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

Daniel you don't know if it is evil, or not, that would require a move action to determine.


Evil GM

Gerard still has his RD 4 action.

RD 5:

Andrea -
Daniel - Hits it twice but the smite didn't appear to do extra damage.
26 HPs of damage.
Greater Shadow - destroyed
Gerard
Euphemia
Orsin -
Onyx Ooze

RD 5 Map

I put a yellow halo around the earth elemental.
I don't think anyone moved closer to it last round, tell if I missed a move and I'll correct the map.


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

Round 4

This fight is beyond me... Have the elemental take Daniel's place so he can escape. It's attacks are strength based, weaken it!


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

It was a searing light, per Andrea's orders.


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

Andrea casts Blessing of Fervor on everyone.

Blessing of Fervor:
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.


Evil GM

So there is no confusion the PCs don't get all those benefits at one time:

blessing of fervor:

With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.


Evil GM

RD 5: update

Andrea - bast blessing of fervor
Daniel - Hits it twice but the smite didn't appear to do extra damage.
26 HPs of damage.
Greater Shadow - destroyed

Gerard
Euphemia
Orsin -
Onyx Ooze


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

Gerard, use Euphemia's fireballs!


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

On Orsin's turn, he uses his scroll of grease on Daniel.

THEN, on DANIEL'S turn, he casts liberating command as an immediate action, hoping to break the cycle of grabs once and for all.


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

Ok. So I take MY turn to break the grapple. Buffs:
Grease: A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

The paladin once again, struggles against his captor, aided by new magic.
Greased, Inspired Standard attempt to break the grapple vs the ooze CMD: 1d20 + 16 + 2 + 10 ⇒ (12) + 16 + 2 + 10 = 40

The paladin breaks free (I think) and attempts to move away once, again, provoking from the ooze.
Insert DM aoo!!!

The paladin gets to ESCAPE ARTIST vs the attack
liberating Command, if req: 1d20 + 1 - 5 + 10 + 18 ⇒ (15) + 1 - 5 + 10 + 18 = 39
Success, I think?

The paladin remains free and moves as far away from the creature as his feet can carry him, as the very slippery and slightly burned and frozen Half orc passes everybody he speaks, RUN!


Evil GM

Prior to Daniel's RD 6 action the ooze attacks.

RD 5: Ooze

The ooze will try to maintain the grapple

CMB v CMD: 1d20 + 18 + 4 ⇒ (11) + 18 + 4 = 33

Seeking to crystallize its food,

damage: 1d8 + 4 ⇒ (4) + 4 = 8;acid: 1d6 ⇒ 3;cold: 1d6 ⇒ 6

damage: 1d8 + 4 ⇒ (5) + 4 = 9;acid: 1d6 ⇒ 4;cold: 1d6 ⇒ 5

Your metal armor becomes unbearably frigid
cold, DC reflex 22: 1d4 ⇒ 2

Reflex save is for extra damage only.

Your gear takes an automatic 11 HPs cold damage (no save)

Daniel you took 26/28 Hps of damage in RD 4 and 33/35 HP in RD 5. You have two DC 22 Reflex saves.


Evil GM

RD 5: Earth Elemental

The summoned creature will try to bash the ooze,

att: 1d20 + 9 ⇒ (20) + 9 = 29;damage: 1d8 + 7 ⇒ (1) + 7 = 8

He hits the ooze hard.


Evil GM

I'm not going to take the AOO on Daniel when he moves.

RD 6:

Andrea -
Daniel - Breaks grapple and slips out of reach using escape artist he runs
Greater Shadow - destroyed

Gerard
Euphemia
Orsin -
Onyx Ooze


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

Andrea runs with super speed out the door with the others.


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

reflex: 1d20 + 10 ⇒ (16) + 10 = 26

Made save. 33 damage taken. Gear has 22 points damage


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 Arrisen wrote:

Desperately fighting against the strength and flow of this creature Daniel attempts to break free (standard) and depending on success either Moves out of the room or tries to see if Imoedae's power could help him via DETECT EVIL

[dice=Reflex save] 1d20+10

[dice=CMB to break Grapple] 1d20+16+2

Daniel manages to use LoH to keep himself in the fight.
[dice=LOH+Fey Touched] 5d6+10

I already failed the first save in this post. Damage was accounted for.


Evil GM

Daniel your gear took a total of 38 HP of damage:
RD 2 - 8 hps
RD 3 - 11 HP
RD 4 -AoO - 8 Hp
Rd 5 - 11 Hp

Gerald your gear took:
Aoo - 8 HP
Rd 1 - 4 HP

The creature's stats states no saves for gear, however, this conflicts with the attended magic item rule which states:

Saving Throws:

Magical Items: Magic items always get saving throws. A magic item's Fortitude, Reflex, and Will save bonuses are equal to 2 + half its caster level. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better.

Anything magical gets its save throw each round.

