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.
Evil GM
What is everyone else doing after the beam of sunlight? Faelyn begins to cast his full round spell.
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 continues watching and waiting.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
What just happened there?
Andrea moves next to Orsin at O-14 and brings Shadow with her to N-14.
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
At what level what the beam? If Lucrezia got down on her hand and knees, would it have gone of her head?
Evil GM
Lucrezia the beam seems to take up most or the area near you, it is doubtful being on the ground would lessen the area covered. However, it was a sudden quick flash, then the light dissipated.
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
Angradd's arse! Grimm exclaims as the beam shoots past.
Guessing at the wizards tactic, Grimm takes a rear guard posting, the creatures they had been fighting had gone through alot of trouble to get to this thing. He figured it wasn't going to be as simple as taking it.
Evil GM
As soon as Faelyn's summoned creature appears near the relic, a massive sunburst explodes catching the HA, Lucrezia, Faelyn, Grimm and Truk in it's radius.
sunburst: 6d6 ⇒ (5, 6, 5, 3, 3, 2) = 24 plus you are blinded.
reflex save 22 for half damage and negates the blinding.
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
Is it a bigger than normal Sunburst? Truk and Grimm should be right outside the radius.
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 reflex 1d20 + 9 ⇒ (8) + 9 = 17
What the f%%#!!
Not knowing what is going on, Lucrezia drops prone.
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
Delvehaven has been cruel to Lucrezia.
Evil GM
You and Grimm are actually inside the 80 ft radius.
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
Well bummer.
Reflex: 1d20 + 5 ⇒ (7) + 5 = 12
Truk tries to cover up with his arms but is too slow and eats the full blast in the face. The big orc howls in pain and frustration. He claws at his face as things grow dark.
"I can't see! The damned thing burned my eyes. Someone grab it before it does that again."
Evil GM
Hence the reason the vampires and their spawn have yet to figure out how to get close to the damn thing.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Lucrezia! start crawling back to us!
Might just have to drag ourselves out for a day or two.
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
"Someone get the damned trinket. We didn't come all this way to back off now", Truk growls.
Well it's a lot worse for them. We're just blind. It actually kills them.
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
While on the ground, Lucrezia blindly and invisibly fumbles amongst the contents in her bag, grabbing out a potion and then drinking it.
imbibing potion of gaseous form
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
"Lucrezia! You okay? Talk to me Beautiful."
Truk stumbles around, clearly not accustomed to being an invalid.
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 hear or speak while in gasseous form?
Evil GM
Lucrezia Villanova wrote: While on the ground, Lucrezia blindly and invisibly fumbles amongst the contents in her bag, grabbing out a potion and then drinking it.
imbibing potion of gaseous form
I knew you all had a couple gaseous forms they would hve come in handly getting around a few traps and encounters.
Evil GM
Lucrezia Villanova wrote: Can I hear or speak while in gasseous form? No
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
HA: 1d20 + 5 ⇒ (12) + 5 = 17
Faelyn: 1d20 + 7 ⇒ (13) + 7 = 20
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
The HA reaches down and grabs the artifact.
Evil GM
The HA can try to locate it since he's been blinded. he can try to feel for the items with a perception check.
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
Perception HA to pick up the artifact next to him: 1d20 + 10 ⇒ (16) + 10 = 26
Zizmort, still invisible double moves to the artifact and will grab it the next round if the HA can't reach down and grab it.
Evil GM
The HA fumbles around but locates the artifact. The artifact's deadly sunbursts stop pulsating in the living hands.
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Get the artifact. Archon I am blinded. Give it to one of my companions. There are evil undead here. Use your ability to detect to know who to give it to!
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
Zizmort speaks in Draconic like Faelyn. I will take it from you Archon! He reaches for the artifact.
Evil GM
The HA would hesitate a second before handing it over to the little devil. This creature is blind, so does anyone want to guide it to where it is going, or where it needs to detect evil?
Are you guys doing anything else.
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 hears Zizmort's voice. Give it to the creature reaching for it.
Does he know Zizmort is a devil or little?
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 going to blindly stay put.
"Lucrezia? Where are you?"
Evil GM
It would know that Ziz is an outsider, he didn't see him and Ziz isn't evil, so it would take him a little bit to figure out that ziz is actually a devil. You all would be totally screwed if Ziz was now called back to 9 Hells with the artifact.
Evil GM
Grimm still has a DC22 Reflex save to make.
Moving back towards the intersection will take quite some time at 1/2 speed and over the rubble an debris but eventually everyone makes to the middle intersection.
What are you going to 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
"'Drea, you said the vampires weren't actually dead? We should find them and finish them off before we leave."
After saying this, Truk grunts as he runs into a wall.
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Ziz hand me the artifact.
Ziz does this if allowed.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Andrea channels to heal everyone.
4/5
Channel: 4d6 ⇒ (2, 3, 4, 3) = 12
We need to find their coffins. I am guessing that those sarcophigi where we met the crossbow vampire are those. I have holy water and we can jam crossbows into their hearts. We also need to heal people of their blindness. Depending on the time, we can either hole up in the hideaway or perhaps send Ziz to get Areal and the others to help us home.
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Faelyn Sindrel wrote: Andrea can you see? Yes. Orsin,Shadow and John were not in the radius of the light.
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Here take the artifact. I will be able to study it later if I can get my vision back.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Andrea takes the Morrowfall into her hands. Such a fantastic artifact, Just like the bearded devil and Bisby said. Let's get those vampires destroyed and us out of here.
Evil GM
What are you doing when you get back into the coffin room?
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Easy money that they probably did something to trap the coffins, and with Lucrezia blinded, she cannot see what. Wait, Orsin could try to use the scroll of dispel magic that Faelyn has to clear Lucrezia's sight I believe.
Spellcraft to figure out if this can be done.: 1d20 + 10 ⇒ (18) + 10 = 28
Dispel Magic scroll from Wavedoor.
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
How long does the blinded condition last?
Evil GM
Andrea considers this creative use of the dispel spell. Then thinks it probably won't work since the effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect. Drat
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: How long does the blinded condition last? Until a remove blindness is cast.
Evil GM
Andrea can make a heal check and add her cleric level for that answer Lucrezia.
Meanwhile everyone will notice that Orsin is speaking quite loudly.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Healcheck: 1d20 + 11 ⇒ (5) + 11 = 16
Evil GM
Andrea knows blindness and deafness is permanent but there are methods to cure those deficiencies.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
They can only be cured after either Truk or I pray for the miracles to cure them. We could try pushing these open, but risk triggering any traps if they exist.
Andrea visually examines the sarcophigi.
Perception: 1d20 + 11 ⇒ (11) + 11 = 22
If it is dark outside, we cannot safely rest in Delvehaven. They will be back within the hour and after us to get the Morrowfall.
Shadow, examine these sarcophigi with me and see if we can safely open them.
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
"You're thinking about this too hard 'Drea. Point me at the coffins and I'll peel them open", Truk says as he feels around blindly.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Andrea guides Truk to a sarcophigi and motions others to move back. There you go.
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