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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M Human (Chelaxian) Fighter | Level 13 | HP 92/125, AC 30, T 15, FF 27 | F 12 R 11 W 8 | CMB 18 CMD 36 | Init + 6 | Perc +13

Aurelio looks over at Gerard with a sort of amusement.

If you're worried about my being afraid to get in close, I would hope our dance with that devil would disabuse you.

He winces in discomfort from the remaining minor aches he hasn't bothered to heal.

But I wouldn't worry too much - once I get in close it's awfully hard to get away from me.


Evil GM

The journey up to the ruined district is uneventful and long, even with minimal traffic on the streets. You do see a few more brave souls venturing out at night, but the "good news" hasn't taken foot after so many years of fear.

It about 1:00 am when you get near the rebel Hellknight's building. You observe that the signifer's hideout is a two-story wooden house with a small garden, is located on the coast of central Rego Cader. The house itself is relatively dilapidated, although appears stable enough to stand up to exploration.


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

So do we want to sneak in or go full kick down the door?


M Human (Chelaxian) Fighter | Level 13 | HP 92/125, AC 30, T 15, FF 27 | F 12 R 11 W 8 | CMB 18 CMD 36 | Init + 6 | Perc +13

As big a fan as I am of the direct approach, if this is a hideout it could be booby-trapped. Do we have any way of scouting the building that's unobtrusive?


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

We have Gerard. Frank can go along with him so Euphemia can know of any troubles as well.


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

Illusioned like Walcourt?


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

I have no illusion magic available or scrying magic until my next prayers. SO this will have to be done without magic.


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

Andrea slips Frank into Gerard's pocket so the dynamic duo can they can go scout if so inclined.


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

Umm... Sure. Let's be off then, Frank. They both give Phem a nuzzle before approaching the building.

Perception, Canny Observer: 1d20 + 16 + 4 ⇒ (16) + 16 + 4 = 36
Stealth, Guidance: 1d20 + 20 + 1 ⇒ (5) + 20 + 1 = 26


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

Andrea fidgits some as she watches Gerard vanish into the shadows.


Evil GM

The material is at my house, I'll update tonight.


Evil GM

Gerard you are able to do a quick walk around the property. You notice several windows on this two story wooden property. There is a six foot high crumbling stone fence that surrounds a small overgrown garden that has blackberry bushes in it. All the windows are boarded up. You do notice some dust around the windows and stoop leading into the house.

GM roll:

Gerard's perception: 1d20 + 16 ⇒ (8) + 16 = 24

Gerard:

The house is creaky and it sounds like is groaning with the breeze.


Evil GM

Outside map of the the house

Veriennes House Map

Everyone but Gerard and Frank can make a perception check.


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

Perception: 1d20 + 18 ⇒ (13) + 18 = 31


M Human (Chelaxian) Fighter | Level 13 | HP 92/125, AC 30, T 15, FF 27 | F 12 R 11 W 8 | CMB 18 CMD 36 | Init + 6 | Perc +13

Perception: 1d20 + 13 ⇒ (17) + 13 = 30


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

Gerard scratches the top of Frank's head.

Stay frosty, we're in for a ride.

The rogue advances to the first door.


Evil GM

The door does not appear locked Gerard, nor does it look trapped. Although it is noticeably cooler near door cracks. This was once a nice home but it has foll in disrepair.


Evil GM

Andrea and Aurelio you each notice the temperature drops a few degrees in the alley you have positioned yourself in. There is a sound of cracking coming from behind you...nearby. This is followed by a stomping bang form the other end of the alley.

------
Meanwhile when Gerard checks the door leading into the house he finds it unlocked, deciding to push his luck he opens the door a crack, a whoosh of cold air rushes against him and there is a loud creaking groan from the door. The sound seems magnified to the rogue's keen ears.


Evil GM

COT Initiative:

Andrea: 1d20 + 4 ⇒ (12) + 4 = 16
Orsin: 1d20 + 2 ⇒ (17) + 2 = 19
Aurelio: 1d20 + 6 ⇒ (13) + 6 = 19
Euphemia: 1d20 + 4 ⇒ (2) + 4 = 6
redcap undead: 1d20 + 9 ⇒ (11) + 9 = 20
mudra undead: 1d20 + 9 ⇒ (1) + 9 = 10

Initiative order:

redcap undead
Aurelio
Orsin
Andrea
Mudra undead
Euphemia

RD 1


Evil GM

A small redcap moves nimbly to engage Andrea, his bones rattle as the creature has surely seen a better day when living. He viciously with an oversized scythe trying to catch the girl flatfooted.

scythe, PA: 1d20 + 15 - 2 ⇒ (19) + 15 - 2 = 32;damage: 2d4 + 11 + 4 ⇒ (3, 3) + 11 + 4 = 21

just missed the crit

Andrea you do recognize this as a redcap, but he is undead.

