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 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 can hear his own voice from where he is standing. The two rays hit the remaining vampire.

Do they appear to hurt him?


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 tries to make the most of his chance to kill this thing. He attacks again, hoping to fell the creature before his blessings run out, 5ft stepping to flank with John. He stops using EXPERTISE and swings for accuracy.

1 handed bless, Divine Favor, BANE, flank1d20 + 11 + 1 + 2 + 2 + 2 ⇒ (8) + 11 + 1 + 2 + 2 + 2 = 26
Damage1d8 + 4 + 1 + 2 + 2 + 2d6 ⇒ (5) + 4 + 1 + 2 + 2 + (2, 2) = 18

Will save vs Channel 1d20 + 12 ⇒ (8) + 12 = 20


Evil GM

Faelyn yes.
Truk it is the mist of the vampire dropped. Unfortunately, all the religion checks from early exhausted your vampire knowledge and the group did not have much information on the subject. I probably I stretched what should have been revealed actually.

Rd 9:

Grimm your attack misses.


Evil GM

Rd 9 update

Initiative Order:

True Bad Guy - begins to turn to mist
Grimm - missed his attack

Faleyn - hit with scorching ray

Lucrezia - 3 arrows miss the remaining vampire.
Bigger Bad Guy - channels again.
John -
Fluer -

Good Guy 2* - flopped to the ground...mist went past the broken doors
Good Guy 1* - crumples to the ground....mist went past the broken doors
Truk -

Andrea -

Orsin


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 don't think I actually got a knowledge religion due to LOS at the time.

If applicable:

Know Rel: 1d20 + 12 ⇒ (20) + 12 = 32


Evil GM

Rd 9:

BBG uses his foul energy to channel pain upon all within the room.

Will Save 18 for half damage: 4d6 ⇒ (2, 6, 5, 2) = 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

Will Save: 1d20 + 7 ⇒ (15) + 7 = 22

HP Dmg=8 (42/50)


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

BURN! Even if she says this silently.

Andrea channels a third time to damage the vampire.

Channel DC19: 4d6 ⇒ (2, 5, 2, 1) = 10
3/5


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 growls as more foul energy engulfs him.

As per Andrea's instructions, he grips his shaft with both hands and brings his hammer to bear again.

Rage #5

Smash Again: 1d20 + 12 + 3 ⇒ (17) + 12 + 3 = 32
Damage: 1d8 + 19 ⇒ (8) + 19 = 27

Will: 1d20 + 11 ⇒ (9) + 11 = 20


Evil GM

Truk's hammer whacks the undead beast bending its knees, this is immediately followed by Andrea's which crumples it to the ground.

Will save: 1d20 + 14 ⇒ (13) + 14 = 27

Truk I forgot to roll out your nonlethal damage this round. 1d6 ⇒ 3


Evil GM

Several people own Will Saves form last round and this round. Before you start healing people lets get a status of HPs.


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 HP is accurate.


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

Will save: 1d20 + 10 ⇒ (15) + 10 = 25

35/52 HP


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 ⇒ (19) + 4 = 23


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 1d20 + 12 ⇒ (13) + 12 = 25
Grimm barely grimaces as he shrugs off the channel, protected by his will and his race.
50hp


Evil GM
Faelyn Sindrel wrote:

I don't think I actually got a knowledge religion due to LOS at the time.

If applicable:

[dice=Know Rel]1d20+12

You know that vampires to gaseous mist when reduced to no more vitality (zero HP) and seek their coffins, where they heal. To kill vampires you need a stake through the heart, cut the head off and douse with holy water.


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

Will Save: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14

Ugh, dice roller has it out for me.


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

Truk, I belive we need to get you a silver hammer or the like. This city is full of undead and even dvils so such a weapon will be invaluable. Plus a silver sagger or such for Orsin.


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 dunno, I think I was hitting them hard enough", Truk says at the suggestion.

"Let's find your trinket and be done with this place."


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

Andrea blinks as her words slur together at certain points. I think that burst of negative energy rattled me a bit more than I thought.


Evil GM
Orsino 'Orsin' Bessatte wrote:

[dice=Will Save]1d20+6+2

Ugh, dice roller has it out for me.

You have second Will save to do.


Evil GM

There is still an area of darkness and silence in the room and hallway.


Evil GM

What are you doing?

The group makes it back out into the hallway, if that is their intent, and can find themselves back at the intersection.


