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 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 casts heroism on himself in case the meeting with Bisby goes sour.


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

"Let me check something first. Give me the ghost candle and I'll place it if I think it is safe, you should leave the room as well."

John will detect chaos focusing on the bones.

Very well. Andrea hands over the candle and keeps her position outside the door, ready to help if anything goes wrong.


Evil GM

John Only:

Rd1: You see two areas under the pile of bones with an choatic aura. You also, see that Bisby's bones have the aura.

RD2: Bisby's bones have an overwhelming strength. Your spell ends and you are stunned for 1 round. You drop everything you are holding and try to blink away the effect.

Anyone near the doorway can see John make his way into the room. When, suddenly, there is a loud clanking sound as he drops his weapon, shield and the grave candle. He freezes in place shaking his head.


Evil GM

Lucrezia, Orsin, Faelyn who are covering the rear of the group can make a perception check.

fluer: 1d20 + 12 ⇒ (20) + 12 = 32

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

perception 1d20 + 16 ⇒ (16) + 16 = 32


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

When he is no longer stunned, John will say.unless combat starts.
"He most certainly radiates chaos, how ever it is so strong I believe that might have more to do with his life before he died rather than after his death. There where also two things in that pile that also radiated chaos. I will focuse on them to get a better understanding of their power"
If combat does not start John will pick up his things and will use a move action to focus on one of the things in the pile with his detect chaos.

If combat does start John will just pick up his sword and shield and join the fray if possible.


Evil GM

There is no combat beginning.

John only:
After focusing 3 rds you understand that both areas in the pile are all similar with moderate chaotic auras.


Evil GM

fluer and Lucrezia:
You see the toys starting to get antsy and they begin to move around, not towards you though.


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 ⇒ (3) + 15 = 18


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

Baldwin:
Noticing the toys getting antsy, Lucrezia continues to keep watch just in case they sense something approaching.


Evil GM

Faelyn:
Your keen eye sight has failed you, you don't notice anything.


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

Are you going to place the candle John?


Evil GM

DMPC John's action

John will comment that he sees two moderately strong chaos auras in the pile of bones that Andrea mentioned she saw the undead auras. He will then place the grave candle with Bisby's bones, light the wick for his action.

He previously mentioned placing the grave candle.


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 looks at Lucrezia. I don't know about you, but I am about ready to be done with Delvehaven. Shadows are one thing, but this undead crap is getting old.


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

Since Ilnerik is a vampire, from what Liriam's note said, we'll be up to our eyeballs in undead soon enough.


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

"This place sucks."


Evil GM

The smoke that you've previously witnessed when using the grave candle begins then if flashes out. Everybody notices that Bisby’s skull rises
from his bones to being screaming, “Thieves! Thieves! Thieves!” As it does so, three shadows rise up from the pile of Thrune Pathfinder remains to attack.

Coincidentally when the three shadows rise a fourth one appears rounding the corner heading towards the rear guard.

Andrea roll a know religion.

initiative:

Andrea: 1d20 + 0 ⇒ (2) + 0 = 2
Orsin: 1d20 + 0 ⇒ (19) + 0 = 19
Truk: 1d20 + 1 ⇒ (8) + 1 = 9
Fluer: 1d20 + 3 ⇒ (10) + 3 = 13
Lucrezia: 1d20 + 3 ⇒ (3) + 3 = 6
John: 1d20 + 5 ⇒ (9) + 5 = 14
Grimm: 1d20 + 5 ⇒ (3) + 5 = 8
Faelyn: 1d20 + 9 ⇒ (1) + 9 = 10
Faelyn: 1d20 + 9 ⇒ (3) + 9 = 12

Bisby: 1d20 + 10 ⇒ (19) + 10 = 29
shadow 1: 1d20 + 2 ⇒ (14) + 2 = 16
shadow 2: 1d20 + 2 ⇒ (9) + 2 = 11
shadow 3: 1d20 + 2 ⇒ (2) + 2 = 4
shadow Hallway: 1d20 + 2 ⇒ (13) + 2 = 15


*Note Grimm has used two of his extra initiatives so far.

