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

Awake again.

"Ok, if it's undead, I ain't making soup from that"

Lucrezia tries firing off some more arrows at the thing.


using deadly aim
attack 1 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
damage 1 1d8 + 5 + 4 ⇒ (7) + 5 + 4 = 16
attack 2 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
damage 2 1d8 + 5 + 4 ⇒ (1) + 5 + 4 = 10


Evil GM

RD 2:

Two of Lucrezia's arrows bite hard, piercing the scaly shell, but the severely injured creature presses on. The creature steps forward 5 feet, and with its reach, attacks John with its jaw, then quickly lashes out its quick strike ability to make a slam attack. Clearly this is not an ordinary staggered low moving zombie but some fast variation of the creature.

Andrea this confirms your previous suspicion.

bite: 1d20 + 19 ⇒ (10) + 19 = 29;damage: 3d6 + 13 ⇒ (2, 6, 3) + 13 = 24

slam: 1d20 + 19 ⇒ (5) + 19 = 24;damage: 2d6 + 13 ⇒ (1, 4) + 13 = 18

The armor-less man carrying his shield and longsword experiences the horror that ripped through Ermolos' body.


Evil GM

RD 2: mid-RD update

Faelyn - Awakened, cast SM III
Lucrezia - hit with two arrows
Truk - casts protection.
Orsin - sonic aria
Ermolos - dead
Dragon Turtle - stepped up 5 ft and attacked John hitting twice.
John -
Grimm -
Fluer -
Mathalan -
Andrea -


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

Somehow this creature is vulnerable to weapons that are not slashing!

Off to work in an hour


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

Dire Boar Augmented:

N Large animal
Init +4; Senses low-light vision, scent; Perception +12

 DEFENSE
AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
hp 52 (5d8+30)
Fort +9, Ref +4, Will +2
Defensive Abilities ferocity

 OFFENSE
Speed 40 ft.
Melee gore +10 melee (2d6+11)

 STATISTICS
Str 23, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Base Atk +3; CMB +12; CMD 22
Feats Improved Initiative, Skill Focus (Perception), Toughness

Appears in Y 42 and charges in a straight line.

Melee gore charge/flank: 1d20 + 14 ⇒ (9) + 14 = 23
Piercing Damage: 2d6 + 11 ⇒ (2, 6) + 11 = 19

25 to hit and 21 damage if Orsin's inspire courage is up

Maybe this will distract him!


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

Boar ends in x,y 37,38 I think


Evil GM

YOur RD 3 action is noted, I'm waiting on John, Grimm, Fluer, Mathalan, and Andrea to finish RD2 actions.


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:
YOur RD 3 action is noted, I'm waiting on John, Grimm, Fluer, Mathalan, and Andrea to finish RD2 actions.

Roger. I am hit and miss today. The boar can not benefit from Orsin. No language!


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 steps up to X31. He aims for the back corner of the Huge creature, away from john.
Bane Comp longbow attack 1d20 + 10 ⇒ (10) + 10 = 20
Damage 1d8 + 3 + 2 + 2d6 ⇒ (1) + 3 + 2 + (1, 4) = 11

Die again ye bastard!


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

Andrea reconsiders her options and casts Searing light from her circlet
This thing can't be an accident! It has to be a guardian of something!

Searing Light touch: 1d20 + 7 ⇒ (13) + 7 = 203d8 ⇒ (4, 6, 1) = 11


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

Continues to move along the beach/wave/surf area to get 'behind' the Dragon/Zombie/thing.

Given the size of it, yah, Shadow is still moving to get into a position to sneak attack the thing.


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

Perhaps best to climb into the boat and across to the other side, be sure to check the map Baldwin uploaded and tell what squares you go to.


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 Continued

Scorching Ray Touch: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 4d6 ⇒ (1, 1, 6, 2) = 10


Evil GM

DMPC John:

John PA the ghoul with his keen longsword.

