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.


23,601 to 23,650 of 26,346 << first < prev | 468 | 469 | 470 | 471 | 472 | 473 | 474 | 475 | 476 | 477 | 478 | next > last >>

Evil GM

Jarvis is thankful everyone made it out alive and in one piece. He peers around the corner to see the beast and exhales in disbelief. "That's just not right." Shaking his head. "So, that last door huh?"

Are you going to heal up or proceed as is?


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

I believe all of us have been healed up except for Gerard who is 68/81

Andrea pours the last CLW potion they took off the fallen hangman down Gerard's throat.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2

She also better prepares the party with some quick magic

Magic circle Against Evil on Orsin (+2 AC/Saves vs evil, protects against Mental influences, 110 minutes)

Resist Energy-Lightning on Euphemia/Frank (30 points protection. 110 minutes so our beloved hedgehog can now snear at the elements)


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 Nisroc wrote:

The rogue smiles reassuringly and meets Daniel's eyes. If I've been using a singular tactic, Daniel... I apologize.

This threat was great, agreed. Our action needed to be decisive. We would have lost a battle of attrition. The team was up to it. I had faith.

Daniel nods, willing to let it go. While he did not necessarily agree, he knew the rogue was a shrewd tactician and hoped his action HAD been well considered.

We do not know if it is indeed the last door. Let's hope so. Every one heal as needed before we proceed. I may have a spare potion or two.


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 holds another potion out to Gerard, You still carry some wounds my friend, take it.

You roll.


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

Bottoms up...

CMW: 2d8 + 3 ⇒ (1, 1) + 3 = 5


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

Dicebottttttt!!


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

Andrea adds to Daniel's words about limited blessings.

My ability to send healing waves through everyone can be a scant few times before I must rest. I can use it to harm the undead as well and if we are confronted by a large amount, it might be needed for that. Then was are limited to our potions and healing wands. I have blessings that can protect us against the undead's draining touch but have only two of those blessings.

Most important though is a blessing that can take us away from here if we are in dire straights. I can transport us to the divine fields of Elysium and back again after a day.


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

There was poison on that blade. Ironic, really. A skeleton using poison that stiffens the... joints.. Gerard works his throwing shoulder.

-1 Dex.


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

I have a spell of Lesser Restoration, do you want it?


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

If there are no potions, scrolls or wands... Certainly. You don't get a second chance to make a first impression.

Gerard nods thanks, gently kissing Andrea's cheek. He then takes inventory, moving his hands about his person and gear.


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

Andrea casts Lesser restoration on Gerard
LS: 1d4 ⇒ 4


Evil GM

I assume everyone is ready to proceed, so I'll post soon. Insert evil laughter...


Evil GM

There is short 10 foot hallway, there is a door at the end of the hall.

What are you doing.

Hall Map


Evil GM

There are two additional msw short swords and three leather armors in the storeroom. There are a few barrels of ale and a 3 bags of wheat. Other than that the storeroom was more of a kennel for the nightshade and the dead bodies.

Pretty scary concept with the nihiloi and the nightshade hunting the westcrown streets at night. Just killing those beasts, the spawn and shadows so far has made the streets safer.


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

Euphemia smiles at the ingredients.
"I think I can repurpose these for good later."
Though she does steal up to Gerard to grant him some guidance before he goes down the hall.


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

Through the south door I guess.


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

Perception, guidance: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18
Disable Device, as needed: 1d20 + 20 + 2 ⇒ (11) + 20 + 2 = 33
Stealth: 1d20 + 20 ⇒ (13) + 20 = 33


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

Can someone silence my dagger?. Gerard whispers.


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

Andrea borrows Orsin's wand of silence that they found long ago and uses one charge on Orsin's dagger. (1 charge remains) after Orsin is done checkign and listening at the door.

Perception: 1d20 + 16 ⇒ (8) + 16 = 24


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, as per usual takes a spot second in line, 15 feet behind the rogue.
Do we need those Ashes yet?

Perception: 1d20 + 9 ⇒ (4) + 9 = 13


Evil GM

Daniel 15 feet behind put you out of the 10 feet short hallway and out of LOS. With Silence on the dagger, you won't hear Gerad.

do you need the ashes? Do you know where you need to be with the ash?