Daniel - Since you were in the ooze for a long time anything that is not magical in nature is destroyed.

Gerard - What non-magical items did you have from your waist and below. I know you have daredevil boots.

*The make whole spell can restore/fix items.


Evil GM

I actually would like to simply this process when it comes to the magic items, if it's ok with Gerard and Daniel lets make it a flat DC 14 Fort save on the items damaged. Only one save per item needed rather than one each round. Use your Fort save for item's roll. A natural 1 is failure.

There is a table regarding Damaging Objects that has HPs for equipment under the PFPRD, Damaging Objects.

Anything ruined can be made whole again with the spell Make Whole.


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 runs with all due haste, following Andrea and Daniel.

baldwin the merciful wrote:
Daniel - Since you were in the ooze for a long time anything that is not magical in nature is destroyed.

Andrea is going to get her long-awaited eyeful, I gather.


Evil GM

Funny you say that Orsin...I typed a funny message regarding Phem's observations of Gerard when he first escaped the creature, but I decided to not post it.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Orsino 'Orsin' Bessatte wrote:

Orsin runs with all due haste, following Andrea and Daniel.

baldwin the merciful wrote:
Daniel - Since you were in the ooze for a long time anything that is not magical in nature is destroyed.
Andrea is going to get her long-awaited eyeful, I gather.

Andrea will have to wait since she is out front of the front.


Evil GM

Where are you all running off to?


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

Fortitude, daredevil boots: 1d20 + 7 ⇒ (9) + 7 = 16
Fortitude, pants: 1d20 + 7 ⇒ (13) + 7 = 20
Fortitude, quick change cloak: 1d20 + 7 ⇒ (12) + 7 = 19


Evil GM

Gerard's magical gear is unscathed from the acid and cold.


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

Fort Armor: 1d20 + 15 ⇒ (4) + 15 = 19
Fort Sword: 1d20 + 15 ⇒ (4) + 15 = 19
Fort Bow: 1d20 + 15 ⇒ (10) + 15 = 25
Fort Boots: 1d20 + 15 ⇒ (15) + 15 = 30
Fort Headband: 1d20 + 15 ⇒ (9) + 15 = 24
Fort Belt: 1d20 + 15 ⇒ (11) + 15 = 26
Fort Jingasa: 1d20 + 15 ⇒ (12) + 15 = 27
Fort Cloak: 1d20 + 15 ⇒ (8) + 15 = 23

The paladin continues his move, throwing aside his ruined non magical weapons,
(Lucerine Hammer, Warhammer, Arrows)
And ripping his undergarments from around the edges of his armor.
Unfortunately for Andrea the paladin retains his modesty.


Evil GM

Daniel's equipment looks tarnished from the battle but it is still intact.

Map 1, close-up

Map 2, entire ground floor


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

The earth elemental keeps at his task.
1d20 + 9 ⇒ (8) + 9 = 17 Dammage: 1d8 + 7 ⇒ (7) + 7 = 14

Euphemia, meanwhile, runs off with the others, not at all confident that she could survive whilst the others flee.


Evil GM

The earth elemental hits again damaging the creature.

The creature will attack the EE. off screen action.


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

We can run back to the saferoom on the second floor where we found all those rapiers,daggers,shortsword,etc. Far enough away and enough bodies on the floor to satisfy the ooze.


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


The paladin continues his move, throwing aside his ruined non magical weapons,
(Lucerine Hammer, Warhammer, Arrows)
And ripping his undergarments from around the edges of his armor.
Unfortunately for Andrea the paladin retains his modesty.

Hope crusher! Crushing Andrea's and Orsin's hopes like that! Youa re now the Hopecrusher!


Evil GM

Gerard is pantless and he has nice boots on.


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

Vampire's gonna pay.... Gerard draws his cloak about himself.


Evil GM

Which way are you all heading? I put up maps a few posts ago. Andrea suggested back upstairs. As you can see from the map you have some backtracking to do.


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

Orsin, Daniel... Can we break through an east wall? Any one.


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

At the very least, C13 so we put doors between us and the ooze.(Go through secret door to C7,C8a,C9 and then C10. Stay away from outside(I see you little flying thing)

Lets go through the secret doors, we'll need magic to go through the walls.


Evil GM

It takes the group about 45 minutes to weave in there way back to the upstairs. Gerard is able to find some britches along the way that he will be able to jury-rig to fit his body. The group has a few options for a suitable saferoom.

Daniel would suggest a room that has limited access, so the group could better defend it against corporeal enemies. Realizing walls are useless against incorporeal enemies.

Overview Map

I put you in one suitable room tell me if you want that changed. If you do, let me know which room. What are the watches? Per Andrea you use the Treasurers Seal and alarm scroll.


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

Looks okay to me, we plug the eyehole with cloth to block light.

Also use the Morrowfall's Detect Undead power while we keep watch to scan for undead to help keep them from sneaking up on us.

