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
John Deos wrote:
Ok then, no problem.

They gave you potions during the celebration.


Evil GM

I'm not going to be online much this evening, I'm getting ready to run some players through a couple levels of Rappan Athuk Friday night for a one-shot tabletop game.

They are going down the Well...

I'll check in a few times to see what the group is doing. It's been sort of quiet today.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

I think it's been quiet because we're waiting for the spellcrafting folks to finish.


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

Yeah, Lucrezia doesn't have detect magic to see what they are seeing.

At least not yet...

A level of spellcaster just keeps looking more useful to me.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

Spellcraft: 1d20 + 16 ⇒ (5) + 16 = 21


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

Spellcraft: 1d20 + 15 ⇒ (14) + 15 = 29


Evil GM

For those using Detect magic please read the following post:

Linky

Then read this one:

Link 2

Remember Detect magic requires concentration and that is a standard action. CRB 216

It will help me out if people explain what they are doing, and why they are casting the spellcraft?


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

Okay. Andrea will be using Detect Magic to locate magical auras that might be trapped spots. She will be concentrating as she moves with Grimm.

So Faelyn and Ziz need to roll Know:Arcana


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

With family. Bot as needed.


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

Baldwin, what do you think of:

Bard (Detective):

Detective

Piecing together clues and catching the guilty with sheer cleverness, the detective is skilled at divining the truth.

Bardic Performance: A detective gains the following types of bardic performance.

Careful Teamwork (Su): A detective uses performance to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is language-dependent and requires visual and audible components. This performance replaces inspire courage.

True Confession (Su): At 9th level, a detective can use performance to trick a creature into revealing its secrets. Using this ability requires a successful Sense Motive check to see through a Bluff or notice mental compulsion. After 3 continuous rounds of performance, the target must make a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours. On a failed save, a liar inadvertently reveals the lie and the truth behind it. A creature under a charm or compulsion reveals the nature of its enchantment and who placed it (if the creature knows) and gains a new saving throw to break free from the enchantment. This ability is language-dependent and requires audible components. Using this power requires only 2 rounds of performance at 15th level, and 1 round of performance at 20th level. This performance replaces inspire greatness.

Show Yourselves (Ex): At 15th level, a detective can use performance to compel creatures to reveal themselves when hiding. All enemies within 30 feet must make a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier). If they fail, they must cease using Stealth, unlock and open doors between themselves and the detective, and dismiss, suppress, or dispel if necessary magical effects that grant invisibility or any other form of concealment from the detective. As long as they can hear the performance, affected creatures may not attack or flee until they have eliminated every such effect, though they are freed from this compulsion immediately if attacked. Creatures in the area must make this save each round the bard continues his performance. This ability is language-dependent and requires audible components. This performance replaces inspire heroics.

Eye for Detail (Ex): A detective gains a bonus equal to half his level on Knowledge (local), Perception, and Sense Motive checks, as well as Diplomacy checks to gather information (minimum +1). This ability replaces bardic knowledge.

Arcane Insight (Ex): At 2nd level, a detective can find and disable magical traps, like a rogue's trapfinding ability. In addition, he gains a +4 bonus on saving throws made against illusions and a +4 bonus on caster level checks and saving throws to see through disguises and protections against divination (such as magic aura, misdirection, and nondetection). This ability replaces well-versed.

Arcane Investigation: In addition, a detective's class spell list includes the following: 1st—detect chaos/evil/law/good; 2nd—zone of truth; 3rd—arcane eye, speak with dead, speak with plants; 4th—discern lies; 5th—prying eyes, stone tell; 6th—discern location, find the path, greater prying eyes, moment of prescience. A detective may add one of these spells or any divination spell on the bard spell list to his list of spells known at 2nd level and every four levels thereafter. This ability replaces versatile performance.

As my choice for an arcane class if I do go with the Arcane Archer prestige class?


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Not Baldwin obviously but didn't you want a familiar?

Bards don't get them. I think there is a feat for one.
Or was it the Bard spellist you like.
Dance of hundred cuts is nice.


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

Well, all the familiars that I really want, I would have to wait several levels to get anyway and that's a long time to wait when I could be dead long before then.


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

Yea, this book has been the deadlist yet. We're dropping like flies here.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

There's only 1 solution.

Optimised AM BARBARIAN away!!!


