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.


6,001 to 6,050 of 26,346 << first < prev | 116 | 117 | 118 | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | next > last >>

Evil GM

Andrea you do not see poison on the doors or anywhere else that you are in contact with.


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

This is a poison free area.


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 moves to his usual position at the front, beside john (Shield wall is current teamwork feat) and casts DETECT MAGIC. He keeps concentration on the spell as they walk forward.
Perception1d20 + 6 ⇒ (7) + 6 = 13

Keep yer eyes peeled you lot.


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

Perception: 1d20 + 5 ⇒ (17) + 5 = 22

Andrea keeps the wand of Protection from Evil out.


Evil GM

KNOT MAP

This wood-paneled hall rises to a height of twenty feet above, and a single fifteen-foot-high shelf filled sparsely with books runs along the wall. Eerie wisps of shadowy fog coil and writhe on the floor, which unlike the walls seems to be made of polished black stone.


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

Should Lucrezia and John change spots? Having her near Duncan can help spot any traps.

Andrea waits for the others to announce what they see and which direction they move.

When we head back, we might as well find that noble to inform about the Knot.


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 + 11 ⇒ (3) + 11 = 14

Lucrezia keeps her eyes open as she peers about, looking for any traps.


Evil GM

Lucrezia and Duncan can decide the marching order.

The is sound of howling and baying coming from within the three hallways. Everyone needs to make a Will Save DC12.


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

will save 1d20 + 2 ⇒ (16) + 2 = 18
Duncan and John are such a cute couple that I hate to break them up, plus it's easy enough to see over Duncan's head. :)


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

Willsave: 1d20 + 8 ⇒ (3) + 8 = 11

Fuuuuuu! We might end up having to take a powder again.


Evil GM

anyone failing the save is cursed and sufferes -1 Wis damage, as you start to become insane from the horrible baying ringing in your ears.


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

Argh! it is in my mind!

Perception check to see where the baying is coming from in the halls so we can get to it sooner?

Perception: 1d20 + 4 ⇒ (16) + 4 = 20


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

Will save1d20 + 6 ⇒ (14) + 6 = 20, add 5 vs magic

Duncan takes the Southern Fork.
Lucrezia guard our Rear. We'll check the others on the way back.
He keeps Concentrating on Detect Magic as a means of Seeing auras from invisible foes or magical traps.


Evil GM

This is definitely not magic.

Initiative:

John: 1d20 + 5 ⇒ (4) + 5 = 9
Duncan: 1d20 + 4 ⇒ (9) + 4 = 13
Lucrezia: 1d20 + 3 ⇒ (7) + 3 = 10
Orsin: 1d20 + 0 ⇒ (10) + 0 = 10
Andrea: 1d20 + 0 ⇒ (7) + 0 = 7
Howlers: 1d20 + 6 ⇒ (17) + 6 = 23

Initiative:

Howlers
Duncan
Lucrezia
Orsin
John
Andrea

RD 1 Begins:


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

Will save: 1d20 + 3 ⇒ (19) + 3 = 22

Orsin's grip on his longsword tightens as his ears ring with the baying.

"We need to locate the source of it!"


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

Bring it


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

Well, acting last isn't THAT bad since I can react to whatever has happened.

Andrea grips her wand tightly.

I hope I live long enought o get that divine magic that allows one to grow into a divine juggernaut.


Evil GM

are you all satisfied with the marching order or did you flip flop anyone as Andrea suggested? I'll post a new map when I have this information.

Duncan you see three vile predators baying and with a hide as thick and tough as leather. Wicked ebony quills run from its head, tail, and back. There is one approaching from each corridor.


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

Considering what is up, I am fine with the marching order. I assume that we can move between friendly squares easily.


Evil GM

RD1:

Here is the map after they move up the coordinators, two will attack Duncan (D9 and C10)

The Knot

bite H1: 1d20 + 8 ⇒ (5) + 8 = 132d6 + 4 ⇒ (4, 2) + 4 = 10
bite H2: 1d20 + 8 ⇒ (17) + 8 = 252d6 + 4 ⇒ (3, 4) + 4 = 11

The quilled creatures lunge towards you snapping with their sharp teeth.


Evil GM

Know - planes check if anyone want to venture one.


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

Everybody stay behind me. John help me block. Andrea keep me standin'
AC next to john 22. Prot from Evil would be good.

Cast Defensively DC171d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Duncan casts Divine Favor and activates his Judgment for +1 sacred bonus to AC.
Now 23.


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

Lucrezia! You are an expert archer and can fire without restriction here I belive. Concentrate with Duncan!

We might want to back up a square then, can John strike at the one in the south hall? He seems to have a diagonal on it.

I will have to switch with Orsin and John to get next to you.


