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

I'm going to be busy until at least 10pm, so I may not be on tonight.


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

But Em would be willing.


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

I can see her now, running behind everyone with Frank holding the scroll so she can cast. :)


Male Human Ranger 1

Actually you know what would be frickin' AWESOME.
Running one of the newer AP's just after the Advanced Class Guide comes out.
The Whole party must be an ACG class.

Andrea could be a Orc Bloodline Blood Rager who would be super strong and cast fireball while hulking out.

I would bag the WARPRIEST or maybe the HUNTER.

Em, your pick?


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

Shaman seems pretty legit.


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

"I am Groot!" *fireball*


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

Hmm. Since this is the end, how about we use the Philosopher's Stone to mix up an oil of True Ressurection in case we need a battlefield rezzing?

Plus the +4 full plate marked with symbols of Abadar. Perhaps Aurelio would like to suit up in it for more AC?


Male Human Ranger 1

Wow. A war. Is this you or the AP, baldwin


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

I'm heading out of town for a couple of days again, sorry.


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

We should all pitch in to buy Trout a laptop so she can game 24/7 from anywhere. :)


Evil GM

The AP, I'm adding the extra couple folks and I'm looking to bump up the two main baddies.

I will tell you I absolutely enjoy running war/large battles in my campaigns. The complexities, ebbs and flows are cool if done right. In the Shattergard game that I mentioned above that entire campaign had war theme running in the background. The players actually partake in a few big arse battles, which was blast to DM. I had a multiyear table top game that I ran using those Modules (we never got to the third book because the game had a life of its own. If I recall the characters were 17-19th level when it concluded).


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

Nightshift so bed for me


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

Just a thought, maybe we should pour the oil down the inside of the statue and burn all his minions inside.

Duncan would do it.


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

No doubt the devils would appriciate the bath.


Evil GM

Sleep well we'll hold the fort down. Don't worry, the PC battles won't begin - yet. Still RP'ing the set-up.


Male Human Ranger 1
Andrea1 wrote:
No doubt the devils would appriciate the bath.

Gets rid of the non-devils though.

Night all.


Movanic Diva Init +7, AC24/13/21+4vs EVIL, HP126/126 DR10/evil, F12/R11/W9+4vs EVIL,+4vs Poison, Perception+26, Immune Acid, Cold, Electric, Fire, SR21

Protective Aura (Su):
Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). The defensive benefits from the circle are not included in an angel's statistics block.


Evil GM

I'm logging off for a bit.


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

So Euphemia/Trout is off for a few days, how about Aurelio and Gerard? Aurelio chimed in at Ghivel's but Gerard has been very quiet/bogged down with real life.


Evil GM

That is partly why I slowed the pace down this weekend.

Aurelio seems busy right now, I only posted one in the last day or so in another game we are in. It was quick one liner too.

Euphemia is gone for the weekend.

Gerard is seems bogged down.


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

41 posts. Holy crap.


Evil GM
Euphemia di Nereis wrote:
41 posts. Holy crap.

It was all RP and scene set-up. We've been holding back a bit to let you and others get back.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Euphemia di Nereis wrote:
41 posts. Holy carp.

Fixed :)


M Human (Chelaxian) Fighter | Level 13 | HP 92/125, AC 30, T 15, FF 27 | F 12 R 11 W 8 | CMB 18 CMD 36 | Init + 6 | Perc +13

Annnnd alive again. Go-go weekend emergencies. 75 posts of setup and an angel decapitation later I'm ready to bash heads again.


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

I feel that the inclusion of the Graveknight and Horseman at this point is inapropriate, you said that you wanted to put them into the Thesing fight but when that turned out to not happen they got dropped in here but that is your choice as DM

Mr.Snickety Snack who obviously is heavily weighted towards crits wouldn't be so bad if he was wielding anything other than a vorpal weapon. As it is, he can insta kill a PC with each swing and this isn't an area where we can do an emergency ressurection.

I don't like vorpal weapon on either PC/DM sides as well as insta-kill spells since there is no way to mitigate it with a save just go directly to dead, do not pass go.


M Human (Chelaxian) Fighter | Level 13 | HP 92/125, AC 30, T 15, FF 27 | F 12 R 11 W 8 | CMB 18 CMD 36 | Init + 6 | Perc +13

Well, with all fairness Aurelio is almost the same when he gets a full attack.

With power attack, if every attack hits (which they don't, true) the minimum damage is 114, the maximum with all crits is 311.

