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

COT Initiative:

Andrea: 1d20 + 4 ⇒ (3) + 4 = 7
Daniel: 1d20 + 3 ⇒ (2) + 3 = 5
Aurelio: 1d20 + 6 ⇒ (9) + 6 = 15
Euphemia: 1d20 + 4 ⇒ (9) + 4 = 13
Gerard: 1d20 + 7 ⇒ (13) + 7 = 20
Azreal: 1d20 + 7 ⇒ (9) + 7 = 16

Graveknight: 1d20 + 5 ⇒ (14) + 5 = 19
Headless Horseman: 1d20 + 8 ⇒ (6) + 8 = 14

Surprise RD:

Headless Horseman

RD 1:

Gerard
Graveknight
Azreal
Aurelio
Headless Horseman
Euphemia
Andrea
Daniel

Map

The creature directly in front of the group is currently invisible so you don't see it - yet. He and his horse are flying. That is the creature that has challenged Azreal while it charges at him.


Evil GM
Andrea1 wrote:

[dice=Know-Religon]1d20+16

[b]The speaker is not the figure on the horse! it is not in sight.[/n]

Andrea Only:

Andrea you realize that the creature that you see is graveknight and it's phantom stead. In death, the graveknight's life force lingers on in its armor, not its corpse, in much the same way that a lich's essence is bound within a phylactery. Unless every part of a graveknight's armor is ruined along with its body, a graveknight can rejuvenate after it is destroyed. This creature has armor like you've never seen before...Duncan would be envious. Graveknights tend to have immunity to acid, cold and electricity that you know of. The have damage reduction and spell resistance.


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

That is a graveknight! An undead warrior whose essence is bound to his armor unless it has been destroyed utterly! It is immune to acid,cold and electricity and can resist spells and damage.


Evil GM

His stead moves 50 feet, there is a ride by attack, while charging.

One thing that the Azreal realizes is the longsword has a wicked shimmering light to it.

att., vorpal, RBC, mighty charge: 1d20 + 18 + 2 ⇒ (20) + 18 + 2 = 40;damage, challenge, spirited charge, order of cocktrice: 1d8 + 5 + 12 + 3 ⇒ (5) + 5 + 12 + 3 = 25
DBL damage with spirited charge.

att., vorpal, RBC, mighty charge, crit focus: 1d20 + 18 + 2 + 4 ⇒ (17) + 18 + 2 + 4 = 41

Ouch!

The invisibility is gone.

Updated Map

Close up Map


Movanic Diva Init +7, AC24/13/21+4vs EVIL, HP126/126 DR10/evil, F12/R11/W9+4vs EVIL,+4vs Poison, Perception+26, Immune Acid, Cold, Electric, Fire, SR21

ok. The graveknight did a Ride by charge attack for 26 damage- double to 52 because of the crit. Correct?


Evil GM

It was 25 pts of damage (I miscalculated his order of cocktrice bonus), he has a vorpol sword and its a headless horseman. He rolled a nat 20 and confirmed Azreal's head should be off.


Movanic Diva Init +7, AC24/13/21+4vs EVIL, HP126/126 DR10/evil, F12/R11/W9+4vs EVIL,+4vs Poison, Perception+26, Immune Acid, Cold, Electric, Fire, SR21

Well, that totally sucked. Too bad. Had he survived Azreal was going to vital strike that weak a$$ horse and the knight would have been grounded. Damn Nat 20! I do have a question though. Did the knight have somebody else cast see invisible on him, because he does not have that as an ability, Azreal had cast a buff spell, which does not break invisibility


Evil GM

The headless horseman has blindsight/lifesense

The graveknight is being communicated with via telepathy and the erinyes that why I made a perception roll for the erinyes.


Evil GM

I don't mind playing a variant to the vorpal rules and roll for body slot that is cut off. 1 - lft leg, 2 - rt leg, 3 lft arm, 4 rt arm, 5 - head


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

Regeneratttiioooon!