Evil GM

Nope - John can't attack the one to the south.


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

So everyone should back up one square and switch so Andrea can get near Duncan and tap him with the wand of Protection from Evil?[/ooc If everyone is up for that, Andrea willdo just that. +2 AC +2 saves vs. evil creatures for one minute Andrea can then start healing Duncan.


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 opens his mouth and appears to be mouthing words quietly to himself before a visible, yet silent wave of sonic energy rips through the air and into the creature at the opposite end (C11).

Orsin casts ear-piercing scream, dealing 2d6 sonic damage. A successful save (Fort DC 14) halves the damage and negates the 1 round daze.

Sonic damage: 2d6 ⇒ (3, 2) = 5

He then readies an action to trade places with Andrea once it's her turn.

If combat is moving briskly tomorrow morning and I've not logged on yet, I will inspire courage on my next turn.


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

Now that was odd. The ooc thread showed that there were new posts, but this thread didn't?

Lucrezia will draw her bow and attack one of the demonic looking porcupine things. "Now what the hell are these things? Did a devil f@&~ a porcupine?"

attack C11 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
damage 1d8 + 2 + 2 + 1 ⇒ (1) + 2 + 2 + 1 = 6
rapid shot attack 1d20 + 7 + 1 - 2 ⇒ (17) + 7 + 1 - 2 = 23
damage 1d8 + 2 + 2 + 1 ⇒ (6) + 2 + 2 + 1 = 11
I do have Precise Shot so no melee penalty
+2 to attack and damage rolls if my new favored enemy applies.


Evil GM

Over the last few days there has been a lag on posts notifications showing up. Andrea and I have each had that issue recently. Thanks for making my job a bit easier with by telling me you have Precise shot.

Lucrezia's arrows find their target in the large creature. This are large 10 by 5, similar to horse for occupying space.


Evil GM

RD1 mid-update

Howlers - two attacked Duncan, one hit for 11Hps.
Duncan - Divine Favor cast defensively, judgement activated.
Lucrezia - hit Howler in Hex C10.
Orsin - cast EPS against howler in C10.
John
Andrea


Evil GM

Howler in C10 fort save versus EPS that Orsin casts:

Fort: 1d20 + 6 ⇒ (11) + 6 = 17

He makes it and is not dazed.


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

Andrea has a sudden burst of divine inspiration that breaks through the lingering haze of the party from last night. Uttering some new phrases, Andrea switches places with Orsin and covers the party with a divine shield.

Doing the two-step shuffle to take Orsin's location and casts Magic Circle of Protection from Evil. For 50 minutes, everyone in a 10' Radius has +2 AC vs. Evil and +2 to their saves as well as the various other benefits.


Evil GM

RD1 mid-update

Howlers - two attacked Duncan, one hit for 11Hps.
Duncan - Divine Favor cast defensively, judgement activated.
Lucrezia - hit Howler in Hex C10.
Orsin - cast EPS against howler in C10.
John
Andrea - moved up C7 switching places with Orsin, cast Magic Circle PFE

John has an action remaining.

RD2 Begins:

Howlers
Duncan
Lucrezia
Orsin
John
Andrea


Evil GM

RD2:

The two Howlers begin their full attack on the dwarf:

bite H1: 1d20 + 8 ⇒ (1) + 8 = 92d6 + 4 ⇒ (4, 4) + 4 = 12
Quil att: 1d20 + 2 ⇒ (14) + 2 = 161d4 + 1 ⇒ (1) + 1 = 2

bite H2: 1d20 + 8 ⇒ (10) + 8 = 182d6 + 4 ⇒ (6, 3) + 4 = 13
Quil att: 1d20 + 2 ⇒ (10) + 2 = 121d4 + 1 ⇒ (4) + 1 = 5

The attacks miss the dwarf.


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

Before entering the knot again John drinks a potion of lesser restoration.
1d4 ⇒ 3 And a potion of CMW.
2d8 + 3 ⇒ (5, 4) + 3 = 12

Will: 1d20 + 4 ⇒ (12) + 4 = 16
When the creatures attack John pulls out his shield.
Knowledge planes: 1d20 + 10 ⇒ (3) + 10 = 13


Evil GM

John the only thing your Know-planes is telling you is this an outsider.


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

I think Howler #1 just bit it's tongue. ;)


Evil GM

tooth loss, H1: 1d20 + 2 ⇒ (8) + 2 = 10
:-)


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 studies the creatures for a moment, thinking back on the Pathfinder Chronicles he had been reading as of late. He thinks he might recognize them, but he can't be sure.

Knowledge (planes): 1d20 + 4 ⇒ (20) + 4 = 24

Orsin's slowly becoming the knowledge monkey bards were meant to be.

Whatever knowledge he recalls, Orsin immediately shares with the group.


