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

GM Baldwin-After 10 est? By the way, I think you can cast the spell in the summoning round and the hold the touch.


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

The out of cage positioning looks pretty good to me. We are spread out enough to see everything I think.


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

We should approach the first match tentatively. Let's not waste our resoyrces til we know how Thrax is gonna play this.


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

That sounds like a good plan. Faelyn has prepped a bunch of summons. We can probably afford to let Thrax have a couple if it means learning what he's capable.


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

He will learn what I am capable of too. I would rather blitz him round one.


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

'Blitzing' him doesn't really help you win but if that's your plan, explain it in-character. Truk has something that will help prevent him from turning your strategy against you.


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

If you kill all his summons in the first round, contest ends. It is only a draw if both alive when one summon ends.


Evil GM

Initiative:

Andrea: 1d20 + 0 ⇒ (5) + 0 = 5
Orsin: 1d20 + 0 ⇒ (10) + 0 = 10
Truk: 1d20 + 1 ⇒ (19) + 1 = 20
Shadow: 1d20 + 3 ⇒ (9) + 3 = 12
Lucrezia: 1d20 + 3 ⇒ (12) + 3 = 15
John: 1d20 + 5 ⇒ (6) + 5 = 11
Faelyn: 1d20 + 9 ⇒ (19) + 9 = 28

Thrax: 1d20 + 6 ⇒ (15) + 6 = 21
Wardon: 1d20 + 6 ⇒ (12) + 6 = 18

Initiative Order:

Faelyn
Thrax
Thruk
Wardon
Lucrezia
Shadow
John
Orsin
Andrea

Since we have many people posting, and I permit posting out of order if a person needs to, it is important that we state which RD their action is taking place in. I will try to remember to do this also. Once both casters summon their creatures and declare the square I will update the map.

RD 1 Begins: The conjurers battle at the Devildrome.


Evil GM

The crowd roars with the horn chanting, "DEVILS, DEVILS....DEVILS....HELLHOUNDS...HELLHOUNDS, DEMONS, DEMONS..."


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

As Faelyn makes whatever final mental preparations he needs for the battle, Truk nudges him and reaches into his own pack.

"Use this. It may give you the edge you need if the battle goes longer than expected", the big Orc says as he casually jabs an object towards the elf.

It's a rod of dark polished wood about a foot long and as wide around as a scroll case. Its surface is decorated with images of birds in flight. Lesser Extend Rod.


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

As Faelyn makes whatever final mental preparations he needs for the battle, Truk nudges him and reaches into his own pack.

"Use this. It may give you the edge you need if the battle goes longer than expected", the big Orc says as he casually jabs an object towards the elf.

It's a rod of dark polished wood about a foot long and as wide around as a scroll case. Its surface is decorated with images of birds in flight. Lesser Extend Rod.

Thanks! Do I have to prepare it as one spell level higher with this rod?


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

"No, the magic within the trinket will support your own and make up the difference."

You can extend your summon monster 3 and haste.


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

ROUND 1

Faelyn lifts the rod he has been given and begins to chant. As he does, the air starts to swirl around him. His countenance changes as his eyes roll back in his head and he begins speaking in an ancient language (Infernal).

Resper Danto Dien taldo...

Faelyn begins casting an Extended and Augmented Summon Monster III which will appear at the start of his next turn in W19. It will last 6 (level) + 3 (conjurer class feature) + 6 (rod) = 15 rounds.


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

(Rd: 1) Andrea prys herself off of Faelyn and begins chanting in a trilling tone, thruming magic running through her arms as she reaches through the bars to bless Faelyn's summon against fire.

Resist Fire 10 Points resistance lasts 1 hour, not that duration matters.


Evil GM

RD1:

Thrash bashes the his staff down and speaks his infernal tongue,

"Resper Rhuklia Desp hu"

His creature will appear the next round SM IV, it is large and will appear in hexes S22/23 and T22/23, it will last 8 (level) +4 (conjurer)= 12 RDs.


