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

You are able to find a semi-secluded area to watch the street from. Your a 150 yards from the building and there are an assortment of ruined to semi-inhabitable buildings on the street.Describe what you are doing.


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

Battle Template
HP 61/61
Current Saves: F11R5W13
AC: 24/T16/FF24
In hands: Wooden shield,Lt. Crossbow
Current BaB:
Spells in Effect;Vindicator's Shield,Magic Circle
Channels 1/5

Andrea uses Vindicator's Shield (+4 AC 24 Hours until struck)and Magic Circle Against Evil (+2 AC/Saves in 10' Radius<edges summoned creatures) 70 minutes.

When we decide what to do, I can shield us against a certain element(Resist Element-Communcal) But only for around 10 munutes each

Andrea readies her crossbow and looks around for any sentries above or on the ground.
Perception: 1d20 + 12 ⇒ (1) + 12 = 13 Using the ruins for cover is a good idea. Andrea's hood falls over her head 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

stealth 1d20 + 16 ⇒ (4) + 16 = 20
perception 1d20 + 13 ⇒ (16) + 13 = 29
Survival 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24

"No point in trying to storm the warehouse if Sascar isn't in there. Let's just try to find her trail and where they went into the sewer at."

Lucrezia is going to sneak about and try to find where the sewer access is that those guys went down and looks for tracks.


Evil GM

Andrea you see a few people on the street but they look normal to you, some are testing locks or windows to make sure they are secure. YOu don't see anyone on the roofs though. Dang hood.


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

Lucrezia, I think they went down into the sewers from inside the warehouse, so either we head in or find another sewer entrance.


Evil GM

perception vs Stealth:

perception: 1d20 + 10 ⇒ (1) + 10 = 11

Lucrezia you are able to hide in nook and observe two people on roofs, they seem to be watching for activity. There are two additional guards loitering near the slaughterhouse doorway.


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 poses the question in an ally when Lucrezia returns from scouting. What did you find? Is the plan still sound?
Faelyn summons a...Rhino was it? We follow in it's wake and hold our entry while everyone piles in. I much prefer room to room fighting over been attacked outside.


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

That sounds like a solid plan to me, but it is paramount we rescue Sascar since she is in the grips of that thug.

Andrea sighs. I know this sounds like I am contridicting myself about what I said earlier and I no doubt will do such a thing again, but if we delay too much then Sascar will suffer from that thug. Henk and his crew can be disposed of with 'little' consenquences at a later time, but what happens to Sascar can not be explained away or taken back. I would rather give up a chance at catching Henk in a lightning raid than let her suffer one second more.


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 returns from a quick scouting foray and tells of those she has spotted.

"It's true, if we spend too much time fighting everyone to clear out the warehouse, we may be too late to save Sascar. I guess we are close enough now to try a sewer entrance without much fear of missing their trail and try to intercept them or pick up their trail.'


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

We can also track Henk later. we know his name, face, gang and location of the slaughterhouse. I can scry and divine his location.

Andrea is looking intense. Let's go save her and kill a rapist.


Evil GM

make perception check.


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

Perception: 1d20 + 12 ⇒ (3) + 12 = 15

Andrea is flailing her hands around so much that she pokes herself in the eye.


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

perception 1d20 + 16 ⇒ (1) + 16 = 17
survival for tracking 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31


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

Looks like we poked each other in the eyes


Evil GM

There is small hand cart being pulled up to the building. One tall lanky man uses a sap and hacks something inside the cart, then he and another man grab a long bundle of burlap from the cart. Handling it roughly they carry it inside.

Lucrezia:

There are all kinds of tracks in this area. footprints of varying sizes, a few animal tracks and cart tracks.


Evil GM
Andrea1 wrote:
Looks like we poked each other in the eyes

Fortunately nat 1's on skill checks is not an auto fail.


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 thank goodness :)


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 + 18 ⇒ (12) + 18 = 30

Mage Armor up.


Evil GM

Faelyn you see what the others do with the handcart.


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

"Okay, now there is obviously someone in that cart. You wouldn't sap anything else but a person."


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

Edit:

Well it looks like the choice has been made for us. Time to carve a path inside.


Evil GM

Lucrezia you do see that you can scale up a nearby building to provide cover and potentially shoot the two lookouts.


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

climb 1d20 + 6 ⇒ (19) + 6 = 25
stealth 1d20 + 18 ⇒ (6) + 18 = 24
attack 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
damage 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10
attack 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
damage 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7
note that I do have a ring of feather fall, just in case

"I'll go try to get the lookouts, it should prove a good distraction too while I give you some cover."

