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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Evil GM

Map Update for those in the Room Only

Gerard and Daniel only:

Gerard when you enter the room you see the following which Daniel is already aware of.

This garret chamber is paneled in fine mahogany wainscot. The ceiling is painted black and decorated in twinkling patterns by tiny shards of crystal glued to its surface. A circular trapdoor has been painted bone white in the ceiling of the central room. Archways open off this room onto an elegant bedchamber to the west and a well-appointed study to the east.

More importantly to the east where the study is located there is a large hand floating off the ground. The hand begins to open and flex it's fingers when you enter the area Gerard. Since you don't have spellcraft you really don't know what this thing is other than a large hand. You obviously know it is some sort of magic.

Daniel you realize that this thing is now moving.

Gerard Only:

This hand doesn't seem to be fooled by your concealment.


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 moves up into the nook opposite of Andrea (Q5), getting a line of sight to the party frontliners before he begins to inspire courage.


Evil GM

Gerard:

I forgot to mention there is a aura of doom that you walked into it's a Will Save DC 20.

Aura of Doom:
You emanate an almost palpable aura of horror. All non-allies within this spell’s area, or that later enter the area, must make a Will save to avoid becoming shaken. A successful save suppresses the effect.


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

perhaps Orsin can sing a little dubstep for us.

Assuming Daniel can inform Andrea of the wizard's status

Andrea's mind races and a trickle of sweat drops down her forehead. Reaching up to taste it, Andrea thinks and then starts chanting.
[ooc] 5' step to q,5/6 and cast Summon Monster 5 for SM: 1d3 ⇒ 3

Salt Mephits Appearing in T-5,U-5 and one hovering over Daniel.

Daniel! Direct the Mephits to where the wizard is detected!

The Mephits will then fly up far enough to use their glitterdust ability, using the 10' spread to cover the area where he points and the surrounding areas.


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

via Message for the party:
I am not sure, but that hand has not moved until now. He is either controlling it or it is waiting till he is hit.

He points at the spot his Detect Evil is pinging.
There! Near the ceiling!
This will happen next round when Andrea's summons appear.


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

Just an amendment in my action, I stay in my cubicle while starting my spell and will step out next round to finish casting.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Gerard feels nearly ill as doubts assail his optimistic demeanor, nipping at hope's heels. Was he ready for this or will this be his final mission?

Will Save, cloak +2: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

+4 more for being in my awesome Paladin Aura of Courage!!


Evil GM

RD 1: summary

Initiative order

Euphemia - cast false life on self....14 HP
Sandor - greater invis took effect again and took flight
Daniel - misses with bow and detects evil
Gerard - sneaks into the room the large hand notices him, he is shaken by aura of doom
Orsin - moves up to Q5 and inspires courage +2
Andrea - begins to cast a spell.


Evil GM

RD 2:

Initiative order

Euphemia -
Sandor -
Daniel -
Gerard
Orsin
Andrea

RD 2 Map for those in the room

for those in the room:

the large blob/ooze is on the map is actually the large hand. I didn't have a token for a hand. it is hovering off the ground and appears to be blocking the access.


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

And the results of my earlier spellcraft check?
Euphemia forces her way inside and grimaces at the enormous monstrosity.
In spite of, or perhaps owing to this, she throws up a bunch of wasps in its direction.Assuming there is nothing stopping her.


Evil GM

Euphemia only:
you enter the room and walk through an dreadful aura, DC 20 Will save. You recognize this a an aura of doom, failed equates to shaken condition.

Euphemia you can get to be behind Gerard in your movement (U,5).

The results of your earlier spellcraft roll now that you are in the room,

Euphemia:

You see a large hoving hand in the east room. you recognize this a a stronger version of the interposing hand...one known as a forceful hand. It is assigned to one enemy at a time and can bull rush that person, the wizard controlling it can shift his targets by using his move action. You suspect that since it did not attack Daniel initially but did move once Gerard entered the room, that the wizard has selected Gerard as his most feared opponent.You also know that it is impossible to fool and that it positions itself between the spellcaster and its target. It can be destroyed by attacks, dispelled or disintegrated. At least that is what you know about this spell.


Evil GM

Euphemia:

This garret chamber is paneled in fine mahogany wainscot. The ceiling is painted black and decorated in twinkling patterns by tiny shards of crystal glued to its surface. A circular trapdoor has been painted bone white in the ceiling of the central room. Archways open off this room onto an elegant bedchamber to the west and a well-appointed study to the east. You do not see the wizard but Gerard and Daniel are both facing towards the east room.

euphemia:

You also sense it is going to get exceptionally ugly in a few short moments. There was nothing to stop you from taking your vomit action.


Evil GM

Everyone connected to the message spell gets a dreadful reply once Euphemia enters the room. Yikes!


