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.
Evil GM
the site was down all morning
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
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
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Off to work soon but I will check in later.
I'm sure we can get some coppers for those chairs in the entrance, and the wood of the railings on the stairs must be valuable oak!
Evil GM
I'm only going to be on for couple hours, then I need to get ready for by table top game tonight.
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
Is it ok for us to be selling off everything we find in here?
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
Looter's rights!
If anything, I'd think this property belongs to the crown.
I don't know about you but I have no problem stealing from Cheliax.
Evil GM
Technically it belongs tot he pathfinders but Truk is correct too with Thrune ownership claim. They deal with this at the end of this book, basically all Ailyn cares about is an inventory of items and answers for missing Pathfinders this all can be accomplished with Orsin's and his pathfinder class. Other than that, the pathfinders feel you have uncovered secrets and that is their goal and you get to reap the benefit of your discoveries. Sometime after the AP is completed the true pathfinders will repopulate Delvehaven.
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
Anything of obvious historical and pathfinder value should be given back to them I think.
Anything else can be fair game.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
We can use this as an awesome base! Trade up from the safehouse!
Baldwin, PM Shadow since she has been having troubles getting n due to her 10+ hour shifts.
Evil GM
I just finished PM'ing Shadow.
Sorry to do this to you all but I need to log off to get ready for the RA game tonight. I'm GM'ing it so I won't be able to check here through the evening. I'll try to log on after midnight if we are done.
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Duck hunting in BFE Arkansas until Sunday. Connectivity is limited. DmPC 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
I thought it was rabbit season?
Also, I thing that Baldwin just needs the extra time to plan something truly evil for Lucrezia since she rolled a 1 on a disable check.
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
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Fortunatly, the rest of us back up around 30 feet or so when she tries a disable to we all don't get zapped.
Evil GM
Well that was a fun night...the group did well until the last encounter where they all died, but it was cool seeing it play out. The last encounter was truly unfair for their level. Then again, "Don't Go Down the Well."
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
I do have the 3.5 version of RA Reloaded but am skipping getting the PF version even though I like FG's products. That is just a loootttt of money for something that gets read once and then shelved.
Male Elf Magus 7 AC 23/13/21, HP75/75, F9/R5/W6, Init +4, Perception +13+2 Alertness,
Run us through it!!!
I''ll dust off Varrel
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 enjoy our current magus-free environment.
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 for this game. The dungeon crawl.
Evil GM
I would like to run a level or two but I can only DM one game at a time.
I'm awake and should be around most the day.
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
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
Must....sleep....01:48....bot me...
Evil GM
Grimm Sharpest wrote: Must....sleep....01:48....bot me... Sleep is overrated
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Checking in. Stood in waist deep 28 degree water killing ducks all day! I will be home late tomorrow. Bot as needed!
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Items found in death room
Bag of holding Type 1
Haversack
+1 returning dagger
+1 Lt mace
+1 Sh sword
msw dagger
+1 Cloak of Resistance
+1 Ring of Protection
+2 Ring of Protection
Ring of Climbing
Ring of Swimming
There is a magical key on the female rogue
Coin
rogue: 11, PP,36gp.
Wizard: 57 gp, 29 Sp.
Edit I edited my spellcraft checks to note what I eas examining. Good thing for us in the future is to label the rolls.
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
The items are useful to any of us.
My saves vs magic are way higher than everybody (and can go higher with Shake it off)
And my AC is second only to johns.
The bag and Hackersack are nice but dwarves are never slowed by encumberance and my lift capacity is huge.
my cesti are my backup weapons so don't need the dagger and I have all damage types covered.
I don't need any. Everybody else take your pick.
The ring of swimming and climbing would be nice but John is wearing Plate so he needs them more
Evil GM
Andrea1 wrote:
Edit I edited my spellcraft checks to note what I eas examining. Good thing for us in the future is to label the rolls.
I noticed that, I originally used one of the higher rolls on the rings. A 16 will not identify it as you currently have it listed. No problem though, just wanted to more it along.
Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12
I wouldn't mind a ring of protection, how ever if some one else in the party wants it they can have it. The ring of swimming wouldn't be bad, though if I have to swim in combat with my tower shield I'm most likely am going to sink anyways.
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 would wait for the loot discussion when they aren't busy exploring.
Evil GM
I need to log off for a couple hours...back around 10ish.
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
Really? I was thinking you or Andrea could use the ring now.
Seems to me John is nearly unhittable
My AC is good (and can be unhittable with Judgement+Pro from evil)
Lucretia isn't carrying much in the way of buffs.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
I am interested in one of the Rings of Protection. We can hear from the others about loot. If someone doesn't have a Cloak of Resistance, they can probably snaffle that.
The magic Dagger,S.Sword and Mace would be good for anyone who doesn't have a magic back-up weapon(We might be encountering creatures who have specific DRs like blunt/slash)
Havesack is always good for loot and equipment. Especially amongst the low STR types
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 wouldn't mind a ring if she can use it. She just doesn't think now is the best time to sit down and discuss who gets what. Discussing it here is fine though. :)
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
ROP are probably best for those who don't have them and are more likely to be in melee.
Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12
Eventually I will want a ring of protection, but giving the ones we find to others first is the best idea.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Makes sense. Andrea is rarely in melee and the last time she tried getting into it she got punched a lot. She is probably best at setting up flanks for others.
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
Don't forget MOST things we fight are evil.
Protection from evil (Which Grimm casts) or Magic circle (which Andrea uses on john) carry a +2 deflection to AC, which doesn't stack with the ring.
I vote Lucretia or Andrea
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Truk did give some interesting advice that Magic Circle might be better used on people like Orsin since his AC is lower and Will save could use a bump. He is a meleecentric bard so every little bit helps.
Evil GM
I'll be on tomorrow. Good Night
[Fem Elf][Inq1/Ninja5][Init:+4][Perc:+12][33HP][AC:21(23)(Touch:14(15)(FF:17(18)][Fort+3][Ref+8][Will+4]
Well...that could have gone better....
*Shrug*
We shall see what we shall see.
Very best wishes to all.
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
Starting my LAST nightshift at old job.
Online for next 12 hours.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
About to crash myself.
Get ready to pile down into the courtyard in case things jump out(Or pull Shadow up)
[Fem Elf][Inq1/Ninja5][Init:+4][Perc:+12][33HP][AC:21(23)(Touch:14(15)(FF:17(18)][Fort+3][Ref+8][Will+4]
I'm hoping for the 'Pulled up' option. It's why Shadow was wearing the safety-rope. (^_~)
Best of luck with your shift Grimm. (^_^)
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Up and ready. Time to pull some ninja vanishign tricks, Shadow. :)
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 hope pulling her up will be an option since if something is wrong we won't have time to go back down the stairs and find a way into the courtyard and will have to take some falling damage.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Lucrezia does have her Ring of Feather Falling to get down there quick. Plus Faelyn can(hopefully) fly.
Andrea can send down a Summoned Monster and Faelyn can send one down as well.
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
Good Point. Lucrezia wouldn't take any falling damage.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Or pass it off to one of our melee-types so they can hop down and guard Shadow's back.
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