Lucrezia will attempt to stealthily climb to a good vantage point to provide some cover and try to shoot the lookouts.


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

Faelyn, can you summon your beast to make a hole? John and I will go first and You should follow under cover of his shield


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

Battle Template
HP 61/61
Current Saves: F11R5W13
AC: 24/T16/FF24
In hands: Wooden shield,Lt. Crossbow
Current BaB: +6/+1
Spells in Effect;Vindicator's Shield(+4 AC until struck),Magic Circle (+2 AC/Saves 10' Radius 70 minutes)
Channels 1/5

When everyone gets ready to go in, Andrea casts Resist Energy-Communal(Fire) on the group. (11 Minutes 20 Points Fire Resistance)


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 discretely casts heroism on himself.


Evil GM

Lucrezia it will take you a bit to shimmy up the wall tot he roof.

DM:

perception vs stealth: 1d20 + 10 ⇒ (20) + 10 = 30

"Hey, someone's sneaking up the roof"

Initiative:

Lucrezia: 1d20 + 3 ⇒ (9) + 3 = 12
Roof 1: 1d20 + 3 ⇒ (7) + 3 = 10
Roof 2: 1d20 + 3 ⇒ (8) + 3 = 11

The first round has Lucrezia and the two rooftop guards only, I'll add the others at the end.

Initiative:

Lucrezia
Roof 2
Roof 1

Rd 1:

Lucrezia's arrows hit home for 17 HP on one guard.

Roof 2: 1d20 + 9 ⇒ (2) + 9 = 11;damage: 1d8 + 1 ⇒ (4) + 1 = 5
Roof 1: 1d20 + 9 ⇒ (5) + 9 = 14;damage: 1d8 + 1 ⇒ (6) + 1 = 7


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

Damn you and your natural 20s :P


Evil GM

Initiative:

Andrea: 1d20 + 0 ⇒ (4) + 0 = 4
Orsin: 1d20 + 1 ⇒ (5) + 1 = 6
John: 1d20 + 5 ⇒ (15) + 5 = 20
Daniel: 1d20 + 2 ⇒ (12) + 2 = 14
Faelyn: 1d20 + 9 ⇒ (3) + 9 = 12

ground 1: 1d20 + 3 ⇒ (16) + 3 = 19
ground 2: 1d20 + 3 ⇒ (10) + 3 = 13

Initiative:

John
Ground 1
Daniel
Ground 2
Faelyn
Lucrezia
Roof2
Roof 1
Orsin
andrea

I really don't have map for this.
RD 2:


Evil GM

RD 2: Ground Guards

Everyone is pretty far away, 150 yards/450 feet, from the intended warehouse. The two ground guards will first knock on the warehouse door then they approach at a double move to get closer 9they aren't the brightest apples). So that puts them at 390 feet from your group.


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 begins casting.


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

How far away is Lucrezia right now from any targets to shoot at?


Evil GM

From the rooftop guards 200 ft


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

Ok, not too bad. I do have Far Shot to reduce any range penalties anyway..
attack 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
damage 1d8 + 5 + 2 ⇒ (4) + 5 + 2 = 11
attack 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
damage 1d8 + 5 + 2 ⇒ (1) + 5 + 2 = 8

Lucrezia will start sniping at the rooftop guards, hoping to keep them distracted so they won't shoot down at her friends.


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

Are there two groups of rooftop guards or one?


Evil GM
Faelyn Sindrel wrote:
Are there two groups of rooftop guards or one?

Two separate guards on two different roofs. I've only been rolling 1 perception for the two of them though to speed this up a bit.

Lucrezia you second arrow hits and one roof guard is down.


Evil GM

RD 2: Roof Guard 1

The remaining roof top guard takes aim at Lucrezia

bow: 1d20 + 9 ⇒ (16) + 9 = 25;damage: 1d8 + 1 ⇒ (1) + 1 = 2


Evil GM

RD 2 Update

Initiative:

John
Ground 1 - knocked on WH door then double moved closer
Daniel
Ground 2 - DBL moved closer
Faelyn - cast summons
Lucrezia - shot and put down one guard
Roof2 - down
Roof 1 - shot at Lucrezia
Orsin
andrea

There is 390 feet between the heroes and the guards on the ground
There is 200 feet between roof top guard and the heroes. I've deducted -1 for far shot feat.