Evil GM

Orsin's Knowledge results:

Howl:

A howler’s constant howling is a grating, exhausting baying that can drive listeners insane.

Pain Attack:

Whenever a creature takes damage from a howler’s quill attack or its quill defense, that creature must make a successful DC 14 Reflex save or one quill breaks off in its flesh, causing the target to become sickened until all embedded quills are removed.

Removing one quill requires a DC 15 Heal check made as a full-round action. For every 5 by which the check is exceeded, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d4+1 points of damage to the victim. The save DC is Dexterity-based.

Quill Defense:

Any creature that strikes a howler with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d4+1 points of piercing damage from the howler’s quills and suffers from the howler’s pain attack.


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

Inside the Magic Circle and with Duncans (5th level) protection judgement up is AC is 26


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 draws on his extensive experience as an auctioneer to deliver the information to the others with speed and clarity.


Evil GM

Duncan its your turn.


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, trusts in the new protection offerd by Andrea, he roars at the creature in front of him and attacks. He 2 hands his Axe (AC is 22 till next round, no shield bonus)
and switches his Judgement to damage. (AC is 20)

2 handed PA w/Silver Axe, Divine Favor1d20 + 7 - 1 + 2 ⇒ (13) + 7 - 1 + 2 = 21
2 hand PA, Divine Favor, Judgement 1d8 - 1 + 4 + 3 + 2 + 2 ⇒ (5) - 1 + 4 + 3 + 2 + 2 = 15

About to start car trip now. Buffs are up. Bot me and go to town.


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

round 2
ranged attack 1 1d20 + 8 + 1 + 2 ⇒ (3) + 8 + 1 + 2 = 14
miss?
ranged attack 2 1d20 + 8 + 1 + 2 - 2 ⇒ (12) + 8 + 1 + 2 - 2 = 21
damage 2 1d8 + 2 + 2 + 1 + 2 ⇒ (8) + 2 + 2 + 1 + 2 = 15
firing on the same one again if it is still up

Lucrezia fires a couple more arrows at the howlers, glad that can attack them from a distance and not have to worry about their quills. I wonder if I can turn their quills into arrows after we kill them?


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

Hmm. If the current Howler goes down, Duncan might be able to 5' step letting John move up and strike at the one to the south.

If said actions are not doable(and thus John is still stuck behind Duncan) Andrea will switch with John if he is up for it and tap Duncan with her wand of CLW

CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Maybe time to learn some bow skills John? We might be stuck in halls like this in the future.


Evil GM
Duncan Redhammer wrote:

Duncan, trusts in the new protection offerd by Andrea, he roars at the creature in front of him and attacks. He 2 hands his Axe (AC is 22 till next round, no shield bonus)

and switches his Judgement to damage. (AC is 20)

2 handed PA w/Silver Axe, Divine Favor1d20+7-1+2
2 hand PA, Divine Favor, Judgement 1d8-1+4+3+2+2

About to start car trip now. Buffs are up. Bot me and go to town.

Quill damage: 1d4 + 1 ⇒ (2) + 1 = 3

Duncan you take 3 HP of damage from your attack on the Howler. You have a quill in your arm from your attack on the Howler.

Reflex save to avoid being sickened: 1d20 + 3 ⇒ (12) + 3 = 15

The howler is still up after Duncan's attack but dies immediately when Lucrezia pierces it again.

with the death of the first Howler, I had Duncan do a five foot step up and moved the chain of people up, so John can get in the battle.

UPDATED MAP


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 5ft steps and attacks the Howler to the south with his mace.
Attack with PA: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 8 ⇒ (6) + 8 = 14
Crit damage: 1d8 + 8 ⇒ (3) + 8 = 11


Evil GM

JOhn connects hard with on of the Howlers.

Quill damage: 1d4 + 1 ⇒ (4) + 1 = 5

John takes 5 HPs of quill damage and needs to make a Refex save to avoid being sickened. DC14


Evil GM

RD2 Recap:

Howlers - missed att on Duncan. One is dead.
Duncan - hit howler C10., made quill save.
Lucrezia - killed holwer in C10
Orsin - sonic damage to howler in D11
John - hit howler in D9; John made his save.
Andrea - CLW on Duncan

Orsin has a RD2 action

---

RD3 begins:

Howlers
Duncan
Lucrezia
Orsin
John
Andrea


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 releases three powerful notes from his throat and grabs the visible ripples of sound with his free hand. He spins the subtle waves into a lash of sound before launching it at the howler in D11.

Devastating aria: 1d4 + 5 ⇒ (3) + 5 = 8 divided by two = 4 sonic damage, no save.

1 to 50 of 26,346 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gamethread : CoT All Messageboards

Want to post a reply? Sign in.