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

That sounds best, get to a better location and then figure things out.


Evil GM

when the group back tracks to the front entrance way, they realize it is pitch black outside, nighttime has befallen Westcrown.

Everyone, except Lucrezia, has an exceptionally bad feeling about what awaits on the other side of door.


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

To the safehouse.


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

Still holding the light stone, Lucrezia is ready to head outside.


Evil GM

Everyone needs to make a will save DC 16 as they hear horrible baying coming from the outside yard. The door rattles in their hand as they open it. An eerie chill fills the doorway.


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

"How are you all with magic holding up? Do you have enough spells left in case we get attacked by shadow beast?"
Will: 1d20 + 4 ⇒ (19) + 4 = 23


Evil GM

John:
You make the Will save but know it's nearly a suicide mission. The courtyard will be bade enough but then you have to get through the city.


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

I still have a few spells. I could cover our escape with an Obscuring Mist spell, but I can't guerentee anything.

Will save: 1d20 + 10 ⇒ (5) + 10 = 15

Oh! Noesss! The Beeeeess! The Beeees!


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

John will close the door.
"It's best to stay here for the night, we can leave in the morning."


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

Will: 1d20 + 9 ⇒ (7) + 9 = 16


Evil GM
Andrea1 wrote:

I still have a few spells. I could cover our escape with an Obscuring Mist spell, but I can't guerentee anything.

Oh! Noesss! The Beeeeess! The Beeees!

Panic clings to your mind, your urge to run is great.

Rd fleeing: 1d4 ⇒ 4


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

Andrea runs


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

will save 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16

Looking scared at the baying noise, Lucrezia looks like she is about to run, but manages barely not too. She looks after Andrea as she runs off, wondering whether or not she should follow her.

"Andrea! Where are going?"


Evil GM

DMPC Will saves for baying:

Grimm will: 1d20 + 7 ⇒ (10) + 7 = 17
Orsin: 1d20 + 6 ⇒ (10) + 6 = 16
Fluer: 1d20 + 4 ⇒ (17) + 4 = 21

The three companions who previously fled stand firm, not wanting to break rank yet again.


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

Lucrezia spends a round looking after where Andrea went and then looking at the remaining people surrounding her.

On round two, Lucrezia seems to have made up her mind and runs after Andrea.


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

Meeeeeeeeeeeeeeeeeeeeeeeeeeeep!


Evil GM

I thought Faelyn was on line, here is the DMPC of the Will Saves

Zizmort: 1d20 + 6 ⇒ (12) + 6 = 18
Faelyn: 1d20 + 7 ⇒ (16) + 7 = 23

Both wizard and his companion remain with the group. Shaking off the unnerving baying sound.


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

Are we prepared enough this time to grab Andrea to keep her from bolting?


Evil GM

Those stairs up looking tempting to the fleeing Andrea. Hide under bed...safe under the bed.


Evil GM
Truk'tosh wrote:
Are we prepared enough this time to grab Andrea to keep her from bolting?

No. She is panicked she will use any means to her ability to get away.


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

We can't grapple or trip her?

I guess Truk will follow her to make sure she doesn't get into any trouble.


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

Run run run run.


Evil GM

We didn't get everyone's location on the map before the door was beginning to be opened. Everyone was startled at the same time, she snapped. I suppose anyone next to her could try to grapple her but be warned this would be at tremendous risk to the fleeing character's sanity. Panic is an extreme condition and to prevent that person from doing so will result in sanity checks. Andrea has already had two significant sanity experiences in her life.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

Perception: 1d20 + 15 ⇒ (8) + 15 = 23

Im here sorry.


Evil GM

MAP

Andrea is upstairs in one of the far rooms, the door is shut. She is hiding somewhere in the room.

*I used one of the older maps. Disregard the avatars on the map. Unless that is where you want to be located.


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

Lucrezia will try knocking on the door Andrea shut.

"Andrea? Are you ok? Is something bad coming to get us? What's going on?"