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

The summon won't happen until round two.


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

Thrash bashes the his staff down and speaks his infernal tongue,

"Resper Rhuklia Desp hu"

His creature will appear the next round SM IV, it is large and will appear in hexes S22/23 and T22/23, it will last 8 (level) +4 (conjurer)= 12 RDs.

Rut Roh Raggy!


Evil GM
Andrea1 wrote:

(Rd: 1) Andrea prys herself off of Faelyn and begins chanting in a trilling tone, thruming magic running through her arms as she reaches through the bars to bless Faelyn's summon against fire.

Resist Fire 10 Points resistance lasts 1 hour, not that duration matters.

His creature is not there yet, your action would be RD2. The summoned creature appears the next round.


Evil GM

Unless someone speaks up otherwise, I will fast forward to the top of RD 2.

Faelyn is your creature medium sized for the map?


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

Round 1

Truk fishes the wooden holy symbol of his goddess out from underneath his armor. He says a silent prayer and then clutches it to his chest.

Delaying until just after Faelyn.


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 will just continue to taunt. "Hey Thrax, did you need to buy that big fancy staff to make up for your lack in other areas? I bet you bend over and take it from your own summoned devils!"


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

Round 2

As Round One ends and the creatures appear, Faelyn cries out. Change of plans. His summon is going to charge. Ranged buffs only!

A White glowing light appears W19. Faelyn once again raises the rod he has been given and casts haste on the summoned creature, himself, Truk, Andrea, Orsin, and John. (Lasts 12 rounds)

The Archon flies up 20 feet above Thrux's summon at T22 and shoots his rays:

Rays/Ranged Touch Attack/Bypasses all Damage Reduction: 1d20 + 4 ⇒ (18) + 4 = 22
Rays/Ranged Touch Attack/Bypasses All Damage Reduction: 1d20 + 4 ⇒ (19) + 4 = 23
Damage Ray 1: 1d6 ⇒ 6
Damage Ray 1: 1d6 ⇒ 3

His creature must make a will save DC 13 or Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

Summon:

Lantern Archon CR 2
XP --
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 Aura aura of menace (DC 13)
DEFENSE
AC 15 [20 w/ Mage Armor & Haste], touch 15, flat-footed 19 (+4 natural, +1 size; +2 deflect vs. evil)
hp 13 [17] (2d10+2) [2d10+6]
Fort +4 [+8], Ref +3 [+5], Will +0 [+2]; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification
OFFENSE
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6) Haste +1 /Heroism +2/Song +2 (+8 1d6+2)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
STATISTICS
Str 1 [5], Dex 11, Con 12 [16], Int 6, Wis 11, Cha 10
Base Atk +2; CMB -4 [-2]; CMD 6 [8]
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech

SPECIAL ABILITIES
Gestalt (Su)

Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.

Aura of Menace (Su)

Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

Light Ray (Ex)

A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.

Haste Spell


Evil GM

Delays, in the PbP format, are a pain in ass to track especially when there is posting out of order. Lets not go there.


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 basically wanted to be just after Faelyn so I'd have a chance to buff before Thrax's summon arrive.

It's not an issue now. There's not much any of us can do to help at range.


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

Orsin...I need your inspire courage!


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

Cancel Resist Fire then if it is out of range

Andrea will switch to Bless 50' Burst +1 Hit +1 Vs. Fear


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

Latern Archon buffs for round 3:
Haste +1 AC, +1 attack 3 attacks
Bless +1 hit and versus fear
Inspire Courage +2 attack, +2 Damage, +2 fear

AC 16
HP 17 Damage Reduction 10/evil
Attack (touch) +7
Damage per Ray 1d6+2


Evil GM

The Pterosaur appears flapping its wings, the dusty blowing up, when it is hit twice by the rays.

Will save: 1d20 + 3 ⇒ (2) + 3 = 5

It winces.

