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
.Sunny. wrote:
Perception Roll:1d20+10 (To see Faelyn splashing about in the water)

Sunny you need to leap across one roof to the next rooftop, F-28 is in the sleet storm so you won't see anything anymore. Its a 12 foot ally between the two buildings that you will have to jump.


Evil GM

RD 4:

Sunny - threw a tangle foot bag, stuck H28.
Fealyn - cast web

John - John hit one of the enemy hard I32

Lucrezia- shoots at the images in the crows nest but misses

Ermolos - moves down the alley where the ant is located.
Foisa - down and did not stabilize.

Ground Troops, Squad 1 -

Squad 2 -

Archers -
Orsin -
Duncan - hits his man hard G32.
Leader -
Andrea

RD4 begins:


Male NPC, Human Warrior1, Fighter1

RD 4:

"Duncan, John hold the front we need to move it ...move it. I'll lead goin' down the alley by the ant."

He moves 35 feet in the lead scouting the area. Panting hard his flesh charred.


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Ah. *Nods* Okeys, if that's still a move option for her this round then moving across the gap is a go-er.

Acrobatics:1d20 + 8 ⇒ (10) + 8 = 18(To cross the gap)

Easy-peasy. (^_^)

Hearing Andrea's call, Sunny gets ready to help slow down the pursuit.

So, yah, round 5 will be dropping more baggies. (^_^)


Female NPC, Halfling
Andrea1 wrote:

I turned her invisible..Fiosa? FIOSA?!!!!

Andrea hears Faelyn's words, He is right.EVERYONE RETREAT!

RD4:

No response from Foisa.

heal check to stabilize: 1d20 + 7 ⇒ (4) + 7 = 11

She does not stabilize.


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 whips his wand at an unattended object (a stone or de perhaps?) near the enemy spellcaster.

Silence spell. If there really is no other option to silence this guy, I'll aim the spell at him. Don't forget he suffers a -2 penalty on the save from being shaken by Orsin's intimdate. Will save DC 13, BUT ONLY if I can't aim it at anything else...

Orsin then makes a break for the same alley as Ermolos, moves speed 30.


Um...just a technical point, but the area of effect healing spell from Andrea previously should have given Fiosa positive HP and hence automatically stabilized the lass. Am I not correct in this assumption?


Evil GM

Orsin the spell caster was never in your area to be shaken. Those were the grunt leaders Sergeant and lieutenant.

make perception to see if you see him the three images.


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
, wrote:
Um...just a technical point, but the area of effect healing spell from Andrea previously should have given Fiosa positive HP and hence automatically stabilized the lass. Am I not correct in this assumption?

Andrea's at the bottom of the initiative. Her positive energy channel may be her round 4 action.


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

Fiosa goes first, so she has a chance to stabilize before the channel goes off.


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

Ah, gotcha.

Perception: 1d20 + 5 ⇒ (8) + 5 = 13

Ugh, so much for that...


Evil GM
, wrote:
Um...just a technical point, but the area of effect healing spell from Andrea previously should have given Fiosa positive HP and hence automatically stabilized the lass. Am I not correct in this assumption?

I posted on this earlier. Andrea's area effect spell has not occurred yet. She is the last person in the round to go. When it's her turn everyone can add back the HPs they received if they are still alive.


*Nods* and *Bows*


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

Get down the alley! I will cover our flank!


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

The problem with 10 dex, plus I would need to burn a feat for Improved Init and even then +4 wouldn't be much use.


Evil GM

RD 4 Squad 1 Actions:

Attacks Duncan:

S1 longsword with two hands: 1d20 + 9 ⇒ (13) + 9 = 22damage: 1d8 + 5 ⇒ (5) + 5 = 10
S2 longsword with two hands: 1d20 + 9 ⇒ (17) + 9 = 26damage: 1d8 + 5 ⇒ (1) + 5 = 6

The dwarf takes vicious hits.

Attacks John:

S3 longsword with two hands: 1d20 + 9 ⇒ (14) + 9 = 23damage: 1d8 + 5 ⇒ (6) + 5 = 11

S1 is northern. S2 middle, S3 south squares

---
The center person will take his fire damage as he fights through the pain. H32

The soldier in the rear will try to break out of the glue and roll on the ground to put out the flame. G31

str check 17: 1d20 + 3 ⇒ (9) + 3 = 12
He fails to break the glue.

The center person in the rear is still trying to roll to put out the flame. H31

Reflex DC15, S6: 1d20 + 4 ⇒ (10) + 4 = 14

Both are still on fire.


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

If the one who hit on AC 22 on Duncan is evil, Duncan has AC 24


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

Oh yeah, in case it matters.