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

Remain close enough to see the rogue, out to 15 feet when possible.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
baldwin the merciful wrote:

Daniel 15 feet behind put you out of the 10 feet short hallway and out of LOS. With Silence on the dagger, you won't hear Gerad.

do you need the ashes? Do you know where you need to be with the ash?

Herpa derp. We never asked where we needed to use them.

Edit:We stil have the wand of secret door detection and can try that


Evil GM

Gerard walks calmly towards the door looking at the hallway with interest. Before he gets within 5 feet of the door a shadow pops through the closed door and attacks.

shadow, Incorporeal touch: 1d20 + 4 ⇒ (10) + 4 = 14;dam, str: 1d6 ⇒ 4

Incorporeal touch:

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it.

I editted the map already and can't put it up yet or it reveals too much information. for now Gerard is in hex H, 11 and the shadow is in I,11


Evil GM

COT Initiative:

Andrea: 1d20 + 4 ⇒ (7) + 4 = 11
Orsin: 1d20 + 2 ⇒ (17) + 2 = 19
Daniel: 1d20 + 2 ⇒ (5) + 2 = 7
Euphemia: 1d20 + 4 ⇒ (9) + 4 = 13
Gerard: 1d20 + 7 ⇒ (18) + 7 = 25
shadow: 1d20 + 2 ⇒ (2) + 2 = 4
shadow: 1d20 + 2 ⇒ (14) + 2 = 16
jarvis: 1d20 + 6 ⇒ (17) + 6 = 23

Initiative order:

Gerard
Jarvis
Orsin
Shadow 2
Euphemia
AAndrea
Daniel
Shadow 1


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

Gerard takes a defensive posture, having narrowly avoided the shadow's first strike.

Rogue is not flat-footed, Touch is AC 19. Now full defense AC 25.


Evil GM

Jarvis holds up, not aware of anything since the hallway is silenced.

Actually the only people aware of problem are Daniel and Andrea since the hall is silenced. Daniel and Andrea are the only ones who can see Gerard take a defensive position.


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

Andrea starts waving her hands and pointing.

Bluff to get point across: 1d20 + 11 ⇒ (4) + 11 = 15

Sucessful bluff:
Attacking monster!


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 motions for everyone to back up.
He was unsure why Gerard had set for combat but wanted his allies away if it was a trap.


Evil GM

The other party members obviously see Andrea motioning frantically. With everyone on nerves end so they can figure out there is trouble.

Jarvis holds his current position.

Orsin is up.

Meanwhile a second shadow, inside the door, tries to touch Daniel through the south door (I/H 10 the room where the boat was left).

att, incorporeal touch: 1d20 + 4 ⇒ (5) + 4 = 9;str: 1d6 ⇒ 2
50% miss chance since it is in the door: 1d100 ⇒ 5

Incorporeal touch:

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it.

Misses Daniel.

Orsin, Euphemia, Andrea, Daniel, Shadow 1


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 ONE time I wish I had channel


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

We should either back up to more open space like F3 or F5 or get into F2


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

Ghostbane Dirge would be great but we can't cast with that SILENCE dagger


Evil GM

You still have Orsin, Euphemia, Andrea, Daniel, Shadow 1 to act


Evil GM

I'm taking the shadow 1's action to move this forward.

RD 1: Shadow 1

the shadow by Gerard reaches to touch

att, incorporeal touch: 1d20 + 4 ⇒ (15) + 4 = 19;
str:
1d6 ⇒ 4
*Note the Incorporeal touch spoiler above...Touch AC


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 takes a five-foot step to D,11 with his blade readied in both hands.

"We can't fight whatever is up there by standing around like a gods-damned chorus! If you're not in the melee, tactical withdrawal to the back!"

I always forget the readied action rules for this game, but I think this is legal:

Orsin, after taking his five-foot, readies the action to move up to the front as much as possible just before the start of his next turn.


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

HP 81/81
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) Protection from Evil 10' on Orsin(+2 AC/Saves vs. Evil,Protects against mental effects 110 minutes),Resist Energy-Lightning on Euphemia/Frank(30 points 110 minutes)
Channels 2/6
Bit of Luck 6/8

Andrea moves back to C-10, through the open door and readies a flask of holy water for splashing. Once out of the silence area, she informs Orsin and Euphemia. Undead shadows in the walls! We need more space so they can't strike and escape.