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

I wanna full attack, but his action will likely affect mine


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

Then Euphemia will send her swarm in that direction, towards the east room. As for her save, and Frank's:1d20 + 11 ⇒ (8) + 11 = 191d20 + 9 ⇒ (5) + 9 = 14
"Gerard, the hand is a spell!"She warns.


Evil GM

Euphemia the vomit swarm spell puts the wasps in an adjacent hex and they attack all other creatures in the area.. That's a bit problematic in that Gerard and Daniel are in the hexes in front of you and between you and the wizard. I'm sure your intent is not to have those creatures attack your comrades. As a compromise I'll let you spew the wasp out behind you and even bypass your comrades - which is not in the rules - but that type of control will be next round.


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

Thank you. It sucks to not see the map or be able to switch tabs.


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

Don't forget your bonus from Bard song(+2) and Daniel's Aura of Courage(+2)


Evil GM

Euphemia with the bonuses Andrea mentioned, you make your save from the aura of doom but Frank does not.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Could she vomit them straight/diagonally up/vertically, since they are a flying swarm? Do they need to be ground level?


Evil GM

RD 2: Sandor

The cloaked wizard reappears hovering roughly 20 off the ground he lets out a frosty cone of cone bursts forward in cone shape, aiming downward.

hover, DC 15: 1d20 + 12 + 6 ⇒ (19) + 12 + 6 = 37

Cone of cold, DC 21 reflex save for half damage: 12d6 ⇒ (5, 3, 3, 4, 4, 6, 1, 5, 1, 1, 2, 2) = 37

Revised Map

The 60 foot cone is outlined in pink on the map, it hits everyone but Andrea.


Evil GM
Gerard Nisroc wrote:
Could she vomit them straight/diagonally up/vertically, since they are a flying swarm? Do they need to be ground level?

I thought about that and she can but regardless they attack the nearest creature which is you and Daniel that why i was providing her some ability to control them as a compromise. I'm fine with letting them attack the two of you per RAW.


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

Would Orsin be safe due to cover?


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

Finally with the Wizard in sight , Daniel attacks.
Swift action, Deadly Aim, Smite, Inspired: 1d20 + 12 + 4 - 3 + 2 ⇒ (10) + 12 + 4 - 3 + 2 = 25
Damage: 1d8 + 1 + 3 + 10 + 6 + 2 ⇒ (8) + 1 + 3 + 10 + 6 + 2 = 30

Swift action, Deadly Aim, Smite, Inspired: 1d20 + 7 + 4 - 3 + 2 ⇒ (19) + 7 + 4 - 3 + 2 = 29
Damage: 1d8 + 1 + 3 + 10 + 6 + 2 ⇒ (1) + 1 + 3 + 10 + 6 + 2 = 23

You will fall

Save: 1d20 + 10 ⇒ (5) + 10 = 15
53 damage to him, 37 for me


Evil GM

The forceful Hand:

The hand will try to bull rush Gerard,

CMB, vs CMD 26, squeezing: 1d20 + 21 - 4 ⇒ (11) + 21 - 4 = 28

The hand pushes Gerard back into Euphemia,

CMB vs Eumphemia CMD 16, squeeze: 1d20 + 21 - 4 - 4 ⇒ (17) + 21 - 4 - 4 = 30


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Please let me know if Gerard is within 30ft of wizard.

The Reflex, evasion: 1d20 + 15 ⇒ (18) + 15 = 33


Evil GM

yes you are within 30 feet.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Phem, you alright?

Furious that Euphemia could have been harmed, Gerard whirls drawing and releasing two daggers at the wizard.

Catch, biatch...

atk, mw dagger +1, wf, pbs, aff, courage, range: 1d20 + 13 + 1 + 1 + 1 + 2 - 4 ⇒ (17) + 13 + 1 + 1 + 1 + 2 - 4 = 31
dmg, mw dagger +1, pbs, aff, courage, black smear DC15 fort: 1d4 + 1 + 1 + 2 ⇒ (1) + 1 + 1 + 2 = 5
atk, mw dagger +1, wf, pbs, aff, courage, range: 1d20 + 8 + 1 + 1 + 1 + 2 - 4 ⇒ (9) + 8 + 1 + 1 + 1 + 2 - 4 = 18
dmg, mw dagger +1, pbs, aff, courage, cockatrice spit DC12 fort: 1d4 + 1 + 1 + 2 ⇒ (2) + 1 + 1 + 2 = 6


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Sorry, -2 for that doom thing.


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

My next action depends on what Orsin is doing since I would be moving, but I believe my summoned creatures can act.

Three small winged beings pop into existence over people's heads.Salt Mephits <-Link at Daniel's shouted instructions, they turn their beady eyes towards the floating mage and blow raspberries at him, sending a rain of glittering motes falling down on his head.

