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

something has come up I need to handle tonight, so I'm logging off.

If Truk was standing in C15 you would be in flame. From Truk's POV to get to Faelyn and try to avoid the flame himself, you will need to go through the snow and sleet. You won't take damage again, that's Rd 1 only, but the area is difficult terrain as described in the initial post regarding sleet.

Orsin is in the best position to get to Faelyn. He is a 5 ft step away. I don't think Orsin has gone yet.


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 okay with getting burned if it will get Faelyn out safely.

If Truk went straight across to C14, could he push Faelyn south to E14 (which I think is safe based on the map).


Evil GM

Truk you can give it try, I've already ruled on the push v. drag distinction. Faelyn has indicated he is prone.

Link


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

Oh I missed the part where he said he was prone.


Evil GM

I have my tabletop game tonight so I won't be on till 11, if at all.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Waiting. Angradd will turn over in his grave if his inquisitor dies to a halfling wizard....


Evil GM

Grimm and Faelyn may be having tankards of brew together in the afterlife.

I don't want to begin the next round till I get back online either tonight or tomorrow.

As a side issue my laptop is acting up and appears to be on its last circuit, so I may not be able to put a map if it dies on me. With the holiday weekend my IT guy won't be able to check out the laptop till next week. I hope it makes it through the weekend.

This message is from my surface but I can't update maps on it.


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

Well if both of them die what should we do? Two people down means assaulting the manor is a bad idea(Going in with a diminished party is ALWAYS a bad idea)

So run and burn a day resting or continue in.

Frankly negotiating/posturing has just gotten us hassles so let us just kill everything in there.


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

Been chatting about tactics with Lucrezia and I belive that we are doing too much talking/attempting to intimidate/negotiate. I forgot about what happened with the Sisters of Eiseth and the dead-setness of certain groups
to fight and stonewall. We let them choose the time to fight.

So, I will try to remember about when it is time to fight more.

We should also stick together more, no more charging off. Ironically, the Cloudkill/Sleet Storm was providing cover for us and IMo would have pushed the halfing back into the house.


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

Also the fly ended up being wasted on Grimm. He used it to attack the wizard on the ground - a target anyone could have gone after.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Apologies. I saw the wizard as the greatest threat at the time. (Since he was doing all the battle control and the erines had not attacked) and the rest of you looked tied up.

S'ok Grimm will either kill the wizard or he will die and Lucretia may finally meet the HUNTSMAN!


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

IMO, the Cloudkill was rolling in on the halfing and would have forced him back.(Plus it as giving us concealment) So flying in to grab Faelyn would have been a better tactical choice. Plus snatching Orsin as well if need be.

Edit: Right now, I am uncertain about another PC from you. We've lost quite a bit from your tactics of charging ahead, such as a valuable wand of Death Ward that went up in smoke and if you get lightning bolted in the face that means we have to go all the way back and lose a day of investigation. We've also lost any Fame from Duncan and Grimm if you die 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

I was thinking we should have ignored the devils and caster in favor of making our way inside. That would have forced them to come in after us and they would be less likely to cast such wide area effect spells that can cast on us outside.

I think we need to make things come after us more rather than going after them when the conditions/terrain favor the enemies more.


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 tend to agree with Andrea.

I'm not liking this revolving door of characters business. Both Duncan and Grimm could stand to play as team players instead of trying to be a one-man army.


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

The Devils and us missing the doorway where the halfling appeared was the big issue. I can't remember if Baldwin said there was a door there but we headed up the long way to the ruined end.(I though the ruined end was the only way in.)


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

Yep. Not a fan of revolving characters. I hope Faelyn doesn't die...


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Faelyn Sindrel wrote:
Yep. Not a fan of revolving characters. I hope Faelyn doesn't die...

I don't mind bringing old characters back, pitching in for Raise Deads or potentially hilarious Reincarnates is part of the whole thing of group unity.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Well, depends on what the Wizard does now.

If he lives he could either 2 handed bane the wizard and hope that's enough to kill him....

Considering Grimm knows he's got FOM and Blur it may be more prudent to open the door with a move then use a standard to fly 30ft to G25 (swift Judgement to healing for a little HP recovery)

IF Grimm lives.


