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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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

Did it take all four arrows to destroy it?


Evil GM

RD 1:

Shadow 3 will reach out and try to touch John. L12 shadow.

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

The heavy armored man is feeling the weight of his protection.


Evil GM
Lucrezia Villanova wrote:
Did it take all four arrows to destroy it?

No...were you using your special arrows? The first arrow did it.


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

yes, the ghost salt arrow. I have a very limited number of them and am trying to keep careful track of them :)


Evil GM
Lucrezia Villanova wrote:
yes, the ghost salt arrow. I have a very limited number of them and am trying to keep careful track of them :)

To be certain you would have fired two of the arrows, the others you can keep.


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

You can also shoot the other arrows at a second or third target after the first shadow died. You had good rolls.


Evil GM

John and Grimm are remaining. I need John's actions to continue.


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 don't think that I would have had line of sight to fire on anything else from my position?


Evil GM
Faelyn Sindrel wrote:
You can also shoot the other arrows at a second or third target after the first shadow died. You had good rolls.

I don't think so. She can't see the others from her POV and she would have to move and would not have full round action.


Evil GM

RD 1: mid Round 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 John for 1 str damage.
Truk - channels positive energy doing damage to all.
Grimm
Lucrezia - destroys the Hall shadow.
Shadow 3 - touched John for 6 str damage
Andrea - 5 ft steps to L17 and casts death ward


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
baldwin the merciful wrote:
Faelyn Sindrel wrote:
You can also shoot the other arrows at a second or third target after the first shadow died. You had good rolls.
I don't think so. She can't see the others from her POV and she would have to move and would not have full round action.

Sorry. I wasn't paying attention to LOS. I was just mentioning the fact in case she was unaware.


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

In Round 2, Orsin moves to M16, attacking the shadow at M15 at the end of a charge.

Power Attack (Inspired, Heroic, Charge, Hasted): 1d20 + 8 + 2 + 2 + 2 + 1 ⇒ (2) + 8 + 2 + 2 + 2 + 1 = 17

Damage Roll: 1d8 + 15 + 2 ⇒ (3) + 15 + 2 = 20

In Round 3, he full attacks, if possible:

Power Attack 1 (Inspired, Heroic, Hasted): 1d20 + 8 + 2 + 2 + 1 ⇒ (16) + 8 + 2 + 2 + 1 = 29

Power Attack 2 (Inspired, Heroic, Hasted): 1d20 + 8 + 2 + 2 + 1 ⇒ (13) + 8 + 2 + 2 + 1 = 26

Damage, if they connect:

Damage Roll 1: 1d8 + 15 + 2 ⇒ (8) + 15 + 2 = 25

Damage Roll 2: 1d8 + 15 + 2 ⇒ (8) + 15 + 2 = 25


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

Just my Round 2 Action

Andrea will grasp her holy symbol and channel.

3/5 Used. DC 17 4d6 damage
Channel damage: 4d6 ⇒ (3, 4, 4, 5) = 16


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 ⇒ (13) + 4 = 17
Since John goes before the shadows he has no strength damage yet.
John will attack the nearest shadow to him.
Attack1 with PA: 1d20 + 13 ⇒ (11) + 13 = 24
Damage: 1d8 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Attack2: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
damage: 1d8 + 11 + 2 ⇒ (3) + 11 + 2 = 16


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

Rd2:
John will drop his tower shield and 5ft step away from the shadow if possible and drink a lesser restoration potion.
restoration: 1d4 ⇒ 4

If he can not move to a safe place to drink the potion he will attack either the shadow he damaged before if it is still up or the other shadow.
Attack1: 1d20 + 9 + 2 + 1 ⇒ (17) + 9 + 2 + 1 = 29
damage: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13
attack2: 1d20 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 11
Attack3: 1d20 + 9 + 2 + 1 ⇒ (15) + 9 + 2 + 1 = 27
damage: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22


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
Andrea1 wrote:

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
Truk: Circle Against Evil +2 AC/Saves vs evil
Grimm-3 rounds DIVINE FAVOR left, BANE

Grimm will use his swift to activate BANE and attack, using The Shadow in front of Andrea.

