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

Here is a current SEWER MAP position. Duncan's token is under the grease spot in hex F0.

SEWER MAP RD3


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

Wait..was out of range of my hand of Acolyte attack.

Andrea moves to F-20(Don't want to try pushing past Ermolos)


Evil GM

Since neither bandit is visible to Shinon, he holds his action waiting for a bandit to reappear. His wait is not long as Clem steps out and aims at Duncan wiht his restrung bow.

Shinon shots his bow.
Shinon's shot with Fav enemy: 1d20 + 7 ⇒ (4) + 7 = 111d8 + 2 ⇒ (2) + 2 = 4

Missing the cautious bowman. That bandit fires at Duncan.

Clem shot at Duncan: 1d20 + 8 ⇒ (8) + 8 = 161d6 + 2 ⇒ (4) + 2 = 6

Striking him with an arrow.


Evil GM

RD3 actions so far:

Shinon - Held action until Clem popped out. fired and missed.
Clem- Popped out from behind wall, shot at Duncan hittign him for 6 pts of damage.
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, moves even further up to F20
Kenji- leaps across the trench kicking the bandit hard for 6 HP damage. Kenji was hit wiht a light mace for 6 HP damage and is at 19HP damage.
John -
Bandit- Drops Shortbow and skulls kenji with a light mace, 6 hp damage to Kenji.
Montague-
Ermolos -


Evil GM

The bandit near kenji drops his bow and grabs his light mace and swings at Kenji's head.

Bandit on Kenji: 1d20 + 5 ⇒ (20) + 5 = 251d6 + 2 ⇒ (4) + 2 = 6
Confirm Critical: 1d20 + 5 ⇒ (10) + 5 = 15

Kenji's limp body slides under the trench water.

Missing the confirmation but Kenji takes 6 pts of damage. His total should be 19 pts taken. Looks like Kenji is -2.


Male Human(Minkakian) Martial Artist lvl 2 (Int +4) (AC17)
baldwin the merciful wrote:
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.

No I did not jump into his square, I jumped into the one next to him. He is in 27 and I should be in 26. If he was in 26 then I would have move up to 25 and leaped across from there to 25. I know better than to leap into the same square as a foe.


Evil GM

"Brained 'em Clem. Gonna make the tin soldier boy squeal for his mom, next." the bandit at the rear of the group shouts.

Clem chortles, "Ain't lookin' so tuff now are you. Gonna cut you in half dwarf. Then the teach that half-elf a lesson in manners."


Evil GM
Kenji Masada wrote:
baldwin the merciful wrote:
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.

No I did not jump into his square, I jumped into the one next to him. He is in 27 and I should be in 26. If he was in 26 then I would have move up to 25 and leaped across from there to 25. I know better than to leap into the same square as a foe.

I think you are confused with the setting. There is no space next to him, he is in nook in the tunnel. There is tunnel wall on either side of him. The only available space is the trench that you have to jump over. Are you able to see the maps?


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

Obviously I am not able to see it well enough to make appropriate actions. If there is no easy way to melee him, then I won't I have shuriken so I will simply have to use those. Kenji's not so desperate to fist fight to be willing to jump into sewage to do so. So since you have made it impossible for me to melee clean, I will toss a shuriken.

Toss shuriken:1d20 + 4 ⇒ (4) + 4 = 8 For:1d3 + 1 ⇒ (2) + 1 = 3


Evil GM

RECON kenji jumping over the trench and hitting the bandit, landing in the trench, the bandit dropping his bow pulling a light mace and braining Kenji causing massive head injuries and his flirtation with negative HP.

Kenji throws a shuriken and misses widely. The bandit levels his bow and shots at Kenji.

Arrow at Kenji: 1d20 + 4 ⇒ (11) + 4 = 151d6 + 2 ⇒ (5) + 2 = 7

Narrowly missing the foreign man.


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 grits his teeth as he hears the bandits shout. They took one of the group out? Which one? It wasn't Andrea, was it? Shinon doesn't turn his back to his enemy to glance. "Andrea, man down!" he shouts, hoping she can hear him.

He knocks an arrow and waits for Clem to show his ugly face again, before firing directly into it.

Going to ready an action to fire as soon as Clem becomes visible again. Here's my attack and damage (including Point Blank Shot and Favored Enemy)

1d20 + 8 ⇒ (20) + 8 = 28
1d8 + 3 ⇒ (5) + 3 = 8


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

I think he is ok, I thought he wasn't but it was just.. something.. Andrea's head is swimming, it seems her mind is starting to fray from the voices and laughter..


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

Come an play then ye son of a Orc lover!!

Rd 4Action
Duncan sets his feet and moves to F-3 Acrobatics 10 to move 1/2 speed1d20 + 3 - 3 ⇒ (11) + 3 - 3 = 11, drawing his last potion as he moves.