I'm assuming that Andrea's door would be the only one closed since after searching the rooms I would think that we would leave all the doors open. At least that is what I would do.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

I say we hole up here! There is no reason to head through town at night. We can set up a watch.


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

Andrea has crawled under a bed.

NononononononoIwon'tsniffanymoreIwannastayunderhere.safesafesafe


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

Scared, confused and not knowing what to do now that the sanest and normalest person in the group is now cowering under a bed in fear, Lucrezia reverts to typical female behavior for this situation. She sits down with her back to the door and starts crying.


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

I didn't know we were using any sort of sanity rules. I wouldn't want to make Andrea any crazier than she already is so Truk will just wait outside the room.


Evil GM

After 4 rounds Andrea has her composure again. There are numerous rooms to bunk down in.

What are the watches. It is obvious to everyone that the watches should have at least two guards at a time.


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

Lucrezia take the room around K35 for herself


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 will camp outside Lucrezia's room.


Evil GM
Lucrezia Villanova wrote:
Lucrezia take the room around K35 for herself

Thankfully you have two doors in and out of your room, especially, since the half-orc is camping outside one of the doors.


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

Oh don't worry, i've already noticed that and is considering sneaking out of the other door and picking a new room to sleep in.


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 just trying to keep Lucrezia safe. Without her memories she's as helpless as a kitten.


Evil GM

Is anyone doing anything special before take shifts at watch? Can you tell me who is on which guard shift. There was a mention about communing.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

Zizmort will commune. Faelyn needs to take last watch to prepare spells.


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

Does the group actually want Lucrezia taking a turn at watch in her 'condition'?

I completely understand what Truk is doing and when Lucrezia gets her memories back she will likely think it sweet. Though right now, the amnesiac thinks it's creepy and that he is scary and might turn into a wolf thing again and try to eat her or hump her leg or something.


Evil GM

What are zizmort's questions.


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 gets in a room and starts communing. For the first time since he joined the group, he is dead serious and fully concentrating.


How many question does he get? Do the have to be yes/no?


Evil GM

Here is Commune Spell from the PFSRD.

Commune:

Commune

School divination; Level cleric/oracle 5, inquisitor 5
CASTING

Casting Time 10 minutes
Components V, S, M (holy or unholy water and incense worth 500 gp), DF
EFFECT

Range personal
Target you
Duration 1 round/level

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
DESCRIPTION

You contact your deity--or agents thereof--and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity's knowledge. "Unclear" is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity's interests, a short phrase (five words or less) may be given as an answer instead.

The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.


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
baldwin the merciful wrote:

Here is Commune Spell from the PFSRD.

** spoiler omitted **

I wasn't sure of his caster level or the yes/no since it says the diety can respond in a phrase.


Evil GM

Monster stat has it as CL12 actually. He is permitted 6 questions per the bestiary.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
baldwin the merciful wrote:


Monster stat has it as CL12 actually. He is permitted 6 questions per the bestiary.

Thanks

Zizmort continues communing and you hear him say "guide me Lucifer".

1. Is Lucrezia's amnesia a spell effect?


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

Finished up work for the day and homework for the week!

Orsin will take first watch, standing at I37 so that he can see down both hallways as he does. He sings the others to sleep with his lullaby cantrip, alternating between sung text and gentle humming.

He sings,

"Sleep thou, rest you in my arms,
Sleep til break of day.
Let Sleep enfold you with all its languid charms,
Sleep, la lulla lay."

♪ ♫ ♩ ♫ ♪

"Stars shine gently in the sky,
Hidden by the light of day.
Seen on the wings of the evening butterfly,
Sleep, la lulla lay."


Evil GM

Zizmort and commune:
"My pet and servant, you've been absent for awhile." The hypnotic voice rings in the little imps ears.

Not entirely


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

Lucrezia manages to peek outside outside her door to see the source of the beautiful singing before laying back down in bed and succumbing to its effects.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
baldwin the merciful wrote:
** spoiler omitted **

Commune:

2. Can her memory return with remove curse?


Evil GM

Zizmort and Commune Q 2:

No

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