spend a couple rounds examining the items. Add +2 if you have the sailor profession.

SHIPROOM

Perception: 1d20 + 11 ⇒ (20) + 11 = 31


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

Perception: 1d20 + 15 ⇒ (6) + 15 = 21


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

Knowledge (history) using the Pathfinder Chronicles: 1d20 + 2 ⇒ (16) + 2 = 18


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

Perception1d20 + 8 ⇒ (2) + 8 = 10


Evil GM

Grimm:
Bah, da'sea ain't not place fer a dwarf You don't see anything unusual

Orsin Knowledge:
You've heard of famed venture-captain that was reformed pirate out for the Shackles who was collector of all things related to the sea. This was his collection.

orsin Perception check: 1d20 + 5 ⇒ (19) + 5 = 24

Lucrezia's appraise:
You figure there are few valuable items in this room for a collector.

Fluer Perception: 1d20 + 12 ⇒ (15) + 12 = 27

Lurcrezia, Fluer, John, Truk, Andrea, John, Orsin:

You notice the tang of salt air and feel the subtle shifting in the floor as if one were standing aboard a ship at sea.

Andrea, Orsin and Truk:
You notice on one damaged ship model, a mercenary frigate bearing the name Pride of the Dead, has an unusual orange sail. This sail is resemble a scroll written on cloth with that funny Truecolor ink that you found upstairs. You three see it in the same color being that you are a good alignment.

I need everyone to make Will Save.


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

Andrea sniffs the air and feels her legs weave. Something is happening! I think it is like what happened to Truk!

Will save: 1d20 + 10 ⇒ (1) + 10 = 11

Crap


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

Will Save: 1d20 + 9 ⇒ (13) + 9 = 22

Anyone within 10 feet of Truk get a +2 resistance bonus to saves (assuming this is evil).


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

Will: 1d20 + 4 ⇒ (4) + 4 = 8


Evil GM

It is not evil.


Evil GM

Suddenly all of the fragments of the ship models shake and vibrate.

Other than the called for Will Saves, don't take any other actions.


Evil GM

John Only:
Because of your alignment you were unable to see the writing on the cloth sail that Truk, Orsin and Andrea could see. The ink it is written can only be read by good or evil alignments.

Fluer Will save: 1d20 + 4 ⇒ (19) + 4 = 23


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

Will: 1d20 + 7 ⇒ (14) + 7 = 21

You guys see anything out of the ordinary?


Evil GM

Surprise Initiatives:

Andrea: 1d20 + 0 ⇒ (16) + 0 = 16
Orsin: 1d20 + 0 ⇒ (18) + 0 = 18
Truk: 1d20 + 1 ⇒ (2) + 1 = 3
Fluer: 1d20 + 3 ⇒ (1) + 3 = 4
Lucrezia: 1d20 + 3 ⇒ (12) + 3 = 15
John: 1d20 + 5 ⇒ (17) + 5 = 22
Rocking Ship: 1d20 + 10 ⇒ (18) + 10 = 28
Faelyn: 1d20 + 9 ⇒ (7) + 9 = 16
Faelyn: 1d20 + 9 ⇒ (17) + 9 = 26

*Grimm you did not notice the event, so you do get an action in the surprise round.

Surprise Round:

Rocking ship
Faelyn
John
Orsin
Andrea
Lucrezia
Fluer
Truk

There is no need to roll an action at this time. I do need those Will Saves though.

I will permit anyone, other than Grimm, who has knowledge religion to make that check.


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

Know-Religon: 1d20 + 10 ⇒ (10) + 10 = 20


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

Will save. Add +5 vs Spells or spell like effects 1d20 + 7 ⇒ (8) + 7 = 15


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 is Neutral Good.

Will Save 1d20 + 5 ⇒ (13) + 5 = 18

"What? Do you want to eat people now too?"


Evil GM

Lucrezia your perception check was not high enough to see the cloth.