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

I believe you already used that for attempting Khazrae's regen, which was interuppted by Daniel. Rather..ironic unfortunatly.


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

Pretty sure that was yesterday in game...


Movanic Diva Init +7, AC24/13/21+4vs EVIL, HP126/126 DR10/evil, F12/R11/W9+4vs EVIL,+4vs Poison, Perception+26, Immune Acid, Cold, Electric, Fire, SR21
baldwin the merciful wrote:

The headless horseman has blindsight/lifesense

The graveknight is being communicated with via telepathy and the erinyes that why I made a perception roll for the erinyes.

So they mentally TOLD him what square he was in? "In the air 5ft above the paladin?", is the best description i guess. Doesn't give the knight the ability to actually See Azreal, he should have had total concealment, which you did not roll for. No worries though, Azreal is dead. I'll post an action for Daniel later

Concealment:
Total Concealment
If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).

You can't execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies.

The angels head flies from his shoulders and both it and the body hit the ground with a thud as his remains become visible again. Time seems to stand still at that moment and the only thing that can be heard is the sound of a Paladin screaming!


Evil GM

Euphemia you are still in the same day.

Daniel I think you are confused with which creature attacked Azreal. The headless horseman (foe 1) attacked and the headless horseman does not need to see an invisible or concealed creature. It's other senses negate invisibility and concealment. The creature and his horse were invisible and waiting on you.

The eryines is telling the graveknight (a second foe) where the group is located. I never said the graveknight saw you. I stated: "They sniff the air and stare straight towards you." The graveknight has not attacked and is still a distance away from the group.

Lifesense (Su):

The creature notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.

blindsight:

Blindsight

Some creatures possess blindsight, the extraordinary ability to use a non-visual sense (or a combination senses) to operate effectively without vision. Such senses may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can't see ethereal creatures). This ability operates out to a range specified in the creature description.


Movanic Diva Init +7, AC24/13/21+4vs EVIL, HP126/126 DR10/evil, F12/R11/W9+4vs EVIL,+4vs Poison, Perception+26, Immune Acid, Cold, Electric, Fire, SR21

Ah, ok I thought the Graveknight was the one who attacked.


Evil GM

Artist's Rendition of the Headless Horseman


Evil GM

Chammedy's eyes widen as the Hound's head plops and bounces off the ground; his body momentarily hangs in the air but then it too drops like a sack of flour. "D..d...door is up there near the stairs to the statue's landing." She points and spurs her horse on.


Evil GM

Now that the headless horseman and his horse are visible anyone with Knowledge religion and/or local can make a check.


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

Know-Religon: 1d20 + 16 ⇒ (9) + 16 = 25


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 watches the angel, for that's what he thought of the Hound as, beheaded by the giant, headless rider and sighed.

Ulthen, when I get back I'm going to hit you so hard you'll barely be able to remember you're out of diapers.

That or haunt your lying soul for eternity. I wonder if headless ghosts can leave their head places as pranks?

Someone please tell me there's a way to kill that thing from long range?


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

Letus get to the statue now! we can't get bogged down with a flying horseman.


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

A cry and tears turn to order's as the paladins duty smacks him hard in the face.
He remembered the speech Azreal made to Chammerday, about a Movanic Diva's purpose.
He also remembered his code, 'I will never leave an ally behind but I will honor a sacrifice freely given.'

Spur your horses, get to the door.Follow me!

Obeying the master who was spurring him to attack as well the horse rears up and kicks with his front hooves as they come clashing in.

Hoof: 1d20 - 2 ⇒ (3) - 2 = 1
Hoof: 1d20 - 2 ⇒ (5) - 2 = 3

The paladin CHARGES at the headless horseman in B6,on his family's Heavy Warhorse also using a swift action for QUICKDRAW. He draws his greatsword and strikes at the Undead thing with Imoedae's power.