He then drinks it
1d8 + 1 ⇒ (7) + 1 = 8

Recoverd 1HP


Evil GM

We are still at the end of round 3, I will DM PC John's action, then the wizrd goes, the Ermolos. At that point it will be round 4.

John will move up 15 feet directly behind Duncan and position his tower shield.

Acro DC10: 1d20 + 1 ⇒ (10) + 1 = 11

His footing is slippery but he stays on the ledge.

The wizard does not noticeable appear to have done an action.


Male NPC, Human Warrior1, Fighter1

Ermolos Rd 3 action:

Ermolos moves forward next to kenji and shots his crossbow. Hex F26

crossbow: 1d20 + 1 ⇒ (19) + 1 = 201d8 ⇒ 3
Confirm Crit: 1d20 + 1 ⇒ (19) + 1 = 20

A wicked bolt strikes the bandit hard.

6 pts of damage.


Evil GM

RD3 actions so far:

Shinon - Held action until Clem popped out. fired and missed.
Clem- Popped out from behind wall, shot at Duncan hitting him for 6 pts of damage.
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, moves even further up to F20
Kenji- Threw a shuriken and missed.
John - Moved up 15 ft behind Duncan Hex F1. His token is under the grease token but he is firmly standing on hte ground, shiled planted.
Bandit- Shot at Kenji and missed.
Montague- No noticeable action take.
Ermolos - went up next to Kenji Hex F26, fired Crossbow hit for crit damage 6 HP.

RD4 Begins:

Shinon- waits till Clem pops aout then fires bow hitting and critting him for 18 pts of damge.
clem- fires his bow at Duncan and moves across the juncture toward the wizard. Missed his shot at Duncan, ran into a fog bank across the juncture.
Duncan - drinks his last healing potion.
Andrea - uses her Hand of the Acoylte ability but missed.
Kenji
John
Bandit
Montague
Ermolos

Clem darts out firing at Duncan, getting hit by Shinon's arrow.

1d20 + 8 ⇒ (7) + 8 = 151d6 + 2 ⇒ (2) + 2 = 4

Missing as he darts across the way. There is fog bank rolling into the juncture.


Evil GM

Here is the map in RD4:

Note there is fog cloud that does not show up well on this map. It covers hexes H-5 and -6,G -5 and -6 and its rolling into F -5 and -6.

SEWER MAP Rd4


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

Andrea moves to F23

DoN't WoRryY mY bOy, ThErE wIlL oNlY bE a LiTtLe BlOoD

Hand of Acolyte +3 hit 1d6 damage on the bandit across the trench 1 use out 6

attack: 1d20 + 3 ⇒ (4) + 3 = 7
damage: 1d6 ⇒ 5

Nghhhhhgh!


Evil GM

"Sister, I'm going to enjoy your corpse," the man growls.


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

Sorry I have not posted yet. I just want to point out that you are not taking into account John's armor check penalties which are quite massive when he is using his tower shield.


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

Oh My BoY, dO yOu ReLlY tHiNk YoU wOuLd bE tHe FiRsT dEaDeR i EnJoYeD? I rAn WiTh ThE gHoUlszzzz WhIlE Drunkrr...Rggg..

Andrea doubles over and clutches herself, seemingly struggling to keep herself together.


Evil GM
John Deos wrote:
Sorry I have not posted yet. I just want to point out that you are not taking into account John's armor check penalties which are quite massive when he is using his tower shield.

Thanks for pointing that out. You would have been swimming with in the trench again. Call it GM goodwill. Sorry we battled without you. quite a bit of catching up to do. Take your next action.


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

What type of checks would John have to make to jump into the sewage?


Evil GM
John Deos wrote:
What type of checks would John have to make to jump into the sewage?

Jumping in the sewage is easy enough an Acro DC 5 to stay on your feet. fortitude DC12 for filth fever. Andrea's diety Urgathoa may try to convert you though. LOL


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

The fog cloud will probably put a dampener on whatever you are going to try


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 seeing no easy way past where he is and knowing he is already covered in crap, jumps into the sewage to try and get a better route to the enemies.
Acrobatics:1d20 - 15 ⇒ (14) - 15 = -1
Fort:1d20 + 5 ⇒ (19) + 5 = 24
He then stands back up on his feet.


Evil GM
John Deos wrote:

John seeing no easy way past where he is and knowing he is already covered in crap, jumps into the sewage to try and get a better route to the enemies.

Acrobatics:1d20-15
Fort:1d20+5
He then stands back up on his feet.

If only you had platemail on...an anchor!!!!


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

After some extensive research I have come to a pleasant discovery, I can flurry of blows with Shuriken. SWEET!