I don't forsee ever maxing all the rolls possible just based on Paizo's dice algorithm, but most NPC's at this level don't have more than 100 hp at most, and if you can put 300+ damage on even CR 20 NPC in a single full attack you'd probably still kill it.

Granted there's something dissatisfying of seeing a one-hit kill on a major NPC or PC but to me there isn't that large a difference.


Evil GM

The last AP book circles back around with quite a bit of undead. I've had a headless horseman template/character that I picked up from a 3rd party publisher which I thought was pretty cool. Something that would offer a challenge versus you all battling CR 5 Bearded Devils and cut-purses.

The headless horseman template has the following:

Vorpal Strike (Su): Any slashing weapon a headless horseman wields gains the vorpal weapon quality. Weapons retain this quality for one hour after the headless horseman releases the weapon, but after this the weapon reverts to its standard magical qualities.

The DM didn't give the creature the vorpal weapon, it's part of the template. Unfortunately, Azreal got hit with a nat 20 and on the first attack. Daniel was right that sucked. I offered an option to potentially do wing damage rather than the head.

As far as the Graveknight is concerned they were first introduced in the COT bestiaries (AP26) that are included in each book. Book 6 (AP 30) actually directs:

"As this is the final adventure in this Adventure Path, GMs interested in making use of nearly any of the creatures from previous Council of Thieves Bestiaries (or nearly any other diabolical source, for that matter) might unleash them during this adventure, as far more than merely devils lurk within the depths of Hell."

Heck, here's just a sample of what they put in Book 6 Bestiary as a potential wandering monster. Personally, I think the headless horseman flowed better than this creature.

Ravener CR 18:

XP 153,600
N Colossal magical beast
Init –2; Senses blindsense 60 !., darkvision 60 !., low-light
vision, scent; Perception +17

DEFENSE
AC 35, touch 0, flat-footed 35 (–2 Dex, +35 natural, –8 size)
hp 337 (25d10+200); regeneration 15 (electricity)
Fort +22, Ref +12, Will +12
DR 15/adamantine; Immune acid, curse e"ects, disease, minda
"ecting e"ects, paralysis, poison, sonic; Resist cold 20, fire
20; SR 29

OFFENSE
Speed 30 !., swim 30 !.
Melee bite +33 (4d6+16 plus snatch), gore +33 (4d6+16), 2 stomps
+28 (2d8+8)
Ranged rock +16 (2d8+24)
Space 30 !.; Reach 20 !.
Special Attacks demolishing attack, mighty roar, rock hurling (120
!.), shock wave, swallow whole (4d6+24 bludgeoning damage,
AC 27, hp 33), trample (2d8+24, DC 38)

STATISTICS
Str 42, Dex 6, Con 26, Int 6, Wis 14, Cha 14
Base Atk +25; CMB +49; CMD 57 (61 vs. trip)
Feats Awesome Blow, Cleave, Great Cleave, Greater Bull Rush,
Greater Overrun, Greater Sunder, Improved Bull Rush,
Improved Overrun, Improved Sunder, Iron Will, Lunge, Power
Attack, Snatch
Skills Perception +17, Survival +14, Swim +28
SQ camouflage

ECOLOGY
Environment any forest, hill, jungle, or plains
Organization solitary or pair
Treasure Value standard

SPECIAL ABILITIES
Camouflage (Ex) A ravener behemoth looks like a rocky hillside or
small mountain when at rest. It takes a DC 20 Perception check
to notice it before it attacks.

Demolishing Attack (Ex) A ravener behemoth that makes a full
attack against an object or structure deals double damage.

Mighty Roar (Su) Every 1d4 rounds, as a standard action, a
ravener behemoth can issue a mighty roar in a 60-foot cone
that duplicates the e"ects of greater shout. This attack deals
10d6 points of sonic damage (or 20d6 against exposed brittle
or crystalline objects or crystalline creatures). It also causes
creatures to be stunned for 1 round and deafened for 4d6
rounds. Creatures exposed to the sonic attack can negate
the stunning and halve both the damage and duration of the
deafness with a successful Fortitude save (DC 30). The save DC
is Constitution-based.

Rock Hurling (Ex) Because of their immense hunger, ravener
behemoths o!en ingest ore-laced rocks to fill their stomachs
with longer-lasting sustenance. When faced with dangerous
opponents outside its reach, a behemoth may regurgitate these
rocks and grind them into smaller shards with its hardened teeth.
It then spits forth these shards one at a time as boulders weighing
between 60 to 80 pounds. A ravener usually carries enough rocks
in its stomachs to make up to 4d6 boulders in this manner.

