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

The first watch goes by uneventfully.

John:
When you sleep you have a dream of Founder Raccona that
encourages you to seek out the other bones. This dream does not force the you to act, but suggests that seeking the remaining bones would be a benevolent act.

I need Orsin to make that history check


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 doesn't have Knowledge history, but I do have the +2 Pathfinder Chronicles for anyone that can make the check. Here's a roll if that's all you need.

Knowledge (history): 1d20 + 2 ⇒ (3) + 2 = 5


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

Andrea has no idea of history either. Seems her schooling wa svery selective.


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 smaks Andrea's rump as he settles to sleep with his Breastplate beside him, still wearing his Armored Kilt.
Shirtless it was apparent the seemingly stout dwarf was obviously barrel chested but immensely powerful. His physique would be very impressive if it not for the fact his body hair was so think as to almost form a brown coat he couldn't possibly get cold.
Nothing funny girl, but Big Poppa Pump will keep ye warm if ye like


Evil GM

The three watches go by without incident. The next morning give me your game plan and marching. Keep in mind Lucrezia will be spotty and Orsin will not be 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

Faelyn wakes up and spends time preparing his spells.

I'll let Truk, Grimm, or John lead.


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

Andrea looks over at Grimm. Perhaps. Thank you for joining us, you have the same strength as Grimm and Duncan.

Andrea wakes. My suggestion is that we head to the red door and then examine it in order to know how to open the way to the Amber Arca. As for marching order, how about this?

John/Grimm
Truk/Lucrezia
Orsin/Faelyn
Andrea/Fleur

This way we have a strong front row to push inside. Truk in the second row and myself in the rear allows us to protect everyone with our miracles.

Andrea gives Orsin her magic silver light mace and Fleur the masterwork light crossbow and 20 mithril bolts.


Evil GM

MAP

Tell me which route you are traveling to get to the summoning chamber.


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

Assuming that the passage connects, which we won't know until we go look, I'd suggest heading straight down the corridor as soon as we leave this room and seeing if it does lead right back to the statue room in B20.


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

I agree with Lucrezia


Evil GM

Lucrezia intuition pays off, the passage does connect to the statute room. She opens the door and then steps back for John and Grimm to walk in front of her. Grimm cops a feel with his thick stubby hands as he squeezes past.

As the first two adventurers emerge they are beset upon by at least two bats swarms. John and Grimm each get an AoO on their respective swarm as the high pitched sound fills the room.John and Grim take your AoO against the swarm, they flying bats are diminutive in size.

BATTLE MAP


Evil GM

What type of lightsource does John have? Usually Grimm casts light.


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

Nothing has been stated about light sources, although Grimm has his darkvision. I assume John didn't light any.


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 usually leads the group with dancing lights.


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

Are we in initiative or are we waiting on someone?


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

John/Grimm have AoOs


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 thought the bats were diminutive. That means they're immune to weapon attacks anyways.


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

Having No way to affect the swarm, the dwarf trudges forward to make some room,
Faelyn, cast FLAMING SHPERE ON ME! And using his JUDGEMENT for fire resist 5.


Evil GM
Truk'tosh wrote:
I thought the bats were diminutive. That means they're immune to weapon attacks anyways.

They are immune to weapon damage but if one of the two lead PCs had something they could use, they could take the AOO. They have a technical AOO since the swarm has to enter their squares.


Evil GM

The two swarms engulf Grimm and John as it feels like 100s of nips are being taken by the creatures.

Grimm: 1d6 ⇒ 4, plus 1 bleed damage per round DC 10 heal check to stop bleed.

John: 1d6 ⇒ 1, plus 1 bleed damage per round DC 10 heal check , or cure, to stop bleed.

Grimm are you using an extra initiative ability on Faelyn this round? You get this 3 times per day correct? Additional, movement will happen once we get in initiative in Rd 1.