I draw two of my Shuriken and chuck them at the guy.
Attack 1:1d20 + 4 ⇒ (13) + 4 = 17 For:1d3 + 1 ⇒ (2) + 1 = 3
Attack 2:1d20 + 4 ⇒ (6) + 4 = 10 For:1d3 + 1 ⇒ (1) + 1 = 2
Commin atcha


Evil GM
Kenji Masada wrote:

After some extensive research I have come to a pleasant discovery, I can flurry of blows with Shuriken. SWEET!

I draw two of my Shuriken and chuck them at the guy.
Attack 1:1d20+4 For:1d3+1
Attack 2:1d20+4 For:1d3+1
Commin atcha

One of the shurikens stabs into the bandit actoss the tunnel.

The bandit aims his bow one more time a Kenji.

Arrow at Kenji: 1d20 + 4 ⇒ (3) + 4 = 71d6 + 2 ⇒ (1) + 2 = 3

Missing wildly as he senses the tide is shifting.


Male NPC, Human Warrior1, Fighter1

Ermolos fires another shot at the bandit in the nook.

crossbow: 1d20 + 1 ⇒ (1) + 1 = 21d8 ⇒ 4

Dex check to see if string Snaps: 1d20 + 0 ⇒ (15) + 0 = 15

Lucklily ermolos' crossbow string does not snap and he reloads.


Evil GM

RD 4 Recap:

Shinon- waits till Clem pops aout then fires bow hitting and critting him for 18 pts of damge.
clem- fires his bow at Duncan and moves across the juncture toward the wizard. Missed his shot at Duncan, ran into a fog bank across the juncture.
Duncan - drinks his last healing potion.
Andrea - uses her Hand of the Acoylte ability but missed.
Kenji - Threw two shuriken's andoone hit the bandit. 3 HP damage
John - Jumped into the sewage for another route to the bandits. Makes Fort save.
Bandit - Shot at Kenji and missed.
Montague - no noteable action
Ermolos -his crossbow misfires but does not break the string.

RD 5 Begins:

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

There is a thick fog cloud rolling into the juncture. If you look closely it appears on the map.

Here is the Sewer Map a tthe beginning of Rd 5

SEWER MAP RD 5


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 wants to help John out of the water, but feels his heavy armor and shield might be too much for the half-elf alone to lift. So instead, he knocks an arrow and fires at a bandit.

There's an enemy in F0, I believe, it's hard to tell. I don't know what you're using for the bandits, all I see is us on the map. If there is an enemy in F0, which is just 20 ft away from Shinon, he'll attack that enemy.

1d20 + 8 ⇒ (19) + 8 = 27
1d8 + 3 ⇒ (6) + 3 = 9

Otherwise, Shinon holds his action until an enemy appears for him to shoot.


Evil GM
Shinon wrote:

Shinon wants to help John out of the water, but feels his heavy armor and shield might be too much for the half-elf alone to lift. So instead, he knocks an arrow and fires at a bandit.

There's an enemy in F0, I believe, it's hard to tell. I don't know what you're using for the bandits, all I see is us on the map. If there is an enemy in F0, which is just 20 ft away from Shinon, he'll attack that enemy.

1d20+8
1d8+3

Otherwise, Shinon holds his action until an enemy appears for him to shoot.

The two blobs that you see in F0 and F1 these are grease spots, there are no bandits visible from your POV. The end of the tunnel at the juncture is completely covered with fog and it appears to be expanding towards you. Vibility is obsured, there is 5ft visibility in the fog, and there is a 20%/50% miss chance depending on what is being aimed at. Dark vision and low light vision are effected.


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

Andrea wipes her face, a little blood trickling down where she bit her lip. Are you sure you don't want to surrender? She asks the crossbow and shuriken festooned bandit. I mean if you let us know where Henk and the rest of your friends are and what you have all been doing we can at least give you a head start. Blood tastes better after it gets pumping. Andrea holds her sickle up ready to throw if the bandit gets disagreeable.

Diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28

If the bandit gets persnickety. Oh too bad..We can just talk to your corpse then, magic is wonderful.
Hand of Acolyte 2 out of 6 used.
attack: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 ⇒ 4


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 will wade further along the sewage toward where the wizard adn bandit are.


Evil GM

"I ain't no coward, speak to my corspe if you must I'm sure you will be able to explain my death to the authorities," the bandit spits out at Andrea.

Meanwhile John wades twenty feet further now entering the fog bank. [ooc]John is now in hex G-4


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

Ah, I see. I misunderstood. Alright then, Shinon will spend a move action to try and move half his speed over the grease, then spend another move action to move 20 feet in the same direction John is moving.