1d1d20 + 23 + 2 + 4 - 4 ⇒ (4) + 23 + 2 + 4 - 4 = 29
1 hand, PA, Smite: 2d6 + 7 + 3 + 16 + 26 ⇒ (6, 4) + 7 + 3 + 16 + 26 = 62

If you are wondering about the horse attacks, you can make your mount attack with a dc10 ride check and you can guide a mount with your knees with a dc5 check. Daniel auto succeeds at both of these because of his EQUESTRIAN BELT


Evil GM

Andrea Knowledge Results:

Common (DC 20): This undead cavalier is Harn, the Headless Hero-Killer, a relentless unliving soul that stalks the lands around Aroden's statue down and the eastern shores. Basically between Rolan's Shop, Delvehaven and the Gargling Gargoyle.

Uncommon (DC 23): Headless horseman are driven by the deities of violence and destruction and rarely care about anything more. Headless horsemen appear much as they did in life though minus a head and often garbed in black upon a black steed.

Rare: (DC25): Harn was once a Venture Captain that rumor has it was cursed. Headless Horsemen like him have a dreadful laugh, heal at an alarming rate, and are resistant to the damage dealt by most weapons.


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

That is Ham the hero killer who haunts the lands between Aroden's statue and the eastern shores. He desires only destruction. He has a dreadful laugh, heal at amazing speeds and is resistant to damage from weapons. let us get to the statue!


Evil GM

Here is profile view of the Statue:

Statue

Chammedy and ghivel weave and bob their way through the devils and cut throats, striking a few down then they manage to get to the door where they dismount.


Evil GM

There are horns blaring and you figure its a few noble houses coming to aid, along with the remaining loyal Hellknights under Chard and the Dottari. Soon they should be able to calm the plaza around the statue.

Tell me your marching order/

Statue Map

The door is locked.


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

Gerard breach and clear with Daniel. Followed by Andrea, Euphemia and Aurelio gurading the back?


Evil GM

Works for me.

Andrea I assume you will detect magic on the door. There is shimmering glow.

Gerard will direct you to dispel the magic if you can.


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

There is a glow around the door! Might be a magical trap!

Caster check: 1d20 + 12 ⇒ (13) + 12 = 25 Andrea casts Greater Dispel Magic on the door


Evil GM

DMPC Gerard;

The magic winks out and it's ready for Gerard.

DD: 1d20 + 23 ⇒ (11) + 23 = 34

The thieves tools hit the pins precisely and door opens.


Evil GM

Inititative:

Andrea: 1d20 + 4 ⇒ (9) + 4 = 13
Daniel: 1d20 + 3 ⇒ (6) + 3 = 9
Aurelio: 1d20 + 6 ⇒ (17) + 6 = 23
Euphemia: 1d20 + 4 ⇒ (18) + 4 = 22
Gerard: 1d20 + 7 ⇒ (11) + 7 = 18
capts: 1d20 + 8 ⇒ (12) + 8 = 20

Aurelio
Euphemia
Capts
Gerad
Andrea
Daniel

Since Daniel's blocking the view the capts will go first then Gerard and Daniel can go, if Daniel gives you a view jump on in. Since Gerard is behind Daniel he sees what is happening.

The door opens and three thieves all wearing a ranking uniform step out of alcoves and attack Daniel.

Capt 1:
+1 short sword: 1d20 + 11 ⇒ (9) + 11 = 20;dam: 1d6 + 3 ⇒ (3) + 3 = 6
sneak: 6d6 ⇒ (1, 2, 5, 2, 3, 5) = 18
+1 short sword: 1d20 + 6 ⇒ (4) + 6 = 10;dam: 1d6 + 3 ⇒ (5) + 3 = 8
sneak: 6d6 ⇒ (2, 1, 2, 1, 3, 6) = 15

Capt 2:
+1 short sword: 1d20 + 11 ⇒ (2) + 11 = 13;dam: 1d6 + 3 ⇒ (3) + 3 = 6
sneak: 6d6 ⇒ (6, 4, 6, 4, 5, 6) = 31
+1 short sword: 1d20 + 6 ⇒ (10) + 6 = 16;dam: 1d6 + 3 ⇒ (5) + 3 = 8
sneak: 6d6 ⇒ (5, 4, 4, 3, 2, 6) = 24

