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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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

oh dear. How much health does he have? :(


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

well he is no doubt in negs at least. Look at it this way, we would have gotten a fight pretty much anywhere we slept. ;p

Andrea no doubt wakes up. ALARM! BEAST!


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'll save the told-you-so's for later.


Evil GM

Surprise Round DMPC Fluer:

Fluer dashes forward hopping over John's sleeping body yelling, "WAKE UP" She tosses one of her shuriken.

Shuriken: 1d20 + 7 ⇒ (6) + 7 = 13;damage: 1d2 ⇒ 2

The object hits the softened outer shell and sticks 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

Fort: 1d20 + 4 ⇒ (11) + 4 = 15


Evil GM

Initiatives:

Andrea: 1d20 + 0 ⇒ (2) + 0 = 2
Orsin: 1d20 + 0 ⇒ (14) + 0 = 14
Truk: 1d20 + 1 ⇒ (19) + 1 = 20
Lucrezia: 1d20 + 3 ⇒ (20) + 3 = 23
John: 1d20 + 5 ⇒ (6) + 5 = 11
Grimm: 1d20 + 5 ⇒ (5) + 5 = 10
Faelyn: 1d20 + 9 ⇒ (14) + 9 = 23
mathalan: 1d20 + 3 ⇒ (1) + 3 = 4

After people wake up they will enter in the following order:

Faelyn
Lucrezia
Truk
Orsin
Ermols
Dragon Turtle:
John
Grimm
Fluer:
Mathalan
Andrea

With the sea lapping anyone under DC17 Fort does not wake up.

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

Fort: 1d20 + 8 ⇒ (17) + 8 = 25


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

Baldwin there's no minis on that map.

As Truk climbs to his feet, his eyes go wide at the sight of the monster attacking the camp.

"Get up! Everyone get up!"

Cast Shield


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 don't see us or the turtle on that map.

Lucrezia springs up, clutching the sword she left beside her as she slept. If she can, she will move closer to the turtle.


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

ZZZZZZZZZZ

Kill that thing before I wake up!


Human, NPC

mathalan fort: 1d20 + 6 ⇒ (19) + 6 = 25

Sleepy eyed, 'I just went to sleep...stop it, let s..s...som...someone else keep watch."


Evil GM

Getting up is move action, you can use your stand action to get closer Lucrezia. Tell me where on the map.


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

Fortitude: 1d20 + 5 ⇒ (7) + 5 = 12

Blargh, REALLY!?


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 still don't see the turtle thing on the map, so I don't know where to move too. Also, she'lll grab her bow instead of the sword.


Evil GM
Truk'tosh wrote:

Baldwin there's no minis on that map.

Cast Shield

That is odd because they are on the map I'm exporting but they are not showing up.


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

Andrea will stand up and cast Searing Light at the monster.

Touch attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 7d6 ⇒ (5, 1, 3, 5, 3, 6, 6) = 29


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

Fort 1d20 + 7 ⇒ (17) + 7 = 24
Angradd's codpiece!! TIN MAN WITH ME! Everybody we need to get away from it.

With no time to pray for his blessings Grimm activates BANE, stands and fires an Arrow.

Bane Comp longbow attack 1d20 + 10 ⇒ (2) + 10 = 12
Damage 1d8 + 3 + 2 + 2d6 ⇒ (2) + 3 + 2 + (6, 1) = 14


Evil GM

Try the map again.

BEACH MAP


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

Also making a roll to see if I can identify it. Know-Religon: 1d20 + 10 ⇒ (11) + 10 = 21


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

Now it's working.


Evil GM

Andrea I got you action but slow it down next round since you are at the end of the round unless you intend to be offline.


Evil GM

After people wake up they will enter in the following order:

RD 1:

Faelyn - sleeping
Lucrezia - stood up with bow
Truk - cast shield
Orsin - sleeping
Ermols
Dragon Turtle:
John
Grimm
Fluer:
Mathalan
Andrea - searing light, I will get to your know roll closer to your turn.

With the sea lapping anyone under DC17 Fort does not wake up.

Lucrezia stand with her bow, what are you doing now the map is up? You still have std action


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 can see it now. I think I will just stay put for now though since I decided to go with my bow instead. So my action was to stand and draw bow and arrow.


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

John looks to be up as well.


Male NPC, Human Warrior1, Fighter1

RD1: Ermolos

He drops his shield and grabs his greataxe with two hands chopping down.

GA: 1d20 + 8 ⇒ (14) + 8 = 22;dam: 1d12 + 4 ⇒ (4) + 4 = 8

He hits with the axe and there is light cracking sound on the scales. Followed by a 5 ft step back.


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

Do I have enough movement to stand and fire off a shot?


Evil GM

RD1: Dragon Turtle

The massive strikes out with reach and the maw of death chops down at the human flesh.

bite: 1d20 + 19 ⇒ (14) + 19 = 33;dam: 3d6 + 13 ⇒ (4, 2, 5) + 13 = 24

The warrior's ribs crack under the pressure of the jaw and his intestines are pulled out of his dead body.


Evil GM
Lucrezia Villanova wrote:
Do I have enough movement to stand and fire off a shot?

yes: Standing is move action, shooting the bow is standard action.


Evil GM

UPDATED MAP

This map should look better close up.


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

Ok, I cannot think clearly at the moment. There is no chocolate in my house and I have pms.

