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

COT Will Saves with Daniel's aura of courage:

Phem: 1d20 + 11 + 4 ⇒ (5) + 11 + 4 = 20
Frank: 1d20 + 7 + 4 ⇒ (14) + 7 + 4 = 25
Gerard: 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21
Orsin: 1d20 + 8 + 4 ⇒ (3) + 8 + 4 = 15
jarvis: 1d20 + 9 + 4 ⇒ (15) + 9 + 4 = 28

Everyone but Orsin made their save.

EDIT:

Only orsin IS NOT Frightened he was barely outside the cone effect.


Evil GM

Andrea Know Religion:

You know this is undead, you do not know it's extraplanar.

It significantly reduces damage unless it is good and silver; Immune cold, undead traits; and it resists spells

It has light aversion as a weakeness but can cast deeper darkness at will. It animates skeletons at will and can cause unholy blight at will. It's roar causes fear but it has the deadly ability to channel negative energy, rake and pounce with it's massive paws.

It can fast heal when others are fearful of it.

These creatures are often nightstalker's lieutenant's.


Evil GM

The lion releases a massive wave of negative damaging energy.

negative channel, DC 26 Will save for half damage: 6d6 ⇒ (6, 1, 5, 6, 2, 3) = 23

I edited the misspelling of lion.


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

Loin? We are fighting a cut of meat! Weak against garlic and herbs de providance ;)

Undead! Blessed silver needed to harm fully! Resists magic! Averse to light! Morrowfall! Channel negative power! Unholy blight at will!

Will save: 1d20 + 15 ⇒ (10) + 15 = 25


Evil GM

RD 1 update:

nightshade - channeled neg energy 23 HP of damage, half with DC 26 Will save.

Orsin
Gerard
Skeletons
Andrea -
Euphemia
Jarvis
Daniel


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

Undead? Then I can smite it!

Will save: 1d20 + 13 ⇒ (20) + 13 = 33

Planes: 1d20 + 3 ⇒ (13) + 3 = 16


Evil GM

Andrea and Daniel:

You each can sense and feel it's desecrating aura which gives it and those skeletons profane bonuses on their attacks, damage and saves. You each know that consecrate or hallow will suppress the aura.


Evil GM

Daniel don't forget your Will save from it's channel. DC 26 for 1/2 damage.

Daniel:
Read Andrea's spoiler above regarding the creature. You also know it is extraplanar.


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

Desecrating aura makes the skeletons stronger unless we consecrate.


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
baldwin the merciful wrote:

Daniel don't forget your Will save from it's channel. DC 26 for 1/2 damage.

** spoiler omitted **

I did do the will save. Nat 20. Took 12 hp off my total.

Everybody behind me! It's large make it fight us in the hallway, if we enter the room we can be surrounded.


Evil GM

Daniel - I don't see the Will save posted are you sure it's in this thread and not another game?


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:

Undead? Then I can smite it!

[dice=Will save] 1d20+13

[dice=Planes] 1d20+3

It's 5 posts up from this one. I didn't bother to post a save vs the roar cause I am immune to fear


Evil GM

Now I see it, I read that as your knowledge religion roll. Seeing that you don't have Know Religion you don't any thing about this creature other than what is under this spoiler.

Daniel know planes:

its extraplanar and lives in the negative energy planes like the shadow plane. often serving as key commanders. Being it is a lion like creature you know it has the pounce, rake and grab ability. You know it has a desecrating aura.


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

It can use unholy blight at will as well as channel negative energy! It can tear us apart without moving an inch


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

Phem, light it up! Daniel, if it bleeds... however black. Andrea, channel heal.... Gerard nearly vomits from the wave of death-queasiness.

Will: 1d20 + 6 ⇒ (5) + 6 = 11


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

HP 58/81
Current Saves: F12R5W115
AC: 24/T12/FF24
In hands: Wooden shield+2,
Current BaB: +9/+4
Spells in Effect:Resist Fire/Cold-Communal(Everyone, 30 points 15 minutes)
Channels 3/6
Bit of Luck 7/8

Andrea draws the wand of Daylight and casts Daylight into the room where the Nightlion lurks. She then 5' steps back to C-8


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

Edit: I realized that we already have multiple sources of light going, in fact Gerard still has his Daylight imbued dagger out So a change of action.

Editx2. I just remembered that Gerard and Orsin go before me so I don't know if they would be in the same place so I will hold off until I see how they move.


