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

Initiative:

Andrea: 1d20 + 0 ⇒ (12) + 0 = 12
Orsin: 1d20 + 0 ⇒ (10) + 0 = 10
Truk: 1d20 + 1 ⇒ (7) + 1 = 8
Shadow: 1d20 + 3 ⇒ (7) + 3 = 10
Lucrezia: 1d20 + 3 ⇒ (18) + 3 = 21
John: 1d20 + 5 ⇒ (5) + 5 = 10
Faelyn: 1d20 + 9 ⇒ (4) + 9 = 13
Cairn Queen: 1d20 + 7 ⇒ (18) + 7 = 25

Initiative:
Cairn Queen
Lucrezia
Faelyn
Andrea
John
Shadow
Orsin
Truk

BASEMENT MAP

*Note only John actually can see what is happening down there, The second person will eventually see as they get within 15 feet tot he bottom of the steps. The steps twist and turn blocking line of sight vision.


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

Are there room on the stairs to walk past people or do I have to hold my actions until everyone else gets down the stairs first?


Evil GM

nope you realize that there will be a significant tripping chance if you try to slip in front of people.


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 1

Faelyn will cast haste to speed everyone's decent. Quickly...down the stairs!


Evil GM

Faelyn can cast his spell when he is up.

John you hit the warrior who is wearing exquisite breastplate. She shrugs and lashes out with her greatsword.

Att1: 1d20 + 17 ⇒ (3) + 17 = 20;vital strike dam: 4d6 + 13 ⇒ (1, 3, 6, 5) + 13 = 28


Evil GM

This cavernous chamber is cool and musty. An iron flight of spiral stairs rises in the room’s center, while the brick-lined walls of the large room are heavy with countless high wooden shelves. In places, eight foot high shelves extend out into the room itself, creating something of a maze. Resting on the shelves are hundreds and hundreds of polished black pottery urns, each with a series of spidery scratches on the side that could be writing. Here and there between the shelves, in nooks and alcoves along the walls, hard cots provide spartan beds.


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 moves down the stairs along with the group.


Evil GM

RD1: DMPC Andrea

She will follow Truk down the stairs keeping 5 feet between her and the massive companion. She feels the elf's magic quicken her abilities.


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

Once again magically hasted, Truk swiftly moves down the stairs to join John.

With a sweep of his hammer he tries to pull the skeletal creature's legs out from underneath it.

Trip /w haste: 1d20 + 14 ⇒ (15) + 14 = 29


Evil GM

Truk wehn you get to 15 feet from the bottom you can see the above refernced room but you notice John is 10 feet in front on the ground fighting wicked woman. She is standing between two 8 foot high wooden shelves making it difficult to assail with melee weapons.Knowledge religion


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

I don't think John was hasted
John will attack the creature again.
Attack1 with PA: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d8 + 11 ⇒ (7) + 11 = 18
Attack2 with PA: 1d20 + 6 ⇒ (8) + 6 = 14


Evil GM
Truk'tosh wrote:

Once again magically hasted, Truk swiftly moves down the stairs to join John.

With a sweep of his hammer he tries to pull the skeletal creature's legs out from underneath it.

[dice=Trip /w haste]1d20+14

That will take john down if you try it. She has positioned herself where only one can melee attack her at a time.


Evil GM

John's whiffs with his two attacks.


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

John-you should be hasted. You will get an extra attack at full BAB.

+1 to hit &+1 AC/ref saves


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.

In that case, Truk will just move into the room and cheer John on.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
John Deos wrote:
I don't think John was hasted

As long as you were not 30' ahead you are.


Evil GM

Truk you can make know-religion check


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

Don't have it either. =(


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

Since John is hasted then his first two attacks were both one higher and he has one more.
Attack3 with PA[/dice: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
Damage: 1d8 + 11 ⇒ (8) + 11 = 19


Evil GM

Initiative:

Cairn Queen missed John
Lucrezia - moving down stairs
Faelyn -haste
Andrea - following Truk
John - missed
Shadow - watchng the flank
Orsin - moved down behind john his other side.
Truk -moved to John's side

RD2:

Initiative:
Cairn Queen
Lucrezia
Faelyn
Andrea
John
Shadow
Orsin
Truk

BASEMENT 2


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

You wanna DMPC Andrea's know religion roll?