Evil GM

John, Daniel, Orsin and Andrea are remaining. Orsin has his game today, so I'll DMPC him. Daniel has time zone difference so I'll give him a bit of time before posting.


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

Battle Template
HP 61/61
Current Saves: F11R5W13
AC: 24/T16/FF24
In hands: Wooden shield,Lt. Crossbow
Current BaB: +6/+1
Spells in Effect;Vindicator's Shield(+4 AC until struck),Magic Circle (+2 AC/Saves 10' Radius 70 minutes),Resist Energy COmmunal-Fire(20 points 11 minutes)
Channels 1/5

Andrea will move up with the group. When the ground guards are within 80 feet, she will shoot her crossbow at Ground Guard 2

Lt.Xbow: 1d20 + 7 ⇒ (11) + 7 = 181d8 ⇒ 8


Evil GM

RD 2: DMPCing the remaining members:

The group will run to cover the distance 120 feet closer. This closes the gap down to 270.

RD 3:

The PCs will repeat this for the 3rd Round. While the two ground guards move in closer (double moving). The gap at the beginning of Rd 4 is 90 feet. I'm fast forwarding to get to the melee action.

Faelyn your summon creature comes in RD 3 so take that action. Lucrezia take your RD 3 bow shots.

The rooptop guard will shot at Lucrezia in Rd3:

longbow: 1d20 + 9 ⇒ (13) + 9 = 22;damage: 1d8 + 1 ⇒ (4) + 1 = 5

----
RD 4: The distance is 90 feet between the ground guards and the PC's.

John
Ground 1 -
Daniel
Ground 2 -
Faelyn -
Lucrezia -
Roof2 - down
Roof 1 -
Orsin
andrea *

*I'll use your previous post crossbow shot this round when you get within 80 feet.


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 encourages everyone to run/double move, staying together with keeping Faelyn under John's shield.
Follow In the wake of Faelyn's Beast when it appears. John and I will secure the room. The rest, run cover for Lucrezia to catch up
He swift draws his Quickdraw shield for extra protection.


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

Celestial Bison:

Bison
CR 4
XP 1,200
N Large animal
Init +0; Senses low-light vision, scent; Perception +8
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 52 (5d8+20) DR 5/evil
Fort +8, Ref +4, Will +1
OFFENSE
Speed 40 ft.
Melee gore +12 (2d6+14)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+14, DC 22)
STATISTICS
Str 31, Dex 10, Con 23, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +14; CMD 24 (28 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Skills Perception +8
SPECIAL ABILITIES
Stampede (Ex)

A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample's save DC increases by +2.


Faelyn has the celestial beast appear in charging range of the first enemy. It attempts to trample the guard.

Trample: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 2d6 + 14 ⇒ (5, 6) + 14 = 25


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

If no direct path can be achieved when (hopefully) the celestial creature breaks in, Daniel will attempt to close and finish off the two guards (burning a swift action for CLEAVE if they are adjacent), yelling at everyone, John, get them inside!
It would take effort to secure the whole and enemies at thier back would make the effort harder. One attempt to down the trampled man and soften the other. Then catch up with his allies.

1hand Charge. +2 Attack, -2 AC. Power Attack vs Prone (trampled guard) 1d20 + 14 + 2 - 3 ⇒ (16) + 14 + 2 - 3 = 29
Damage 1d8 + 1 + 4 + 6 ⇒ (4) + 1 + 4 + 6 = 15

CLEAVE IF OTHER GUARD IS ADJACENT1d20 + 14 + 2 - 3 ⇒ (17) + 14 + 2 - 3 = 30
Damage 1d8 + 1 + 4 + 6 ⇒ (5) + 1 + 4 + 6 = 16


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

trying to drop the other rooftop guard
attack 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
damage 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9
attack 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
damage 1d8 + 5 + 2 ⇒ (5) + 5 + 2 = 12

If the guard goes down, Lucrezia will jump down to the other while invoking her Feather Fall for a safe trip down and move towards the group.


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

After her first bolt is fired, Andrea puts her crossbow away and keeps running, gazing in wonder as Faelyn's huge bison steamrolls it's way towards the slaughterhouse.


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 double move up to the guards.


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

Looks like there isn't much left for you John. That one has a hoofprint in his skull.


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

If the hoof didn't do the job. The pally sword should. John could down the other guard I cleaved


Evil GM

The two ground guards are down between the bison and the pally attacks.

The remaining rooftop guard is hit by Lucrezia and then hides to avoid any other attacks.

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