Update Map RD 1


M Human (Chelaxian) Fighter | Level 13 | HP 92/125, AC 30, T 15, FF 27 | F 12 R 11 W 8 | CMB 18 CMD 36 | Init + 6 | Perc +13

Aurelio shouts a warning and advances up to the Mudra.

Advance to I6
Attack (Shield): 1d20 + 18 ⇒ (15) + 18 = 33 Dazing Assault + Power Attack

Damage: 2d6 + 21 ⇒ (3, 5) + 21 = 29

He slams his shield straight into the mudra.


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

Euphemia jumps in tandem with Frank, but is more preoccupied with the undead. Sadly, she can't seem to react until some of the others do.


Evil GM

I think someone gave frank to Gerard who is exploring the house.


Evil GM

Aurelio I don't think the dazing assault works against the undead creature. It's immune to any effect requiring a Fort save.


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

HP 84/86
Current Saves: F12R5W115
AC: 33/T20/FF33
In hands: Wooden shield+3,Sword of Planes
Current BaB: +10/+5
Spells in Effect: Blessing of the Watch (+1 Hit/Saves vs. Fear 11 hours),Vindicator's Shield (+8 AC for 24 hours/until struck)
Channels 5/6
Bit of Luck 8/8

The sharp blade just barely skitters off Andrea's divine protection. Andrea then channels divine energy through the alley, harming both undead
Channel Energy, DC 21: 8d6 ⇒ (2, 2, 1, 5, 1, 3, 3, 6) = 23

I gave Frank to Gerard, good way to send a empathic warning


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

That was via empathic link.


Evil GM

Phem:

Franks little heart is pounding fast. I piddled myself...it's spooky in here.

Gerard you feel a little warm liquid on your jerkin right where Frank is located.


M Human (Chelaxian) Fighter | Level 13 | HP 92/125, AC 30, T 15, FF 27 | F 12 R 11 W 8 | CMB 18 CMD 36 | Init + 6 | Perc +13
baldwin the merciful wrote:
Aurelio I don't think the dazing assault works against the undead creature. It's immune to any effect requiring a Fort save.

D'oh!


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
baldwin the merciful wrote:
Aurelio I don't think the dazing assault works against the undead creature. It's immune to any effect requiring a Fort save.

No Boneshatter either? Tsk Be perfect against skellies.

No Hedgehog piddle! Frank is brave!


Evil GM

Willsave redcap: 1d20 + 13 ⇒ (7) + 13 = 20

mundra Will save: 1d20 + 13 ⇒ (7) + 13 = 20

Both take damage

RD 1 mid round summary

Initiative order:

redcap undead - attacked Andrea
Aurelio hit the Mundra 29 HP
Orsin
Andrea channels
Mudra undead
Euphemia

Updated Rd 1map with channel template


Evil GM

RD 1 Actions remaining:

orsin
Mundra
Phem

I'll skip Orsin if he doesn't log on soon. He can roll his action either later or I'll DMPC at the end of the round.


Evil GM

RD 1: Mundra Orsin can act when he signs in or I'll just DMPC him.

This humanoid skeleton has four arms and wields a short sword in each. It wears a burnt breastplate.

The arms swing in fury at Aurelio

short sword 1: 1d20 + 13 ⇒ (17) + 13 = 30;dam: 1d6 + 4 ⇒ (6) + 4 = 10
plusfire: 1d6 ⇒ 2

short sword 2: 1d20 + 13 ⇒ (11) + 13 = 24;dam: 1d6 + 4 ⇒ (2) + 4 = 6
plusfire: 1d6 ⇒ 6

short sword 3: 1d20 + 13 ⇒ (15) + 13 = 28;dam: 1d6 + 4 ⇒ (5) + 4 = 9
plusfire: 1d6 ⇒ 4

short sword 4: 1d20 + 13 ⇒ (20) + 13 = 33;dam: 1d6 + 4 ⇒ (3) + 4 = 7
plusfire: 1d6 ⇒ 5

confirming crit:

short sword 4: 1d20 + 13 ⇒ (16) + 13 = 29;damage: 1d6 + 4 ⇒ (5) + 4 = 9


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

Frank... does the cold make you pee?

Perception, Canny Observer... something amiss?: 1d20 + 16 + 4 ⇒ (10) + 16 + 4 = 30


Evil GM

Gerard the building "feels" odd, creepy.

You notice once you step inside the front entry that there is a flight of stairs leads to the upper floor here. The floor of this room bears the signs of many armored boot prints. There is a guttural moan and clicking sounds echoing.

Updated Map


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

Euphemia moves to J-11 and proceeds to vomit wasps in such a way that might make Andrea jealous. The swarm materializes and, with Euphemia's urging, makes to coalesce on her attacker.