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

If Andrea was on Truk's tail she'd be inside the room and should be able to make that religion check.


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

How sturdy are those walls? Could they be pulled down to make room?


Evil GM

Andrea know religion: 1d20 + 9 ⇒ (3) + 9 = 12

"It's Undead"Andrea yells


Evil GM

Truk what are your craft skills?


Evil GM

Faelyn from your position it does not look like the room will accommodate growth from your pov.


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

When he is able:

Knowledge Religion: 1d20 + 11 ⇒ (20) + 11 = 31


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 craft skills consist of Mayhem and Sweet Sweet Lovin'.


Evil GM

RD2:

The warrior attacks John once again,

Att1: 1d20 + 17 ⇒ (17) + 17 = 34;vital strike dam: 4d6 + 13 ⇒ (6, 5, 5, 2) + 13 = 31

Slicing through his armor.

You need to do a fort save DC16 or take 1 level of energy drain


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

With no room to engage in melee and unsure how effective her arrows are against an undead, Lucrezia takes a round to smear some of her newly aquired Bless Weapon oil on some of her arrows.


Evil GM

Then Truk you may be able to push the shelves over or smash through them.

Faelyn:
You know this is Barrow Queen an undead cairn wright that dispenses negative energy drain with hits through its weapon. Deadly deadly crypt keepers


Evil GM

Energy Drain:
This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature’s description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature’s description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the draining creature’s racial HD + the draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.


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 2
1/6 Haste

(Since he feels enlarge wont work) Faelyn will instead cast grease on the undead creatures sword.

Reflex: DC 18 or drop the sword every round for 6 min

Orsin...inspire John!


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

In that case Truk's round 1 action will be to cast Divine Favor after he moves down the stairs.

Has everyone acted for round 1?


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

It's weapon drains life force.


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

Fort: 1d20 + 8 ⇒ (17) + 8 = 25
John attacks the creature.
Attack1 with PA: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Attack2 with PA: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
Damage: 1d8 + 11 ⇒ (5) + 11 = 16
Attack3: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
DEX: 1d20 + 1 ⇒ (7) + 1 = 8


Evil GM

John first and third attacks miss, as he drops his blade. The second attack hit.

Reflex save from grease: 1d20 + 6 ⇒ (8) + 6 = 14

AS the great sword slides out of its hand.


Evil GM

Faelyn:
It's slam attacks also drain energy.


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

Well I'm going to assume Orsin inspires on his first round.

Round 2

Truk starts smashing the wall guarding the creature's flank.

Hammer /w Divine Favor, Haste, Inspire, and Power Attack: 1d20 + 16 ⇒ (4) + 16 = 20
Damage: 1d8 + 18 ⇒ (7) + 18 = 25

Hasted Hammer /w Divine Favor, Haste, Inspire, and Power Attack: 1d20 + 16 - 2 ⇒ (18) + 16 - 2 = 32
Damage: 1d8 + 18 ⇒ (5) + 18 = 23


Evil GM

RD1:

As an FYI, Orsin would Have inspired Courage once he got within rainge of his allies being able to perceive his performance.


Evil GM

Truk the splatting of vases occur in your flurry ashes explode in the area.

I need you, john, Faelyn and orsin to make a fort saves. Faelyn and Orsin get a +1


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

I can get in a quick post.

buffs:
Haste 6 Rounds
Resist Fire 20 -5 rounds left?
Magic Circle against Evil if 10' from John +2 AC +2 Saves
Anti-Toxin +5 vs. poison

Effects:
Tarred -2 Dex

Andrea will attempt to move down the steps if possible and holds up her holy symbol. Flee!

Turn Undead DC 17, save or flee for 1 minute with a save every round.

2/5 Channels used


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

Does John's Magic Circle apply against this?


Evil GM

Orsin Fort save: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10

Orsin's music stops as he hacks and his eyes burn from the ashes.


Evil GM
Truk'tosh wrote:
Does John's Magic Circle apply against this?

Nope


Evil GM

DM Only:
10% chance: 1d100 ⇒ 5


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

Bummer

Fort: 1d20 + 11 ⇒ (12) + 11 = 23


Evil GM

Anyone with an intelligence score over 12 can make a straight int check adding the modifier.


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

Fort Save: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19

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