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

*whispering* Yes.


Evil GM
Shinon wrote:

Shinon stops walking and puts his hand up. "Quick! Everyone hide, someone's coming!" he whispers to the group, before quickly dousing his torch and falling back next to Andrea.

And now I'm off to work. Back in 6 hours.

Shinon is unable to fall back as the double trap triggered. The group hears a thud and grown from Shinon.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Nobody breathe, I'm gonna check on Trigger.
Duncan casts detect magic quietly and moves foreward checking up to Shinon and as far as he sees.

Stealth1d20 + 5 - 3 ⇒ (17) + 5 - 3 = 19


Evil GM
Duncan Redhammer wrote:

Duncan fell all the way back to Andrea so Eagleyes could sneakily carry his torch that screams 'Look at me, I am the onlybright light in a pitch black tunnel! ;)

Duncan honestly didn't mind the lads initiative but he needed to learn how to operate in a world of darkness. Like get the Big Tough Armored Warrior to be the Light Holder, while the quiet, perceptive types scout ahead using superior vision to see without being seen.
He was going to let the elf learn the hard way...

Perception1d20+6

Duncan crouches near Andrea Keep it completely covered for the moment.

Duncan right about the time that Shinon took his last step you noticed the caltrops on the ground. The half elf safely stepped down, his attention momentarily fixed on his boot near a caltop, then the thud of somethng hitting the elf's thigh. There was a splatter of liquid.


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

Andrea stays put.


Evil GM

DM Roll:
perception v Duncan's stealth: 1d20 + 6 ⇒ (17) + 6 = 23

Duncan thinks he is being pretty sneaky, keeping low and making his way to Shinon. The torch is 5 feet in front of Shinon, still lit. You do not see a magic coming from the two traps. Either the caltrops or the axe. You can see the open slot where he axe began. Shinon is thigh is stuck to the axe and its holding Shinon in place.


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 pulls out his Tower shield and prepares for a battle.


Evil GM

There is voice coming from the junture. "What'll want? Yer not wanted 'ere leave now and don'tcha come back." The loud husky voice echoes, "Yer not gonna do well, got ya overmanned."


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

Does it sounds like Henk or any of the crew we met before?

There seems to be ones behind and before us. They do have the advantage here. We must decide if we really want to fight or negotiate for the information on the noble and what they are doing. I won't hold anyone back, just consider if it really worth it.


Evil GM

Sounds like it could be the guide who led you out of the tunnel but you are not absolutely positive.


Evil GM

"So what'd itbe?" Snickers the man, "death in the sewers or go back and git topside?" The voice comments.


Evil GM

DM Only:

Montague: 1d20 + 6 ⇒ (1) + 6 = 7
Clem: 1d20 + 2 ⇒ (19) + 2 = 21
bandit: 1d20 + 1 ⇒ (13) + 1 = 14
Duncan: 1d20 + 4 ⇒ (17) + 4 = 21
Andrea: 1d20 + 0 ⇒ (20) + 0 = 20
Shinon: 1d20 + 3 ⇒ (19) + 3 = 22
john: 1d20 + 5 ⇒ (13) + 5 = 18
kenji: 1d20 + 4 ⇒ (15) + 4 = 19
Ermolos: 1d20 + 0 ⇒ (5) + 0 = 5

"Initative Order"

Shinon
Clem
Duncan
Andrea
Kenji
John
Bandit
Montague
Ermolos


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

It be topside. We only come ere looking for goblins ta play wit and here the fool in front steps on a bloody axe.
Bluff1d20 + 2 ⇒ (16) + 2 = 18
Duncan grabs one of Shinon's potions and pours it down his throat, as the healing energies take over he pulls the axe from his ally's leg knowing the magic will stop any bleeding.


Evil GM

"Yer was lost and runnin' last time we met, doubt ye came back 'ere lookin' fer goblin's...thinks yer lookin' fer loot or sumething else."

Spoiler:
Sense Motive lie is unlikely: 1d20 + 3 ⇒ (18) + 3 = 21

He doesn't seem to be convinced. "Besides orders are no trespazzers."

cure light for Shinon: 1d8 + 1 ⇒ (7) + 1 = 8


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

Quite right. We arn't here to commit murder on fellow humans(That includes dwarves and such) just house cleaning for coin. Goblins have been having sticky fingers.

Bluff: 1d20 + 8 ⇒ (17) + 8 = 25

Orders? Would that be from Sir Henk? I believe he is just the man we want to see. We''re needing a little information that perhaps he can help us with. Youc an tell him the lady with the pretty mouth wants to talk to him again.