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

After they leave the silence area:

"Uhm, should that spell stick around after the caster is killed?"

Lucrezia will keep heading back towards where they thought the moorofal was.

"So is there any kinda precautions we should be taking when we grab this item? Just touching it isn't going to turn us into a vampire or fry us or anything is it?"


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 channels a couple bursts of healing light before the group tries anything.

Channel #3: 3d6 ⇒ (2, 2, 2) = 6
Channel #4: 3d6 ⇒ (1, 5, 3) = 9

That should top everyone off.


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 responds to Lucrezia. I think it may be a trap. I have an idea for retrieving it. We need to be as sneaky as possible. Maybe you and I could scout ahead a little distance?


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

That doesn't seem to be such a bad idea. We did hear noises down the hall where that light is and the mists of the vampire slaves went that way as well.

Plus we need to deal with those two vampires we beat into mist.


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

Yep, that'll top Lucrezia off. Though of course Truk knows how to top her.

Lucrezia sighs. "Of course there's going to be trap. As if vampire guards weren't enough. Stupid bad guys, stupid undead and stupid magical trinkets."

perception for traps 1d20 + 19 ⇒ (20) + 19 = 39
Disable if needed at all 1d20 + 16 ⇒ (15) + 16 = 31
stealth to be quiet 1d20 + 16 ⇒ (19) + 16 = 35

Lucrezia will try to quietly move ahead a bit and looks for any traps as they approach the room with the morrowfall.


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

Andrea casts Invisibility on Lucrezia before she heads out with Faelyn.


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

Stealth: 1d20 + 23 ⇒ (3) + 23 = 26

Faelyn casts vanish and follows Lucrezia down the hallway.


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 feels his aches relieve as the healing knits his cuts and bruises.
He has a cursory look around the room for any decent weapons or items of value before stomping off after his friends.
Perception 1d20 + 8 ⇒ (11) + 8 = 19


Evil GM

grimm:

It looks like there's paper work on the shelves. A cursory look reveals historical government documents of treatise, contracts and letters of sorts.


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

"Careful Beautiful", Truk warns.

The big orc anxiously stays back while Lucrezia does her thing.


Evil GM

Three separate layers of huge vault doors of stone once barred the way down this massive dark hall. Each has been forced apart by what looks to be the pounding of a thousand blows— the doors now hang askew on their hinges. Just north of the door are large piles of rubble on which numerous mirrors have been affixed, their reflective surfaces aiming to the north end of the hall.

You can, also, make out a relatively freshly dug tunnel off to one side of the dark hall.

MAP


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

Will Save: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19

Please bot as needed, something's come up.


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

Andrea converts Obscuring Mist and healed Shadow who is no doubt rather battered.

CLW: 1d8 + 5 ⇒ (7) + 5 = 12

Does anyone else need healing?


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

Don't forget, Truk channeled for 15 a few posts back.


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

Yep, Shadow is a bit more fragile and was scraping the bottom of the HP barrel.


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 dancing lights and places them at the end of the room. He looks for the source of the bright light.

Perception: 1d20 + 15 ⇒ (14) + 15 = 29


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

So Orsin, plan on doing any plays about our adventures in the future? Perhaps an exciting adventure about some people who don't really resemble us as they fight to free a city from terror?


Evil GM

Broad stairs lead up to a circular chamber in which several treasures rest on sculpted podiums and stone shelves. None of the various treasures impress as much as the brilliant golden relic on the central dais—appearing similar to an eagle’s head, the relic illuminates the room with a powerful glow of daylight.

Tell me where everyone is located. use the previously posted map.


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

Andrea has moved to M-14, next to Shadow.


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 good where he is.


Evil GM

There is bright illumination to a radius of 30 feet from the podium. Part of the light is being reflected back towards the stairs by the mirrors.


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 think N 22


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

M22


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

Q15


Evil GM

here is the latest map given:

MAP

M=1,N=2, O=3, P=4
random roll: 1d4 ⇒ 1

There is a searing beam of sunlight light that shoots down to the left of Lucrezia and Faelyn - narrowly missing them.


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 begins casting summon monster IV.


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

If the spell goes off unhindered:

A Hound Archon appears in O32 (next to the eagle relic). Faelyn calls out in Draconic. Grab the relic and return it to the half orc!

The Archon grabs the eagle relic and teleports to M17 and hands the relic to Truk.

*If there is a readied action at the relic, please let me know. Some things will go off for the Archon.

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