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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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 remains vigilant where he stands, loosing from his lips a triumphant cantata, blending together the harmonies of war as he attempts to strike the creature twice. The clash of steel rings in the bard's ears as the spirit of battle overtakes him.

Concealment: 1d100 ⇒ 97

Power Attack!: 1d20 + 12 + 2 + 2 ⇒ (11) + 12 + 2 + 2 = 27

Damage!: 1d8 + 18 + 2 ⇒ (4) + 18 + 2 = 24

Concealment 2: 1d100 ⇒ 97

Power Attack 2: The Power Attacking!: 1d20 + 7 + 2 + 2 ⇒ (18) + 7 + 2 + 2 = 29

Damage!: 1d8 + 18 + 2 ⇒ (4) + 18 + 2 = 24

48 damage if both attacks hit. Inspire courage now active.

Creepy how my d100 results were the same both times...


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

HP 81/81
Current Saves: F12R5W115
AC: 24/T12/FF24
In hands: Wooden shield+2,Long sword +2
Current BaB: +11/+6
Spells in Effect:Resist Fire/Cold-Communal(Everyone, 30 points 22 minutes),Inspire Courage (+2 Hit/Damage)
Channels 4/6
Bit of Luck 7/8

Andrea steps forwards and lets her fingers brush Daniel's back, sending a spark of energy through him. Luck

Move to C-7 and Bit of Luck on Daniel. You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.


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 take that additional 11 HP of damage for failing the Will save.
Initiative order:
Nihiloi - hit Daniel multiple times.
Orsin moved to C8 and couldn't see the creature.
Andrea moved D,7 tried to charm monster
Daniel - hit with one attack 35 HP
Eumphemia - false life
Gerard - tosses a dagger with daylight near the door way. Is that from your gear that returns?

A often forgotten SMITE rule:
If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

Daniels first attack did 46 damage not 35. My mistake for not remembering the above rule


Evil GM

I'll adjust the smite damage Daniel. I'll take Nihiloi's action in a little bit. Still doing a few family things.


Evil GM

RD 2: Nihiloi

The wispy shadow of death releases Daniel, free action, from it's grapple. It steps five feet (A,7) and as as standard action brings forth a swirling maze of tendrils, which act as whips for any foe within 10 feet.

Daniel damage:

damage: 4d6 + 3 ⇒ (4, 2, 5, 6) + 3 = 20
*DC23 reflex save for half damage.

Orsin your going to have to step within the cavern to reach the creature, that will put your within the whipping tendrils.

damage: 4d6 + 3 ⇒ (1, 4, 3, 3) + 3 = 14
*DC23 reflex save for half damage.


Evil GM

Orsin steps into the fray placing himself between the Daniel and the beast.

I'll let you five foot step into the spot since grid line and coordinates are bit askew on the map. That will give you the full round attack.

Orsin hit the creature twice.

Orsin I need you to make a Will save to disbelieve DC 19

Your two melee attacks result in the following damage to you.

hit 1: 1d6 + 10 ⇒ (4) + 10 = 14

hit 2: 1d6 + 10 ⇒ (6) + 10 = 16

If you succeed on the the Will save you only take 1/5 damage from each attack. 2 and 5 HP respectively. See what I wrote to Daniel above regarding the shadow shield that it has in effect.

Link 1

Link 2


Evil GM
Andrea1 wrote:

HP 81/81

Current Saves: F12R5W115
AC: 24/T12/FF24
In hands: Wooden shield+2,Long sword +2
Current BaB: +11/+6
Spells in Effect:Resist Fire/Cold-Communal(Everyone, 30 points 22 minutes),Inspire Courage (+2 Hit/Damage)
Channels 4/6
Bit of Luck 7/8

Andrea steps forwards and lets her fingers brush Daniel's back, sending a spark of energy through him. Luck

Move to C-7 and Bit of Luck on Daniel. You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.

No need to move Andrea, I moved Orsin into the cavern and slid Daniel down half a hex.

Updated RD 2 Map


Evil GM

RD 2 Actions remaining.

Daniel
Eumphemia
Gerard


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

Did it detect as evil? It might not be. Like the Satyr.

Gerard's dagger returns to its sheath. What is it?! Hold on, I'm coming in...

Can Gerard get in there? If he uses an extra move (from runner's shirt).


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

Euphemia takes a deep breath and then licks something in her spellpouch before kissing Gerard on the cheek.