Capt 3:
+1 short sword: 1d20 + 11 ⇒ (13) + 11 = 24;dam: 1d6 + 3 ⇒ (2) + 3 = 5
sneak: 6d6 ⇒ (2, 3, 5, 2, 4, 4) = 20
+1 short sword: 1d20 + 6 ⇒ (16) + 6 = 22;dam: 1d6 + 3 ⇒ (2) + 3 = 5
sneak: 6d6 ⇒ (3, 4, 1, 3, 2, 1) = 14

Since Daniel's flat footed some of the attacks may have hit. Otherwise I believe they need Nat 20's to hit if he has any protection spells on him.

RD 1 Map

Daniel's up


Evil GM

DMPC Gerard RD 1:

Gerard tumbles through enemy hex and threatened squares, knowing the sneak damage won't phase him. "I'll get you some flanking"

acro: 1d20 + 30 ⇒ (12) + 30 = 42

He easily moves through the area and is no providing flanking for Daniel .

He comes up jabbing his dagger into his foe's back.

atk, dist dagger +2, wf, aff, flank: 1d20 + 15 + 2 + 1 + 1 + 2 ⇒ (13) + 15 + 2 + 1 + 1 + 2 = 34
dmg, dist dagger +2, aff, sneak: 1d4 + 2 + 1 + 7d8 ⇒ (4) + 2 + 1 + (7, 8, 3, 1, 6, 8, 8) = 48

The man (B,5) is gushing blood.

Updated RD 1 Map


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

Yeah, none of those hit.

The walking wall of metal swings hard at the captain to his front then the man to his left.
He his tempted to try to kill both the men beside him so he tries to kill the first and move forwardEdit:BUT THE DM, POSTED WHILE I WAS TYPING!!
Gerard. Make room for the others.

2 hand Power Attack left flanker: 1d20 + 23 - 4 ⇒ (4) + 23 - 4 = 23
2 hand damage: 2d6 + 3 + 7 + 12 ⇒ (6, 2) + 3 + 7 + 12 = 30

If that first attack is enough to kill the man, Daniel will move to B5. If not he will make a 2nd attack and then 5ft step forward
2 hand Power Attack right flanker: 1d20 + 18 - 4 ⇒ (17) + 18 - 4 = 31
2 hand damage: 2d6 + 3 + 7 + 12 ⇒ (2, 6) + 3 + 7 + 12 = 30


Evil GM

The first man is barely alive when Daniel's second blow crushes him. Dead.

Updated Map

Are you 5 ft stepping now to B, 5? Even flanking you I doubt they will be able to hit you without a nat 20. What is your AC now?


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

AC30. Edited my post for Gerard.


Evil GM

Updated map with Daniel's 5 ft step

Just keep the attack on the original guy, then 5 ft step up. Others can join in then.


Evil GM

RD 1 Update

Aurelio
Euphemia
Capts - attacked Daniel missed
Gerald - tumbled n hit for 48 Hp
Andrea
Daniel - killed guy hit by Gerard then stepped in 5 ft.

Aurelio there is space now for you to move up and levy some damage.


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 will move up and attack the goon at C6.

Attack (Shield): 1d20 + 24 ⇒ (18) + 24 = 42
Attack (Kukri): 1d20 + 20 ⇒ (15) + 20 = 35

Damage (Shield): 2d6 + 22 ⇒ (1, 6) + 22 = 29
Damage (Kukri): 1d4 + 15 ⇒ (1) + 15 = 16
Damage (Two Weapon Rend): 1d10 + 9 ⇒ (5) + 9 = 14