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

Not having any other option in the cramped hall, Daniel full attacks the shadow that attempted to touch him. Having to attack a foe through a door makes it difficult to detect, so he uses WEAPON MASTER for BLINDFIGHT.

Full Attack 1: 1d20 + 17 - 3 ⇒ (14) + 17 - 3 = 28
2 hand PA damage: 1d8 + 6 + 1 + 9 ⇒ (6) + 6 + 1 + 9 = 22
less than 50 is a miss: 1d100 ⇒ 1
less than 50 is a miss: 1d100 ⇒ 98

Full Attack 2: 1d20 + 12 - 3 ⇒ (11) + 12 - 3 = 20
2 hand PA damage: 1d8 + 6 + 1 + 9 ⇒ (1) + 6 + 1 + 9 = 17
less than 50 is a miss: 1d100 ⇒ 9less than 50 is a miss: 1d100 ⇒ 48

He then steps back 5ft towards Andrea.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22
baldwin the merciful wrote:
*Note the Incorporeal touch spoiler above...Touch AC.
Gerard's Touch AC (no armor, no natural armor) is AC 19, he's currently at Full Defense +6 AC, for AC 25 to the Shadows.
  • 6 from Dex
  • 1 from Dodge,
  • 2 from RoP (deflection) and
  • 6 instead of 4 from Full Defense b/c 3 ranks in Acrobatics.

If I had real damage potential, I'd be in there.


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

Euphemia takes a short step back (D9) and readies herself to Misfortune anything that appears.
Because I can't find a ruling on using the healing hex to harm undead.


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

I believe you can and it is treated as using a cure spell for half damage


Evil GM

If I'm reading Daniel's rolls proper: he attacks the creature inside the door. Attack 1 he missed but with blindfight he gets a second roll and make that. The corporeal attack is from a magic weapon but it still only does half damage (11HP)

Damaging an incorporeal creature:
Even when hit by spells or magic weapons, it takes only half damage from a corporeal source.

Attack 2: misses.


Evil GM

Orsin you can't take a 5 ft step and move in the same round. I will let you move backward 5 ft as move action, then use your standard action to move forward if you like. If that is ok, tell me which hex you want to move into as your std action.

Map


Evil GM

Daniel you can see Jarvis tucked into the side hallway that leads to the cells. You know if you move back another 5 ft that the two of you will be able to jointly attack the shadow if it emerges form the door.


Evil GM
Euphemia di Nereis wrote:

Euphemia takes a short step back (D9) and readies herself to Misfortune anything that appears.

Because I can't find a ruling on using the healing hex to harm undead.

Phem you can use it against undead.

Healing Hex:

A witch can soothe the wounds of those she touches.

Effect: This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Since it acts like CLW let's see what that says...

Cure light wounds:

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

It damages undead.


Evil GM

Phem since your Healing Hex does damage to undead did you want to step back or were you going to cast that hex?

RD 2:

Initiative order:

Gerard
Jarvis
Orsin
Shadow 2
Euphemia
AAndrea
Daniel
Shadow 1

RD 2 Map


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

Gerard, at a loss... stares down the Shadow. Seems they are at an empasse.

He continues to maintain a vigilant and defensive stance.


Evil GM

RD 2: Jarvis

Jarvis sees Daniel, who is in his way, and holds his action but he readies to attack the shadow should it get within range.


Evil GM

RD 2: Shadow 2

Flies out of the door and reaches for Daniel,

incorporeal touch att: 1d20 + 4 ⇒ (15) + 4 = 19;dam str: 1d6 ⇒ 2

The cold touch of the shadow sends a chill through the paladin's holy muscles.


Evil GM

As a move action Orsin will begin his battle chant providing inspiring his allies +2 att/dam

RD 2 actions remaining

Orsin
Euphemia
Andrea
Daniel
Shadow 1

23,601 to 23,650 of 26,346 << first < prev | 468 | 469 | 470 | 471 | 472 | 473 | 474 | 475 | 476 | 477 | 478 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gamethread : CoT All Messageboards

Want to post a reply? Sign in.