Initiative Order:

Bisby
Orsin
Shadow 1
Shadow Hallway
John
Fluer
Faelyn
Shadow 2
Truk
Grimm
Lucrezia
Shadow 3
Andrea

BATTLE MAP

Rd 1 Begins:


Evil GM
Faelyn Sindrel wrote:
Faelyn looks at Lucrezia. I don't know about you, but I am about ready to be done with Delvehaven. Shadows are one thing, but this undead crap is getting old.

It's not even the undead it's all the haunts. You've never encountered them previously. And your and Andrea knowledge of haunts from your previous roll is not that extensive.


Evil GM

Rd 1 begins:

Bisby's floating skull continues to shout, "THIEVES, THIEVES, THIEVES! I CURSE YOUR MISERABLE LIFE...NOW DIE AND JOB MY GUARDIANS!"

John make Will DC 16 save then a Fortitude save DC 16 if that fails

John Only:
You see an imagine of a Balor getting ready to attack you.


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 guessing you mean for everyone?
1d20 + 5 ⇒ (11) + 5 = 16
Was the will dc also 16?

"Oh what the hell! We haven't taken anything, we've only left a damn candle! Right?"


Evil GM
Lucrezia Villanova wrote:

I'm guessing you mean for everyone?

1d20+5
Was the will dc also 16?

"Oh what the hell! We haven't taken anything, we've only left a damn candle! Right?"

sorry about that only John has the Will save.


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

Know Religon: 1d20 + 10 ⇒ (3) + 10 = 13


Evil GM

Andrea you realize the skull is another haunt.


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

The Skull is another haunt! Truk! Channel energy with me!


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 uses his move action to inspire courage and his standard action to ready a Power Attack against any enemy that moves into his threat range.


Evil GM

RD 1:

Shadown 1 moves from J14, to k15 then down to M15 then reaches to touch Andrea.

TA against Andrea: 1d20 + 4 ⇒ (15) + 4 = 19;str damage: 1d6 ⇒ 6

Andrea immediately feels the weight of her equipment on her body, it is as if most of her strength has been zapped.


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

Down to 3 Str


Evil GM

RD 1: Hall Shadow

Orsin take your PA, as the hall shadow moves to I17 and tries to touch Orsin.

TA against Orsin: 1d20 + 4 ⇒ (5) + 4 = 9;str damage: 1d6 ⇒ 3


Evil GM

Andrea looks physically wiped out to the folks behind her.


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

Prepping The Mighty Hoku


Evil GM

John has some saves to do, and I'm going to let him make those rolls.

Fluer RD1 action:

Fluer casts shield of faith then she will tumble to get to the other side of the Hall Shadow. Moving to H17 and she gets there without an AoO.

tumble: 1d20 + 16 ⇒ (4) + 16 = 20


Evil GM

RD 1: Shadow 2

Shadow 2 is near john in K13, it moves up 5 ft and tries to touch John.

TA against John: 1d20 + 4 ⇒ (13) + 4 = 17;str damage: 1d6 ⇒ 1

He hits the armored man for some strength damage.


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

Spellcraft on spell against John: 1d20 + 16 ⇒ (6) + 16 = 22

GM:

My guess=Phantasmal Killer?


Evil GM

RD 1: mid Roudn update

Bisby - haunt manifests.
Orsin - inspires courage and PA
Shadow 1 - moves to M15 and touches Andrea for 6 str damage
Shadow Hallway - moved up to I17 attacked Orsin but missed
John
Fluer - cast shield of faith and tumbled to H17
Faelyn
Shadow 2 - touched Joh for 1 str damage.
Truk
Grimm
Lucrezia
Shadow 3
Andrea


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 I shoot something right beside me?


Evil GM

Faelyn Only:
You don't have a line of sight yet for what is happening with John. Besides only John can see what is there.


