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Baldwin the Merciful's - CoT Campaign
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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Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14

Why thank you very much. The crude blatherings of those men were as worthless as they were. I am not from Westcrown originally but have made
the city my home.
Andrea tilts her head and gives a smile in return.


Male human bard 7/pathfinder savant 2: 43/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5

"I expected as much. There's something different about you compared to the women I've met here. Something darker, more...exotic." Orsin's baritone voice glides up at the end, indicating the briefest hint of a question.

He looks back at John, before leaning in to whisper to Andrea. "He doesn't talk much, does he?"


Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14

A man of action Andrea whispers back. As for me, perhaps it is just the allure of the foreign. Andrea playfully flutters her hand in front of her face, mimicking a fan that noble women often have.


Male human bard 7/pathfinder savant 2: 43/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5

Orsin chuckles at Andrea's lively impression, enjoying her good humor. "I should keep my eye on you. There's nothing more dangerous than a woman who knows how charming she is." He sighs at the end of his laughter. "Would that everyone in Westcrown were so pleasant..."


Evil GM

Ermolos takes up the rear guard, while Maurice is upfront near John.

Shinon you do not see any activity around the manor wall, it is uncannily deserted. As you look east and west you can see the curavture of the walls. There are a few low bushes to your left or right near the bend in the walls. You do not see any doorway on the wall before you, nor does it look breached. It is apparent there is signficant damage to the wall in several locations but no breach.

I'm waiting on Duncan's two perception and Stealth rolls.


Male Dwarf Inquisitor 6(Witchunter) Int+4, F7, R4, W7, +5 vs Spells/PoisonAC20/T12/FF18, HP3/50

Perception1d20 + 6 ⇒ (1) + 6 = 7
Perception1d20 + 6 ⇒ (10) + 6 = 16
Stealth1d20 + 6 - 5 ⇒ (12) + 6 - 5 = 13
Stealth1d20 + 6 - 5 ⇒ (2) + 6 - 5 = 3

As he moves, if he realises he has been spotted, he'll signal for Shinon to stay in cover. Weary of the noise he is making he turns and moves back to the wall, eyeing for Shinon to do likewise.

Back in cover, he speaks low as they walk. Clear up to this wall. Me plan is simple. Goblins hate Dwarves with a passion. They are also dumb. We get ever' body up to that corner where the archers can shoot into the courtyard from cover. I stride in, Bold as brass shoutin' insults. If the goblims are true to form quite a few'll try t'charge me with big numbers. John and Ermolos can run in to help if they commit and you and the rest fire away. Good enough?


Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2

I dunno...what if their number is greater than twenty? There's a limit to how many creatures three soldiers can stave off, regardless of the difference in skill and power."


Male Dwarf Inquisitor 6(Witchunter) Int+4, F7, R4, W7, +5 vs Spells/PoisonAC20/T12/FF18, HP3/50

Not a problem. Then ye run. Alla ye can move at least as fast, as goblins and they won't give chase too far from home. Have someone ready t'drop some caltrops or alchemists .fire t'slow em down. Goblins be cowards by nature. They don't attack lest they be starvin or outnumberin ye and they don't stray from the host. Fightin em inside is fine but that's gonna retrict archers a fair bit, and they won't ALL come out, don't ye doubt. I'd rather fightem in a spot where ALL o our combat power can be bought t'bear.


Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14

Depending on whether or not the arrows are flying

Andrea looks uncertain I am uncertain about making yourself a target since as Shinon said, we don't know just how many and what other creatures are in there. You do have a plan however and unless we try to find another door it is as good as any. I can hide myself briefly with magic and support you if there is a large group but that will be my only spell like that for the day. Or I can hide one of us and they can use that to perhaps flank.


Evil GM

Here is the current map Set-up.

MAP 2, CURRENT POV FOR DUNCAN AND SHINON

Duncan make a perception check for me.


Evil GM

Here is the current map as the group sneaks along the outer wall. Sorry Duncan for cutting off yoru figure but blame it on the snipping too. it does not do angles, only straight lines.

MAP CURRENT POV

Is the marching order on the map ok for everyone for now.


