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

RD 2: DMPC John

John takes a 5ft step to C 14, he has his keen longsword in hand and uses power attack.

longsword1: 1d20 + 11 ⇒ (4) + 11 = 15;damage: 1d8 + 13 ⇒ (2) + 13 = 15

haste longsword: 1d20 + 11 ⇒ (7) + 11 = 18;damage: 1d8 + 13 ⇒ (1) + 13 = 14
longsword 2: 1d2 + 6 ⇒ (1) + 6 = 7;damage: 1d8 + 13 ⇒ (5) + 13 = 18

dex to fumble: 1d20 + 1 ⇒ (12) + 1 = 13
He does not fumble the sword. None of his attacks hit the mark.


Evil GM

RD 2:

Bandit one five foot steps in front of John, while bandit 2 steps up 5 ft to fill the void.

The bandit hacks at the armored mountain of armor in front of him but his sword is handled with skill as he looks for weak spots.

att 1: 1d20 + 17 ⇒ (13) + 17 = 30;damage: 1d8 + 9 ⇒ (6) + 9 = 15
att 2: 1d20 + 12 ⇒ (14) + 12 = 26;damage: 1d8 + 9 ⇒ (7) + 9 = 16

The second bandit unleashes his fury on the paladin, "ya just a hack and pile of turd droppin's"

att 1: 1d20 + 17 ⇒ (3) + 17 = 20;damage: 1d8 + 9 ⇒ (4) + 9 = 13
att 2: 1d20 + 12 ⇒ (2) + 12 = 14;damage: 1d8 + 9 ⇒ (2) + 9 = 11


Evil GM

Lucrezia hit in Rd 1 with her haste. 11HP

RD 2:

Faelyn - hold
John - misses
Bandit 1 - hits john for 15 HP of damage
Bandit 2 - misses Daniel
Lucrezia - Hits bandit 1 twice for 34 HP

Daniel
Orsin
Andrea

Mid Rd Map


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

HP 61/61
Current Saves: F11R6W13
AC: 21/T13/FF21
In hands: Wooden shield,Lt. Crossbow
Current BaB: +9/+4
Spells in Effect:,Magic Circle (+2 AC/Saves 10' Radius 65 minutes),Resist Energy COmmunal-Fire(20 points 3 minutes on everyone)
Channels 1/5 ,Haste (+1 BaB/Ac/reflex save, +30 move, +1 Full attack 2/16 rounds) Inspire Courage +2 hit/damage

Andrea drops her crossbow and draws her light mace as a free action. She then moves to B-15,B-14,C-13 and D-12 and strikes at the guard engaged with Daniel (Flank)

Light silver mace: 1d20 + 11 ⇒ (1) + 11 = 121d6 + 3 ⇒ (5) + 3 = 8

Ffff Andrea needs a locked gauntlet
Fumble: 1d20 ⇒ 13

Edit: I just looked at the map and notice I can't move that way. So I'll move from C-16 to D-15, E-14 to E-13


Evil GM

Andrea make a dex check to see if you fumbled your mace.


Evil GM

The two bandits will each take their AoO on Andrea.

Bandit 1
att 1: 1d20 + 17 ⇒ (20) + 17 = 37;damage: 1d8 + 9 ⇒ (4) + 9 = 13

Confirm crit:
att 1: 1d20 + 17 ⇒ (12) + 17 = 29;damage: 1d8 + 9 ⇒ (5) + 9 = 14

Bandit 2
att 2: 1d20 + 17 ⇒ (19) + 17 = 36;damage: 1d8 + 9 ⇒ (1) + 9 = 10


Evil GM

Mid Round Map update

Here's a map update.


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

I think only 1 bandit would get an AoO since I didn't see that map change at first and thought John and the bandit were not in the space I wanted to move through. So I posted my first move and then noticed the updated map and the new positions and new I couldn't get past the bandit and so instead moved down south around Daniel


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

In Round 2, Orsin continues his triumphant war aria, lifting the hearts of his companions and driving them to peerless acts of self-endangerment in the name of valor. He also lays the aural smackdown on the bandit at C13.

Ear-Piercing Scream Sonic Damage: 3d6 ⇒ (3, 5, 3) = 11

DC 15 Fort save halves damage, negates daze.