Buffed AC:27/14/25, Attack- One Handed:1d20 + 11 + 2 + 2 + 2 + 1 ⇒ (19) + 11 + 2 + 2 + 2 + 1 = 37
Damage1d8 + 1 + 4 + 2 + 2 + 2 + 2d6 ⇒ (5) + 1 + 4 + 2 + 2 + 2 + (5, 1) = 22

Die AGAIN! That's me sqeeze her disrespectin!


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

If channels killed that one, next nearest target please


Evil GM
John Deos wrote:

[dice=Will]1d20+4

Since John goes before the shadows he has no strength damage yet.

John shrugs off the vision he sees.

John's two attacks hit Shadow but it is not destroyed. Shadow hits John for the 1 str damamge. The shadow is destroyed when Truk channels his energy.


Evil GM

Grimm's Rd 1 action causes damage to Shadow 1 and it is destroyed.

That ends Rd 1.


Evil GM

RD1 Summary:

RD 1: mid Round 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 - made will save and shrugged off the image. hit Shadow 2 for damage.
Fluer - cast shield of faith and tumbled to H17
Faelyn - cast haste
Shadow 2 - touched John for 1 str damage.
Truk - channels positive energy doing damage to all.
Grimm - destroyed Sahdow 1
Lucrezia - destroys the Hall shadow.
Shadow 3 - touched John for 6 str damage
Andrea - 5 ft steps to L17 and casts death ward

-----

RD 2 Begins

RD 1: mid Round update

Bisby - haunt persists.
Orsin - inspires courage moves up.
Shadow 1 -destroyed
Shadow Hallway - destroyed
John
Fluer - Protecting the rear
Faelyn -
Shadow 2 - destroyed
Truk -
Grimm
Lucrezia -
Shadow 3 -
Andrea -

Basement Battle


Evil GM

The haunt persists and John needs to repeat his saves Will Save DC 16, if that fails DC 16 Fortitude.

John:
You blinked away the mental image of the balor only to see see a massive red dragon appear directly in front of you, its image is truly frightful.

John - After you Saving Throws, either L14 or M14 is free to 5 ft step into. Assuming Orsin does not step in one before you. Unless you want to attack the remaining shadow?
---
orsin - Grimm stepped into the hex you were bound for so which hex are you moving into now?


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 and Zizmort keep their eyes open for other dangers.

nothing I can really do


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

"Grimm make some room!" Truk urges.

Hold action until Grimm vacates that spot.

Truk steps forward and holds his holy symbol forward sending out another pulse of divine power.

Channel #3, DC14: 3d6 ⇒ (3, 5, 5) = 13

I should be able to get both the remaining shadow and the skull from M16.


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 ⇒ (14) + 4 = 18
John will attack the shadow.


Evil GM

John does not believe the image. He destroys the last shadow and the skull sinks down in a calm demeanor. I will indicate what happens when i get home... It starts to speak rationally.


Evil GM

I used your last attack roll john


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

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
Truk: Circle Against Evil +2 AC/Saves vs evil
Grimm-2 rounds DIVINE FAVOR left, BANE

Dont't worry Tin Can, Poppa Grimm is here!

The dwarf moves in adjacent to John, occupying the place where John killed his shadow. He attacks the remaining shadow.

Buffed AC:27/14/25,(+2 Being next to John) Attack- One Handed: 1d20 + 11 + 2 + 2 + 2 + 1 ⇒ (4) + 11 + 2 + 2 + 2 + 1 = 22
Damage1d8 + 1 + 4 + 2 + 2 + 2 + 2d6 ⇒ (3) + 1 + 4 + 2 + 2 + 2 + (5, 5) = 24


Evil GM

Grimm I'm sure that would have been a heroic attack but all the shadows were destroyed by the time your action came around.

I will assume most adventurers go inside the room. Leaving Fluer as the rear guard. Lucrezia is guarding Fluer's back from the doorway with her bow.