PA with Keen Long Sword: 1d20 + 11 ⇒ (2) + 11 = 13;Damage: 1d8 + 11 ⇒ (1) + 11 = 12

PA with Keen Long Sword: 1d20 + 6 ⇒ (17) + 6 = 23;Damage: 1d8 + 11 ⇒ (4) + 11 = 15

He hits with both of his attacks and destroys the undead creature. As John's justice prevail, Grimm's arrow strikes true.


Evil GM

Andrea you would not have to use the spell in the 2nd round. Faleyn your 3rd RD Scorching way is not necessary.

The smell of decay and corruption fills the air.

Andrea and John will recall the horrid experience in the morgue, when the unusual ghoul attacked and killed Kenji, this experience although different has a similar feel to it with the atypical undead.


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

Nice. AC 13 hit?


Evil GM

Correct AC 13


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

Wow, based on the way you described the other attacks it sounded like the other attacks were missing.

"What do we do with this thing now?" Truk asks as he stares down the fallen monstrosity.


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

Dunno. But we're being pushed. I think mebbe this thing made them tracks we saw. Do we wanna try to clear the cave? Or find a safer spot to rest?

Grimm is breathing heavy. He hated ranged combat.


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 studies Ermolos's remains.

"This place is dangerous. We should have returned to Westcrown", the big orc muses aloud.

"But John's hurt and a man's dead. We're stuck here now. We should search that cave in the morning."

Truk approaches the bleeding fighter.

"Hold still Hellknight. I'll do what I can."

Cure Light (converting Remove Fear): 1d8 + 5 ⇒ (5) + 5 = 10
Cure Mod (converting Lesser Restoration): 2d8 + 6 ⇒ (6, 1) + 6 = 13


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

This feels like the time at the morgue with the ghoul that killed Kenji. It has a similar feel to it. This zombie was created by something, something that might be in that cave, something that might of created the ghoul from the morgue. If it is strong enough to create a ghoul from that huge creature, it is strong enough to do much worse to us.

Let us gather Ermolos's body and leave here. We need to get back to Westcrown and get Ermolos to the temple to raise him. I owe him that at least for all he has done with and for us.

Andrea taps John 5 times with the CLW wand.

Heal: 5d8 + 5 ⇒ (7, 4, 2, 7, 8) + 5 = 33


Evil GM

I don't think I described the other attacks as missing. Go back and double check the descriptions, I mentioned fluer shuriken (13) sticking in the scale, Mathalan bolt sticking (13), Lucrezia's arrows sticking and biting (25, 27,15), I mentioned under a spoiler to Andrea grimm's arrow (12)just missing. Andrea's searing light TA roll of a 9 hitting.


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

It's not a big deal. I should have asked for clarification.

I tend to think of things sticking in a shell as missing.


Evil GM

What is the group doing now?

I'm sure Faelyn is grumbling about being woken up and forced to use a spell interrupting his rest.


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 suggest we tough it out until tomorrow morning and then search the cave.


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

We should forgo the cave in any event. We need to get back and figure out how to get into Delvehaven. DO we really want to rile up the high level wizard/cleric that made that thing?


Human, NPC

Mathalan says a little pray over her friend, "One of the original brotherhood before we actually had a name, rest in peace."

That attack occurred about an hour into the second watch. Leaving Fluer on guard by herself, unless anyone else is going to replace Ermolos. It's been anything but restful for the group.


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'll take watch again. Got a blessing that'll overcome the fatigue in the morning. Ye need me eyes. Get some rest. Fluer, help wit me armor. We gonna move?


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

[Ooc] perhaps John can help? [Ooc]

Don't worry.we will have him back at Grumm's in no time. I think we should move


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:
We should forgo the cave in any event. We need to get back and figure out how to get into Delvehaven. DO we really want to rile up the high level wizard/cleric that made that thing?

When he's responsible for the death of one of our friends? Yes.

"I'll watch with you", Truk grunts. "I want to be ready if another one of those things shows up."


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:
Andrea1 wrote:
We should forgo the cave in any event. We need to get back and figure out how to get into Delvehaven. DO we really want to rile up the high level wizard/cleric that made that thing?