Round 4 Ongoing Fire Damage: 1d6 ⇒ 2

Any luck with the silence spell? Orsin will haphazardly aim at an inanimate object in the general vicinity of the spellcaster if his Perception check yielded nothing.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

OW!


Evil GM

Nobody is evil. They are hired mercenary.


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

Faelyn to the mercenaries: The caster attacked you with flame. You are expendable to him. Save yourselves before he finishes you.


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

Going to park soon, so I'm going to go ahead and post for rd 5

perception to find Fiosa 1d20 + 14 ⇒ (17) + 14 = 31
Lucrezia had moved up earlier and should have been in the adjacent square to Fiosa when she fell.

Lucrezia reaches down to feel for Fiosa where she heard someone fall earlier and will pick her up, slinging her over her shoulder and getting ready to follow the others as they retreat.

I'm guessing finding and picking her up will be a full round action? If not Lucrezia will move as far as she can where the others are heading.


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

That is right! Want to gamble on him burning you a crisp?!

Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26


Evil GM

RD 4:

Orsin your action is after the troops actions, so you don't know if the silence works yet.

Reflex S2 movement: 1d20 - 2 ⇒ (14) - 2 = 12
six of the seven men move.

str check H28: 1d20 + 3 ⇒ (11) + 3 = 14
He does not break the glue.

Sorry folks diplo is not going to work in the heat of battle.


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Being ready to simply drop a bag into 'G-28' assuming any of the reinforcing mooks move around their stuck fellow for Sunny's Round 5. Being such a simple thing to do, hoping there's not much chance of screwing things up.

Att Roll:1d20 + 5 ⇒ (15) + 5 = 20 (Simple drop into target space. So, what ever bonuses apply to hit in such a situation)


Evil GM

RD4:

The archers launch a volley without fog. "Shoot the wizards flying"

Attacks Fealyn:
archer 1: 1d20 + 7 ⇒ (13) + 7 = 20damage: 1d8 + 1 ⇒ (5) + 1 = 6

Attacks Fealyn:
archer 2: 1d20 + 7 ⇒ (4) + 7 = 11damage: 1d8 + 1 ⇒ (2) + 1 = 3

Attacks Fealyn:
archer 3: 1d20 + 7 ⇒ (10) + 7 = 17damage: 1d8 + 1 ⇒ (7) + 1 = 8

Attacks Lucrezia:
archer 4: 1d20 + 7 ⇒ (17) + 7 = 24damage: 1d8 + 1 ⇒ (4) + 1 = 5

Attacks Lucrezia:
archer 5: 1d20 + 7 ⇒ (20) + 7 = 27damage: 1d8 + 1 ⇒ (8) + 1 = 9

confirm crit: 1d20 + 7 ⇒ (1) + 7 = 8damage: 1d8 + 1 ⇒ (2) + 1 = 3

Attacks Andrea:
archer 6: 1d20 + 7 ⇒ (14) + 7 = 21damage: 1d8 + 1 ⇒ (6) + 1 = 7

Attacks orsin
archer 7: 1d20 + 7 ⇒ (10) + 7 = 17damage: 1d8 + 1 ⇒ (6) + 1 = 7

Several arrows find targets.


Evil GM

RD 4:

Sunny - threw a tangle foot bag, stuck H28.
Fealyn - cast web

John - John hit one of the enemy hard I32

Lucrezia- shoots at the images in the crows nest but misses

Ermolos - moves down the alley where the ant is located.
Foisa - down and did not stabilize.

Ground Troops, Squad 1 - attack, two hit on Duncan.

Squad 2 - All but one move up 15 feet

Archers - lets out vicious volley of arrows on the back PCs
Orsin - On going fire damage 2. uses his silence wand.
Duncan - hits his man hard G32.
Leader - casts a spell, the bat swarm attacks Faelyn.
Andrea - Channels gives everyone including the enemy 16 HP


Evil GM

RD 4:

The bat swarm attacks Faelyn.

damage: 1d6 ⇒ 4

Plus 1 would point unless a DC10 Heal check, per round or cure.
Make a DC11 Fort save, or you are nauseated for a 1 round.

The bat swarm disappears at the round's end. The spell caster's concentration was broken.

---

Battlemage without a word waives his hand and disappears. The two images linger for a brief moment then vanish.


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

Andrea channels as per her post from Here 16 points healed in a 30 foot radius.

Andrea then runs north, following Ermolos

The air elemental will be attacking the front line troops. Whirlwinding them. If most troops are in the pit, it will focus on the archers.