Male Dwarf Inquisitor 6(Witchunter) Int+4, F7, R4, W7, +5 vs Spells/PoisonAC20/T12/FF18, HP3/50

Perception1d20 + 6 ⇒ (9) + 6 = 15

Happy with the order


Male human bard 7/pathfinder savant 2: 43/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5

Orsin moves up as close as he can to engage the enemy should their be a battle. He'll get in front of Andrea to shield her with cover since she's using a ranged weapon.

Feel free to move me to 9 (or 8 if Andrea is okay with switching).


Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14

Ok with switching and the order.


Evil GM
Orsino 'Orsin' Bessatte wrote:

Orsin moves up as close as he can to engage the enemy should their be a battle. He'll get in front of Andrea to shield her with cover since she's using a ranged weapon.

Feel free to move me to 9 (or 8 if Andrea is okay with switching).

You can actually be side by side as there is no width restrictions, like the sewer tunnels this group is frequently in. I simply put everyone up agaisnt the wall since your are sneaking. I will change your position coming up.

The group creeps along the wall, Duncan leading the way, the side of the manor does not reveal any doors but there is loud chatter coming from the back of the building. You can see there is rubble and damge to the building towards the back.


Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14

Andrea listens carefully to the noise.

Perception: 1d20 + 4 ⇒ (5) + 4 = 9

Andrea eyes Orsin as he takes the lead in front of her. Hmmmm..Quite handsome and polite, this one might have potential. I might just ask Fiosa what she thinks about sharing/


Evil GM

As you all make your way around the side of the manor, there is more and more roubble and you can see the buidling ends. There appears to be a breach or entryway on the backside. There are loud sounds of chatter, and growling.

MAP OF THE SIDE OF THE MANOR


Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14

Andrea steps up slightly to Shinon and John and whispers.

We seem to be heading for conflict, shall I prepare a blessing to aid us in combat?


Evil GM

DM Only:
Goblin 1 perception Perception G1: 1d20 - 1 ⇒ (9) - 1 = 8

Duncan make a perception check, please.


Male Dwarf Inquisitor 6(Witchunter) Int+4, F7, R4, W7, +5 vs Spells/PoisonAC20/T12/FF18, HP3/50

Perception1d20 + 6 ⇒ (16) + 6 = 22

Duncan freezes for a bit and cups his hand to his ear, a signal for everyone to listen. He tries to make out any useful conversation that may be overheard. If he hears nothing worth passing on he'll likely continue to the south corner (I 1) of the wall, get real low and peek around quickly.


Evil GM

Duncan Only:
You clearly see a small goblin walking form around the corner towards bushes. He is mumbling something about taking a shyte. There are a lot of voices and dogs growling. Bsically, there is a bunch of yapping going on. The goblin does not appear to see you.


Male human bard 7/pathfinder savant 2: 43/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5

Orsin strains to listen at Duncan's signal.

Perception: 1d20 + 5 ⇒ (8) + 5 = 13

The thick stone walls muffle the chattering voices beyond comprehension.


Male Dwarf Inquisitor 6(Witchunter) Int+4, F7, R4, W7, +5 vs Spells/PoisonAC20/T12/FF18, HP3/50

Duncan slowly backs up and whispers to the rear. Got a bunch around the corner, plus dogs. One In the bushes. Cast yer spells. Anyone got anything to affect a large area? If not I'm fer the origonal plan. Me and John and Ermolos and maybe Orsin charge in a box formation to pertect our flanks. The rest a ye, shoot!

Duncan takes a moment to refocus his mind to pack fighting.
Standard Action to swap precise strikes teamwork feat for Swap places.
If anyone in the box needs me t'swap wit em cause o injury, I can step around ye and fill the breach.

Duncan can swap a teamwork feat as a standard action 2 times a day. Allies don't need the feat but it still works for him. Duncan will usually tell the party before a fight. We may be outnumbered here, but Duncan can take your place on his turn if need be and you won't provoke. ;)


Male human bard 7/pathfinder savant 2: 43/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5

Orsin steps forward. "I'll join you in the charge," he whispers.