Bisby's Room


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

I assume my channel wasn't needed either.

Truk files into the room to examine the contents.


Evil GM

Your channel was not need truk.


Evil GM

"Prove to me you are friend of Delvehaven and not a random Thrune Pathfinder thief!" the skull groans.


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 to the beefy bard.

"Uh, Orsin. I think he's looking for you."


Evil GM

"Present the tool of every true pathfinder."


Evil GM

Faelyn you were correct it was a phantasmal killer that John encountered twice. Good saves John.


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 steps forward, Wayfinder in hand.


Evil GM

You present the tool of a true pathfinder, who was your sponsor.


Evil GM

Bisby begins to speak,"The time of Delvehaven was riddled with strife shortly before the death of Aroden. Some believe his death may by linked to the lodge itself." He moans out loud, then sighs.

"Certainly the unpleasant departure of my one time friend and chronicler hastened the fall. His skull trembles, "The half-elf Ilnerik Sivanshin, stole part of the Aohl and fled to Nidal to sell it there. The Aohl, once its two components were separated, no longer had countering forces to keep them in check."


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

Ailyn Ghontasavos asked us to enter Delvehaven and is also a sponser to Orsin here so he may adavance further as a Pathfinder.

We learned from notes from your friend Liriam and also the words from a bearded devil that Ilnerik became a vampire due to the power of the Totemrix, we seek the Morrowfall that we were told is inside Delvehaven so we can end the curse of the Shadowbeasts. Ilnerik seems to be source of the curse since he was called upon by those in power in Cheliax to keep people inside by using the Shadowbeasts to kill those who wander outside after sundown.

Pathfinder Bisby, is the Morrowfall in Delvehaven? What do you know of it's powers and the powers of the Totemrix? We also ask for any knowledge of how best to defeat vampires.

We have also met the dolls that guard Delvehaven and they say they are part of you. Would you be able to ask them to allow us to take the Morrowfall since they detest thieves and we do not wish to destroy what you have crafted.


Evil GM

does anyone have any questions?


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

Yep, I posted just before you.


Evil GM

Bisby responds to the cleric, "The half Ilnerik left behind was called the Morrowfall and depicted an eagle’s head, the representation of a long-dead sun cult, the name of whose god has fallen into utter obscurity."


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

Andrea nods. The other being an obsidian bat's head. Light and dark.


Evil GM

He continues, the Morrowfall grew unstable over the week that followed, periodically emitting blinding and searing blasts of sunlight so that the Pathfinders were forced to secure it in a deep vault below, both for its security and to prevent the blasts of light from hurting anyone." He pauses and his hollow eyes look over the adventurers.


Evil GM

"yes that is the other half."


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 remains quiet and continues to guard the rear.


Evil GM

"Aye...I know where the entrance is, its in the summoning chamber. You must know the how to get in for the door to open.", his jaw trembles and clatters.


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

How would we enter the area where the Morrowfall is kept?


Evil GM

"To open the way, one must spell out the words “Behold the Amber Arca” on the red door."

Moaning loudly, "But BEWARE..."


Evil GM

"It seems likely that the other half of the Aohl, the Totemrix, had a similar building of power. This portion of the Aohl is the opposing counterpart of the golden eagle—the long dead demon lord of shadows Vyriavaxus—and he fears that the Totemrix, with its power uncontested by the Morrowfall, may have worked a most unholy transformation on his old
friend Ilnerik."

His vacant eyes look at Andrea, “dark spirits” have recently passed though these halls, and that even now I can feel their intrusions in the vault below, beyond my reach. My protection has weakened since the blasted Thrune devils tried to exercise my spirit."

Continuing, Worse, these “dark spirits” have in them a hideous familiarity—Bisby worries that his old friend Ilnerik is behind their appearance, and that they seek to destroy the Morrowfall, which even now works to oppose the Totemrix. With the Morrowfall’s destruction, who knows
what shadowy growth and vile magic the keeper of the Totemrix might unleash?"

He seems to be fading but before he goes...

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