Diplomacy: 1d20 + 8 ⇒ (1) + 8 = 9


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Course we be after loot, goblins carry plenty don't belong to em. Adventurer's gotta make a livin don't e? Actually where be yer boss? People who like hanging out in sewers gotta have a use fer strong arms an blades if ye git me drift.


Evil GM

Clem looks at the dwarf and Elf...laughing "Whatistheworld comin' to a dwarf and elf as friends." without a second thought he shoots his notch bow and shoots at Shinon.

Clem's Arrow at Shinon: 1d20 + 8 ⇒ (1) + 8 = 91d6 + 2 ⇒ (4) + 2 = 6;
Dex to see if String breaks: 1d20 + 3 ⇒ (2) + 3 = 5 His string snaps.


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

You see! You see! The Gods want you to take us to your boss!

Andrea suddenly slams face-first into the ledge..

ORLY?


Evil GM

"Initative Order" and Actions so far -

Shinon -
clem - shoots at Shinon
Duncan - drew and gave potion to shinon, +8 HP back.
Andrea - dives to the ledge
Kenji
John
Bandit
Montague
Ermolos

So far you only see Clem peeking around edge of the tunnel junture about 60 feet away. There is a small plank bridge at the end and a glow of light.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Ha! Ye dolt! Mebbe I'll have Trigger here give ye a lesson in shootin AFTER i cave yer head in


Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2

Shinon gasps and grabs his leg in pain. "AH! Damnations, what's the point of having a million voices in your head second-guessing everything you do if not one of them reminds you to look for ****ing traps?!"

Duncan pours a potion down Shinon's throat. Shinon looks annoyed. "I'm fine, mate. I'm just fine. Let me at that bastard..."

Shinon draws an arrow and fires at Clem.

[ooc]Technically since I won initiative this guy should be flat-footed. Then again, it could be argued that knowing his action has influenced my actions as a player and etc. So I'll just let Baldwin decide that one.

Attack:
1d20 + 8 ⇒ (10) + 8 = 18
Damage:
1d8 + 3 ⇒ (6) + 3 = 9


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

"Good plan Andrea, they seem to be using ranged weapons, on the ground you will be harder to hit." After saying that to Andrea, John will move 20 ft toward the attacker and set his tower shield up to give him cover.


Evil GM
Shinon wrote:

Shinon gasps and grabs his leg in pain. "AH! Damnations, what's the point of having a million voices in your head second-guessing everything you do if not one of them reminds you to look for ****ing traps?!"

Duncan pours a potion down Shinon's throat. Shinon looks annoyed. "I'm fine, mate. I'm just fine. Let me at that bastard..."

Shinon draws an arrow and fires at Clem.

[ooc]Technically since I won initiative this guy should be flat-footed. Then again, it could be argued that knowing his action has influenced my actions as a player and etc. So I'll just let Baldwin decide that one.

Attack:
1d20+8
Damage:
1d8+3

That is true on the FF. Duncan actually did three actions: Grab potion off of Shinon, pour potion into Shinon's mouth, pull axe out of thigh. From a going with the dramatic story flow, I permited the entire action. Shinon this person has cover but you did hit him with an 18. I should have mentioned to roll a % dice to see if there is miss with concealment.


Evil GM

Here is the current battlemap, except John has moved up to F7. However, the bandits are a bit more concealed. You don't clearly see the bandits from your locations and you don't see the down the side the tunnels. I quickly drew the map so there are a few unsmoothed edges such as G-3 does not have a stone extention over the sewage.

SEWER LINK


Evil GM

"Initative Order" and RD1 Actions so far -

Shinon - took potion and shot at Clem, hitting for 8pts
clem - shoots at Shinon
Duncan - drew and gave potion to shinon, +8 HP back.
Andrea - dives to the ledge
Kenji
John - moved up 20 foot and is directly behind Duncan and set up his tower shield.
Bandit
Montague
Ermolos


Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2

RD 2 Actions

Shinon knocks an arrow and takes another shot at Clem. "Where is Henk? If you let me speak to him, I'll spare your life!"

Bluff: 1d20 + 8 ⇒ (5) + 8 = 13

Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Concealment (21 or above hits): 1d100 ⇒ 91


Evil GM

From down the tunnel in the direction you had come from an arrow whizzles towards Kenji.

Arrow: 1d20 + 4 ⇒ (18) + 4 = 221d6 + 2 ⇒ (6) + 2 = 8

Striking Kenji solidly solidly.

Meanwhile, a strange looking half-elf dressed in a long cloak pops out from on of the sewer junctures, "Elo greso" there is 10ft splatter of grease that blankets the the ledge between Shinon and the defenders (Hexes F0 and F1)


Male NPC, Human Warrior1, Fighter1

Ermolos puts his axe on his back, draws his crossbow and loads an bolt, aiming towards the area where Kenji was hit from.