"Fly, then. At least you can move faster."

Step 5' and Fly on Gerard, yes?


Evil GM

Thanks Gerard, I did not pick up on that with the smite. It is not evil....it is CN. Daniel does that adjust your attack and damage rolls, and by how much?

Gerard you can get in but there is no place to stand unless your going in the muck (2 squares of movement per 5 ft.)

going through either Daniel's or Orsin's hex will subject you to the tendril attacks. The tendrils hit everything within 10 feet but you get a reflex save DC 23 for half damage.


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

We're in trouble... No smite, no bane. Oy! Can Gerard tumble (acrobatics) while flying?

Having nearly asked, Gerard accepts the boon of flight. Thanks, love.

The rogue jumps up and flies above the fray, into the cavernous room and into as close to flanking position as possible.

Acrobatics, tumble through threat square (evelated), fly move/speed 60: 1d20 + 25 ⇒ (16) + 25 = 41

Reflex, as needed: 1d20 + 15 ⇒ (15) + 15 = 30

If he can flank, he will attack. If not he will maneuver to flank.


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

Yep. Daniel assumed the big shadowy monster was an evil thing. So no smite, no bane. I only did 17 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

Reflex: 1d20 + 10 ⇒ (6) + 10 = 16

Daniel calls upon his Deities blessings to keep him standing.
LOH+Fey Foundling: 5d6 + 10 ⇒ (2, 3, 2, 6, 6) + 10 = 29

Then he steps to become adjacent again and presses his attack
Just keep standing. If it attacks you it won't kill your friends

Grappled, Inspired, PA Full Attack, Flank: 1d20 + 19 - 2 + 2 - 3 + 2 ⇒ (15) + 19 - 2 + 2 - 3 + 2 = 33
Damage: 1d8 + 4 + 1 + 6 ⇒ (3) + 4 + 1 + 6 = 14
Concealment: 1d100 ⇒ 52

Grappled, Inspired, PA Full Attack, Flank: 1d20 + 14 - 2 + 2 - 3 + 2 ⇒ (12) + 14 - 2 + 2 - 3 + 2 = 25
Damage: 1d8 + 4 + 1 + 6 ⇒ (3) + 4 + 1 + 6 = 14
Concealment: 1d100 ⇒ 3


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

Rememember you have a Bit of Luck from Andrea so you can roll twice and take the best result


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

Will Save: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19

On the dot.

Reflex Save: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21

Blargh, so close. So 14 damage from the tendrils and 7 from the backlash of my hits. Down to 54.


Evil GM

Daniel hits once for 14 HP of damage. You need to move through a an enemy square to get an attack on him. You were not able to do a full attack.

damage with the move from the tendrils: 4d6 + 3 ⇒ (1, 2, 3, 6) + 3 = 15

make another Reflex save 23 for half damage

Gerard you can acro/fly through the threatened square...that will avoid the AOO...that is the good news. You are still subject to the dozens tendrils that hit everything within 10 feet of the creature. You did make the reflex save for half damage.

tendril damage: 4d6 + 3 ⇒ (2, 4, 5, 1) + 3 = 15

You can read what was under the earlier spoilers now taht you are in the cavern.

You get in flanking position once Daniel moves. I have you flying/hovering over the cesspit now.

RD 2 Map

I tired to get people in position to reflect their described actions.


Evil GM
Orsino 'Orsin' Bessatte wrote:

[dice=Will Save]1d20+8+2

On the dot.

[dice=Reflex Save]1d20+9+2

Blargh, so close. So 14 damage from the tendrils and 7 from the backlash of my hits. Down to 54.

Correct, its a wicked enemy. Since you made the Will save your only subject to 1/5 damage from the shadow shield in subsequent rounds.


Evil GM

Daniel when you hit with your attack your tkae the following damage from the shadow shield,

damage: 1d6 + 10 ⇒ (3) + 10 = 13

You get a Will save DC 19 to disbelieve (you failed last round) if you save then you only take 3 HP of damage.


Evil GM

Gerard you still a Rd 2 attack you can perform and you have flanking now since I moved Daniel.

RD 3:

Initiative order:

Nihiloi
Orsin
Andrea
Daniel
Eumphemia
Gerard

RD 3 Map

FYI: to speed things up.

Make your roll d100 when you attack, it has a 20% concealment chance.

Also if engaged in melee combat make Will Save DC 19 because of it's shadow shield. Orsin has already made his save.