When he's responsible for the death of one of our friends? Yes.

"I'll watch with you", Truk grunts. "I want to be ready if another one of those things shows up."

Agreed.


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

It might end up being me who remains to tell the tale with all this machoness going on. Andrea thinks bitterly to herself and plans on some prayers that would hopefully save everyone(or at least her) from themselves.


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 vote we continue to tough it out here til first daylight and then head back to the city. I don't want to play around with the cave right now and I don't want to deal with another shadow over the water when we're down on spells."


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

"It doesn't take that long to get back to Westcrown and the cave is right there. Assuming it's not a huge, it won't take long to check it out."


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'll take the last watch, I would prefer not to be attacked again with out my armor."

I really hate that when ever I am away from the computer we end up in a battle and John gets DMnpc. For this battle I never had him put on his shield because I was planing to just two hand my weapon. Though It didn't matter in the end.


Evil GM

John, feel free to leave a spoiler with some instruction.


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

Right. Let's finish out the night here. My vote is keep an eye on the cave fer now. Group's call on checking it out or not. I'm just here cause a friend died fer yer cause and hopefully I'll get a chance ta kill a few devils. Makes no difference to me though a drink and a tumble sounds better than a cave that's got nothing ta do with the mission.
IF any you girls re cold, me beds real warm by the way. Ha!


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

Very well, sleep and keep an eye out. Maybe we should se if we can buy an item that from the wizard that will help keep our camp safe.Zzzzzzz.

Andrea sleeps fitfully.


Evil GM

The rest of the evening goes by uneventfully, there is a blood red sunrise.

What course is the group pursuing?


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

Andrea prays for her miracles and casts Sanctify Corpse on Ermolo's body.

If you are set on exploring the cave, I have prayed for a spell that will hide the presence of seven people from the sight of undead. It is not guerenteed to hide one from inteliigent undead, but unintelligent undead will not see us as long as we do not attack.

Hide From Undead for 7 people. 70 minutes duration

I say we should leave the cave in case the creator of that zombie resides within. Besides, we still need to bribe Orn out of jail.


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

Exploring the cave is not mutually exclusive with returning to Westcrown and securing Orn's bribe.

Truk offers Andrea his rod.

"Perform your miracle."


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 sighs. "I don't like this."


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

Andrea casts an Extended Hide Undead on Truk,Lucrezia,John,Orsin,Faelyn,herself and Grimm.

Halfing to Lucrezia:
Be ready to flee if the the creator of that zombie is there, you have the best ability to survive on your own. Take the Wavedoor papers and the Erynie's head with Mathelen back to Westcrown if we are being struck down.

Shadow, I do not have enough magic to cover you as well. Mathalen, I think you should guard Ermolos' body but leaving you alone is too risky.


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 will lead the way in if you don't want to have John do it.


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

No objections. Perhaps have Lucrezia also scout to check for traps.


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

"Let me try a bit of sneaky scouting before we all blunder in. If someone is living here there could be traps. I'll give you the all clear if it is ok to follow me in the cave."

Stealth 1d20 + 16 ⇒ (14) + 16 = 30
Perception 1d20 + 14 ⇒ (18) + 14 = 32
Disable if needed 1d20 + 13 ⇒ (5) + 13 = 18


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

Faelyn, can you cast your Message spell on Lucrezia?


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

Yes

Message cast.


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

Shaodw nods at her Cleric's words/instructions and set about guarding the boat with Mathalen.

(Our only boat and hence our only sure way to get back to Westcrown...)


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 says his prayers in the morning and readies himself.
Hey kitten, I can scout pretty well if I follow yer lead. Angradd let's me sneak up on me enemies. Ye want some backup?

If Lucretia wants backup while she scouts, Grimm will use solo tactics to swap out Shield wall for stealth synergy. Lets him use the better of his or Lucretia's stealth roll. Roll is needed1d20 + 11 ⇒ (2) + 11 = 13

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