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

HP 105/93(105 temp)
Current Saves: F14R7W18
AC: 34/T21/FF34
In hands: Wooden shield+3,Human Bane dagger
Current BaB: +12/+7
Spells in Effect: Blessing of the Watch on everyone(+1 Bab/Saves vs. fear 12 hours),Silversheen on dagger+2,Vindicator's Shield (+9 AC for 24 hours or until struck),Magic Circle against Evil on Aurelio(+2 Saves against evil in 10' radius 120 minutes)Protection from Energy-Fire on Self(120 points 2 hours) Resist Energy-Communal(cold/Fire) 10 points on everyone except Gerard 10 minutes), Aid +12 HP 12 minutes,Remove Fear on Aurelio,Gerard,Euphemia(+4 vs. fear 10 minutes),
Channels 6/8
Bit of Luck 6/8
Good Fortune 1/1

Andrea will guard the rear while Euphemia can step up if she wishes, if they get approached by any enemy forces, she will raise a Wall of Stone and encircle the door way from D-4 south to F-4, east to F-6 and north to D-6


Evil GM

Aurelio bashes his captain for 59 HP. The captain is wobbly on his feet.


Evil GM

RD 2:

Aurelio
Euphemia
Capts
Gerad
Andrea
Daniel

RD 2


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 will turn and attack the other captain at C7

Attack (Shield): 1d20 + 24 ⇒ (5) + 24 = 29
Attack (Kukri): 1d20 + 20 ⇒ (11) + 20 = 31
Attack (Shield): 1d20 + 19 ⇒ (9) + 19 = 28
Attack (Kukri): 1d20 + 16 ⇒ (20) + 16 = 36
Attack (Shield): 1d20 + 14 ⇒ (20) + 14 = 34

Attack (Kukri - Confirm Critical): 1d20 + 16 ⇒ (18) + 16 = 34
Attack (Shield - Confirm Critical): 1d20 + 14 ⇒ (2) + 14 = 16

Damage (Shield): 2d6 + 22 ⇒ (5, 1) + 22 = 28
Damage (Kukri): 1d4 + 15 ⇒ (3) + 15 = 18
Damage (Shield): 2d6 + 22 ⇒ (6, 1) + 22 = 29
Damage (Kukri): 1d4 + 15 ⇒ (4) + 15 = 19
Damage (Kukri - Critical): 1d4 + 15 ⇒ (4) + 15 = 19
Damage (Shield): 2d6 + 22 ⇒ (4, 6) + 22 = 32
Damage (Two Weapon Rend): 1d10 + 9 ⇒ (5) + 9 = 14

Pretty sure everything hits (except for the shield critical confirmation) so 159 damage?


Evil GM

Dead twice over


Evil GM

RD 2: Capt

The remaining captain attacks Daniel

+1 short sword: 1d20 + 11 ⇒ (19) + 11 = 30;dam: 1d6 + 3 ⇒ (4) + 3 = 7
+1 short sword: 1d20 + 6 ⇒ (18) + 6 = 24;dam: 1d6 + 3 ⇒ (3) + 3 = 6

I'm confident this guy dies with the next attack, so I'll just move it forward.


Evil GM

DMPC PC Gerard

Gerard turns to look at what is behind him there is small room and an unusual being that resembles a towering human with skin of polished stone and glittering agate eyes. With a slight movement he 5 ft steps towards the adjoining tunnel, and casts a quick spell. Gerard is ability to determine that this creature must have been the Shaitan genie that Chammeddy mentioned.

Plane shift...his job is done and he has no death wish.

I don't have the map with me today at the office. Map updates will have to wait.


Evil GM

Is the marching order still: Gerard, Daniel, Andrea, Phem, Aurelio? Or are you putting Daniel in front of Gerard now that you are inside?


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

The same order souds find.


Evil GM

Gerard peers down the hollowed our tone hallway,

perception: 1d20 + 22 ⇒ (16) + 22 = 38

"Whole tunnel is lined with spike stones which blend perfectly into the background. they cause lots of damage to the feet." He motions for a caster to come forth to dispel them. "Can anyone dispel them?


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

I have no more dispeling magic, perhaps Euphemia does.


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 looks expectantly at the witch as well. A single hit from the wand is all it took to remove the minor scratch from the last man who'd just fallen to him. He tookk a moment to think of the headless horseman and almost wished he would follow them.

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