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

Round 5 (If still alive)-heading to dinner soon
HP: 16/37 (lost 4 from bat attack and 1 left over bats from last round)
AC19

Faelyn flies to H33/20' and casts create pit in H-31,32 and I-31,32. The two in melee should get no reflex due to entangled. They drop 20 feet allowing everyone to run without AOOs. The back 2 can reflex 19 to jump back a square. I blink 10,around the corner G33 to be out of view of archers and caster.

The ant double moves to G26,27 F26,27 blocking that path

There should be a 10'wide pit blocking one way and a 10'wide ant blocking the other. The sleet should be up until the end of this round. If I see correctly, I should be out of all line of sight.

Spellcraft on the invisible/silence/busted concentration: 1d20 + 14 ⇒ (2) + 14 = 16
Fort: 1d20 + 3 ⇒ (9) + 3 = 12


Evil GM

What was Faelyn's health status before the channel. He may have been close to being down. I think he took an arrow 6 HP plus the bat attack 4, he has saves to do. If he was down there is fall damage too.


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

They are still in the sleet? How do they target me or even hear the leader? Miss chance for their blinded condition?I would be only down to 10 either way.


Evil GM

RD 5:

Sunny - drops a tangle foot bag, stuck G28.
Fealyn -

John -

Lucrezia-

Ermolos -
Foisa -
Ground Troops, Squad 1 -

Squad 2 -

Archers -
Orsin -
Duncan -
Leader -
Andrea

MAP AT BEGINNING OF RD 5


Evil GM
Faelyn Sindrel wrote:
They are still in the sleet? How do they target me or even hear the leader? Miss chance for their blinded condition?I would be only down to 10 either way.

I forgot they were in the sleet.

RD 4 UPDATE:

archer 1 50% lower miss: 1d100 ⇒ 8
archer 2 50% lower miss: 1d100 ⇒ 31
archer 3 50% lower miss: 1d100 ⇒ 33
archer 4 50% lower miss: 1d100 ⇒ 93
archer 5 50% lower miss: 1d100 ⇒ 21
archer 6 50% lower miss: 1d100 ⇒ 87
archer 7 50% lower miss: 1d100 ⇒ 28

Anyone hit by the archers, compare it to the above mischance.


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:
Faelyn Sindrel wrote:
They are still in the sleet? How do they target me or even hear the leader? Miss chance for their blinded condition?I would be only down to 10 either way.

I forgot they were in the sleet.

RD 4 UPDATE:

[dice=archer 1 50% lower miss]1d100
[dice=archer 2 50% lower miss]1d100
[dice=archer 3 50% lower miss]1d100
[dice=archer 4 50% lower miss]1d100
[dice=archer 5 50% lower miss]1d100
[dice=archer 6 50% lower miss]1d100
[dice=archer 7 50% lower miss]1d100

Anyone hit by the archers, compare it to the above mischance.

Yay!

16+16=32/37 HP


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

Andrea took an arrow in the knee.


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 forgot I moved over John. I'll cast pit then fly down the alley 40'


Evil GM

faelyn:
The caster may have gone invisible, he may ahve dimensional door out? He was challenging you figured he had a freedom of movement spell or magic on, he also had the silent feat so he could sneak into situations.

Reflex DC19: 1d20 + 4 ⇒ (5) + 4 = 9
He misses the save, this is the one that was on fire.
fall dam.: 2d6 ⇒ (5, 2) = 7

Reflex DC19: 1d20 + 4 ⇒ (19) + 4 = 23
He makes the save and moves back 5 ft.

Front line soldiers in melee fall into the pit. Why are the front line solders entangled and afforded no save?

Reflex DC19: 1d20 + 3 ⇒ (12) + 3 = 15
fall dam.: 2d6 ⇒ (1, 5) = 6
Reflex DC19: 1d20 + 3 ⇒ (15) + 3 = 18
fall dam.: 2d6 ⇒ (6, 6) = 12


Evil GM

RD 5: Update

Sunny - drops a tangle foot bag, stuck G28.
Fealyn - cast pit and fly down alley

John -

Lucrezia- helped Fiosa on her feet and ran down alley

Ermolos - leading way in alley
Foisa - rand down alley.
Ground Troops, Squad 1 - regrouping and holding

Squad 2 -moved 15 ft, except rear guard they will attack the ant.

Archers -
Orsin -
Duncan -
Leader -
Andrea


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

Spells Active: Blessing of Watch

Andrea continues running. Duncan! John! Time to leave!

Andrea will heal once again when she gets near the rest of the group, hopefully John and Duncan will be nearby.

Channel: 3d6 ⇒ (3, 4, 1) = 8
2/5


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Am a tad disconcerted the new mooks aren't a tad slowed down by their front fellows being all gummed up...

Also, sorry if I'm getting ahead. Round 6 Sunny runs (And jumps) back to get to 'F-31' and having thunder-stones and smoke pellets ready to rain down on mooks.

