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 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 descends at basically half-speed (so that the speed 20 folks can keep up).


Evil GM

Lucrezia there is an intense pulse of right light, that is nearly blinding on the pupils coming from beyond the landing of the stairs.

[Is the marching order good for everyone. The stairs widen where two can go abreast: Truk/Grim, Lucrezia/Andrea, Orsin/Faleyn, Fluer/John? Or do you want something else?


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

Sounds good to me.


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

Works for me, Strong front-liners and a good rearguard

Andrea casts Eagles Splender on herself +4 CHA 7 minutes


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 am fine with that order.


Evil GM

Andrea and others, can you list the buffs that are in place. You've used about a minute and a half of time since entering summoning room. That would include searching the room, figuring out the door, fighting rats, healing and getting to the bottom on the steps.


Evil GM

As the group gets to the landing a couple things pop out to them, first you are standing in long hallway that has several sets of single and double doors. Second, in front of you is set of broken double huge vault doors of stone once barred the way down this massive dark hall. Third, there is an eery looking gaunt humanoid walking towards you, 40 feet away (bottom of the map). Lastly, you do not see the pulsating light.

Anyone with a Know Religion can make roll. Everyone can roll a perception too, if they like.

Cellar Hallways

I will roll out initiatives.


Evil GM

Spoiler:

Andrea: 1d20 + 0 ⇒ (4) + 0 = 4
Orsin: 1d20 + 1 ⇒ (2) + 1 = 3
Truk: 1d20 + 1 ⇒ (4) + 1 = 5
Fluer: 1d20 + 3 ⇒ (3) + 3 = 6
Lucrezia: 1d20 + 3 ⇒ (18) + 3 = 21
John: 1d20 + 5 ⇒ (11) + 5 = 16
Grimm: 1d20 + 5 ⇒ (20) + 5 = 25
Faelyn: 1d20 + 9 ⇒ (12) + 9 = 21
Faelyn: 1d20 + 9 ⇒ (14) + 9 = 23

Good Guy 1: 1d20 + 1 ⇒ (5) + 1 = 6


*Grimm this is 4 of 5 extra initiative rolls.

Initiative Order:

Grimm
Faleyn
Lucrezia
John
Fluer
Good Guy 1*
Truk
Andrea
Orsin

*Good Guy from the DM's POV 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

Know Religion: 1d20 + 12 ⇒ (7) + 12 = 19

Faelyn casts haste in the first round.

Zizmort goes invisible.


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

Percetpion: 1d20 + 11 ⇒ (3) + 11 = 14


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 ⇒ (3) + 10 = 13


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 ⇒ (12) + 16 = 28


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 ⇒ (12) + 8 = 20
Knowledge:Religion 1d20 + 5 ⇒ (1) + 5 = 6


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

Battle Template
HP 52/52
Current Saves: F8R4W10
AC: 20/T13/FF20
In hands: Wooden shield
Current BaB: +7 melee +7 Ranged
Spells in Effect; Magic Circle against Evil on Orsin(+2 AC/Saves,Protect against mental effects 70 minutes)
Resist Fire (20 points, 70 minutes. on Andrea and Shadow)
Remove Fear (+4 saves vs. fear, 8 1/2 minutes) Lucrezia, Orsin
Bless (+1 BaB/Saves vs. Fear 5 1/2 minutes)
Magic weapon on shadow's lt.xbow (5 1/2 minutes)
Eagle's Splender +4 CHA 5 1/2 Minutes
Haste (On Faelyn's Action] +1 BaB/AC/Reflex +30 Movement +1 Full attack

perception: 1d20 + 11 ⇒ (20) + 11 = 31
Know-Religon: 1d20 + 10 ⇒ (2) + 10 = 12


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 recasts Divine Favor


Evil GM

Knowledge religion results:

faelyn only:

You don't have the best angle to see the humanoid approaching from the lower hallway but you do believe it's undead...perhaps a wight or vampire spawn or zombie

Andrea Only:

You really really don't know the type of humanoid approaching from the lower hallway.

Grimm Only:

You don't have the foggiest idea about want is approaching.


Evil GM

Perception Check Results:

Truk:
The stone door in front you looks heavily battered.

John:

From your rear POV, the stone door in front of you looks scarred and chipped from battering.

Grimm:
Besides the heavily battered stone doors that were forced open, you see a second set of stone doors down the long rubble filled hallway in front of you. You hear shuffling from beyond that second door. You see the humanoid moving up towards your group coming from the bottom hallway, it has a red glaring menacing look on its face.

Lucrezia and Andrea:
You can a second humanoid hanging, 20 feet high from the ceiling but it is 40 feet away. It has a feral look in its wanton eyes.(hex G16) There is, also, a vapor like mist floating at the ceiling near hex S15.


Evil GM

DM ONLY:

initiative Good Guy 2: 1d20 + 1 ⇒ (10) + 1 = 11

RD 1:

Initiative Order:

Grimm - cast divine favor
Faleyn
Lucrezia
John
Fluer
Good Guy 2*
Good Guy 1*
Truk
Andrea
Orsin

*Good Guy from the DM's POV only.