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

+2 to AC if enemy is evil.

Inspired by the aria and wanting to down the enemy as fast as possible, Daniel seizes his flank advantage with Andrea and full attacks the man in front of him.
Haste Attack 2 hand Inspired Power Attack Flank1d20 + 14 + 2 + 2 - 3 ⇒ (12) + 14 + 2 + 2 - 3 = 27
Damage1d8 + 1 + 6 + 9 ⇒ (3) + 1 + 6 + 9 = 19

1st Attack 2 hand Inspired Power Attack Flank1d20 + 14 + 2 + 2 - 3 ⇒ (5) + 14 + 2 + 2 - 3 = 20
Damage1d8 + 1 + 6 + 9 ⇒ (5) + 1 + 6 + 9 = 21

2nd ATTACK 2 hand Inspired Power Attack Flank1d20 + 9 + 2 + 2 - 3 ⇒ (20) + 9 + 2 + 2 - 3 = 30
Damage1d8 + 1 + 6 + 9 ⇒ (1) + 1 + 6 + 9 = 17

Confirm Crit1d20 + 14 + 2 + 2 - 3 ⇒ (18) + 14 + 2 + 2 - 3 = 33
Damage1d8 + 1 + 6 + 9 ⇒ (4) + 1 + 6 + 9 = 20

The first blow is good, working the man's blade out wide, But Daniel's blade also. His second strike is a high feint causing his foe to thrust low at Daniels seemingly exposed belly.
The Paladin trusted in his armor to deflect the incoming thrust and it does, leaving the guard leaning in with his hands down.
Daniel capitalizes with a brutal CRITICAL slash using a short hilt leading stroke, the reverse of his blade running a deep cut along the man's neck.

1st Attack Was 19 damage. The Crit is 37. If the 19 damage is enough when added to the guards previous total, Daniel would have taken the remainder of his full attack vs the other guard.


Evil GM
Andrea1 wrote:
I think only 1 bandit would get an AoO since I didn't see that map change at first and thought John and the bandit were not in the space I wanted to move through. So I posted my first move and then noticed the updated map and the new positions and new I couldn't get past the bandit and so instead moved down south around Daniel

Ok one AOO hits then.


Evil GM

Daniel you may not have caught it but the one who had been hit a few time did the 5ft step shuffle in front of John. The second undamaged bandit is the one in front of you being flanked with Andrea. So your attack would not have taken bandit 2 down.

Bandit 1 Fort save: 1d2 + 12 ⇒ (2) + 12 = 14
The bandits wound must have weakened his stance as the high pierced song pierces his ears. He has a blank look on his face.


Evil GM

Lucrezia hit in Rd 1 with her haste. 11HP

RD 2:

Faelyn - hold
John - misses
Bandit 1 - hits john for 15 HP of damage
Bandit 2 - misses Daniel
Lucrezia - Hits bandit 1 twice for 34 HP

Daniel - hits Bandit 2 for 66HP.
Orsin - EPS for 11 HP bandit 1.
Andrea - moves to flank with Daniel.

bandit 3 initiative: 1d20 + 7 ⇒ (11) + 7 = 18

Heavy footsteps can be heard coming down that side hall taht the other two emerged from.

-----
RD 3

Faelyn -
John -
Bandit 3 -
Bandit 1 - dazed
Bandit 2 -
Lucrezia -

Daniel
Orsin

RD 3 MAP of Thieves Den
Andrea


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

Ziz heals John.

UMD: 1d20 + 15 ⇒ (6) + 15 = 21
CLW: 1d8 + 1 ⇒ (2) + 1 = 3


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

Move to D15 And create pit E9,10/F9,10. (DC 19)

We will deal with you after we finish these scumbags. Andrea I have your back.

Blink back to starting position.


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

Lion is gone.


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal
baldwin the merciful wrote:

Daniel you may not have caught it but the one who had been hit a few time did the 5ft step shuffle in front of John. The second undamaged bandit is the one in front of you being flanked with Andrea. So your attack would not have taken bandit 2 down.

[dice=Bandit 1 Fort save]1d2+12
The bandits wound must have weakened his stance as the high pierced song pierces his ears. He has a blank look on his face.