Lucrezia fires off a shot at the turtle beast. "Really? First sharks and now a big arse turtle??"

attack 1d20 + 11 ⇒ (14) + 11 = 25
damage 1d8 + 5 ⇒ (2) + 5 = 7


Evil GM

RD 1:

Remaining actions:

John
Grimm
Fluer:
Mathalan
Andrea - searing light, I will get to your know roll closer to your turn


Evil GM

RD 1:

Lucrezia's arrow sticks into the scales.


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

"Turtle soup is a delicacy among sailors you stupid beast!"


Evil GM

Andrea based on your knowledge roll:

Andrea:
You know this is an undead creature, it is a zombie, you sense it may be quicker than a normal zombie but you really haven't scene it move. You need to see if it can move and attack in the same action and that would confirm your suspicions. If it can beware because it may get a second attack. In all your years, you have never seen such a powerful zombie what ever killed it and turned it into an undead is wickedly powerful.


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
Grimm Sharpest wrote:

Fort 1d20+7

Angradd's codpiece!! TIN MAN WITH ME! Everybody we need to get away from it.

With no time to pray for his blessings Grimm activates BANE, stands and fires an Arrow.

Bane Comp longbow attack 1d20+10
Damage 1d8+3+2+2d6


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

This is an undead zombie! But it might be quicker than normal but it hasn't moved yet so I don't know for sure It might be able to attack twice with great speed. Goddess, what could have killed a dragon turtle and made it a zombie?

Edit Info from Baldwin.

Spoiler:
You know this is an undead creature, it is a zombie, you sense it may be quicker than a normal zombie but you really haven't scene it move. You need to see if it can move and attack in the same action and that would confirm your suspicions. If it can beware because it may get a second attack. In all your years, you have never seen such a powerful zombie what ever killed it and turned it into an undead is wickedly powerful.


[Fem Elf][Inq1/Ninja5][Init:+4][Perc:+12][33HP][AC:21(23)(Touch:14(15)(FF:17(18)][Fort+3][Ref+8][Will+4]

Shadow moves down the beach, towards the water and closer to the boat.

Stealth:1d20 + 12 ⇒ (18) + 12 = 30

Att Roll:1d20 + 7 ⇒ (1) + 7 = 8

Dam Roll;1d2 ⇒ 2

DM baldwin the merciful:
Shadow's plans for the coming combat where you will probably have to 'Bot' her are to keep pepping the critter with shuriken, while carefully, quietly and stealthily moving around the back of the boat to sneak up on said critter and attack with surprise and her bigger weapon.

At least that's the plan. Staying out of sight (Yah, I know it's a Dragon) and sneak attacking the Faq out of it.


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 will get up holding his longsword. He will them move to y32.


Evil GM

Grimm your action/roll is messed up


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

I quoted. Action is correct. I missed. See further up.


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

Fortitude: 1d20 + 5 ⇒ (12) + 5 = 17

Nice.

Sorry Andrea, I was confused about the DC for scrolls with UMD. I mistook "caster level" for "spell level". Sunburst would ask a DC 35, meaning I'd have to nail a natural 20 at this level to pull it off. Plus, I don't have a high enough CHA to cast it either... :/ I think Faelyn would have better luck, doing the straight CL check since sunburst is a sorcerer/wizard spell.

On the round he awakens, Orsin will use a standard action to launch a devastating aria at the beast, then uses a move action to inspire courage for the group.

Sonic Damage: 1d4 + 7 ⇒ (1) + 7 = 8 divided by 2 equals 4 damage, no save.


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

Going to bed. If we start next round before I wake up, Truk will use his action to wake up Faelyn. If he's already awake, he'll activate his protection aura instead.


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

Buffs from Orsin and Truk.

+2 Hit/Damage
+2 AC for those 20' from Truk


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

Test.


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 is just dice rolls.


Evil GM

RD 1: Recap

Faelyn - sleeping
Lucrezia - stood up with bow
Truk - cast shield
Orsin - sleeping
Ermolos - dead
Dragon Turtle: - bit Ermolos again
John - stood up and moved to Y32
Grimm - short arrow with bane
Fluer: Threw her shiurken but missed, moved S 30 making her way aroudn the boat. No need to move steathly here the boat bloats some of its visision.

Mathalan - uses cross bow.
Andrea - searing light touch attack hits.

With the sea lapping anyone under DC17 Fort does not wake up.

---
RD 2:

Faelyn -
Lucrezia -
Truk - casts protection.
Orsin - sonic aria
Ermolos - dead
Dragon Turtle:
John
Grimm
Fluer:
Mathalan
Andrea -

With the sea lapping anyone under DC17 Fort does not wake up.

REVISED MAP


Human, NPC

RD 1:

Shots crossbow from the ground.

CB: 1d20 + 4 ⇒ (9) + 4 = 13;damage: 1d8 ⇒ 6

The bolt hits the soft scales. She will then get up.


Evil GM

RD1:

Andrea Only:
Andrea you know that normally zombies are slow, staggering creatures but resistant to damage except for slashing but you've now scene one of fluer's shurkens, Lucrezia's arrow and mathalan's crossbolt pierce the scales causing damage. Grimm's arrow seemed to be a bit to the left in his aim. That is odd to you, suggesting that your initial suggestion was correct that this is some variant from the normal zombie. Since it has not moved you are still unsure if this creature will be staggered. Powerful magic...powerful.


Evil GM

I'm waiting on Faelyn to post, he is having some issues posting in the game thread and Lucrezia before I take the Dragon Turtle zombie's action.

Also, waiting on Lucrezia's RD 2 post.


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 stands and begins casting summon monster III.

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