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

On the ceiling! Andrea points out the figure on the ceiling and the mist.

Just about to hit work so I will be light on postnig.


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

Figuring that the mist is most likely not a good thing, Lucrezia will fire at it with a couple of her ghost salt arrow.

ghost salt arrows used on mist thingy
attack 1 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21
damage 1d8 + 4 ⇒ (3) + 4 = 7
attack 2 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18
damage 1d8 + 4 ⇒ (7) + 4 = 11


Evil GM

Fluer is going to move up and to the right, hex M14. using the bowbow and mithral +1 arrows from Andrea she will fire at the creature on the ceiling. Assuming she can see the humanoid Andrea is pointing at.

perception: 1d20 + 12 ⇒ (18) + 12 = 30

Cross bow: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24;dam: 1d8 + 1 ⇒ (1) + 1 = 2

Striking the humanoid.


Evil GM

RD 1: update

Initiative Order:

Grimm - cast divine favor
Faleyn - haste
Lucrezia - two arrows into the mist and and sink in the ceiling.
John
Fluer - hits Good Guy 1 on the ceiling.
Good Guy 2*
Good Guy 1*
Truk
Andrea
Orsin

*Good Guy from the DM's POV only.


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 scroll of shield as a standard action (I rolled the UMD for the check a while ago) and inspires courage as a move action.

Current AC: 20 (with an additional +2 deflection against evil)


Evil GM

Lucrezia what is the material you arrows are made of?


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

The bow is magic, the arrows themselves were just regular ones that she had put the blanche on.


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 had casted haste.


Evil GM
Faelyn Sindrel wrote:
I had casted haste.

I went back and realized that.


Evil GM

The creature on the ceiling that Fluer shot at moves forward to J15 and tries to effect Fluer. One the map I put the fly wings on him, is is actually on the ceiling like a spider.

Fluer DC15 Will save: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22

The elf shakes her head wildly trying to clear her thoughts.

The creature moves up to T15 and tires to effect Andrea.

Andrea make a Will Save DC15

While the gaseous form settles down at to the ground in V14 The red blood spot is the gaseous form.

MAP


Evil GM

RD 1: update

Initiative Order:

Grimm - cast divine favor
Faleyn - haste
Lucrezia - two arrows into the mist and and sink in the ceiling.
John
Fluer - hits Good Guy 1 on the ceiling.
Good Guy 2* - moved to J15 and tried to dominate Fluer
Good Guy 1* - moved to T15 and tries to dominate Andrea
Truk
Andrea
Orsin - cast shield and inspired courage.


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

will save: 1d20 + 12 ⇒ (9) + 12 = 21


Evil GM

Andrea feels a thug at her mind that her faithful defenses easily shrug off.


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

"What are they?", Truk growls as the creatures advance in unnatural ways. "Stay close", he warns.

I was kind of waiting to see what John did.


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 will move to s14 and attack the creature.
Attack: 1d20 + 11 + 1 + 1 ⇒ (12) + 11 + 1 + 1 = 25
Damage: 1d8 + 11 ⇒ (2) + 11 = 13


Evil GM

John's attack hits the creature. What type of weapon john, what is it's material component.


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 follows after John and grips his hammer for a two-handed swing at the strange gaseous creature.

Attack: 1d20 + 11 + 1 + 2 ⇒ (2) + 11 + 1 + 2 = 16
Damage: 1d8 + 13 + 2 + 1 ⇒ (4) + 13 + 2 + 1 = 20

Just a normal magic iron warhammer.


Evil GM

Truk follows moving to S15 and hits the creature. Its still up.


Evil GM

RD 1: update

Initiative Order:

Grimm - cast divine favor
Faleyn - haste
Lucrezia - two arrows into the mist and and sink in the ceiling.
John - moved up to S14 and attacked hitting the creature.
Fluer - hits Good Guy 1 on the ceiling.
Good Guy 2* - moved to J15 and tried to dominate Fluer
Good Guy 1* - moved to T15 and tries to dominate Andrea
Truk - moved up next to John at S15 and hit the creature.
Andrea - deeathward cast on Faelyn and handed him a scroll of Sunburst.
Orsin - cast shield and inspired courage.

Andrea still has an action.

Current MAP

RD 2

DM Only:

Bad News: 1d20 + 10 ⇒ (20) + 10 = 30

Initiative Order:

True Bad Guy -
Grimm -
Faleyn -
Lucrezia -
John -
Fluer -
Good Guy 2* -
Good Guy 1* -
Truk -
Andrea
Orsin


Evil GM

Anyone with Knowledge Religion can roll. I will reveal results after the True Bad Guy acts.