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

Knowledge Religion: 1d20 + 12 ⇒ (8) + 12 = 20


Evil GM

DMPC:

Orsin: 1d20 + 6 ⇒ (15) + 6 = 21


Evil GM

Faelyn and Andrea's Know Religion check:

The two of you realize that the tang of salt air then the subtle shaken prior the visible rocking of the room was the beginning of a haunt. The distinction between a trap and an undead creature blurs when you introduce a haunt—a hazardous region created by unquiet spirits that react violently to the presence of the living. Unfortunately, the haunt manifest itself in the surprise round and since the haunt was quicker then anyone else's initiative it will manifest. You know positive energy is usually the only thing that can neutralize a haunt. That is all either of you know on the issue of haunts.

Will save results:
John - 8
Andrea 11
Lucrezia -18
Grimm - 15/20
Orsin - 21
Faelyn - 21
Truk - 22
Fluer -23


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

It is a haunt. We need some positive energy!


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

If able to speak before my brain gets a giant ghostly spike through it.

Able to speak?:
A haunt is here! We must use divine energy to banish it!


Evil GM

Everyone, regardless of their Will save, is momentarily overwhelmed with a brief vision of a hale and hardy human male, who you seem to recognize as Donatalus Bisby, arguing with a smaller half-elf male, who you, also, seem to recognize as Ilnerik Sivanshen on the deck of a storm-tossed ship.

John, Andrea and Lucrezia rooted in place and can not move enthralled with the vision and are unable to comment or take action.

Grimm, Orsin, Faelyn, Truk, Fluer and Orsin are free to move around but they still see the vision.

Suddenly John speaking along with Donatalus Bisby - word for word- starts to argue with Lucrezia and Andrea, who are mouthing the words spoken by Ilnerik Sivanshen, - word for word - as if in a play, everybody's voices are different then their own.

First, John as Bisby yells, “We didn’t lose all of this and endure those torments to tinker and meddle with our one spoil from the
whole damnable affair.”

Andrea and Lucrezia as Ilnerik answers, “And yet again the trademark Bisby hesitance stalls what could have been a gripping chapter in his dreary chronicle.”

Bisby’s reply, “Enough from you! You’re here to chronicle my deeds, not dictate them! Keep your place!”

After which Ilnerik seems ready to attack his companion. This vision and these spoken lines persist for the duration of the surprise round then they disappear.


Evil GM

Andrea:
You are zoned out watching the vision and acting out the part due to the failed Will save.

Andrea was unable to speak.


Evil GM

Surprise Round:

Rocking ship - vision manifested
Faelyn
John - enthralled
Orsin
Andrea - enthralled
Lucrezia - enthralled
Fluer
Truk

Those not enthralled can take their surprise round action as this vision occurs.

*Grimm, you did not perceive the event initially so you do not get to act in the surprise round although you do see the vision.


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

What? Yer all cracked again.

Grimm may not have time to do anything initially, but he knew something strange was up. He'd be ready to smash whatever needed smashing.


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

And yet again the trademark Bisby hesitance stalls what could have been a gripping chapter in his dreary chronicle.


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

Not at all liking the haunt moving his woman around like a marionette, Truk grips his holy symbol tightly and prays.

Channel #2: 3d6 ⇒ (1, 1, 5) = 7

Eternal Rose, protect us!

"Beautiful, can you hear me? Fight it!"


Evil GM

Fluer takes 5 ft step away from the bickering companions.

NEW MAP


Evil GM

Faelyn and Orsin have actions remaining.


Evil GM

DMPC - Orsin

Orsin pulls out the cure moderate wound wand and uses it randomly pointing at the vision.

CMW: 2d8 + 5 ⇒ (4, 6) + 5 = 15


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

Says the above and then moves to G 17 next to Truk.


Evil GM

John, Lucrezia and Andrea Only:
Once the vision ends you immediately and for the next six rounds attack with deadly force your closest ally. Randomly roll if you have multiple close allies.


Evil GM

Faelyn - G 16, Orsin is in G 17

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