Shock Wave (Ex) As a full-round action, a ravener behemoth can
hammer the ground with its feet and generate a localized
tremor that rips the ground, knocking down smaller creatures
and creating di#cult terrain in a 100-foot radius centered on
the behemoth. This shock wave lasts for 1 round, during which
time creatures in the a"ected area cannot move or attack. They
must also succeed on a DC 38 Reflex save or fall prone. Any
spellcaster on the ground must make a Concentration check
(DC 20 + spell level) or lose any spell he or she tries to cast. The
save DC is Strength-based.

Swallow Whole (Ex) A ravener behemoth can swallow a snatched
opponent of Huge size or smaller with its bite attack by making
a successful grapple check. Once swallowed, a victim su"ers
4d6+24 points of bludgeoning damage per round from one of
the behemoth’s 5 stomachs. A swallowed creature can cut its
way out by using a light slashing or piercing weapon to deal
33 points of damage to a stomach (AC 27). Once the creature
exits, that stomach regenerates 15 hit points per round. A
ravener behemoth may gorge itself upon multiple creatures,
shunting each victim to a di"erent stomach each time. Each
of a behemoth’s 5 stomachs can hold 1 Huge, 4 Large, 16
Medium, 64 Small, 256 Tiny, or over 1,000 Diminutive or
smaller creatures.

Ravener behemoths walk the land as the ultimate
consumers of all things. This includes every manner
of beast, plant, and mineral caught in their path. They
indiscriminately fill their five ever-hungry stomachs by
cutting wide swaths through tangled jungles, digging
through mountains for precious ores, and razing
settlements and strongholds to get at those sheltering
inside. Sometimes they even ply shallow coastal waters,
capsizing ships to feast upon their crews and any other
predators drawn by the smell of blood in the water.
Monstrously massive, a ravener behemoth stands nearly
60 feet tall on four thick, trunk-like legs and measures up
to 80 feet long. Multiple horns and tusks sprout from its
face and head, helping it root through even the hardest soil
and rocks in search of food. It quickly reduces anything
stronger into rubble with its earth-shattering roar and
stomping feet. A rocky hide grown from the many minerals
it routinely consumes protects it from harm even as lichen,
small plants, and trees take root along its back, out of reach
of its ravenous mouth. Divine blessings bequeathed by the
gods ensure only the most powerful spells or adamantine
weapons can lay a behemoth low. As a result, the ravener
behemoth fears nothing and eats everything.

Finally Daniel, The Hound, Aurelio, and Gerard (with sneak attack) can often hit for over 100 HP's at a time. I thought something a bit more challenging leading up to the Grand Finale was in order. If you just want the last battle as written, that's fine I'll leave out the extras and won't delve into the Bestiaries.


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

I am not complaining.
I am annoyed Azreal died (again) but crits happen. DM doesn't control the dice roller.

Right now Azreal is a huge loss because of his normal Aura and his Holy Aura spell AND his ability to spam Holy Smite.

He is a big loss. Crits happen. Let's get indoors ASAP so we can stop from getting wailed on.
If the horsemen or graveknight follow inside they are smite bait!


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

Very well let us get inside. I was just venting at the insta-kill let us see what happens.


Evil GM

I decided not to bump up the two remaining bad guys. I see this game being concluded in the next few days. There is a chance that the final battle can be finished by tomorrow - if that doesn't not happen - then I'm going to spotty posting on Thurs/Friday but will resume on Saturday.


Evil GM

I'm logging off for the night.


Male Human Ranger 1

Just finished the last season of Game of thrones. The end fight scene in 'The Viper and the Mountain was so awesome. '

Really displayed the kind of skill I expect for an 7th level fighter.

(Since 1st, 2nd level are common soldiers I would think most fighters of the Vipers reputation are about 6th, 7th)


Evil GM

I doubt we will finish this final combat today (unless there is a wave of posting that happens), and I will be off line Thursday and Friday, but we should conclude it over the weekend.

I'm probably going to take a few weeks off before settling on the next thing that I run. I'll focus on my RA game in the meantime.


Evil GM
STR Ranger wrote:

Just finished the last season of Game of thrones. The end fight scene in 'The Viper and the Mountain was so awesome. '

Really displayed the kind of skill I expect for an 7th level fighter.

(Since 1st, 2nd level are common soldiers I would think most fighters of the Vipers reputation are about 6th, 7th)

That was a pretty cool battle. I would place the viper closer to 10th level with his acrobatics.


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

I'll be taking a pathfinder break as well. A couple weeks off will be good.

Unfortunatly, Viper traded high dex for a weakness to blunt damage it seems.