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

Phem Will Save:1d20 + 11 ⇒ (10) + 11 = 21 Frank:1d20 + 7 ⇒ (6) + 7 = 13 So, 12 to Frank and all 23 to Phem.

"Frank, go back!" Euphemia shouts hoarsely. She looks to Daniel, eyes narrow.
"What Andrea said!"

She unsheathes the sword of light she's been entrusted with and holds it aloft.

Searing light. Argh. I suck. I've forgotten this sword's CL...


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

Both of you should be safe from the Channel since in the discussion thread, I asked about how channel effects people and others replied that you,Orsin and Jarvis would not be effected

As for Searing Light, I believe you will do 10d8 since that thing is light vilnerable


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

Okay, but I need to know if I can move to aim, if I am safe. If she can move and unsheath, she will. Then, to hit:1d20 + 8 ⇒ (13) + 8 = 21, and 10d8 ⇒ (6, 8, 2, 1, 6, 5, 5, 6, 5, 6) = 50 Morrowfall 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

Gerard, with Orsin either side of this door. See if It wants to eat Paladin!

Or sin stay D9, Gerard to D11


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 figure I be bait and see if they pursue. The room is a dead end so we either smoke them out or block the door. If they follow me to E10 we can dog pile one at a time


Evil GM
Andrea1 wrote:

Edit: I realized that we already have multiple sources of light going, in fact Gerard still has his Daylight imbued dagger out So a change of action.

Editx2. I just remembered that Gerard and Orsin go before me so I don't know if they would be in the same place so I will hold off until I see how they move.

Gerard's dagger with daylight. Gerard has a blinkback belt so immediately after the tosses his dagger it re-sheaths itself and that blocks the daylight at the end of his attack.


Evil GM
Euphemia di Nereis wrote:
Okay, but I need to know if I can move to aim, if I am safe. If she can move and unsheath, she will. Then, to hit:1d20+8, and 10d8 Morrowfall damage.

drawing weapon, pfsrd:

Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.

If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action.

Since you have a BAB of +1 or higher you can draw as a free action combined with a regular move. A regular move action is not a 5 ft step. So which hex are you moving into since you have no LOS? C,9 is free once Andrea steps back. As far as being safe that is another matter.


Evil GM

I'm going to skip Orsin and Gerard if they don't post actions soon. I'll slip them into the order when they post or DMPC their actions at the end of the round.


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

Okay. Andrea will draw her Wand of Daylight and cast Daylight into the room with the shadowlion and then step back(cast it onto a wall)


Evil GM

I'm moving the action forward.

Two skeletons take 5 ft steps closer to the door, while the last one moves 10 feet to block the doorway.

All three poke Gerard with short swords,

skel 1: 1d20 + 5 ⇒ (1) + 5 = 6;damage: 1d6 + 3 ⇒ (4) + 3 = 7

skel 2: 1d20 + 5 ⇒ (17) + 5 = 22;damage: 1d6 + 3 ⇒ (5) + 3 = 8

skel 3: 1d20 + 5 ⇒ (20) + 5 = 25;damage: 1d6 + 3 ⇒ (5) + 3 = 8

confirm crit:

skel 3: 1d20 + 5 ⇒ (14) + 5 = 19;damage: 1d6 + 3 ⇒ (2) + 3 = 5

EDIT: Add +2 on the damage.

I need a fort save DC 18 for each hit.
dex dam: 1d2 ⇒ 1

poison:

Giant Wasp Poison

Type poison (injury); Save Fortitude DC 18

Frequency 1/round for 6 rounds

Effect 1d2 Dex damage; Cure 1 save


Evil GM

Phem are you leaving frank behind when you move into the hallway? Where is he going?

jarvis moves into the lower hallway to make room (G 10)

RD 1 update:

nightshade - channeled neg energy 23 HP of damage, half with DC 26 Will save.

Orsin
Gerard
Skeletons - step up and attack Gerard
Andrea - steps back draws daylight wand, cast spell (where at or what is it on?)

Euphemia - moves to C 9, uses searing light
Jarvis moves back to G 10 to make room

Daniel

Updated RD 1 Map


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

Sorry, was waiting on Orsin. Init Order. Anyway Gerard could have tumbled past to (B,17) with an Acrobatics Check? Before the clogged up the path?