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

Battle Template
HP 52/52
Current Saves: F8R4W10
AC: 20/T13/FF20
In hands: Wooden shield
Current BaB: +9 melee +9 Ranged
Spells in Effect; Magic Circle against Evil on Orsin(+2 AC/Saves,Protect against mental effects 70 minutes)
Resist Fire (20 points, 70 minutes. on Andrea and Shadow)
Remove Fear (+4 saves vs. fear, 8 minutes) Lucrezia, Orsin
Bless (+1 BaB/Saves vs. Fear 5 minutes)
Magic weapon on shadow's lt.xbow bolts(5 minutes)
Eagle's Splender +4 CHA 5 Minutes
Haste +1 AC/BaB/Reflex +1 Full attack/30'move (2/7 rounds)
Inspire Courage +2 Bab/Damage/Save vs. fear on orsin's action

Andrea remembers some words from the past....

The Knot:
Good...good. Ole Ilnerik journeyed towards Nidal and each day his flesh burned in the sunlight, unable to sleep at night and useless during the day. The same day he crossed into Nidal, he crawled into a hole and died. Ironic that was the same day Aroden died and Cheliax was thrown into chaos." Szasmir flexes his claws.

"Oh...don't worry, Ilnerik rose again the next moon. Since then he has learned to bend shadows to his will and he learned about the real power of the bat head relic - once a sacred treasure of a now-dead demon lord of the bats and shadows named Vyriavaxus." He spits when he mentions demon lord and then again at Vyriavaxus' name.

Liriam:
It is, of course, my fervent hope that the reader of this missive is a friend of the Pathfinders. In the days before the madness and riots, before Cheliax tore itself apart, there were signs that the end was coming. Among those was Delvehaven’s desertion by one of her own. I now believe that Ilnerik stole half of the Aohl—the Totemrix—and judging by the growing power and magical potential of the Morrowfall, I fear that Ilnerik has unwittingly exposed himself to magic fell and vile. The power building in the Morrowfall is frightening, and we’ve secured it deep below Delvehaven in a vault called the Amber Arca. If my theory is correct and the Totemrix is a Vyriavaxian relic, then Ilnerik is being exposed to shadowy magic of a great evil. If he hasn’t become a vampire by this time, I fear he soon will.

Bisby:
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.
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?"

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

Andrea reaches into her pouch where she keeps her scrolls, the gifts Liriam left in the Wavedoor now pushing right into her foremost thoughts. Andrea's fingers close about the itemand she pulls ity outMove Action and thrusts the scroll of Sunburst towards Faelyn.

Faelyn! We are going to need this very soon!

Andrea then casts Death Ward on Faelyn.

He needs to stay up long enough to use this.


Evil GM

RD 2:

The mist seems to fly by Truk and then slip over the door near Andrea. It appears to be able move longer distances than other gaseous forms.


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

Does it provoke from John and Truk?


Evil GM

It does from Truk it went by your open side.


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 swipes at the fleeing cloud of mist.

AoO Attack: 1d20 + 14 ⇒ (2) + 14 = 16
Damage: 1d8 + 16 ⇒ (1) + 16 = 17


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 Improved Inv.


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 think we're waiting on the ominous True Bad Guy™.


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 seems to letting her own inner wolf out as she lets out a long, loud howl.

Haste action: Casting Hunter's Howl to treat Undead as a Favored enemy for 7 rounds if they fail the will save, dc 13.

hunter's howl:

Hunter's Howl

School necromancy [fear, mind-affecting]; Level ranger 1

Casting Time 1 standard action

Components V, S

Range 20 ft.

Area 20-ft.-radius burst

Duration 1 round/level

Saving Throw Will negates; Spell Resistance none

With a single primal howl, you strike fear in your opponents. Until the end of the spell's duration, you treat those affected by it as if they were your favored enemy, gaining a +2 bonus on weapon attack and damage rolls against them, and a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against them. If an affected creature is already one of your favored enemies, it is shaken instead. This is a mind-affecting fear effect.

Lucrezia then turns to focus on the figure closing in on the other side of the group.

Okay, I can't seem to be of much use against that mist for some reason, so let's try something that looks a little more solid.

This time reaching for her alchemical silver arrows, Lucrezia lets them fly towards the creature.

attacking creature in J15 with alch silver arrows shot from a +1 bow.
attack 1 1d20 + 14 - 2 ⇒ (10) + 14 - 2 = 22
damage 1 1d8 + 5 + 2 + 4 ⇒ (7) + 5 + 2 + 4 = 18
attack 2 1d20 + 19 - 2 ⇒ (17) + 19 - 2 = 34
damage 2 1d8 + 5 + 2 + 4 ⇒ (7) + 5 + 2 + 4 = 18
Add +2 to all attacks and damages if they failed the will save.


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

Get your wolf on!


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

Haste has been up for 2 rounds friends.


Evil GM

Truks attack misses.

Lucrezia's two arrows strike true and the creature flops down.

Edited post.


Evil GM

Initiative Order: update

True Bad Guy - took an action
Grimm -
Faleyn - cast greater invisibility
Lucrezia - two arrows hit Good Guy 2
John -
Fluer - reloads cross bow, guards side.
Good Guy 2* - flopped to the ground
Good Guy 1* -
Truk -
Andrea
Orsin

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