Acrobatics (DC 10) 1d20 + 5 ⇒ (1) + 5 = 6

Crap. Reflex save to avoid falling.
1d20 + 6 ⇒ (19) + 6 = 25


Evil GM

RD 5 Actions so far:

Shinon - Moved but slipped on the grease landed on his feet but in the trench.
Clem - disappeared in the thick fog.
Duncan -
Andrea - Attempted to negotiate with remaining bandit but was rebuffed. Her Hand of Acolyte does 4 HP of damage
Kenji - throws two more Shuriken's on hits hte bandit for 2 HP. The bandit shots his arrow at Kenji
John - waded through the sewage to Hex G-4
Bandit - took 4 HP of damage from Andrea. Fires arrow at Kenji missing.
Montague -
Ermolos - Fires crossbow at Bandit but misses, dropped cross bow and pulled axe off his back.

There is a thick fog cloud rolling into the juncture


Evil GM
Shinon wrote:

Ah, I see. I misunderstood. Alright then, Shinon will spend a move action to try and move half his speed over the grease, then spend another move action to move 20 feet in the same direction John is moving.

Acrobatics (DC 10) 1d20+5

Crap. Reflex save to avoid falling.
1d20+6

You slipped off the ledge and into the trench fortunately your quick reflexes saved you from going under the sweage but it is still just about chest high.

Make a fortitude save DC12


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

I'm gonna need to buy more Shurikens after this sewer dive. Wasn't expecting to use so many. Good thing I grabbed them as monks have no other ranged weapons they are proficient with.

I toss two more.
Attack 1:1d20 + 4 ⇒ (15) + 4 = 19 For:1d3 + 1 ⇒ (1) + 1 = 2
Attack 2:1d20 + 4 ⇒ (3) + 4 = 7 For:1d3 + 1 ⇒ (2) + 1 = 3


Evil GM

Desparation flares as the bandit shots another time at Kenji.

Arrow at Kenji: 1d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (3) + 2 = 5

Missing wildly again.


Male NPC, Human Warrior1, Fighter1

Ermolos fires his crossbow one more time but missing.

Bolt: 1d20 + 1 ⇒ (13) + 1 = 141d8 ⇒ 4

Frustrated by another miss he drops his crossbow asn pull his axe out.


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

Fort 1d20 + 4 ⇒ (12) + 4 = 16


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

Are your bowels starting to loosen my boy? DOn't worry, you'll be tucked away under the rest of the filth when you topple over. I wonder if you'll still be aware for a minute or so as you sink under.


Evil GM

Duncan still has his Rd 5 actions, I assume he would continue forward hunting bandits along with John..

There is nothing noticeable from Montague, other than the fog cloud that continues to roll out.

Hexes from the tunnel junture up through G0 and F0 are engulfed in the fog cloud. Thos characters inside the fog or next to the fog cloud visibility is limited to 5 ft.


Evil GM

RD 5 Actions so far:

Shinon - Moved but slipped on the grease landed on his feet but in the trench.
Clem - disappeared in the thick fog.
Duncan -
Andrea - Attempted to negotiate with remaining bandit but was rebuffed. Her Hand of Acolyte does 4 HP of damage
Kenji - throws two more Shuriken's on hits hte bandit for 2 HP. The bandit shots his arrow at Kenji
John - waded through the sewage to Hex G-4
Bandit - took 4 HP of damage from Andrea. Fires arrow at Kenji missing.
Montague - nothing noteable other than the fog cloud expanding.
Ermolos - Fires crossbow at Bandit but misses, dropped cross bow and pulled axe off his back.

There is a thick fog cloud rolling into the juncture it now covers from juncture up to G0 (zero) and F0(zero).

Rd 6 begins:

Shinon -
Clem -
Duncan -
Andrea -
Kenji -
Bandit in Nook -
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

Bot me today. Got visitors. Remember Duncan has 1 tactic: Fight aggressively and smart


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

Andrea catches her sickle as it flies back to her hand and flings it out once more. This one is getting tedious.

Hand of Acolyte +3 BaB 1d6 3 out of 6 used

attack: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d6 ⇒ 5

If he goes into the trench

Kenji should we haul him out and patch him up in case we can't find Henk?


Evil GM

Duncan moved up and over the wood bridge hunting down bandits.

SEWER MAP RD 6

The fog is thick and continues to expand.


Evil GM

DM PC'ing Shinon and Duncan.

Shinon will folow the trench listening for John's movement and sound, he bumps into John's backside. Ending in Hex G-3

Duncan will turn left in the direction he saw the wizard head and move 20 ft. clearly unable to see beyond feet. Duncan is in hex J-6

The bandit stumble wiht Andrea's attack but he is still on his feet bleeding from multiple wounds.

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