Male Human Ranger 1

More like a weakness to hubris.
A less overconfident man would have stayed out of reach until he was Damn sure the monstrous warrior was dead.


Evil GM
STR Ranger wrote:

More like a weakness to hubris.

A less overconfident man would have stayed out of reach until he was Damn sure the monstrous warrior was dead.

If it had been Bronn he would have put the death blow in first. Although Bronn is dexterous he probably wouldn't have been able to avoid some of those blows.


Evil GM

Any idea when Martin's next book is going to come out? He was so late in putting out his last book, (which I thought was a meandering mess that should have been paired down by an editor), I think he needs to get the book out in the next if the HBO series is to continue much longer.


M Human (Chelaxian) Fighter | Level 13 | HP 92/125, AC 30, T 15, FF 27 | F 12 R 11 W 8 | CMB 18 CMD 36 | Init + 6 | Perc +13

It took 5 years for book 4 and another 6 for book 5 (the books were supposedly the same book that he split because of length issues). I wouldn't hold my breath and I imagine the series will diverge from the books soon because 4 and 5 were both, well, awful.

He's killed off too many characters and sort of painted himself into a corner in my opinion; he's said was supposed to have a seven year time jump that would allow him to move forward but he didn't do it after all and there's only so much he can do with the way things sit.


Evil GM
Aurelio Grulios wrote:

It took 5 years for book 4 and another 6 for book 5 (the books were supposedly the same book that he split because of length issues). I wouldn't hold my breath and I imagine the series will diverge from the books soon because 4 and 5 were both, well, awful.

He's killed off too many characters and sort of painted himself into a corner in my opinion; he's said was supposed to have a seven year time jump that would allow him to move forward but he didn't do it after all and there's only so much he can do with the way things sit.

I really liked when he killed the character (Eddard StarK0 at the end of Book 1, I thought that was cool. Piercing he invincibility aura that most main characters have. Then the killing didn't stop which makes it hard to really like a character.


Evil GM

Prehensile hair has strength of characters intelligence which is a 20.

20 133 lbs. or less 134–266 lbs. 267–400 lbs.

How much does everyone weight in their armor?


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

That's a good question. Euphemia needs to get a spell of intelligence buffing if she's going to keep doing this. Or ant haul.


Evil GM
Euphemia di Nereis wrote:
That's a good question. Euphemia needs to get a spell of intelligence buffing if she's going to keep doing this. Or ant haul.

I'm more concerned on the number of people at one time you can carry. I'm sure Daniel and Aurelio weigh more than Gerard.


M Human (Chelaxian) Fighter | Level 13 | HP 92/125, AC 30, T 15, FF 27 | F 12 R 11 W 8 | CMB 18 CMD 36 | Init + 6 | Perc +13
baldwin the merciful wrote:
Euphemia di Nereis wrote:
That's a good question. Euphemia needs to get a spell of intelligence buffing if she's going to keep doing this. Or ant haul.
I'm more concerned on the number of people at one time you can carry. I'm sure Daniel and Aurelio weigh more than Gerard.

Hey you try marching up and down a city in full plate without getting hungry.


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

A fly spell can help if she casts it on someone. I haven't weighed Andrea
her Breastplate is 30 lbs and she is..
Height: 2d10 ⇒ (1, 3) = 4 scratch that
Andrea weighs 150 (five foot seven, 85 base weight, 13 inches over base height)

In GOT, I believe Martin has told the producers about what happens in the future of the story so they can split off into a alternate take of things.


Evil GM

I don't want to start something and put it on hold for a couple days, so I'm just going to put this game on hold now, before we get too far into the first round. Phem needs to post her action. Everyone else DO NOT post an action since the initiative order is:

Mel
Phem
Eccarrdian

The situation may evolve and I don't want to recon actions.

I'll be back posting in this game on Saturday.


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

Tactics? Since There is a devil taking shot at us and a spikey floor, they are probably waiting for us down there. Summoning distractions can help for a round or two or another Dispel might work if Euphemia has one.


Evil GM

I just got back and I'll pick this up again tomorrow.


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

Everybody except Eccardian, ie Baldwin should read this! HEHEHEHE!:
At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin's bonus to damage, not her smite's attack bonus or ability to bypass DR. This ability replaces aura of justice.

Daniel is soooo gonna charge at the boss man!


M Human (Chelaxian) Fighter | Level 13 | HP 92/125, AC 30, T 15, FF 27 | F 12 R 11 W 8 | CMB 18 CMD 36 | Init + 6 | Perc +13

I'm out to dinner for a bit so if you need to DMPC me.

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