If you are within 10 feet of this creature you are subject to tendril lashes whipping you. That is reflex DC 23 for half damage. This is every round, and/or if you move within that 10 foot reach. Even though it is a medium sized creature it has a 10 ft reach.


Evil GM

I'm going to hold up until Gerard takes his attack in RD 2.


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

Round 2 reflex: 1d20 + 10 ⇒ (18) + 10 = 28
Bit of Luck Reflex: 1d20 + 10 ⇒ (13) + 10 = 23

Round 2 Shadow Shield Will save: 1d20 + 13 ⇒ (13) + 13 = 26
Round 2 Shadow Shield Will Bit of Luck: 1d20 + 13 ⇒ (7) + 13 = 20


Evil GM

Gerard's Rd 2 attack hits and he makes his Will save.

damage: 1d6 + 10 ⇒ (3) + 10 = 13
Take 1/5 damage or 2 HP from the shadow shield.

From what you all can tell the creature does look injured.


Evil GM

Rd 3: nihiloi

1=Gerard, 2=Orsin, 3=Daniel

who does he attack: 1d3 ⇒ 1

The creature focuses his attention on the sly newcomer to he battle.

claw 1: 1d20 + 13 ⇒ (13) + 13 = 26;damage: 2d8 + 3 ⇒ (1, 6) + 3 = 10

claw 2: 1d20 + 13 ⇒ (3) + 13 = 16;damage: 2d8 + 3 ⇒ (1, 1) + 3 = 5

The tendrils continue to fling around providing a whirling mass of damage to all within 10 feet of the creature.

Gerard: 4d6 + 3 ⇒ (4, 6, 2, 4) + 3 = 19

Orsin: 4d6 + 3 ⇒ (3, 2, 1, 1) + 3 = 10

Daniel: 4d6 + 3 ⇒ (5, 6, 6, 2) + 3 = 22

You each get a reflex save for half damage from the tendrils.

It finishes with two slams attacks on the rogue,

slam 1: 1d20 + 13 ⇒ (3) + 13 = 16;damage, plus grab: 1d8 + 3 ⇒ (2) + 3 = 5;
CMB v CMD: 1d20 + 17 ⇒ (7) + 17 = 24

slam 1: 1d20 + 13 ⇒ (1) + 13 = 14;damage, plus grab: 1d8 + 3 ⇒ (7) + 3 = 10;
CMB v CMD: 1d20 + 17 ⇒ (12) + 17 = 29


Evil GM

RD 3 Map

Here is a map to remind you where everyone is located.


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

Reflex: 1d20 + 10 ⇒ (11) + 10 = 21


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

Reflex: 1d20 + 15 ⇒ (13) + 15 = 28


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

Round 3
HP 64/81
Current Saves: F12R5W115
AC: 24/T12/FF24
In hands: Wooden shield+2,Long sword +2
Current BaB: +9/+4
Spells in Effect:Resist Fire/Cold-Communal(Everyone, 30 points 22 minutes,Bard Song (+2 hit/damage))
Channels 4/6
Bit of Luck 6/8

Andrea draws her Wand of Cure Serious Wounds, 5' steps up
Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
She hisses as her flesh is torn but touches Orsin with the wand.

3d8 + 12 ⇒ (3, 7, 3) + 12 = 25


Evil GM

Dam to Andrea: 4d6 + 3 ⇒ (4, 2, 3, 5) + 3 = 17

If injured while casting a spell its a concentration check 10+dam dealt+ spell level. Does anyone know off-hand if that applies when using a wand?


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

I have no idea, never saw a rule for it


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

The rogue commits himself completely, entering a trance-like state where his body is nearly free of the limitations imposed by the physical world. To fight shadow, one must become like shadow...

The enemy is chaos and logic will not help. He must sense the tendrils, sense the enemies form. And eventually... Strike!

Was the concealment affected by the daylight spell/dagger?


Evil GM

It states, "Anytime a nihilloi is aware of an imminent attack, it receives the benefit of 20% concealment, as it can warp and shift its body to avoid the blow." Bright light does interfere with it's fast heal ability. It doesn't really have light weakness listed. However, since the creature exists in shadows I'll let the concealment drop.

Likewise, I'll let the shadow shield drop also.


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

It's fine, keep it. Was just wondering, if it was like mastiffs.


