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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F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

My AC is as is written in my header. Frank's is 24 normally and 21 FF, but he's in Euphemia's dress.
EDITED


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

If you stay 10 from Orsin, Magic Circle gives +2 AC.


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

Then AC 21. 17 FF


Evil GM

WOW I just noticed 20,000 posts!


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

I had the pleasure! Woohoo!


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

AC is listed in stat line

20K This calls for ice cream.


Evil GM

UPDATED MAP WITH GIANT FRIEND


Evil GM

The ground is not difficult terrain its actually quite clear. There are exceptions to the general rule though, such as: those huge tree roots on the map and there are some large rocks around and the fires. There are some wood piles and wood fighting walls scattered around the area.

Inspection reveals that the Maggot Tree is in fact a twisted knot of nearly two dozen trees (oak, redwood, and fir) that have grown into one vegetable behemoth.

At ground level, the hoary trunk is creased and creviced through its thick bark, and an incredible 100 feet in diameter. Yet despite this girth, the tree appears squat compared to normal trees, even though its crown rises to a height of just over 300 feet (Hagwood’s other towering
trees help to cloak the Maggot Tree’s immense size).

At a height of 150 feet, the separate trunks of the trees magically merged to form its base branch out, widening to a tangle of upward-thrust limbs that are practically trees themselves—the crown of the Maggot Tree is its own forest in miniature. The tree sags and weeps with
sap and other fluids, its branches encased in thick webs and crawling with vermin—the Mother of Flies herself dwells in a series of platforms and web-tents amid the tree’s higher branches.

At the center of the tree’s upper branches lies the tree’s twisted core, a tangle of webs, maggots, and eldritch fetishes the Mother of Flies uses to cultivate and shape the tree’s growth and activity.

Euphmia make knowledge nature roll and spellcraft.


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

Knowledge Nature:1d20 + 15 ⇒ (3) + 15 = 18 Spellcraft:1d20 + 18 ⇒ (16) + 18 = 34


Evil GM

Euphemia:

Given your prior tormenting you figure as long as the Mother of Flies remains ensconced at this core, she can observe everything around her both visually and audibly and also via tremorsense in a 100-foot radius around the tree’s trunk.

You think she can direct the branches of the maggot tree to strike at any number of foes in a 20-foot radius of the tree’s trunk or anywhere amid its branches (although no more than one attack per single target),
with a +20 attack roll for 3d6+15 points of damage on a hit. In addition, the tree’s upper branches are home to a strange bird-like creatures called gryphs that you recall and to many spider swarms and swarms of biting poisonous flies. YOu recall that the gryphs are ugly storklike
monsters with six legs and a hideous habit of laying their eggs in living flesh—all of these denizens of the tree are cowed by the foul-smelling plumes of smoke rising from the campfires below, and while they’ll rise
to defend the tree itself from invaders, they do not seek out foes beyond the tree’s reach.


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

"Stay at least 20 ft away from that tree at all times!" Euphemia barks out. "But do not hesitate to push our foes into that area!"


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

We need to get these troops under control then before they overun us. Time to break out all those scrolls and goodies we have been holding back on.


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

Hmm, decisions, decisions. What spell first and where to drop it?


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 surveys before him.
Create some persistent difficult terrain. There only recourse for movt should be towards the bug or towards the tree. We also need narrower front or they will overwhelm us with numbers. Andrea when we get close your aura of confusion will devastate them. Summon the elementals. Orsin beside me. Drea, Em at the back.

The enemy was too spread out. They needed to channel them into a line which Orsin and Daniel could block. Let the bug and the spells do thier work.

Andrea would take an entire round to Summon her minions, so Daniel used his Initiative domain power to speed Em.

Em you roll 2x and take the better result. Initiative1d20 + 2 ⇒ (17) + 2 = 19


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

Um...I don't have my confusion spell, I cast it earlier in the day. I will gives everyone a Blessing of Fervor so we all will move and attack more swiftly, then I will start summoning. If anyone has spells that can cut off sections of the battlefield, we should use those as we can.


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

Init:1d20 + 4 ⇒ (3) + 4 = 7 1d20 + 4 ⇒ (7) + 4 = 11


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Message, Orsin:
Take out the archers.


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

So Orsin, you are hoping that The Mother can help you with your..agreemtn?Andrea leaves out the details so as not to disturb the holy types.


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

Talking with Fiosa:
Honey, I am wondering, are your parents in Westcrown? I should probably get introduced to them, considering.


Evil GM

I was going to have a surprise round for the bandits since that bug and giant make a lot of noise but I want to get this moving after my vacation. The bandits heard the crashing and were able to assemble as I previously posted. They were already on alert, so they have armor and equipment.


Evil GM

i see Euphemia rolled and daniel rolled initiatives I will use those rolls. Euphemia has a 11 and Daniel as a 17.