Evil GM

initiative:

Andrea: 1d20 + 0 ⇒ (12) + 0 = 12
Orsin: 1d20 + 1 ⇒ (4) + 1 = 5
Truk: 1d20 + 1 ⇒ (17) + 1 = 18
Fluer: 1d20 + 3 ⇒ (3) + 3 = 6
Lucrezia: 1d20 + 3 ⇒ (9) + 3 = 12
John: 1d20 + 5 ⇒ (12) + 5 = 17
Grimm: 1d20 + 5 ⇒ (18) + 5 = 23
Faelyn: 1d20 + 9 ⇒ (1) + 9 = 10
Faelyn: 1d20 + 9 ⇒ (3) + 9 = 12

bat swarm 1: 1d20 + 2 ⇒ (6) + 2 = 8
bat swarm 2: 1d20 + 2 ⇒ (3) + 2 = 5

Initiative Order;

Grimm
Truk
John
Faleyn
Lucrenzia
Andrea
bat swarm 1
Fluer
bat swarm 2
Orsin

Battle MAP

Rd 1 Begins:

Grimm, now in Rd 1, you can use your judgment as a swift action and move to make room for the others.


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 it won't do anything against the swarm but I had might as well do it now...

Truk grips his holy symbol and asks his goddess for protection.

Extended Magic Circle vs Evil


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 wil move to g24 and attempt to stop the bleeding.
untrained heal: 1d20 ⇒ 3


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 moves to D20 and uses his Judgement for Fire Resistance.
Faelyn, Fire!


Evil GM

Initiative Order;

Grimm - moves to D20, uses judgment to resist fire
Truk - extended magic cicle for evil
John - moved to G24 and tried to stop bleed, failed check
Faleyn
Lucrenzia
Andrea
bat swarm 1
Fluer
bat swarm 2
Orsin

Grimm are you going to try to stop the bleed damage?


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
baldwin the merciful wrote:

The two swarms engulf Grimm and John as it feels like 100s of nips are being taken by the creatures.

[dice=Grimm]1d6, plus 1 bleed damage per round DC 10 heal check to stop bleed.

[dice=John]1d6, plus 1 bleed damage per round DC 10 heal check , or cure, to stop bleed.

Grimm are you using an extra initiative ability on Faelyn this round? You get this 3 times per day correct? Additional, movement will happen once we get in initiative in Rd 1.

Grimm can grant extra initiative 5 a day. Use it on Faelyn every combat.


Evil GM

I used one on Faelyn anyway, I just assumed it would be ok.


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

Lucrezia quick swap places with me.

If she swaps places, Faelyn moves to D25 and casts Colorspray defensively.

Defensive: 1d20 + 7 + 6 ⇒ (14) + 7 + 6 = 27

colorspray:

School illusion (pattern) [mind-affecting]; Level sorcerer/wizard 1

Casting Time 1 standard action

Components V, S, M (red, yellow, and blue powder or colored sand)

Range 15 ft.

Area cone-shaped burst

Duration instantaneous; see text

Saving Throw Will negates; Spell Resistance yes

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.

2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD: The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.

DC 17 Will. It should hit both swarm. Since the bats have an int and eyesight, they should be effected fully


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 swap places as Faelyn asks and then toss a bead over everyones head.

Aiming for D22 I think, trying to get both swarms but not us too much if possible.
throw attack 1d20 + 10 ⇒ (1) + 10 = 11
damage 3d6 ⇒ (4, 5, 3) = 12

Edit: Dex for fumbling a bead? 1d20 + 3 ⇒ (12) + 3 = 15
Reflex save 1d20 + 9 ⇒ (9) + 9 = 18


Evil GM

swarm 1: 1d20 + 3 ⇒ (14) + 3 = 17

The spell does not have an impact on the first swarm that was attacking Grimm.

swarm 2: 1d20 + 3 ⇒ (9) + 3 = 12

The second swarm is effected, it has blindsense, but it is blinded/stunned for stunned: 1d4 ⇒ 4, then stunned an additionally 6 seconds.