Glitterdust It says CL 6 so I am not sure of the DC. DC 12 or 14? DC=10+spell level+stat? They then zip forwards surround him 40 foot move, will take AoO On ends up in T,9. one in U,10 and the other in V,9 will start AoOing when/if he starts casting.


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

Since there are 3 mephits, all 3 could cast GLITTERDUST on him at once on their turn which requires he make 3 saves vs blindness


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

Exactly, they all do that.


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

Euphemia R save: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Frank:1d20 + 6 + 2 - 2 ⇒ (7) + 6 + 2 - 2 = 13 Ouch.
Euphemia: 32/60 hp
Frank:-7/30 hp. I need to check to make sure he isn't dead.
Euphemia doesn't reply to Gerard so much as shiver and whimper for fear of Frank's well-being. The rogue may be able to feel the practically solid Franksicle in the with's bodice.


Evil GM

Daniel's arrows hit the wizard. Your paladin ability to overcome DR is useful.

Gerard your first dagger seems to hit the wizard but he takes no damage from it.


Evil GM
Andrea1 wrote:

My next action depends on what Orsin is doing since I would be moving, but I believe my summoned creatures can act.

Three small winged beings pop into existence over people's heads.Salt Mephits <-Link at Daniel's shouted instructions, they turn their beady eyes towards the floating mage and blow raspberries at him, sending a rain of glittering motes falling down on his head.

Glitterdust It says CL 6 so I am not sure of the DC. DC 12 or 14? DC=10+spell level+stat? They then zip forwards surround him 40 foot move, will take AoO On ends up in T,9. one in U,10 and the other in V,9 will start AoOing when/if he starts casting.

Andrea it is DC = 10 + spell level (2) + stat mod +2 = 14

Your creatures never appear and your spell fizzles out.

Andrea Only:
You recall that the building has some sort of dimensional anchor spell that prevents extra-dimensional travel. At least in the areas you've explored. Remember Azreal can't teleport, which will pose a problem for him if he dies here. In hindsight this should make sense, thieves wouldn't want folks gating in or dimensional hopping into and out of their building.


Evil GM

RD 2:

Initiative order

Euphemia - entered room vomitted wasp
Sandor - cone of ice 37 HP to all that fail the reflex save
Daniel - hit twice 53 HP
Gerard - hit with one dagger that did no damage
Orsin
Andrea -


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

Euphemia's whimpers crescendo to a sob.


Evil GM

"Disarm yourselves and surrender. Your paladin friend chose to put you all in harms way, surrender and live."


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

It doesn't really seem like Euphemia's aware of her surroundings right now, let alone listening to her best friend's killer.


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

[ooc]Just waiting for Orsin.


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

Reflex: 1d20 + 2 + 9 ⇒ (2) + 2 + 9 = 13

Immediate action, saving finale, ends performance.

Reflex: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16

Ugh, so much for that.

Orsin uses a move action to resume IC and his standard action to attempt to dispel the hand with a scroll.

Dispel Magic!: 1d20 + 5 ⇒ (4) + 5 = 9

Ugh, why do I bother? Lol.


Evil GM

Well that was theatrical bust Orsin.


Evil GM

Andrea's action is remaining.


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

HP 76/76
Current Saves: F12R5W115 (F14R7W17 vs. Evil)
AC: 24/T12/FF24
In hands: Wooden shield+2,Long sword +2
Current BaB: +11/+6
Spells in Effect: Magic Circle against Evil on Orsin (+2 AC/Saves vs. Evil,Prevents mental influences, 85 minutes),Aura of Doom(95 Minutes,20' radius,Enemies entering must DC 19 Will save or Become shaken, -2 attack/save/skill/ability rolls),Spider Climb (25 minutes),Resist Fire-Communal(20 pts) 16 minutes,Protection from Lightning(100 pts) 20 minutes
Channels 5/6

Very well.

Andrea moves to T-5 and clenches her hand at the floating wizard.Break.
Boneshatter DC 20 Fort Save for half damage. If save is failed, target becomes exhausted -6 Str/Dex cannot run or charge and moves at half speed. If save is made target takes half damage and is only fatigued. -2 St/Dex cannout run or charge
Bonshatter: 10d6 ⇒ (5, 6, 5, 4, 4, 6, 1, 6, 5, 4) = 46


Evil GM

Andrea only:

Make your DC 20 Will save as your spell reflects and turns back on you.


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

WS: 1d20 + 15 ⇒ (8) + 15 = 23


Evil GM

Andrea:

You take half damage and are fatigued. You walked into an aura of doom also, I need a second Will Save.


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

Daniel sees the injuries to his friends but is also aware he harmed the wizard.

How many more can you take wizard? You cannot stop us all before you fall!


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

WS2: 1d20 + 17 ⇒ (14) + 17 = 31

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