2d6 ⇒ (4, 1) = 5 damage.


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

Just you wait until I find something to spit venom on!


Aid another?:1d20 + 14 ⇒ (14) + 14 = 28 Perception!
This is an unfortunate day for my urethra. I would ask your forgiveness, but I realize the notion is nullified by our communication barrier.

Frank shakes with a mixture of shame and fury before snerting a negatory, his hedgehoggy eyes peering into the creepy ambiance.


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

Bootprints, Frank. Armored ones. Hellknights? But where did they go, unless... Well, unless the house was just the doorway. Not a doorway, the doorway... inter-dimensional? What's your Encapsulator think of that?

Better get the others, we'd be out numbered.

Perception, illusion: 1d20 + 16 + 4 ⇒ (20) + 16 + 4 = 40


Evil GM

It's not an illusion Gerard, but the house "feels" odd, it's noticeably colder and just seems creepy and unnerving. As you begin to step back out of the house. Are you closing the door?


Evil GM

Phem spits out a swarm of wasps.


Evil GM

DMPC Orsin: he inspires courage and double moves up to help flank with Aurelio.

RD 2

Initiative order:

redcap undead -
Aurelio
Orsin
Andrea
Mudra undead
Euphemia

RD 2


Evil GM

RD 2: Redcap

the redcap attacks Phem this time with it's oversized weapon,

scythe, PA: 1d20 + 15 - 2 ⇒ (10) + 15 - 2 = 23;damage: 2d4 + 11 + 4 ⇒ (1, 3) + 11 + 4 = 19


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

RD 2

HP 84/86
Current Saves: F12R5W115
AC: 33/T20/FF33
In hands: Wooden shield+3,Sword of Planes
Current BaB: +10/+5
Spells in Effect: Blessing of the Watch (+1 Hit/Saves vs. Fear 11 hours),Vindicator's Shield (+8 AC for 24 hours/until struck),
Channels 4/6
Bit of Luck 8/8

Not wanting to risk being stung by the wasp swarm, Andrea takes 5's back to I-10 and channels healing to take care of everyone's wounds

Heal: 8d6 ⇒ (5, 5, 4, 6, 3, 2, 5, 1) = 31


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

Gerard closes the door.


Evil GM

Gerard Perception check: 1d20 + 16 ⇒ (15) + 16 = 31

Gerard when you exit the house you immediately hear the sound of combat coming from where your allies were located. It'll take 60 feet of movement to get to that alley.

Gerard initiative: 1d20 + 7 ⇒ (9) + 7 = 16


Evil GM

Gerard I inserted you into RD 2's initiative order. You will be approaching form the side of the alley where Phem and Andrea are located.

RD 2:

Initiative order:

redcap undead - hit Phem
Aurelio
Orsin
Gerard
Andrea - channeled 31 heal
Mudra undead
Euphemia


M Human (Chelaxian) Fighter | Level 13 | HP 92/125, AC 30, T 15, FF 27 | F 12 R 11 W 8 | CMB 18 CMD 36 | Init + 6 | Perc +13

Feeling the healing power from Andrea roll through him, Aurelio grins as he proceeds to attack the undead in front of him.

Spoiler:

Attack: 1d20 + 23 ⇒ (15) + 23 = 38
Attack: 1d20 + 19 ⇒ (13) + 19 = 32
Attack: 1d20 + 18 ⇒ (1) + 18 = 19
Attack: 1d20 + 14 ⇒ (8) + 14 = 22
Attack: 1d20 + 13 ⇒ (9) + 13 = 22

Damage: 2d6 + 21 ⇒ (1, 4) + 21 = 26
Damage: 1d4 + 15 ⇒ (1) + 15 = 16
Damage: 2d6 + 21 ⇒ (4, 5) + 21 = 30
Damage: 1d4 + 15 ⇒ (3) + 15 = 18
Damage: 2d6 + 21 ⇒ (5, 6) + 21 = 32

Damage: 1d10 + 9 ⇒ (7) + 9 = 16

Reflex: 1d20 + 11 ⇒ (9) + 11 = 20

I think I only get 58 damage in.


Evil GM

The Mundra's AC is 24; the undead redcap's AC is 21.

Two of Aurelio's attacks hit (42 HP) and the undead creature is destroyed. Bone shards shatter into a debris field.


M Human (Chelaxian) Fighter | Level 13 | HP 92/125, AC 30, T 15, FF 27 | F 12 R 11 W 8 | CMB 18 CMD 36 | Init + 6 | Perc +13

The result is the same, but if I successfully hit with both my kukri and shield since I have Two-Weapon Rend I add 1d10 + 1.5xSTR bonus (1d10 + 9) to any damage dealt.


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

Good job Aurelio! One left!

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