Evil GM
Lucrezia Villanova wrote:

Lucrezia will swap places as Faelyn asks and then toss a bead over everyones head.

Aiming for D22 I think, trying to get both swarms but not us too much if possible.
throw attack 1d20+10
damage 3d6

Edit: Dex for fumbling a bead? 1d20+3
Reflex save 1d20+9

Hmmmmmm, I haven't had an area effect item fumbled in this game yet. You made the save, so it did not drop at your feet. You managed to push the bead forward a bit but it doesn't hit your intended area. 1d8 ⇒ 5. It lands at D21 and Grimm takes the damage, his fire resistance eating up some of the burn.


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

Andrea casts Magic Circle Against Evil on Orsin (+2 AC/Saves protect against mental effects 10' radius)

Done


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
Baldwin wrote:
Hmmmmmm, I haven't had an area effect item fumbled in this game yet.

Yay for me. I did a first for the game. :)

Did the swarm around Grimm take some damage too? It looks like part of the swarm is between him and D21 where you said it landed?


Evil GM

Rd1:

Swarm 1 pushes into Faelyn's area, take your AoO, and it begins to bite at him. damage: 1d6 ⇒ 6, plus 1 bleed per round. DC10 heal check.
You need a fortitude save or your nauseated.

John and Griim needed to roll fort save also from the surprise round.

Grimm since you did not try the Heal check from the surprise you get another 1 pt of damage.


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

AOO +1 Silver Dagger: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 - 1 ⇒ (2) - 1 = 1

Faelyn swings at the swarm as it surrounds him.

Fort Save: 1d20 + 5 ⇒ (17) + 5 = 22

Please back up!

HP: 44/50


Evil GM

Lucrezia - The swarms is not adjacent.


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

Andrea will start backing up after casting on Orsin.


Evil GM

The tunnel is packed pretty tightly with adventurers and thousands of bats flying into the tunnel, molding and shaping themselves to the contours of the passage. Zizmort should feel comfortable with his cousins..


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:
Lucrezia - The swarms is not adjacent.

Isn't fireball a 20' spread?


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 ⇒ (13) + 8 = 21


Evil GM
Faelyn Sindrel wrote:
baldwin the merciful wrote:
Lucrezia - The swarms is not adjacent.
Isn't fireball a 20' spread?

yes it is, I was looking at the splash weapon template and going off that. Faelyn that 20 ft radius checks you, so make a reflex save.

Here is an updated map.

Edit: its a DC14 reflex save for half damage.


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

Wouldn't the bats be hit by it too?


Evil GM

Swarm reflex saves vs fire damage.

swarm 1: 1d20 + 7 ⇒ (5) + 7 = 12
swarm 2: 1d20 + 7 ⇒ (5) + 7 = 12

Both are significantly injured but they are still buzzing around.


Evil GM
Truk'tosh wrote:
Wouldn't the bats be hit by it too?

give me a few moments to type.


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

Reflex: 1d20 + 7 ⇒ (11) + 7 = 18

HP:38/50


Evil GM

Initiative Order;

Grimm - moves to D20, uses judgment to resist fire
Truk - extended magic cicle for evil
John - moved to G24 and tried to stop bleed, failed check

Faleyn moved up to D25, cast color spray. effect Swarm 2. Swarm 1 attacked for 6HP.

Lucrenzia - fumbled a fireball bead but still managed to impact swarms for 12 HP of damage each. Grimm and Fealyn each ahve save to make for half damage.

Andrea - magic circle on Orsin
bat swarm 1 - took 12 Hp of damage from fireball, attacked Faelyn for 6 Hp of damage.

Fluer - backs up 30 feet.
bat swarm 2 - stunned
Orsin

Faelyn make DC10 heal check too to avoid the 1 HP of wound damage.


Evil GM

Fluer backs up 30 feet to make room.


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

Heal: 1d20 ⇒ 3


Evil GM

Orsin will inspire courage.

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