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

Thanks for playing with us Faelyn.


Female :D Check out my fetching opercles!

Well, that sucks.


Evil GM

Characters die, it happens. You all got yourself spread over the map chasing CR3 thugs and CR5 bearded devils, then distracted by the presence of the eriynes, who spent half her time teleporting. It's unfortunate but death it happens. The spellcaster was the real threat, which Grimm eventually realized. Lucrezia was right the party needed to get inside as fast as possible.

Before anyone mentions that the stinger dice damage is wrong it has improved natural attack, so it bumps up from d4 to d6.


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 guess I wonder where it came from.


Female :D Check out my fetching opercles!

My grandmother's attic.


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

Okay so.

IMO Truk and John should link up and prepare themselves for the devil. No doubt we'll need silver or other special weapons.

Concentrating fire seems to be a must since the sooner we can get a devil out of action the better. I do have a scroll of Dismissal but it is not a sure thing.


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 generally agree. We need to burn the big monster down quickly.

I think it would be worthwhile having Lucrezia plink at the Erinyes.


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

Hmm.. I think added damage from Lucrezia would be better since she has evil outsiders as a favored enemy


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

I'm not sure if I can even see the thing, isn't it on the opposite side of the hail/ice cloud?


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

Oh it will be getting very close to us no doubt. I think you should pull back to us.


Evil GM

Lucrezia - yes it's on the other side of the hail/snow storm.

I'll finish the eryines and the spellcaster's actions tomorrow.

I probably won't be posting till around noon, the morning a bit busy.


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

Good luck all! Thank you for coming to my rescue! Character death hurts when you care about the character. Thanks to Baldwin's excellent RPing and character development as well as all of you guys' RPing, I have come to think fondly of Faelyn. It was a pleasure playing with all of you. I mean that. Thanks again to Baldwin for the opportunity to develop Faelyn. Now go kick some butt for your fallen comrad!!!! ~Champ


Evil GM

Here is the link that referenced the doors.

Link referencing the doors


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

I think Cloudkill is a kind of dumb spell. Spreads 10' a round and has a duration of 1 minute/level so a significantly high level caster would risk killing his party underground.

60' a minute
600' foot spread at the end of 10 minutes. Sure he can dispel it but there ones goes.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Hey, faelyn! Stick around. Andrea may ress you and Grimm will pitch in if he lives.

We still need our wizard and I liked Faelyn's style.
It could also be an opportunity to play that (insert character idea here) with the fastest paced game on the boards!

I have never gotten into a PBP this far. I would be great to finish it.
If not BRING ON RISE OF THE RUNELORDS! OR SECOND DARKNESS!


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Andrea1 wrote:

I think Cloudkill is a kind of dumb spell. Spreads 10' a round and has a duration of 1 minute/level so a significantly high level caster would risk killing his party underground.

60' a minute
600' foot spread at the end of 10 minutes. Sure he can dispel it but there ones goes.

Not when your whole party is immune to poison and your enemy is not ;) It's brilliant!


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

This whole thing has given me an idea for an interesting direction to take the AP.

Sometime in the near future, say after this dungeon, the party splits. Truk, Lucrezia, and Orn leave for brighter places, Orsin leaves to pursue his quest for vengeance solo, John abandons his vigilantism to focus on his new Hellknight duties. This leaves Andrea alone with the junior members and the Morrowfall, unable to complete her quest.

Cut to several years later...

The Council is now firmly in charge of Westcrown and the streets bleed due to the fiendish tyranny. All of the Hellknight orders except the super corrupt ones have been driven from the region. Orsin is all but a ghost whispered about by nobles with dark secrets. Lucrezia, Truk, and Orn have started new lives far far away.

Andrea, now middle aged, has all but gone mad by now when a group of talented but fairly green heroes stumble into her employ. Suddenly she has a chance to make things right only now the stakes are so much higher. She has to finally take a stand, learn from her mistakes, and do what it takes before Westcrown is truly lost to evil.


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

Hey, faelyn! Stick around. Andrea may ress you and Grimm will pitch in if he lives.