Andrea1 wrote:
Andrea took an arrow in the knee.

Oh please, so do not go there!:P


Evil GM

Squad 1:

Three mean went down the pit.

The lieutenant is eager to resume position Archers hit the corner, let it rip. Squad 2 one me!"

breaking glue str: 1d20 + 3 ⇒ (9) + 3 = 12
still glued from Squad 1.

breaking glue str: 1d20 + 3 ⇒ (4) + 3 = 7
Still glued Squad 1

Squad 2:

breaking glue str: 1d20 + 3 ⇒ (16) + 3 = 19
breaks the glue from Squad 2.

Squad two continues to move.

acro: 1d20 + 2 ⇒ (13) + 2 = 15

The squad gets formation.


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

'Fek! Fek! FEK!" Sunny swears, (Same actions as stated previously for turn6 Run etc to get to corner of building 'F-31'. Just more invective in use now. :P


Evil GM

Two of the members in Squad two will move 5 ft and attack the giant ant wiht long swords

S1, 2 handed: 1d20 + 9 ⇒ (17) + 9 = 26dam: 1d8 + 5 ⇒ (5) + 5 = 10
S2, 2 handed: 1d20 + 9 ⇒ (19) + 9 = 28dam: 1d8 + 5 ⇒ (6) + 5 = 11
S2, 2 handed confirm crit: 1d20 + 9 ⇒ (8) + 9 = 17dam: 1d8 + 5 ⇒ (7) + 5 = 12

The ant is hacked into pieces.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan feels the healing wash over him, erasing his wounds, but his foes are too busy to fight it seems. He sees the others begin to scramble.
Ain't right t'leave before the party's finished.
He waits to be last in line so he can hold the rear, then pumps his short legs for all they are worth. (Double move)


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

I should already be in the alley, I used my Round 4 move to flee north at move speed 30. (Also, did I hit anything with my silence? I'll need to mark off a charge if so.)


Evil GM

RD 5

The archers launch a volley into the fog. there is risk that the arrows will go into the front line of the enemy foot soldiers. [ooc]I beleive the sleet end at the end of this round.

archer 1: 1d20 + 7 ⇒ (9) + 7 = 16damage: 1d8 + 1 ⇒ (2) + 1 = 3
Concealment 50 lower miss: 1d100 ⇒ 55
arrow at: 1d6 ⇒ 1

archer 2: 1d20 + 7 ⇒ (4) + 7 = 11damage: 1d8 + 1 ⇒ (8) + 1 = 9
Concealment 50 lower miss: 1d100 ⇒ 83
arrow at: 1d6 ⇒ 1

archer 3: 1d20 + 7 ⇒ (6) + 7 = 13damage: 1d8 + 1 ⇒ (5) + 1 = 6
Concealment 50 lower miss: 1d100 ⇒ 15
arrow at: 1d6 ⇒ 3

archer 4: 1d20 + 7 ⇒ (8) + 7 = 15damage: 1d8 + 1 ⇒ (3) + 1 = 4
Concealment 50 lower miss: 1d100 ⇒ 100
arrow at: 1d6 ⇒ 5

archer 5: 1d20 + 7 ⇒ (8) + 7 = 15damage: 1d8 + 1 ⇒ (6) + 1 = 7
Concealment 50 lower miss: 1d100 ⇒ 86
arrow at: 1d6 ⇒ 1

archer 6: 1d20 + 7 ⇒ (2) + 7 = 9damage: 1d8 + 1 ⇒ (8) + 1 = 9
Concealment 50 lower miss: 1d100 ⇒ 62
arrow at: 1d6 ⇒ 1

archer 7: 1d20 + 7 ⇒ (10) + 7 = 17damage: 1d8 + 1 ⇒ (8) + 1 = 9
Concealment 50 lower miss: 1d100 ⇒ 57
arrow at: 1d6 ⇒ 2

Duncan =1; John 2; , Orsin 3, S1 in pit 4, S2 in pit 5, S3 in pit 6


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

Back. Lucrezia will still sling Fiosa over her shoulder or onto her back if she doesn't resist since she moves at only 20ft and keeps moving for round 6. Are we all doublemoving or running at this point? Lucrezia will try to stay with the group whichever we are doing.


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Yah, I think decorum has been tossed out tha' window and every one is kind of legging it. Except for Sunny, who's getting ready to cover the rear. (^_~)


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

For Round 5, Orsin imbibes a potion of cure light wounds and continues north with the others, letting Lucrezia through so that he can bring up the rear with the other meat shields.

Potion of cure light wounds: 1d8 + 3 ⇒ (2) + 3 = 5

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