Perception: 1d20 + 1 ⇒ (16) + 1 = 17

"I think he is in a nook across the sewage ditch beyond 30 feet in shadows. Guys, we have trouble in the rear."

I forgot to put ermolos on the map he is located in F14.

EDIT: Ermolos is on the map but his icon did not come up well, I will change that one out when I get home.


Evil GM

"Initative Order" and RD1 Recap -

Shinon - took potion and shot at Clem, hitting for 8pts
clem - shoots at Shinon
Duncan - drew and gave potion to shinon, +8 HP back.
Andrea - dives to the ledge
Kenji - moved 30 Feet to F22 and spotted the nook the arrow was shot from.
John - moved up 20 foot and is directly behind Duncan and set up his tower shield.
Bandit - shot kenji with an arrow.
Montague - greased the ledge
Ermolos - changing weapons, prepared crossbow.

Initative Order:
Shinon - tried to intimidate and missed his arrow shot.
Clem- Restrings his bow.
Duncan-
Andrea- Buffs self with Entropic shield.
Kenji-
John -
Bandit-
Montague-
Ermolos -

Rd2 Begins;

Shinon tries to force his will on Clem but it doesn't seem to have an effect. His arrow thumps the wall to no avail.

Clem disappears and restrings his bow.


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

Ouch. Too bad Kenji didn't have deflect arrow.

RD 2 Action

Andrea stands unsteadily and casts Entropic Shield on herself (2 minutes, 20% miss chance on ranged attacks)


Evil GM

Kenji's Rd 1 action. I editted the Rd1 recap post above to reflect Kenji's action.

Kenji will move down the tunnel 30 feet in the direction the group came from, to shed light and try to observe the soruce of the arrow. Kenji is now in F22

perception: 1d20 + 8 ⇒ (15) + 8 = 23

He does see the nook roughly 30 feet away on the tunnel's other side. It blends intot he wall very well.


Evil GM

RD2 Sewer Map

SEWER MAP RD2

I placed the grease on the ledge for your visual.


Male Human(Minkakian) Martial Artist lvl 2 (Int +4) (AC17)

I cannot see where the badguys are on the map so I am kind of at a loss as to what to do.


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

Kenji, baddie is in a nook at H-27 I believe to the right side of the map on the other side of the trench.

Ughh...Kenji! be careful!


Male Human(Minkakian) Martial Artist lvl 2 (Int +4) (AC17)

You sure thats a badguy? Doesn't look like one.

Well I will move along the trench and get right arcoss from it at H-26
I will then draw a shuriken at chuck it at'em
Attack:1d20 + 4 ⇒ (4) + 4 = 8 For:1d3 + 1 ⇒ (1) + 1 = 2


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Yer in trouble now lad

Duncan Moves to F2 dropping his pick and pulling his loaded crossbow as part of the move. He stops before the grease and fires at the man in G,-5.

Ranged Attack1d20 + 3 ⇒ (19) + 3 = 22
Damage1d8 ⇒ 7

Confirm Crit1d20 + 3 ⇒ (7) + 3 = 10
Damage1d8 ⇒ 3


Evil GM
Kenji Masada wrote:

You sure thats a badguy? Doesn't look like one.

Well I will move along the trench and get right arcoss from it at H-26
I will then draw a shuriken at chuck it at'em
Attack:1d20+4 For:1d3+1

I'm positive its a bandit H26. It's an overhead view of the token and I need to remove the snap to grid feature. Bandit is at H26, kenji is at F26. I will try to edit the nook a bit on the next map.

The shuriken thuds against the tunnel wall splashing down in the mucky sewage.


Evil GM
Duncan Redhammer wrote:

Yer in trouble now lad

Duncan Moves to F2 dropping his pick and pulling his loaded crossbow as part of the move. He stops before the grease and fires at the man in G,-5.

Ranged Attack1d20+3
Damage1d8

Confirm Crit1d20+3
Damage1d8

DM:
Caltrop: 1d20 + 0 ⇒ (1) + 0 = 1 Duncan and the caltrops.

Duncan was able to successfully get by the caltrops in Shinon's hex.

Duncan, you made it passed the caltrops, but make a Acrobatic Roll DC 10 to see if you were able to squeeze by Shinon on the ledge without falling into the sewer trench. Three foot ledge with two bodies.


Evil GM

The bandit across the sewage trench from Kenji has a look of fearful hatred in his black eyes as he pulls his shortbow string back and lets it go.

Arrow at Kenji: 1d20 + 4 ⇒ (18) + 4 = 221d6 + 2 ⇒ (3) + 2 = 5

Puncturing the Kenji with a second arrow. "Die you beast," he growls.