Suggested watch order

Orsin-Andrea
Gerard-Daniel
Andrea-Euphemia

Must ask Talbard for Rope Trick scrolls. Anyone want to use the Private Sanctum/False Vision scrolls?


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

The burned and scarred paladin surveys the room.

Good and bad points no matter where we stay. One exit means we can be easily contained by an enemy, but limits the numbers that can get at us.

He uses the remaining charges on himself
CLW+Fey Foundling: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6
CLW+Fey Foundling: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9
CLW+Fey Foundling: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9
CLW+Fey Foundling: 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5
And presents his hand to Gerard.

Do you need Iomedae's grace? I can lay on hands 2 more times this day.


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

We still have many potions left if anyone needs them.

In the morning we should decide, should we head back to report, resupply or head straight down to the basement? No more treasure hunting. Andrea looks over at Gerard.We have enough loot.


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

If we can make it through the night, we need to go After Illnerik. Provided he has not fled by other means he may be restricted in his movement.


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

Adjusting his borrowed pants, Gerard waves Daniel off. Save it, it harms undead yes?
I'm after something useful, don't care much for loot.

That onyx ooze was something else. I'm trained in... anatomy. And it had none. No one knows a weakness? The stuff of nightmares, that.


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

Other than bashing and slashing until it dies? None that I know of. That ooze was a particular kind of creature where there is no vulnerability to exploit, one must just try to kill it before they are killed. Plus it had the advantage that we could not bring our numbers to bear upon it.

Andrea leans back. Right now we have the ability to cut right through the difficulties of hacking our way to Ilnerik and cut the head off of the Shadowcurse. We have scrolls of Scrying that can locate where Ilnerik sleeps, and with the destruction of the model we are not blocked from scrying or teleporting.Euphemia and Talbard both have the ability to teleport and together they can get all of us right next to Ilnerik for one last fight. Granted, we will be behind enemy lines and it will be a fight that we cannot run from and regroup. The question is, is it worth it?


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 am not one for facing illnerik on his terms. Let's get through the night and renew our magics and face him at strength.
The morning brings new light and hope. We will find him and kill him.


Evil GM

DM rolls:

1d100 ⇒ 35
1d100 ⇒ 50
1d100 ⇒ 37

The group makes it through the evening without any encounters.

Andrea: if you or anyone else were going to try to scry, or other magic, before resting post what you are attempting to do in the game thread. If you are doing it when you wake up, post those actions.

If anyone was using healing potions roll out the results and deduct the items from your profiles.

When you wake up - if you start to buff - let me know what is ongoing and the length of time. Correct me if I'm wrong but it sounds like you guys have decided to head to the basement.

You can level up. The AP doesn't have you leveling till after the big fight but now if fine with me.


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

ALPHA STRIKE!


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

I'm all for the basement.

Andrea notices that Daniel is still rather wounded. Daniel, here. I'll fix you up. [ooc]If you already healed yourself up, let me know.[/dice]

CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (1) + 1 = 2

CMW for Gerard
CMW: 2d8 + 3 ⇒ (4, 7) + 3 = 14


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

When Daniel awakens in the morning he uses his last 2 remaining Lay On Hands, before he kneels in reverence to his Goddess and prays.

LoH+Fey Touched: 5d6 + 10 ⇒ (1, 5, 5, 1, 5) + 10 = 27
LoH+Fey Touched: 5d6 + 10 ⇒ (6, 1, 2, 6, 3) + 10 = 28
Keep your cure Andrea. I am good.

As he finishes his prayers, he stands ready.


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

Euphemia, Orsin. Do you wish to attempt to scry? There is that scroll we found that you can use.


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

Before we continue, let us attempt to make a plan according to what we know of Ilnerik.

We know he is a vampire and the strengths and weaknesses of one. The Mother said that he has greater ability to summon minions instead of being able to shapeshift and he has a being called the Nilhoi as his right hand

Know-Planes: 1d20 + 9 ⇒ (5) + 9 = 14

As for his other skills. We did talk about how he was a Pathfinder in life before the betrayal and had relevant skills. Andrea nods to Orsin. He might have bardic abilities such as spells and boosting the abilities of himself and his ally with song or instruments. So silencing him might be feasible.


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 nods in thoughtful consideration of the priestess's words as Daniel finishes his prayers and Euphemia finishes staring at Frank for an hour. His face, by no means freshly shaven, has grown gaunt and lifeless. His bargain with the archdevil Geryon continued to weigh heavy on his thoughts as he struggled in vain to forget his charge to steal the paintings.

"I can silence him, to be sure, but we should focus on cutting him down as quickly as possible. I've been thinking about that prayer of searing light you've used before and I feel pretty certain I've come up with a spell of my own that acts just like it. I've also learned been working on a few other spells and I think I've finally got the hang of them. Ilnerik won't know what hit him."

"Maybe a band of mischievous shadow-stuff monkeys can help distract his followers in the mean time," he muses, giving Andrea a sly wink.

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