Evil GM

The Sergeant steps up I can charge...or I can protect the rear and launch arrows. This one has sound tactics.


Male Dwarf Inquisitor 6(Witchunter) Int+4, F7, R4, W7, +5 vs Spells/PoisonAC20/T12/FF18, HP3/50

Be wanting yer bow sergent. No disrespect t'Andrea but Trigger is our only dedicated shooter. We need arrows to protect the flanks


Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14

I can start casting as soon as you give the signal.

Andrea readies bless.

I can also stay in the middle of the group to heal. I can also weaken a group of foes to hinder their aim or stun them with a loud burst of sound. Bane and Sound burst respectivly.


Male human bard 7/pathfinder savant 2: 43/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5

Orsin will begin to inspire courage in the first round of combat, most likely after his move action, once we're sure that the enemy already knows we're coming.


Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2

Shinon nods. "Alright Andrea. As soon as Duncan signals you, bless everyone so that our blows strike true. At the moment, I don't have anything that can affect a wide area, but trust me when I tell you, Duncan, that these arrows of mine will strike down a goblin as quickly as any mage's spell."

Shinon will fall back to the back of the group and ready an action to fire an arrow at any creature who attacks Duncan.

1d20 + 7 ⇒ (17) + 7 = 24
1d8 + 1 ⇒ (1) + 1 = 2


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

"Sounds like a plan, these are goblins, so they shouldn't be that tough." John pulls out his shield and MW longsword.


Male human bard 7/pathfinder savant 2: 43/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5

Orsin consults a Pathfinder Chronicle in his backpack for a moment, muttering to himself as he flips through the pages of the tiny handbook.

Knowledge (nature): 1d20 + 3 ⇒ (14) + 3 = 17


Male human bard 7/pathfinder savant 2: 43/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5

EDIT: I forgot that this archetype doesn't have bardic knowledge. That means that I couldn't even make the check. So, Orsin just stands there. At the ready.


Male Dwarf Inquisitor 6(Witchunter) Int+4, F7, R4, W7, +5 vs Spells/PoisonAC20/T12/FF18, HP3/50

With everyone Ready, Duncan hand signals that he and John will be first in the square with Orsin and Ermolos at the back. He whispers, As one and hold the square till I say

He peeks around to pick his charge line, finger counts down 3..2...1.. and Charges with John at the bulk of the foes around the corner.

Two handed Charge/ Power Attackvs flatfooted1d20 + 5 + 2 - 1 + 1 ⇒ (16) + 5 + 2 - 1 + 1 = 23
Destructive Smite, Power Attack, Bastard Sword1d10 + 1 + 4 + 3 ⇒ (1) + 1 + 4 + 3 = 9

Edit: Added +1 for bless


Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14

When Duncan is about to charge, Andrea finishes her blessing prayer.

+1 Hit +1 saves vs fear for us.


Evil GM

Attached is the current map. Your group has the surprise round. Duncan and Shinon have already gone. The other party members can either use a standard action or one more move action. I assumed everyone did a move to get to their current postion. Shinon's arrow struck the goblin 40 feet in front of him that goblin is still up. Duncan the goblin in front of you is now prone, it is the goblin that was taking a shyte in the bushes earlier.

You can see plenty of typical goblins, some goblins on goblin dogs, then several larger goblins. Additionally, there are several twisted looking much largeer goblin like creatures, they have mutations, extra limbs and growths none of which look identical. [occ]Everyone failed their knowledge nature check.[/ooc]

MAP OF THE REAR OF THE GOBLIN HIDE OUT


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 move to what I am assuming is (8,j)


Male human bard 7/pathfinder savant 2: 43/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5

Orsin begins his first round of inspire courage with one of the many battle arias from The Victory of the Hellknights, his voice leaping in fifths and octaves in imitation of a trumpet call. All allies gain a +1 morale bonus to weapon attack and damage rolls.


Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14

Andrea moves to (4,j) two squares behind Ermolos and fires her cross bow at (9,m) if that is correct.

