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

Andrea moves down to U-14, grabs her symbol and channels healing energy into the group.

Channel #1: 4d6 ⇒ (6, 5, 6, 6) = 23 1/5 30' radius


Evil GM

Lucrezia your first arrow whizzes by one of the vampires, the BBG, barely missing. He hisses and says something but you can not hear him.

Truk you can see Grimm looks like he is nearly through the door, it is getting crowded there but there seems to be room to barrel into.


Evil GM

Rd 7:

BBG mouth moves speaking something those near the door can not hear, he touches one shelf and the room does darker, covering John's and Grimm's lite shields. (The light is reduced by one step: normal to dim, dim to dark.)


Evil GM

Rd 7: Fluer

The elf slithers and slides between bodies and under legs moving into the room, V20. She appears to be yelling but the group can not hear her voice.


Evil GM

Rd7 Update

Initiative Order:

True Bad Guy - unknown what is happening behind the door
Grimm - takes 2 attempts but does open the door in X15
Faleyn -

Lucrezia - moved to X14 and fired arrows into the room
Bigger Bad Guy - darkness spell
John -

Fluer - slithered her way inot the room V20

Good Guy 2* - flopped to the ground...mist went past the broken doors
Good Guy 1* - crumples to the ground....mist went past the broken doors
Truk -
Andrea - moves to U14, channel healing 23HP
Orsin - assisted Grimm in opening the door.


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 bulls his way in and tries to force the door.

Strength: 1d20 + 5 ⇒ (20) + 5 = 25


Evil GM

Rd 7: DMPC John's Action

John strength: 1d20 + 4 ⇒ (15) + 4 = 19

With John's assistance one door opens up, X16. The push the dwarf in 5 feet farther as he moves up X20 (35 feet)

Hvy Silver Mace, no PA: 1d20 + 11 ⇒ (19) + 11 = 30;1d8 + 4 ⇒ (6) + 4 = 10
+1 for haste

His mace stings the vampire, who hisses. John can actually hear the hiss.

---
Truk since John goes before you, the door is already open by the time you get there.

This is the last round for haste. Grimm still has 1 round remaining.

Andrea you need to move farther up with your channeling since the group is barging into the room. You know the walls are think stone, and door was iron plated.


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 move in and attack then.

Attack: 1d20 + 10 + 6 ⇒ (12) + 10 + 6 = 28
Damage: 1d8 + 18 ⇒ (7) + 18 = 25

Magic iron warhammer.


Evil GM

Truk when you enter the room W20 is open, you would be between John on your right and Fluer on your left. You have two vampires to choose from the one you've seen in the coffin room is on your left in front of Fluer. He looks like he has been damaged but he is far from being destroyed. The other one in front of John looks less damaged. Which one are you swinging at? I don't have the map with me to update.


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 target the one from the coffin room.


Evil GM

Rd 7

Truk your mace bashed the vampire, who looks wobbly, his knees buckle but he remains upright shaking his head back and forth trying to clear the fog.


Evil GM

Rd7 Update

Initiative Order:

True Bad Guy - unknown what is happening behind the door
Grimm - takes 2 attempts but does open the door in X15
Faleyn -

Lucrezia - moved to X14 and fired arrows into the room
Bigger Bad Guy - darkness spell
John - assisted gettign the door open, moved in and hit wiht his hvy silver mace the BBBG

Fluer - slithered her way inot the room V20

Good Guy 2* - flopped to the ground...mist went past the broken doors
Good Guy 1* - crumples to the ground....mist went past the broken doors
Truk - moved inside the room, W20, and hit the Vampire from the coffin room.
Andrea - moves to X15, channel healing 23HP
Orsin - assisted Grimm in opening the door

*Edited post to reflect Andrea's movement.

Faelyn still has his action.

Orsin still has his action.

MAP OF THE VAMPIRE HANGOUT


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

Move to X-15 then


Evil GM
Andrea1 wrote:
Move to X-15 then

You energy surge heals Truk and Grimm. I think they were the only two previously injured.

Although your divine focus is not affected you notice two things its is dark in the room, John and Grimm's shields are one step darker. The other thing is you do not hear any sound of battle coming form within or anywhere else for that matter.


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

spellcraf: 1d20 + 10 ⇒ (5) + 10 = 15 I wonder what is going on?