Sorry, posted late. I did want to full attack the guy who 5ft stepped. I wanted to drop somebody so Andrea couldn't get attacked by both. That's what I get for posting in family time. Didn't want Andrea

To be attacked by 2 guards. She is low on HP. If possible could you put the full attack on guard1?


Evil GM

Andrea only got attacked by 1 guard Daniel. I let her move the other way to avoid the second AoO.


Evil GM

Faelyn moves up casts pit then hops back to his original position.

reflex save for pit: 1d20 + 6 ⇒ (1) + 6 = 7

The man falls in the 4 pit for 4 HP of damage.


Evil GM

RD 3: DMPC John

John with his keen longsword in hand and uses power attack.

longsword1: 1d20 + 11 ⇒ (14) + 11 = 25;damage: 1d8 + 13 ⇒ (5) + 13 = 18

haste longsword: 1d20 + 11 ⇒ (5) + 11 = 16;damage: 1d8 + 13 ⇒ (1) + 13 = 14

longsword 2: 1d20 + 6 ⇒ (17) + 6 = 23;damage: 1d8 + 13 ⇒ (2) + 13 = 15

John's first attack buckles the man, his furious hasten attack misses but the third attack ensures the man is dead.


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

Can I shoot at the one in the pit too or does he have cover from it?


Evil GM

RD 3: Bandit 3 in the pit.

The group does not know what his action is.

Bandit 1 is dead from John's attack


Evil GM

Lucrezia you can't see him in the pit from your positon and angle.


Evil GM

RD 3: Bandit 2

The bandit will use his vital strike feat when attacking Daniel with his full round action.

longsword: 1d20 + 17 ⇒ (1) + 17 = 18;damage: 1d8 + 9 ⇒ (1) + 9 = 10
vital strike: 1d8 + 4 ⇒ (8) + 4 = 12

longsword 2: 1d20 + 12 ⇒ (11) + 12 = 23;damage: 1d8 + 9 ⇒ (3) + 9 = 12

Fricken dice gods have cursed me!!!GRRRRRRRRRRRRRR


Evil GM

RD 3 Update

Faelyn - Ziz CLW John 3Hp, Faelyn moves up creates pit and hops back.
John - kills Bandit 1
Bandit 3 - in pit
Bandit 1 - dead
Bandit 2 - cruddy cursed dice attack against Daniel
Lucrezia -

Daniel
Orsin
Andrea

MID RD MAP UPDATE


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

aim at bandit 2 then
attack 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15
damage 1d9 + 4 + 4 + 2 ⇒ (6) + 4 + 4 + 2 = 16
attack 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21
damage 1d9 + 4 + 4 + 2 ⇒ (4) + 4 + 4 + 2 = 14
hasted attack 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32
damage 1d9 + 4 + 4 + 2 ⇒ (1) + 4 + 4 + 2 = 11
confirm attack 1d20 + 14 - 2 ⇒ (1) + 14 - 2 = 13
damage 1d9 + 4 + 4 + 2 ⇒ (5) + 4 + 4 + 2 = 15

Lucrezia lets fire on the bandit she can see.


Evil GM

Only the hasted attack hits the bandit but the arrow stings him.


Evil GM

Daniel, orsin and Andrea actions remain for this round.


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 moves to D14, striking at the bandit north of him.

Power Attack: 1d20 + 8 + 2 + 2 + 1 ⇒ (18) + 8 + 2 + 2 + 1 = 31

Damage: 1d8 + 15 + 2 ⇒ (3) + 15 + 2 = 20

Three rounds of bardic performance used this encounter thus far.


Evil GM

Orsin D 14 is occupied by Daniel but you can move to E 14 and attack the bandit in D 13. Orsin vicious attack buckles the bandit putting him on his back, bleeding from his wounds.


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

Save for questioning or just finish them all? The more we talk the more haste we lose.


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

Current Buffs: Haste, Andreas Magic Circle, Divine Favor, Inspire Courage
2 handed AC vs evil 24/12/23
+2 resist vs evil
+1 AC Reflex from haste
Saves as normal (+2 vs evil)

Daniel moves past the now downed guard to E11 (or the nearest safe edge),
Looking at Andrea as he passes, his Visage Grim He did NOT ask for quarter.