DM:

Andrea: 1d20 + 0 ⇒ (1) + 0 = 1
Orsin: 1d20 + 2 ⇒ (9) + 2 = 11
Daniel: 1d20 + 2 ⇒ (8) + 2 = 10
Lucrezia: 1d20 + 4 ⇒ (3) + 4 = 7
Gerard: 1d20 + 6 ⇒ (1) + 6 = 7
friendly giant: 1d20 - 1 ⇒ (4) - 1 = 3

Giants: 1d20 - 1 ⇒ (8) - 1 = 7
Group 2, wht: 1d20 + 6 ⇒ (9) + 6 = 15
Group 3, orange: 1d20 + 6 ⇒ (5) + 6 = 11
Group ogres: 1d20 - 1 ⇒ (14) - 1 = 13
leaders: 1d20 + 3 ⇒ (17) + 3 = 20

bug: 1d20 + 0 ⇒ (20) + 0 = 20

Initiative:

Leaders
Bug
Daniel
Euphemia
Group 2, wht
Ogres, dark red
Group 3, orange
Orsin
Gerard
Giants, purple
Andrea
Friendly giant

MAP RD 1


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

Looks like the dice are putting me in my place after that one battle where I got to go first.


Evil GM

RD 1: Leaders

A yellowish green cloud appears to pour from the area 5 feet in front of Daniel, it rolls out in a 20 foot buy 20 foot high area. Daniel, Andrea, Orsin, Euphemia, Frank and the bug each have Fortitude save.

A successful DC21 save halves the con damage.
Daniel con damage: 1d4 ⇒ 4
Andrea: 1d4 ⇒ 4
Euphemia: 1d4 ⇒ 4
frank: 1d4 ⇒ 4
bug: 1d4 ⇒ 3

Gerard are you flying while invisible, if so how high? I assume you are flying higher than 20 feet.

The second leader does an action.

CLOUDKILL MAP


Evil GM

Bug Fort: 1d20 + 15 ⇒ (10) + 15 = 25

The bug successfully saves for half con damage.


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

POISON!

1d20 + 13 ⇒ (6) + 13 = 19

Daniel Double moves to BG88, out of the cloud and to the side of the bug.
He looks about for the caster.
Perception 1d20 + 7 ⇒ (10) + 7 = 17

The paladin feels weakened having taken the full effect of the cloud.
(-2 fort save and -18 HP)


Evil GM

RD 1: Bug

The bug moves forward 20 feet and unleashes his 40 foot acid cone hitting one giant and a whole squad of troops.

acid: 4d6 + 8 ⇒ (3, 2, 5, 2) + 8 = 20

Acid Cone Map

DC 23 negates:
giant: 1d20 + 2 ⇒ (8) + 2 = 10
guards on bugs right side to the west: 1d20 + 6 ⇒ (1) + 6 = 7
for this attack I rolled the guards as group save to speed things up.


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

Daniel,Orsin and Andrea should get +2 to saves due to Magic Circle against Evil

Fort: 1d20 + 12 ⇒ (2) + 12 = 14

Con 10 HP 54


Evil GM

The caster is evil.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Yes, as previously stated 25' up. Out of giant reach. Have I identified the caster/halfling?


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

Fort for Euphemia:1d20 + 6 ⇒ (12) + 6 = 18 Fort for Frank:1d20 + 1 ⇒ (11) + 1 = 12It sucks to be the hedgehog... His base con is 6 for heaven's sakes!
Euphemia pales considerably, her eyes unfocusing despite herself. Her mind is not so much on herself, however, as on her spiny companion, who has the animal kingdom equivalent of asthma.

Frank?! Hold on!

She immediately works on dispelling the wicked cloud, shuddering.
Dispel Magic CL check: 1d20 + 9 ⇒ (8) + 9 = 17 I think that works.


2 Con left...
Mistress, please get me out of here...
Frank shivers to prove he's alive within Euphemia's clothes.


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

Forgot the magic circle. Save was 21.
Yay!


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

Euphemia can also run out of the Poison Cloud. Head North perhaps?


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

Fortitude Save: 1d20 + 2 + 2 + 7 ⇒ (7) + 2 + 2 + 7 = 18

Looks like I won't be halving the damage, but I didn't get a d4 roll on the amount like the others...


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

Andrea messages to Gerard. Be careful! I am going to try to use the Morrowfall. Don't get caught in the blast.


F Human Witch 13 Init+4 Hp: 104/91--- AC:20 t:15 ff:16---F8//R9//W13--Perception +16

Except I think she dispelled it. If not, she'll go north.


Evil GM
Gerard Nisroc wrote:
Yes, as previously stated 25' up. Out of giant reach. Have I identified the caster/halfling?

No you haven't but you can use your move action to make a perception check.


Evil GM
Orsino 'Orsin' Bessatte wrote:


Looks like I won't be halving the damage, but I didn't get a d4 roll on the amount like the others...

Oversight on my part.

con dam: 1d4 ⇒ 3


Evil GM
Euphemia di Nereis wrote:
Except I think she dispelled it. If not, she'll go north.

You did not dispel the cloud kill, the DC of the spell is 21.