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 through John's square to Y 21.
Creature gets AOO vs AC29

He uses his BANE and attacks the Vampire using COMBAT EXPERTISE.

1 hand expertise attack, DF, Haste, Bless, bane, vamp debuff (not sure if that still applies) 1d20 + 11 + 2 + 2 + 1 + 1 - 2 - 3 ⇒ (20) + 11 + 2 + 2 + 1 + 1 - 2 - 3 = 32
Damage1d8 + 4 + 1 + 2 + 2 + 2d6 ⇒ (7) + 4 + 1 + 2 + 2 + (1, 2) = 19

crit?1d20 + 11 + 2 + 2 + 1 + 1 - 2 - 3 ⇒ (8) + 11 + 2 + 2 + 1 + 1 - 2 - 3 = 20
Damage1d8 + 4 + 1 + 2 + 2 + 2d6 ⇒ (5) + 4 + 1 + 2 + 2 + (3, 1) = 18


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, still invisible, moves to Y14 and tries to speak.


Evil GM

Andrea:

You didn't really roll high enough to identify the spells. However, common sense tells you there is some sort of darkness and most likely some silence magic going.

Faelyn you see the battle going on inside. Even with John and Grimm's light it is dim inside the room and it is actually dark in the hallway beginning around the doorway. You can tell it's a magical darkness spell. You don't hear the sound of the conflict inside the room.


Evil GM
Grimm Sharpest wrote:

Grimm moves through John's square to Y 21.

Creature gets AOO vs AC29

He uses his BANE and attacks the Vampire using COMBAT EXPERTISE.

1 hand expertise attack, DF, Haste, Bless, bane, vamp debuff (not sure if that still applies) 1d20+11+2+2+1+1-2-3
Damage 1d8+4+1+2+2+2d6

crit? 1d20+11+2+2+1+1-2-3
Damage 1d8+4+1+2+2+2d6

Grimm this is going to be your round 8 action, you are still hasted in RD8. The others are not. Your round 7 action was getting the door open, then you squeezed on through.

I'll take the AoO when it gets closer to your action.


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

Can I speak?


Evil GM

Sure you can speak...whether or not anyone hears you is another matter.

Faelyn you do not hear the sound of your voice when you speak.


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

Forgot to add +1 A.C. for haste. He needs to hit A.C. 30


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

Andrea pats Faelyn's arms and gestures around her, making the motions of casting a spell and then clapping her hands over her ears.


Evil GM
Andrea1 wrote:

Andrea pats Faelyn's arms and gestures around her, making the motions of casting a spell and then clapping her hands over her ears.

unfortunately, he is invisible and you don't see him or hear him.


Evil GM

Rd7 Update

Initiative Order:

True Bad Guy - unknown what is happening behind the door
Grimm - takes 2 attempts but does open the door in X15
Faleyn - moved up to Y14

Lucrezia - moved to X14 and fired arrows into the room
Bigger Bad Guy - darkness spell
John - assisted gettign the door open, moved in and hit wiht his hvy silver mace the BBBG

Fluer - slithered her way inot the room V20

Good Guy 2* - flopped to the ground...mist went past the broken doors
Good Guy 1* - crumples to the ground....mist went past the broken doors
Truk - moved inside the room, W20, and hit the Vampire from the coffin room.
Andrea - moves to X15, channel healing 23HP
Orsin - assisted Grimm in opening the door, DMPC he will move to Y19 getting some benefit out fo John's lit shield now.

----
Rd8

Initiative Order:

True Bad Guy -
Grimm -
Faleyn -

Lucrezia -
Bigger Bad Guy -
John -

Fluer -

Good Guy 2* - flopped to the ground...mist went past the broken doors
Good Guy 1* - crumples to the ground....mist went past the broken doors
Truk -
Andrea -
Orsin -

Haste is now over for everyone but Grimm, it end for him next round. remember Orsin is not speaking and providing his bardic performance.

Vampires hangout


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

Thanks to the apparent silence spell, no one can the cursing that Lucrezia is doing as she offers her opinions on the vampires mating habits and their genealogy.