He pulls his wand from his QUICKDRAW sheath and Casts Divine Favor upon himself. He uses the break in combat to put the wand back and readies a full attack for the guard.
Dispel the pit, Faelyn!

Readied Attacks for when Faelyn dispels the pit. Haste, Inspired, Divine Favor, PA, 2handed1d20 + 14 + 1 + 2 + 2 - 3 ⇒ (11) + 14 + 1 + 2 + 2 - 3 = 27
Damage1d8 + 1 + 6 + 2 + 2 + 9 ⇒ (4) + 1 + 6 + 2 + 2 + 9 = 24

Attack 1 Haste, Inspired, Divine Favor, PA, 2handed1d20 + 14 + 1 + 2 + 2 - 3 ⇒ (10) + 14 + 1 + 2 + 2 - 3 = 26
Damage1d8 + 1 + 6 + 2 + 2 + 9 ⇒ (3) + 1 + 6 + 2 + 2 + 9 = 23

Attack 2 Haste, Inspired, Divine Favor, PA, 2handed1d20 + 9 + 1 + 2 + 2 - 3 ⇒ (8) + 9 + 1 + 2 + 2 - 3 = 19
Damage1d8 + 1 + 6 + 2 + 2 + 9 ⇒ (4) + 1 + 6 + 2 + 2 + 9 = 24


Evil GM

To everyone's surprise you don't see anyone in the pit when it is dismissed, it appears empty.


Evil GM

Daniel you see a bend in the hallway where the pit was and it ends a door that is partially open.

Current Map

What is everyone doing?


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

He might of been a wizard..Or wait..is he invisible? Wave your sword around there some

Andrea Drinks a potion of CLW CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Urp. Keep an eye on our backs, we should try the partially open door.

John-Orsin-Andrea-Faelyn-Lucrezia-John formation?


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

Perception to hear ivisible dude1d20 + 7 ⇒ (19) + 7 = 26
Daniel is quick to point the door out.
John with me, They are likely ready for us.
Daniel will uses 1 round to tap John with his wand of divine favor, ggiving everybody a round to buff/heal, then moves to the door.
He will wait to see if anyone wants to scout, but if not will open the door.


Evil GM

Daniel you do not perceive any sound, not do you see the bandit. Perhaps he was an illusion.


Evil GM

John will tell you that "I going to stand guard at this north door, no need having our rear attacked, take Orsin with you or Andrea."


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

Dismiss Pit. Follows others.


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

Total 14 rounds on Haste due to extend.


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

Andrea follows Daniel.


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

Daniel appraches, readying his shield. the door and gives a nod, keeping his sword high he use a nick to open the door the rest of the way and barges 5feet into the room, effectively blocking enemies from moving past him to his allies.
What does he see?
Current AC 26/12/25 (+2 vs evil)


Evil GM

Daniel leads Andrea and Faelyn into the room. It's a well organized sleeping quarters. There are 6 bunks, 6 footlockers, a table with a few items spread over it including a wine goblets assorted coin and papers. There is also a small privy in the corner.


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

Daniel starts looking under bunks and in the privvy.
That guard must've had a way to teleport from the pit. If this place is a dead end, what about the other drop back there? We are wasting time.

Should a quick search of the room reveal nothing, Daniel motions for Andrea and Faelyn to return to the room John is securing. He will leave last in case there is an attack from the rear, should he have missed anything.


Evil GM

A quick search doesn't reveal any people that you can see. There is an lot awful to the room though and a quick search isn't going to revealed in a quick search.


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

Let us try the door then. Lucrezia, give the door a quick look for any possible traps


Evil GM

Before going through doors are you doing anything else with the bodies or the the two rooms you have secured so far?

Lucrezia you can check the door for locks and traps.


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

We have no time to loot. Do we want them alive or dead? Andrea hefts her mace. She does do a quick look at the room now that they have a little breathing room.


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

Need to check my code posted from earlier in discussion thread. I think since they did not ask for quarter they can be offed. Don't wanna fall. Remember oath of Vengeance paladin


Evil GM

There are a few papers on the table, all the chests look locked from where you stand.

Looks like 3 stacks of coin: platinum, gold and silver.

This is what a quick look reveals.

Do yourself a favor and look over the bodies at least it is only going to get tougher.

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