We still need our wizard and I liked Faelyn's style.
It could also be an opportunity to play that (insert character idea here) with the fastest paced game on the boards!

I have never gotten into a PBP this far. I would be great to finish it.
If not BRING ON RISE OF THE RUNELORDS! OR SECOND DARKNESS!

Thank you for the compliment. I'll see what happens here. If the game pushes on and I am needed, I will help.


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

Baldwin, will you be able to mark where the devils are?


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Faelyn Sindrel wrote:
Grimm Sharpest wrote:

Hey, faelyn! Stick around. Andrea may ress you and Grimm will pitch in if he lives.

We still need our wizard and I liked Faelyn's style.
It could also be an opportunity to play that (insert character idea here) with the fastest paced game on the boards!

I have never gotten into a PBP this far. I would be great to finish it.
If not BRING ON RISE OF THE RUNELORDS! OR SECOND DARKNESS!

Thank you for the compliment. I'll see what happens here. If the game pushes on and I am needed, I will help.

Unfortunatly, we don't have the money for a raise.


Evil GM

Busy morning so I won't be able to post till later.

When I was having the maptools issue a few weeks ago, a different version was installed on my laptop which I primarily work off of than the one at my office. So the office maptools doesn't open the map for editing. I may not be able to edit until I get home.

Andrea, Lucrezia, John, and Grimm are not aware that Faelyn has fallen.
orsin failed his perception check and doesn't realize it.


Evil GM
Truk'tosh wrote:

This whole thing has given me an idea for an interesting direction to take the AP.

Sometime in the near future, say after this dungeon, the party splits. Truk, Lucrezia, and Orn leave for brighter places, Orsin leaves to pursue his quest for vengeance solo, John abandons his vigilantism to focus on his new Hellknight duties. This leaves Andrea alone with the junior members and the Morrowfall, unable to complete her quest.

Cut to several years later...

The Council is now firmly in charge of Westcrown and the streets bleed due to the fiendish tyranny. All of the Hellknight orders except the super corrupt ones have been driven from the region. Orsin is all but a ghost whispered about by nobles with dark secrets. Lucrezia, Truk, and Orn have started new lives far far away.

Andrea, now middle aged, has all but gone mad by now when a group of talented but fairly green heroes stumble into her employ. Suddenly she has a chance to make things right only now the stakes are so much higher. She has to finally take a stand, learn from her mistakes, and do what it takes before Westcrown is truly lost to evil.

I have zero interest in taking the game down that potential pathway. Sorry.


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

Fair enough. It was just an idea that hit me while I was at the gym.


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

Cheers Cayden! Faelyn drinks long and hard from his goblet of ice wine. I figured I'd end up in the other place! ;)


Evil GM

Grimm walks in the tavern in the sky, nods to the elf "Aye, Angradd pissed 't me, sent me ta drink it off wit Cayden. Should've 'arned ye 'bout dat bone devil." Grumbling as he chugs the first of many ales.


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

Sigh... I think it is time we leave. I cannot take another hit from the Erynies and she is focusing on me.


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

He's a wizard. He's not going to have any less Cloudkills when we return.

We need to get someone on that Erinyes. Does anyone else have a fly spell?


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

No other fly spells.

Also, if we all die here it means that the Morrowfall and Contract are in the hands of the devils, and that can spell the end of the AP(No Morrowfall, no lifting of the curse, No contract, to fixing the Infernal Engine.)

Here are some choices.

1.Try to fight it out
2.Try to escape over the rubble pile and into the manor
3.Run.

If I get killed, grab my Haversack, it has the Morrowfall and COntract.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Oh, well I had a real blast guys. Eager to see if the Brotherhood makes it.

Cheers.


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

Grimm's only down currently right?

I see 27 damage out of 25 hp.


Evil GM
Grimm Sharpest wrote:

Oh, well I had a real blast guys. Eager to see if the Brotherhood makes it.

Cheers.

Your characters are fun and you always have spot in my game(s).


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

Grimm's at 17 touch AC right now.

One of those rays will miss if Grimm uses Knowledgeable Defense?

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