She then fires a couple more arrows at the silence slinging bastards.

move to y18 and hit v21 if possible.
attack 1d20 + 12 ⇒ (5) + 12 = 17
damage 1d8 + 5 ⇒ (6) + 5 = 11
attack 1d20 + 7 ⇒ (16) + 7 = 23
damage 1d8 + 5 ⇒ (8) + 5 = 13
alch silver arrows with bless weapon oil


Evil GM

Rd 8:

TBG, the one that is in V21 (from the coffin room), tries to slamm Truk

Slam: 1d20 + 12 ⇒ (17) + 12 = 29;damage: 1d8 + 6 ⇒ (2) + 6 = 8

plus make Will Save DC17, or take -3 penalty to Att, Skills, ability checks, concentration for 6 Rds.

plus 1d6 nonlethal damage for 6 RDs NL: 1d6 ⇒ 3

A save negates the circumstance penalties but not the nonlethal damage.

Slam 2, haste: 1d20 + 12 ⇒ (8) + 12 = 20;damage: 1d8 + 6 ⇒ (2) + 6 = 8

plus make Will Save DC17, or take -3 penalty to Att, Skills, ability checks, concentration for 6 Rds.

plus 1d6 nonlethal damage for 6 RDs NL: 1d6 ⇒ 3

A save negates the circumstance penalties but not the nonlethal damage.

Truk- you can see that some of his wounds from your attack have knitted back together.


Evil GM

V 2's AoO against Grimm as Grimm moves to Y21.

The vampire is holding some strange symbol in one hand while he wields his short sword:

Short Sword: 1d20 + 13 ⇒ (11) + 13 = 24;damage: 1d6 + 6 ⇒ (5) + 6 = 11

He misses.

Then Grimm unloads his fury on the unholy creature, hitting but not its not a critical. You can, also, observe where some of his wounds have knitted up, not the one's from John's heavy mace though.


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

Will: 1d20 + 9 ⇒ (16) + 9 = 25

Truk grunts as the vampire slams into him but shakes off the worst of the pain.


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

Battle Template
HP 52/52
Current Saves: F8R3W10
AC: 19/T12/FF19
In hands: Wooden shield
Current BaB: +7 melee +7 Ranged
Spells in Effect; Magic Circle against Evil on Orsin(+2 AC/Saves,Protect against mental effects 70 minutes)
Resist Fire (20 points, 70 minutes. on Andrea and Shadow)
Remove Fear (+4 saves vs. fear, 10 minutes) Lucrezia, Orsin
Bless (+1 BaB/Saves vs. Fear 7 minutes)
Magic weapon on shadow's lt.xbow bolts(7 minutes)
Eagle's Splender +4 CHA 7 Minutes
Death Ward on Faelyn (7 minutes)

If Andrea is able to, she moves to W-18 and holds up her holy symbol, chagning her divine magic into a swarm of stinging wasps as she seeks to savage the two undead with her divine energy.

Channel DC 19: 4d6 ⇒ (2, 1, 5, 2) = 10 2/5


Evil GM

Rd8

Initiative Order:

True Bad Guy - slammed Truk
Grimm - moved to Y21 hit for 19 points of damage
Faleyn -

Lucrezia - moved to Y18 then fired into the room but missed both attacks.
Bigger Bad Guy -
John -

Fluer -

Good Guy 2* - flopped to the ground...mist went past the broken doors
Good Guy 1* - crumples to the ground....mist went past the broken doors
Truk -

Andrea - will be moving around W18 (the hex is partially filled wiht a bookshelf but you can fit there), then channel. I'll make the save closer when it gets to this turn.

Orsin -


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 delays again watching the rear guard of the group.


Evil GM

The BBG unleashes a powerfully damaging dispaly of negative energy, catching everyone but Faelyn and Ziz in the radius. He barely missed Faelyn and just encompassed Andrea.

Will Save DC18 for half damage: 4d6 ⇒ (1, 5, 1, 2) = 9


Evil GM

Rd 8:

Fluer

Will Save: 1d204 ⇒ 43

Fluer tumbles to avoid an AOO and gets to V22, opening up a side step move for Truk and flanking.

acro: 1d20 + 16 ⇒ (13) + 16 = 29

Here is the current map before Andrea moves out of X15 to W 18

MAP


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

Out running errands this morning so I will go ahead and post round action.