Xbow hit: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d8 + 1 ⇒ (5) + 1 = 6


Male Dwarf Inquisitor 6(Witchunter) Int+4, F7, R4, W7, +5 vs Spells/PoisonAC20/T12/FF18, HP3/50

Didn't we keep our box and move together?


Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14

Do you mean everyone in a 2 deep line-up?


Evil GM

The problem with the box at this point are the bushes you need to get around. They forces you to separate coming around the corner. You can't really walk through the bushes. There was a gap that Duncan was able to slide in and attack the goblin that was squating there.


Male Dwarf Inquisitor 6(Witchunter) Int+4, F7, R4, W7, +5 vs Spells/PoisonAC20/T12/FF18, HP3/50
Andrea1 wrote:
Do you mean everyone in a 2 deep line-up?

Just me, john, ermolos and orsin in a square. Didn't realise the bushes were difficult terrain


Evil GM

Ok, I hand wrote using the pen on the snipping tool the cooridinates for reference. I'm trying to make it so the group onle sees what is visible, rather than the whole layout and the critters within.

MAP GOBLIN HANGOUT REAR VIEW WITH COORIDINATES

Based on this map where are you moving to John? I think John's intent is to move to either J1 or J2 the move to J2 provokes an AoO if that was the action., JAndrea are you moving to J-2? Andrea you can either move or shot the crossbow. I assumed everyone used a movement to get to the current location. Orsin did his inspire courage to complete his action.Ermolos has his sowrd our and took no additional action. Maurice moved to L-3, under the tree. Once I get clarification from John and Andrea I will update teh map.


Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14

Andrea will shoot.


Evil GM

Here is a cleaner version for you of the current map.

MAP GOBLIN HANGOUT


Evil GM

There is a medium sized deformed twisted looking creature Hex I2 with blotched think skin, it has an extra arm on its left side. it has a great club in its hand and razor sharp claws. Generally, it look to large and twisted to be a goblin but too small to be a troll.


Evil GM

Andrea shoots her crossbow at the goblin M2 striking him with her bolt putting him to his knees. [i]BullsEye will be Duncan's new name for you.[/i}


Evil GM

Suprise Round Recap:

Duncan moved out stealthily sneaking up on a goblin squating in the bushes with a massive blow he kills creature. Hex K0

Shinon shot an arrow striking a goblin for 2 points of damage, he is still up. Hex k4

"Bullseye" Andrea aimed her crossbow at the goblin at struck him hard, knocking him prone but he is still alive. Hex M2

Orsin provided additonal courage to his allies.

Ermolos is backing Duncan

Maurice moved to provide cover with his bow.

John is moving to J1 or J2.


Evil GM

I moved John up to J1, to avoid the attack of oppurtunity.

Here is the map at the beginning of Round 1.

MAP BEGINNING OF RD 1

Initiatives to follow.


Evil GM

Initiatives:

initiative Rolls:

Maurice: 1d20 + 5 ⇒ (14) + 5 = 19
Ermolos: 1d20 + 1 ⇒ (9) + 1 = 10
Duncan: 1d20 + 4 ⇒ (10) + 4 = 14
John: 1d20 + 5 ⇒ (5) + 5 = 10
Orsin: 1d20 + 0 ⇒ (17) + 0 = 17
Andrea: 1d20 + 0 ⇒ (8) + 0 = 8
Shinon: 1d20 + 5 ⇒ (20) + 5 = 25
Goblins: 1d20 + 6 ⇒ (1) + 6 = 7
Troblins: 1d20 + 1 ⇒ (18) + 1 = 19
Adv Goblins: 1d20 + 12 ⇒ (6) + 12 = 18
Goblin Dog Riders: 1d20 + 8 ⇒ (10) + 8 = 18

Because there are so many innocent creatures who are defending their home from the evil invaders, I've decided to roll out groups rather than individual defenders. So the Troblins encompass all the Troblins who are aware of the invaders. Likewise, Adv Goblins are all the goblins fitting that classification who know of the evil invaders, and so forth.

Initiative

Shinon
Maurice
Troblins
Adv Goblins
Goblin Riding Dogs
Orsin
Duncan
John
Ermolos
Andrea
Goblins

Round 1 Begins -

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