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 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 Two

Truk continues gripping his holy symbol and snaps his fingers

A clap of thunder erupts in the room buffeting both swarms.

Sound Burst Damage: 1d8 ⇒ 4

There shouldn't be any problem positioning it to hit both swarms without clipping any party members.

If they're still alive they need a DC 14 Fort save vs stunned.


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 - inspire courage.

---

Rd 2

Initiative Order;

Grimm -
Truk -
John -
Faleyn

Lucrenzia -

Andrea -
bat swarm 1 -

Fluer -
bat swarm 2 -
Orsin -

Those effected with the bleed damage get to make another DC 10 heal check.

I'm still waiting on reflex save from Grimm for the 12 HP of fire damage. He, also, has 5 resistance. Grimm needs fort save or he is distracted/nauseated from the bites.


Evil GM

With Truk's well placed sound burst both swarms are destroyed.


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

Channel #1: 3d6 ⇒ (5, 1, 6) = 12

After the swarms are destroyed, Truk channels Shelyn's light to mend the injured folks.

"Let's get into that summoning 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

HP 50/50

Thank you Truk!


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 mention it Champ."

"Where do you suppose those things came from?"


Evil GM

As you move towards the summoning chamber. there is another high pitched sound coming down hallway. Lucrezia and Truk get an AoO.

Battlemat


Evil GM

Initiative:

Orsin: 1d20 + 1 ⇒ (7) + 1 = 8
Truk: 1d20 + 1 ⇒ (2) + 1 = 3
Fluer: 1d20 + 3 ⇒ (9) + 3 = 12
Lucrezia: 1d20 + 3 ⇒ (6) + 3 = 9
John: 1d20 + 5 ⇒ (12) + 5 = 17
Grimm: 1d20 + 5 ⇒ (1) + 5 = 6
Faelyn: 1d20 + 9 ⇒ (15) + 9 = 24
Faelyn: 1d20 + 9 ⇒ (10) + 9 = 19

swarm: 1d20 + 2 ⇒ (17) + 2 = 19

Initiative:

Faelyn
Swarm
John
Fluer
Andrea
Lucrezia
Orsin
Grimm
Truk

Edit:
forgot Andrea
Andrea: 1d20 + 0 ⇒ (11) + 0 = 11


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Truk'tosh wrote:

"Don't mention it Champ."

"Where do you suppose those things came from?"

No doubt those dark spirits are ready for us


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

Nobody in the party has anything that can hurt the swarms on an AoO.


Evil GM

Well it's Faelyn turn then.


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 5 foots to D21 and casts colorspray again (if the creature is another bat swarm)

DC 17 Will-I hit a couple party members.


Evil GM

will save: 1d20 + 3 ⇒ (12) + 3 = 15

The swarm is stunned/blind,1d4 ⇒ 3, then 1 round.


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

As the bats fall stunned on the floor, Faelyn calls out to Fluer. Burn them with your alchemist fire!

Pearl of Power used


Evil GM
Faelyn Sindrel wrote:

As the bats fall stunned on the floor, Faelyn calls out to Fluer. Burn them with you alchemist fire!

Pearl of Power used

How many color sprays do you have prepped.

The bats are stunned, not unconscious. so they are fluttering around in the air.


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

One.


Evil GM
Faelyn Sindrel wrote:
One.

You've cast it twice now, with this casting. Do you have scroll or wand?

Edit: I see you used a pearl of power.


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

HP 52/52
Saves: F8R3W10
AC: 19/T12/FF19
In hands: Wooden shield
Spells in Effect; Magic Circle against Evil on Orsin(+2 AC/Saves,Protect against mental effects 70 minutes)
Inspire Courage: +2 Bab/Damage/Saves vs. fear

Pardon me Lucrezia, Fluer and I need your alchemist fires Andrea will get Lucrezia's Alchemist Fire vial if allowed and splash the swarm with it, 5' stepping to E-22

Touch attack: 1d20 + 7 ⇒ (17) + 7 = 241d6 ⇒ 3 +50% is 4 points,


Evil GM

Andrea - Lucrezia is surrounded by bats, to try to fish out her alchemist fire from her backpack, is move action. If you don't know where its kept it will take a full round to retrieve.

A swarm of bats consists of 5000 since they are flying and diminutive. it is basically a wall of flying creatures, I don't really think you can throw the alchemist fire through them, in order to try to avoid splashing your companions.


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

Very well, scratch that. Andrea casts Resist Fire on herslef then

Anyone have something to kill these?

Reist Fire: 20 pts 70 minutes.


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

Since Truk knows Lucrezia quite biblically, I think it's safe to say he knows where she stashes the alchemist fire.

Truk helps himself to one of Lucrezia's alchemist fires and lets it fly at the bats swarming around him.

"Watch out Beautiful, this is going to sting."

This will splash Lucrezia and Truk for 1 damage.

Attack vs Stunned Touch: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 ⇒ 3 - 4 total


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:

Andrea - Lucrezia is surrounded by bats, to try to fish out her alchemist fire from her backpack, is move action. If you don't know where its kept it will take a full round to retrieve.

A swarm of bats consists of 5000 since they are flying and diminutive. it is basically a wall of flying creatures, I don't really think you can throw the alchemist fire through them, in order to try to avoid splashing your companions.