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

R1

Faelyn moves to the corner by Truk N17 and casts Haste on the group.


Evil GM

So Truk, Grimm, Lucrezia and Andrea will get the benefit of haste in RD1, the others it begins in Rd 2.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Lucrezia Villanova wrote:
Can I shoot something right beside me?

You can 5 ft Behind Orsin. If not, it will get an AOO.


Evil GM
Lucrezia Villanova wrote:
Can I shoot something right beside me?

Do you have feat that would permit that without an AoO? You could take 5 ft step back.


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

Buffs on group

Everyone: Haste. +1 AC +1 BaB +1 Reflex +1 Full attack 7 Rounds
Everyone Inspire Courage +2 Hit/Damage Saves vs. Fear
Orsin: Heroism (Effective unlimited) +2 Hit/Damage/Saves
Orsin:Circle Against Evil +2 AC/Saves vs. Evil for everyone 10' away
Truk: Circle Against Evil +2 AC/Saves vs Evil.
Shadow:SHield fo Faith +2 AC 1 Minute


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 nods in understanding at Andrea's cry and grips his holy symbol.

Goddess, burn the darkness away....

Channel #2: 3d6 ⇒ (3, 5, 4) = 12


Evil GM

Updated BattleMap

Note: The four shadows are evil, two in the room chaotic evil, one is NE (Shadow 1).
Bisby is not evil...he does radiate an overwhelming Chaotic.
The shadow in the hall is CE.


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

Stepping behind Orsin then and shooting
ammo used: Ghost Salt arrows
Using Deadly Aim and Rapid Fire
attack 1 1d20 + 12 - 2 - 2 ⇒ (14) + 12 - 2 - 2 = 22
damage 1 1d8 + 5 + 4 ⇒ (8) + 5 + 4 = 17
attack 2 1d20 + 7 - 2 - 2 ⇒ (18) + 7 - 2 - 2 = 21
damage 1 1d8 + 5 + 4 ⇒ (2) + 5 + 4 = 11
haste attack attack 1 1d20 + 12 - 2 - 2 ⇒ (19) + 12 - 2 - 2 = 27
haste damage 1d8 + 5 + 4 ⇒ (2) + 5 + 4 = 11
rapid fire attack 1d20 + 5 - 2 - 2 ⇒ (18) + 5 - 2 - 2 = 19
rapid damage 1d8 + 5 + 4 ⇒ (6) + 5 + 4 = 15

"I really hate these f@&*#$g shadows!


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

Andrea will 5' Step to L-17,Move over, Ziz She gasps as her limbs whither She then casts Death Ward on herself to shield against any stray attacks.

Death Ward, 7 minutes. Prevents ability,level,death effects


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

Power Attack: 1d20 + 8 + 2 + 2 + 1 ⇒ (12) + 8 + 2 + 2 + 1 = 25

Damage Roll: 1d8 + 15 + 2 ⇒ (1) + 15 + 2 = 18


Evil GM

Will saves:

sh 1: 1d20 + 6 ⇒ (1) + 6 = 7
sh 2: 1d20 + 6 ⇒ (14) + 6 = 20
sh 3: 1d20 + 6 ⇒ (11) + 6 = 17
Hall: 1d20 + 6 ⇒ (13) + 6 = 19

Truk What is the WILL SAVE DC for 1/2 Damage?


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's channel is DC 14.


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

Ziz goes invisible and flies over Faelyn.


Evil GM

RD 1: mid Roudn update

Bisby - haunt manifests.
Orsin - inspires courage and PA, hits for 1/2 damage.
Shadow 1 - moves to M15 and touches Andrea for 6 str damage
Shadow Hallway - moved up to I17 attacked Orsin but missed
John
Fluer - cast shield of faith and tumbled to H17
Faelyn - cast haste
Shadow 2 - touched Joh for 1 str damage.
Truk - channels positive energy doing damage to all.
Grimm
Lucrezia - destroys the Hall shadow.
Shadow 3
Andrea - 5 ft steps to L17 and casts death ward

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