Round 9
will save 1d20 + 5 ⇒ (7) + 5 = 12
aiming at v21 again
attack 1d20 + 12 ⇒ (11) + 12 = 23
damage 1d10 + 5 ⇒ (1) + 5 = 6
attack 1d20 + 7 ⇒ (18) + 7 = 25
damage 1d10 + 5 ⇒ (3) + 5 = 8
alch silve +bless weapon oil

Lucrezia fires another couple arrows at one of the creatures.


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

Will: 1d20 + 4 ⇒ (7) + 4 = 11
John strikes back at the Vampire.
Attack1 with PA: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Damage: 1d8 + 8 ⇒ (1) + 8 = 9
Attack2: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21


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

Will save: 1d20 + 10 ⇒ (4) + 10 = 14


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 recoils a bit as the dark energy washes over him.

Will: 1d20 + 9 ⇒ (5) + 9 = 14

The big orc counters with a savage roar and then smashes the offending vampire again.

Rage #4

Smash: 1d20 + 12 + 3 ⇒ (9) + 12 + 3 = 24
Damage: 1d8 + 19 ⇒ (6) + 19 = 25


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

Grab your shaft with two hands and smash his face, Truk!


Evil GM

Rd8

Initiative Order:

True Bad Guy - slammed Truk
Grimm - moved to Y21 hit for 19 points of damage

Faleyn -

Lucrezia - moved to Y18 then fired into the room but missed both attacks.
Bigger Bad Guy - negative energy channel.DC18 Will save or 9 HP of damage
John - failed Will save.Hit wiht his attack on BBG 9 HP od damage

Fluer - missed will save, moved to V22 to permit Truk to move into flanking.

Good Guy 2* - flopped to the ground...mist went past the broken doors
Good Guy 1* - crumples to the ground....mist went past the broken doors
Truk - failed Will save. Rages but misses.

Andrea - will be moving around W18 (the hex is partially filled with a bookshelf but you can fit there), then channel. I'll make the save closer when it gets to this turn. Failed will save

Orsin

fluer will save: 1d20 + 4 ⇒ (13) + 4 = 17

*Truk did you take the 5 ft step to flank with fluer on TBG? Even so, you missed this round but just checking.


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

Yeah, flank with Fluer.


Evil GM

Andrea steps up into W18 and channels her positive energy toward the undead.

TBG vs DC19: 1d20 + 8 ⇒ (9) + 8 = 17

BBG vs DC19: 1d20 + 14 ⇒ (2) + 14 = 16

The both hisses, although only Fluer, Truk, Grimm and John can hear their anger. The tattooed vampire between Fluer and Truk crumples to the ground.


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 looms over the vampire daring him to stand again.

What's this new vampire look like?


Evil GM

The remaining vampire has red eyes, with black cloak and hood on, there is black chain shirt under his cloak, there is a hand crossbow hanging fom his hip, he carries a black short sword with with wrist guard, and there is black and gold holy symbol of some type in his other hand.


Evil GM

RD 8 DMPC Orsin:

Orsin will fill the gap left when Truk five foot stepped over. I believe Andrea gave him a her light +1 silver mace.

silver mace: 1d20 + 10 ⇒ (5) + 10 = 15


Evil GM

Rd 9

Initiative Order:

True Bad Guy - begins to turn to mist
Grimm -

Faleyn -

Lucrezia - 3 arrows miss the remaining vampire.
Bigger Bad Guy -
John -
Fluer -

Good Guy 2* - flopped to the ground...mist went past the broken doors
Good Guy 1* - crumples to the ground....mist went past the broken doors
Truk -

Andrea -

Orsin


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 moves to W19 behind Truk. Kill him!

Can I hear myself? If yes:

Ranged Touch: 1d20 + 7 ⇒ (19) + 7 = 26
Ranged Touch: 1d20 + 7 ⇒ (19) + 7 = 26

Scorching Ray: 4d6 ⇒ (1, 2, 2, 2) = 7
Scorching Ray: 4d6 ⇒ (3, 4, 4, 4) = 15

Attacks the lone creature.


Evil GM

Faelyn can hear his own voice from where he is standing. The two rays hit the remaining vampire.


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

Finish the mist! Don't let him escape again!


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 think that's the mist of a vampire we dropped.

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