I would think it would be a pile of bats passed out on the floor. The can't fly can they?


Evil GM

Truk's attack hits the stunned swarm.


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

Bats fly stunned, theya re just flapping in place instead of biting


Evil GM

fluer yells out to get through the door while they are stunned. She doesn't have any alchemist fire to use.


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

Excellent idea Fleur! Through the door into the summoning room!


Evil GM
Andrea1 wrote:
Bats fly stunned, theya re just flapping in place instead of biting

Being stunned they can't take an action, so they aren't biting although you would think they would be nipping at everything.

As far as Faelyn thinking they would be flopping on the ground, if they were under 2 HD they would be as color spray would have that penalty. But the stunned condition doesn't say that. Besides Truk and Lucrezia would basically be buried by 5000 bats, and we have to get into the suffocation rules then.


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 believe it's because stunned creatures can't take actions and a flying creature has to make fly check to hover in place.


Evil GM

Initiative:

Faelyn - cast color spray
Swarm - stunned
John
Fluer - yells open door
Andrea - moves up 5ft and fishes out alchemist fire from Lucrezia's pack
Lucrezia
Orsin
Grimm
Truk - pulls out an alchemist fire from Lucrezia back throws it down.


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

Sorry. Since they have a fly speed and ranks in fly, I figured they had to "take an action" to fly or hover (since they have no magical way to fly). The also have a land speed. Thank you for clarifying.


Evil GM

I see your and Truk's point so Truk and Lucrezia can take d6 of crushing damage and we can begin the suffocation rules. 1d6 ⇒ 6 As the two adventurers are buried alive under the weight of bats.


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

And that people, is why we shouldn't nitpick with the DM.


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

Suffocation?! That's a lot of bats.

I wasn't nitpicking. I was just answering a question. It didn't make a difference to me either way.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Andrea1 wrote:
And that people, is why we shouldn't nitpick with the DM.

I asked a question. That is not nit picking. I thought we all had the ability to communicate with each other to understand what is happening. I am sorry I asked. It won't happen again.


Evil GM

You all made valid point that the bat needs to hover using its wings.

Over 5000 bats make up a swarm. Falling from the air, thumping down on two of you. Your basically in solid wall of flutter, now still, wings.


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

I was Joking really, I didn't add my smile emoticon.

Andrea will set the batpile on fire with the batfire when her turn comes around.

What is a little 2nd degree burn between friends? ;)


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 crushing damage is understandable but suffocation? Since the swarm is large and we're only in one corner wouldn't it be ~1250 bats? Also, John and Grimm were in a swarms that were killed last time. Wouldn't they be buried under dead bats?

Is it a strength check or something to unbury ourselves?


Evil GM

Only one swarm was stunned last time. The swarm not being able to fly was not brought up. By the time both swarms died neither John nor Grimm were in the swarm, they each moved.

Suffocation:

A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success.

When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.

I need to see if there is burying rules.

I found this:

A buried character can attempt to free himself with a DC 25 Strength check. That under rock, so let the check be DC18


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 going to matter because the swarms are going to come to before either Truk or Lucrezia run out of breath.

Can we just keep moving?


Evil GM

I'll DMPC John's action and have him open the door directly in front of him.


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 rages at the silliness of being buried under bats and pulls himself out.

Rage #1

Strength Check: 1d20 + 7 ⇒ (11) + 7 = 18

The bats continue to burn.

Followup Damage: 1d6 ⇒ 6


Evil GM

Truk we are still in Rd 1. Technically, you guys were buried before you could get the alchemist fire out. I don't really want to recon that action though....I'd like to move it forward.


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

Okay, that'll be round 2 than.


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

Round 2
str check? 1d20 + 2 ⇒ (5) + 2 = 7

Lucrezia will also attempt to free herself from the mound of bats that she currently finds herself under.

Well, I suppose this is better than spiders...


Evil GM

RD 1 update

Initiative:

Faelyn - cast color spray
Swarm - stunned
John - opened one door and moved in to make room.
Fluer - yells open door
Andrea - moves up 5ft and fishes out alchemist fire from Lucrezia's pack
Lucrezia - tries to free herself from the bats
Orsin - moves forward and begins to dig out Lucrezia
Grimm - follows john into the room to secure it.
Truk - pulls out an alchemist fire from Lucrezia back throws it down.

DMPC Grimm - he follows John into the room to secure it.

Lucrezia - I'll take your action as Rd 1

Orsin will move forward and start to try to un-bury lucrezia


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, then I will go ahead and give another roll for my second round action then.
str check 1d20 + 2 ⇒ (19) + 2 = 21 + whatever aid another I get from the help?


Evil GM

RD 2

Initiative:

Faelyn -
Swarm - stunned
John -
Fluer - runs into the room
Andrea -
Lucrezia - frees herself from the swarm.
Orsin -
Grimm -
Truk - rages and gets out of pile, try's to dig Lucrezia out.


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

Let us get into the room beore the bats wake up! Andrea moves inside the summoning room.


Evil GM

Unless your are staying out of the room to fight the swarm, we can assume that you make it into the room.

The swarm will take the 6 follow-up damage and in the third round another 1d6 ⇒ 2 of damage.

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