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

So it seems like we will be able to navigate the path way without too much troube but still have to deal with whatever is on Delvehaven. So Faelyn can examine the area around the buildign and then we check out the doors and see if one of the keys will open it.


Male Human Ranger 1

Let's get it on. I will be asleep for nex 7 hours. See you at 4am


Evil GM

Lucrezia...busy this morning but I will try to look at your question later this afternoon.


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

No rush, I have until we hit next level to make up my mind. :)


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Good morning all.


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

Yo


Evil GM

I'm getting ready to head to dinner, back in couple hours.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Ok


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Lucrezia is on fire with the dice today!


Evil GM

I'm back


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

That is much better than Lucrezia literally being on fire, which has happened in the past. :)


Evil GM

I'm thinking of other devious thing to do to Lucrezia. Although I am gleeful that your flesh sizzled away with some acid...


Evil GM

As a heads-up I have a bit of extra time on my hands for the next few days. The family went out of town and I'm home. I'm having an impromtu Rappan Athuk game tomorrow night but other than that I should be on quite a bit.


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

I wonder if "impromtu Rappan Athuk game" is some sort of code for having some sort of orgy while your family is away?

Also, I enjoy having devious things done to Lucrezia.

...or is that deviant things that I mean I enjoy having done to Lucrezia? ;)


Evil GM

Well if you were here in FL you would know! :-)


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

Ah ha! That wasn't a denial. :)


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

Impromtu RA game means 'Don't get too attached to your characters' and 'Don't bother with things like Profession skills' as well as 'Being a cheeseball isn't that big a sin. ;)


Evil GM
Andrea1 wrote:
Impromtu RA game means 'Don't get too attached to your characters' and 'Don't bother with things like Profession skills' as well as 'Being a cheeseball isn't that big a sin. ;)

They were given a 25 pt buy, 8th level, two characters build.

don't worry about crafting. They are going down the "WELL".Of course, my read of the section it looked pretty easy until the final battle, which is a deathly encounter, so I fixed the early engagements. :-)


Evil GM
Lucrezia Villanova wrote:


Also, I enjoy having devious things done to Lucrezia.

...or is that deviant things that I mean I enjoy having done to Lucrezia? ;)

Living vicariously through Lucrezia.


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

Hmmm Bizzare thoughts for future..

Andrea starts backsliding on the 'Love the food, not the chef' tenent of Calistria and becomes obsessed with working harder in order to get vengeance/get money for revives and next level takes Blacksmithing and Moneymonger knowledge skills. Works at Grumm's after working at the Exchange. Due to this, she has the 'fatigued' status due to lack of sleep.

Routine is Wake-pray-apple-Exchange-Grumm's-sandwich-crash(When not out on missions) Fiosa starts feeling neglected, etc..


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

Geez, that's not burning the candle at both ends. That's nuking the damn candle from orbit to be sure. Andrea's going to drop dead from exhaustion if you try that.


Evil GM

Andrea is simply pyscho...:-) She's had a few traumas to her psyche. Worry when her head starts to twist around.


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

Can I get the Vomit Swarm spell? Wasps in all the orc's faces. Also the Inquisitor spell 'Retribution' looks nice.

A Ring of Sustinance looks nice. Only 2 hours sleep needed!


Evil GM

I'm happy we had a decent amount of post today.


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

Orsin is going to be in his element when he gets back on.

Hmm. Divine Vindicator doesn't have Craft or Profession, tch..


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

I wonder if Baldwin would let me BLOODSWORN RETRIBUTION.
It's freaking awesome.

Check it out.


Evil GM

I need to log off...cat tomorrow


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

Is Lucrezia up for ponying up some cash when the extra fees for freeing Orn come up?


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Baldwin is done for the night. Time to run amok!


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

No ponies. Ponies are getting way out of control.

Pony mods for Fallout

Pony mods for Grand Theft Auto

Something that was for young kids is now the possession of adult men..


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Uh, okay.

I think we can safely avoid ponies.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Aww. Grimm likes ponies. Stout shaggy ponies.


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

Lucrezia will chip in on the Orn fund of course.


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

yay!

Also there are stairs right here in the main hall sow e can head right up. :)


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Truk has every intention to throw every copper to his name in until either A) Orn is free or B) Baldwin stops me from sabotaging my character.


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

We just need to start looking for treasure in things not normally considered. I'm sure that the painting in the main entrance can be worth something. ;)

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