Flapping its wings it reaches the holy beast,

bite: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23;Dam: 2d4 + 8 ⇒ (1, 3) + 8 = 12

Edit: The creature is fiendish.


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 + 15 ⇒ (19) + 15 = 34

Lucrezia still looking about for anyone who might be tempted to help Thrax cheat to win and is trying to figure out if her taunts are bothering him at all.


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

On my 15, no time to elaborate! Orsin begins an inspirational hymn about the might of angels.


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

"Bring it back here!" Truk roars.

If he does, Truk will cast Shield Other.


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

Can someone heal it. I will bring it back to us for touch buffs and attack from it's original position.

HP: 15


Evil GM

Lucrezia you actions have no effect on the wizards.


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

Round 3

Faelyn has the creature fly back to W18 (may take an AOO). Faelyn casts mage armor on the creature after Truks spell goes off.

The creature attacks again.

Ray 1/touch AC: 1d20 + 7 ⇒ (6) + 7 = 13
Ray 2/touch AC: 1d20 + 7 ⇒ (16) + 7 = 23

Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

AC 20
HP 15 damage reduction 10/evil


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

Eh, I can keep trying. My main purpose is to watch for any interference anyway. :)
Can I watch Rance as well from my position?


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

If you bring it down, I can heal it

RD 3: If it flys back down, Andrea will convert Eagle's Splender into Cure Moderate Wounds
CMW: 2d8 + 6 ⇒ (4, 3) + 6 = 13


Evil GM

AOO: Since the creature hit the previous attack the aura is broken.

bite: 1d20 + 8 ⇒ (18) + 8 = 26;Dam: 2d4 + 8 ⇒ (3, 2) + 8 = 13


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 Sindrel wrote:
Andrea1 wrote:

If you bring it down, I can heal it

RD 3: If it flys back down, Andrea will convert Eagle's Splender into Cure Moderate Wounds
[dice=CMW]2d8+6

He is only down five points you can burst instead if you want.


Evil GM

RD 3:

bite: 1d20 + 8 ⇒ (13) + 8 = 21;Dam: 2d4 + 8 ⇒ (1, 1) + 8 = 10


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

Takes 3 damage from the AOO and 0 damage from the Round 3 attack.

The summon is down 5 total after round three and before Andrea's heal.


Evil GM

Andrea since you go last, slow down your posting to get closer to your turn. to limit the confusion.


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

Okay, holding.


Evil GM

Lucrezia you see Rance he is in one of the sky boxes watching the action.


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

RD 3:

[dice=bite]1d20+8;[dice=Dam]2d4+8

Did you take the 5 HP off from my round 3 attack?


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

R 3

Faelyn: brings creature back, casts mage armor, and has it attack does 5 HP dmg
Thrax creature: takes AOO (3 dmg) and then hits, but does no dmg (total dmg 3)
Truk: Shields other
Andrea: heals pet (back to full)

End of R3:

mage armor, haste, bless, shield other, inspire courage

AC 21
HP 17 dmg reduction 10/evil half of all damage given is transferred to Truk
attack +7


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

Depending on how things go, if you swing it around again, I can cast Momment of Greatness which will increase, for one strike, Orsin's enchantments


Evil GM

You have done 14Hp of damage to it. (6+3+5)

Do you have augment summon, if so did you add it to your creature.

I believe I've done: RD1: 12 HP; AoO 13; RD3: 10


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

You have done 14Hp of damage to it. (6+3+5)

Do you have augment summon, if so did you add it to your creature.

I believe I've done: RD1: 12 HP; AoO 13; RD3: 10

If you read that the fiendish template overcomes DR/evil, it was over after the AOO. I have never played that way.


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
Andrea1 wrote:
Depending on how things go, if you swing it around again, I can cast Momment of Greatness which will increase, for one strike, Orsin's enchantments

Inspire Courage is not a morale bonus.

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