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

Will make a caster check anyway

Castor check is 11(level)+(5(wis) +16

DC is 10+17+4=31
Castor check: 1d20 + 16 ⇒ (18) + 16 = 34

Andrea manages to struggle through the pain and brings Orsin relief.


Evil GM

RD 3:

Initiative order:

Nihiloi - attacked missed Gerard. The tendrils hit Orsin and Daniel.
Orsin
Andrea - CSW on Orsin 25 HP regained.
Daniel
Eumphemia
Gerard


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 sees the attacks on his friends,
No. It's not supposed to be like this!

Fight Me! Coward!

Inspired, PA Full Attack, Flank: 1d20 + 19 + 2 - 3 + 2 ⇒ (14) + 19 + 2 - 3 + 2 = 34
Damage: 1d8 + 4 + 1 + 2 + 6 ⇒ (3) + 4 + 1 + 2 + 6 = 16

Inspired, PA Full Attack, Flank: 1d20 + 14 + 2 - 3 + 2 ⇒ (17) + 14 + 2 - 3 + 2 = 32
Damage: 1d8 + 4 + 1 + 2 + 6 ⇒ (1) + 4 + 1 + 2 + 6 = 14


Evil GM

Both of Daniel's attacks hit the creature, there is no shadow shield in effect with the daylight shining. The hacks damage the creature but it's still haunting your lives.


Evil GM

RD 3:

Initiative order:

Nihiloi - attacked missed Gerard. The tendrils hit Orsin and Daniel.
Orsin
Andrea - CSW on Orsin 25 HP regained.
Daniel - hits for 30 HP
Eumphemia
Gerard


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

Reflex Save: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28

Took half damage for 5, so with Andrea's healing (thank you!), I'm back to 74.

Concealment: 1d100 ⇒ 23

Power Attack 1: 1d20 + 12 + 7 + 2 ⇒ (12) + 12 + 7 + 2 = 33

Damage: 1d8 + 18 + 2 ⇒ (8) + 18 + 2 = 28

Concealment 2: 1d100 ⇒ 11

Continuing his warlike song Don't forget guys, +2 IC, the bard strikes true with his first swing of his magic blade, but swings at shadowy figments with his second.

28 damage, not bad!


Evil GM

Between Orsin and Daniel's attack the Nihiloi succumbs to his injuries.


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

Andrea spits on the corpse after it gets it's...head..brain lump..large sensory organ sliced in.

She then drinks a potion of CLW CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Then a potion of CSW CSW: 3d8 + 5 ⇒ (3, 4, 3) + 5 = 15

Who here needs help? I have the healing wand and some more potions.


Evil GM

Daniel is pretty beat up.


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

Come over here so I can kiss and make it better.

Andrea serves Daniel two potions of CSW

CSW: 6d8 + 10 ⇒ (4, 2, 1, 1, 1, 4) + 10 = 23 Need to send the potion maker a strongly worded letter

We still might have undead behind the east door, so no treasure hunting. Plus we have those vampire spawn who fled to their coffins.


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

Once it seems clear, Euphemia ghosts in to use her healing hex on Daniel, at least. She gives Gerard a once-over, though.

"The voice? Are we just going to discount the voice asking for help?

She pauses, and Frank sneezes.
"He doesn't approve."


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

What voice? Would you show us where you heard it? I'm rather skeptical though, since everything we have encountered has been hostile.


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

[ooc]Healing Hex from earlier: 2d8 + 10 ⇒ (2, 8) + 10 = 20Euphemia grimaces and points to the door at G-11/12.
"I would have interrupted the fight to go help said voice, but I decided I'd best be on hand."

Frank squeaks.
"Well, not literally, of course, but I'm sure you are sensitive to the nub of my gist."


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

Don't you mean the cut of your jib?

43 healed to Daniel

Andrea will follow the others if they decide to go to where Euphemia pointed out the voice.


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 has Fey Foundling feat. An extra 2 hp healing per dice. Andrea's healing is worth 35.

The paladin stands a little taller as the many wounds on his body lessen from Andrea's gifts,
then Em's healing restores him further
Cure Moderate Wounds+Fey Foundling, Em your Co is now 11 not 10!, SO 2d8+11+4=

Thank you, both of you. Orsin, Gerard well done. Illnerik has lost his General. A loss he will feel keenly. This place WILL be swept clean of his taint. Let's continue if we are ready.


Evil GM

Tell me which way you intend to go.


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

My sweetie heard voices. Otherwise, east.

Thanks, Daniel... One less ally to call to his side.

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