Evil GM

Montague lets the crackle of his finger tips work and two flashes of blue and white light go forth and strike Duncan solidly, sending a wave of damaging energy through his body.

Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 21d4 + 1 ⇒ (4) + 1 = 5

The double bolt hits the dwarf hard.

the half elf then takes a move backwards out of sight.


Male NPC, Human Warrior1, Fighter1

Ermolos moves up towards Kenji(Hex F21) and lets his crossbow bolt rip.

Ermolos Crossbow: 1d20 + 1 ⇒ (9) + 1 = 10

Missing the man.


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

RD3 action

Andrea moves up behind Ermolos Kenji! Tend to your wounds! Or I can heal you!


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Acrobatics DC101d20 + 3 - 3 ⇒ (19) + 3 - 3 = 19

Was Montague in G-5 cause if so I shot him.

Rd 3
Duncan moves through the grease to get to the foes on the other side.

Acrobatics DC10 to move through at 1/2 speed1d20 + 3 - 3 ⇒ (19) + 3 - 3 = 19
Best keep running boy. I'm coming fer ye.
He uses his other move action to reload his crossbow

Realizing he is in a terrible tactical position, He activates his judgement to help him shrug off some damage Swift Action- Fast Healing activated. 1HP recovered.


Male Human(Minkakian) Martial Artist lvl 2 (Int +4) (AC17)

What wounds? Far as I can tell I have not even been attacked.

EDIT: Correction, I see a bandit shot at me in recap but no damage is listed. Guess he missed.


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

Page up a bit, you have taken 13 points of damage


Evil GM

RD 2 Recap so far:

Initative Order:
Shinon - tried to intimidate and missed his arrow shot.
Clem- Restrings his bow.
Duncan- Duncan moves past Shinon, the caltrop, firing his crossbow 7 HP damage. stopping in F3
Andrea- Buffs self with Entropic shield.
Kenji- moved to F 26 threw a shuriken and missed.
John - moved up to F2 planting his tower shield.
Bandit- Shot Kenji for 5 pts of damage.
Montague- took damge from Duncan, hit Duncan with two magic missles for 7 pts damage. Moved somewhere down the tunnel junture.
Ermolos - Ran towards Kenji to F 21, fired his crossbow at the bandit in H26, missing.

John moves up to and tries to get passed the Caltrops and squeeze by Shinon.

Caltrop: 1d20 + 0 ⇒ (7) + 0 = 7
Acro DC10: 1d20 + 1 ⇒ (16) + 1 = 17

John mananged to get through the Caltrops unharmed and wihtout falling into the trench. He moves up to just before the grease and plants his tower shield. Stopping in Hex F3

RD3 Begins:

Shinon -
Clem-
Duncan-
Andrea-
Kenji-
John -
Bandit-
Montague-
Ermolos -


Male Human(Minkakian) Martial Artist lvl 2 (Int +4) (AC17)

I only found 5 damage but where are you getting 13 from?

Well in any event. If I have sustained 13 damage then I would have popped a potion instead of throwing a shuriken round 2
1d8 + 1 ⇒ (5) + 1 = 6

Round 3 I will leap across the trench next to the baddie and attack him with a kick
Acrobatics:1d20 + 8 ⇒ (15) + 8 = 23

Kick:1d20 + 5 ⇒ (15) + 5 = 20
For:1d6 + 2 ⇒ (4) + 2 = 6


Evil GM

RD3 actions so far:

Shinon -
Clem-
Duncan- moves 1/2 (10 ft movement) after making Acro check and is standing sturdily in the last hex with grease. F0 (the token is under the grease token)
Andrea- moves to F18
Kenji- leaps across the trench kicking the bandit hard for 6 HP damage
John -
Bandit-
Montague-
Ermolos -


Evil GM
Kenji Masada wrote:

I only found 5 damage but where are you getting 13 from?

Well in any event. If I have sustained 13 damage then I would have popped a potion instead of throwing a shuriken round 2
1d8+1

Round 3 I will leap across the trench next to the baddie and attack him with a kick
Acrobatics:1d20+8

Kick:1d20+5
For:1d6+2

Its on this page about 20 posts back. It was 2 posts before the RD1 Recap

The kick hits him hard.

The space Kenji kicked into is barely 5 ft deep. No two characters can occupy the same space unless one is helpless CRB 193. That would put Kenji falling backwards into the trench. Make a fortitude save DC12.


Evil GM
Andrea1 wrote:

RD3 action

Andrea moves up behind Ermolos Kenji! Tend to your wounds! Or I can heal you!

you still have a standard action or another move action remaining.

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