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.
Evil GM
Are you going to try to bring the horses with you?
Evil GM
I'll need survival checks.
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
survival 1d20 + 14 ⇒ (7) + 14 = 21
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
Survival, untrained: 1d20 + 1 ⇒ (4) + 1 = 5 Har! Euphemia be easily lost. The real reason she keeps ending up in Hagwood!
Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22
Survival, untrained: 1d20 + 1 ⇒ (19) + 1 = 20
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
survival,untrained: 1d20 + 5 ⇒ (6) + 5 = 11
Euphemia, the halfling we were talking about was very likely the one that slew a comrade of ours. He is also a member(we believe) of the Council of Thieves.
We can always Featherstep the horses
Evil GM
The group is able to follow the deft fey as he hurries along. He is on a knoll looking down into a swampy area when you catch up. He is looking to around the area, his seems to be pondering something and he is quite agitated.
Evil GM
Andrea1 wrote:
We can always Featherstep the horses Is that what you are doing and how many spells of featherstep do everyone have available.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
I believe Daniel has a wand with 10 charges.
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
"No wonder some of you are so upset. I am sorry for your loss, but... if it is, I assume you'll want me to hold off finishing him off or hedghogifying him?"
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Making him an itty bitty hedgehog sounds very nice.
Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
I hate to say it but unless this forest opens up or the Mother chose to lair in an open field, this will be too tough to lead the horses. What's more if we find trouble they will not be able to run. The good news is this kind of terrain would severely restrict the movement of a large enemy force as well. Cutting down visibility and line of sight for archers.
Evil GM
Dogtongue looks at Euphemia when she arrives at the top of the knoll. "You said Mother's allies are cut-off?' Barely pausing, "Do you know if they all came to her aid? What about the redcaps did they come?' He stomps around impatiently staring at the witch.
Evil GM
Much more open in grove....Mother's tree twisted but massive in round size not as tall as some of the other trees though."
Anyone with knowledge nature can roll.
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
"Dogtongue, I had to sleep sometimes, and I haven't really seen redcaps around so much as insects and gryphs. If you want to go see if we can find them, that's fine by me."
Euphemia's posture indicates otherwise, but her choices are limitted.
Knowledge Nature: 1d20 + 15 ⇒ (8) + 15 = 23
When I think about what would help this situation, more redcaps certainly aren't the first things than come to mind, mistress.
Evil GM
He points towards the North, "Mother's tree that way" then he points towards South, "Redcaps that way, er..." he hesitates in his conversation, "New leader of redcaps...foul hoof beast, known as Madjaw." He spits on the ground when he speaks the name. "Double crossing beast."
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Madjaw? Double-crossing? So he is a traitor?
Evil GM
Madjaw not a true redcap..." he stomps his feet as his explanation trails off and ends.
He seems perplexed on which way to go...to Mother or to get more aid.
Evil GM
"There's a wider trail over there," he points to and area past another hill roughly a half mile away.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Let us go get more aid. Perhaps if this Madjaw won't help us, then we can make sure he is no longer the leader of the Redcaps, Eh?
Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22
Tell us how to get to Mother, you go get help...
Evil GM
Dogtongue is already marching quickly towards the next hill. Mumbling and talking to himself as he goes.
I need to perception checks each.
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
Perception: 1d20 + 2 ⇒ (19) + 2 = 21
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Perception: 1d20 + 14 ⇒ (4) + 14 = 18
Seems there is a conflict here. Dogtongue doesn't like the fact that Madjaw is leader of the Redcaps. Not a 'proper' Redcap. So if we get Dogtongue in as the new leader, we can get the Redcaps to help us.
Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22
Perception: 1d20 + 13 ⇒ (9) + 13 = 22
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
"Which would take the heat off of the brotherhood. However, I think our decision is somewhat going to be made by where that loon is off to."
Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
] Perception 1d20 + 7 ⇒ (10) + 7 = 17
Evil GM
Once you reach the path barking can be heard coming towards your direction.
I need to roll out initiatives and get a map together. I'm pretty beat tonight though.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Uh-Oh. Looks like we have some of those dogs coming our way. We should find a defensible spot, should we try to get on the horses and outrun them?
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
"Outrun them to where, exactly?! We could run into a larger force! Ah, but it's better than sticking around here if we're about to face all of them..."
Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22
Stealth, in case we don't run: 1d20 + 18 ⇒ (19) + 18 = 37
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
We don't know if they are exactly coming for us though, we could hide off the trail and ambush them. Gerard seems to have the right idea by lurking.
I'm quite good at lurking, mistress. The hedgehog states with pride, chittering again.
Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
The horses can't run it this. We are still clean entering the woods. The dogs will likely smell us as soon as they get near. Let's find a defensible spot. Preferably with a channel I can block and fight. If they come near cast Featherstep on Gerard and I and we make them pay for every inch.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Not even with Featherstep?
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
Good for you, Frank, but I hope you run rather than lurk if I go down. That's how this works. Ah... the pressures of combat...
"And the putrescence of the bog is in our favor, but-Decision! Need!"
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
If we fight, we can reduce the number of foes who are attacking The Mother and make our job easier. Daniel,myself and Orsin can be the front rank while Lucrezia rains arrows from behind. Gerard can flank and Euphemia can use her magic.
Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
Andrea1 wrote: Not even with Featherstep? Perhaps, it will free them from the snags and ruts but it would take a great amount of skill to ride at speed in these dense confines. We can try it.
Evil GM
The wolfing intensifies.
Decide are you moving or staying to battle. You know going back into the woods to try to reach the hillock will draw you out in single file. Inside the woods Lucrezia is not a factor with her bow, and LOS spell will be difficult to cast, sneaking and concealing will be easier for Gerard but overall maneuvering will be hard for the group in general. Perhaps you will lose them in the woods. The trail will permit some side by side fighting.
Make a decision.
Evil GM
Initiative:
Thieves
Lucrezia
Orsin
Gerard
Ogres
Euphemia
Daniel
Andrea
Warhounds
Terrain
The above map gives you an idea of the terrain.
Evil GM
i'm holding off until a decision is made on to battle or move to a different ground.
Evil GM
Four warhounds appear rounding a slight bend barking and howling, obviously, on something's scent. Noses twitching as the pace picks up.
Evil GM
Knowledge nature or survival checks.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Survival untrained: 1d20 + 5 ⇒ (16) + 5 = 21
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
Knowledge Nature: 1d20 + 15 ⇒ (12) + 15 = 27
Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
Knowledge:Nature untrained 1d20 + 2 ⇒ (1) + 2 = 3
The decision was made. Fight.
The commander in him took over.
He hoped they listened.
Daniel pulls his wand from his Quickdraw Sheath and casts DIVINE FAVOR on himself.
Andrea, Keep your defense high and form a wall with me. Orsin you are next- Quickly FEATHERSTEP Gerard so he can use the trees for cover. Lucrezia, the tree is an elevated shooting platform or I will fight beside you if you wish. If anyone can make me larger, I can block the path myself. I will not fall.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Understood. If we can get them piled up we can harass them with spells that cover a wide area.
Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22
Perception, surprise?: 1d20 + 13 ⇒ (20) + 13 = 33
F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16
[ooc]Perception: 1d20 + 2 ⇒ (4) + 2 = 6
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