Evil GM

RD 1: update

Leaders - cast cloudkill
Bug - moved forward 20 feet and acid spry 20 HP on Giant, and one squad to the west
Daniel - double moved up to BG 88
Euphemia - tried to dispel cloudkill failed.
Group 2, wht
Ogres, dark red
Group 3, orange
Orsin
Gerard
Giants, purple
Andrea
Friendly giant


Evil GM

RD 1; White archers

Two archers shoot at Daniel while the other three shoot at the bug.

Daniel:

shot 1: 1d20 + 15 ⇒ (8) + 15 = 23;dam: 1d8 + 4 ⇒ (5) + 4 = 9
shot 2: 1d20 + 10 ⇒ (3) + 10 = 13;dam: 1d8 + 4 ⇒ (6) + 4 = 10

shot 1: 1d20 + 15 ⇒ (12) + 15 = 27;dam: 1d8 + 4 ⇒ (5) + 4 = 9
shot 2: 1d20 + 10 ⇒ (5) + 10 = 15;dam: 1d8 + 4 ⇒ (4) + 4 = 8

Bug:

shot 1: 1d20 + 15 ⇒ (20) + 15 = 35;dam: 1d8 + 4 ⇒ (5) + 4 = 9
shot 2: 1d20 + 10 ⇒ (10) + 10 = 20;dam: 1d8 + 4 ⇒ (7) + 4 = 11

shot 1: 1d20 + 15 ⇒ (2) + 15 = 17;dam: 1d8 + 4 ⇒ (6) + 4 = 10
shot 2: 1d20 + 10 ⇒ (3) + 10 = 13;dam: 1d8 + 4 ⇒ (1) + 4 = 5

shot 1: 1d20 + 15 ⇒ (15) + 15 = 30;dam: 1d8 + 4 ⇒ (8) + 4 = 12
shot 2: 1d20 + 10 ⇒ (13) + 10 = 23;dam: 1d8 + 4 ⇒ (5) + 4 = 9

Confirm crit:
shot 1: 1d20 + 15 ⇒ (19) + 15 = 34;dam: 1d8 + 4 ⇒ (4) + 4 = 8

The bug is peppered with arrows.

I think one arrow hit Daniel.


Evil GM

RD 1: Ogres

The Ogres move forward.


Evil GM

RD 1: Orange troops with swords.

The Western troops that were sprayed with acid move and attack the bug. the bug gets one AOO.

bug: 1d20 + 18 ⇒ (19) + 18 = 37;damage: 6d6 + 18 ⇒ (4, 2, 3, 1, 2, 6) + 18 = 36

Biting hard but the guy is barely standing.

att: 1d20 + 12 ⇒ (14) + 12 = 26;damage: 1d8 + 4 ⇒ (5) + 4 = 9

att: 1d20 + 12 ⇒ (14) + 12 = 26;damage: 1d8 + 4 ⇒ (1) + 4 = 5

att: 1d20 + 12 ⇒ (17) + 12 = 29;damage: 1d8 + 4 ⇒ (3) + 4 = 7

att: 1d20 + 12 ⇒ (20) + 12 = 32;damage: 1d8 + 4 ⇒ (8) + 4 = 12

att: 1d20 + 12 ⇒ (8) + 12 = 20;damage: 1d8 + 4 ⇒ (4) + 4 = 8

confirming crit:

att: 1d20 + 12 ⇒ (11) + 12 = 23;damage: 1d8 + 4 ⇒ (3) + 4 = 7


Evil GM

RD 1: DMPC Orsin's Action

Orsin moves 15 feet to the east out of the cloudkill then casts gust of wind which clears the poisonous cloud away.


Evil GM

RD 1:

Leaders - cast cloudkill
Bug - moved forward 20 feet and acid spry 20 HP on Giant, and one squad to the west
Daniel - double moved up to BG 88
Euphemia - tried to dispel cloudkill failed.
Group 2, wht - hit bug for 38 HP, hit Daniel for 9 HP
Ogres, dark red - moved
Group 3, orange - moved and attacked the bug hitting for 40 HP
Orsin - moved 15 feet and cast gust of wind
Gerard
Giants, purple
Andrea
Friendly giant

UPDATED RD 1 MAP


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Gerard considers options, whispering to Orsin... All clear, blast'em if you got it.

Stealth, invisible, heroism: 1d20 + 18 + 20 + 2 ⇒ (1) + 18 + 20 + 2 = 41

The Invisible Man:
Gerard moves to (BJ,75), 15' ft up where ground level is 5' up. Above any moving giants.

Gerard can only speak to Orsin via Message. Love these Effin Dice!


Evil GM

Gerard your moving 100 feet do you have method that get beyond the 1/2 movement when using stealth? You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a –5 penalty.


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

I believe he has flight


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Flight, Move 60. Move & Move. OK, -5.


Evil GM

Are you gaining another 15 ft in altitude because that 30 feet of movement? Make sure you review the fly skill. I won't have you effected by Orsin's gust of wind spell either.

DM Only:

perception vs stealth: 1d20 + 5 ⇒ (16) + 5 = 21

"Above us...shoot the tree fools, he's invisible."

Gerard Only:

You see a small halfling pointing at you, he clearly sees through your invisibility.

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