Gerard draws his dagger for additional light and fights to gain the north-east corner. Praying the Paladin can flank the night-fiend.

Acrobatics, tumble to (B,17), daredevil boots +5: 1d20 + 25 + 5 ⇒ (20) + 25 + 5 = 50

Fortitude, poison if needed: 1d20 + 7 ⇒ (1) + 7 = 8


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

Cast it into the lion room at C-14. If I can't do that, I will cast it on the doorway at C-12


Evil GM

I waited since 6 pm yesterday for orsin and Gerard to take their actions. Then gave warning this morning that I was moving the action along. Not meaning to be a pain in the a$$ but you can make your save then tumble if you want. I really don't want to recon actions.


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

Sure. Failed save. But, threaded through the skeletons, past the lion-thing and ended up at (B,17).


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

Frank would be left in the hallway, yes.


Evil GM
Euphemia di Nereis wrote:
Frank would be left in the hallway, yes.

Advise which hex he is in.


Evil GM

Orsin and Daniel's RD 1 actions are remaining. I have few errands to run but I'll DMPC them if they haven't posted by the time I get back.


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

B17? No! I can't tumble through squares. Why would you go into a room with 4 other enemies? We could have taken them one at a time!

The paladins' eyes widen in concern as the rogue, for Gods know what reason, tumbles past the enemy line into a room with an undead LION and no allies to support him.

Gerard! No! Andrea, going in!

The paladin calls upon Imoedae to grant him aid in his next Manuevere. (Improved Overrun-Weapon Master)

Imp Overrun: 1d20 + 17 + 2 ⇒ (18) + 17 + 2 = 37

Knocking the skeleton flat and ending up in C14, adjacent to a LION! He activates SMITE!
Andrea, Morrowfall!


Evil GM

The lion will take the AOO on the holy warrior,

claw 1, sickened: 1d20 + 22 - 2 ⇒ (16) + 22 - 2 = 36;damage: 1d8 + 11 - 2 ⇒ (5) + 11 - 2 = 14

The claw slice the paladin's flesh.


Evil GM

RD 1 DMPC Orsin

Orsin moves to C, 11 and casts searing light at the lion,

searing light: 1d20 + 7 ⇒ (4) + 7 = 11;damage: 10d8 ⇒ (8, 5, 4, 6, 1, 3, 1, 3, 1, 7) = 39

The spell blasts the side wall.


Evil GM

RD 1 summary

nightshade - channeled neg energy 23 HP of damage, half with DC 26 Will save.

Orsin - moves to C 11 and misfires a searing light spell
Gerard - took hit form skeleton, tumbled to B 17
Skeletons - step up and attack Gerard
Andrea - steps back draws daylight wand, cast spell C, 12

Euphemia - moves to C 9, uses searing light
Jarvis moves back to G 10 to make room

Daniel - overrun skeleton and moved to C 14, took AOO from Lion


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

Light was cast on the doorway of C-12 if you missed it


Evil GM

RD 2:

nightshade -

Orsin
Gerard
Skeletons -
Andrea -

Euphemia -
Jarvis

Daniel

RD 2 Map


Evil GM
Andrea1 wrote:
Light was cast on the doorway of C-12 if you missed it

I figured that I cut and pasted the earlier post with the question. The daylight is way the lion has the sickened condition which is -2 att/dam/saves/skills


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

Perhaps have Frank scamper over to Jarvis so he can camp out in his backpack.


Evil GM

Frank scurries over to Jarvis.


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

This thing is Large, but didn't expect it to have reach... if lion-shaped. Large lion doesn't. :(


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

It is a mean old lion. <-- link


Evil GM

It's not a lion. it takes up 10 feet and has 10 feet reach.

I forgot Phem and Orsin (Orsin's attack failed though) needs to make a caster level check to get past it's spell resistance.

CL: 1d20 + 10 ⇒ (8) + 10 = 18

Phem's searing light actually failed to get beyond it's spell resistance.

Edit: Phem's an 11th level caster but the roll still failed.


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

Does the Morrowfall have a pre-defined CL?


Evil GM
Gerard Nisroc wrote:
Does the Morrowfall have a pre-defined CL?

There's a spoiler under the campaign tab, I placed the spells and DC there. I need to go back and research if they put a pre-defined CL with the item.


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

Should have mentioned, checked spoiler. Unless I missed it, no CL. Just wondering, might help bypass SR. Darn artifact.

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