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

Apprently when I was having my maptools issue the other day, I'm now running tow difference versions - one at home and one a the office and they don't communicate with with other. I think the one at the house is a new version.


Evil GM

I just picked up the first book (PDF) of the WoTW today.


Evil GM

I'm logging off for the night.

grimm has a Reflex Save.

Orsin, John, Andrea,Fluer, Ziz have vision decide what you all are doing in the coffin room. I want to finish up tomorrow.


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

Way of the Wicked looks interesting, but tricky to handle an evil party.

We should see if we can deal with the vampires and then either rest until morning and then heal our blindness or send Ziz to get Areal and the others and help lead all of us back to the Hideout.


Baldwin,

Thanks for your purchase! We greatly appreciate it.

Andrea1,

We have an article in Book One about how to handle an evil party and if you have any more specific questions, I would be happy to provide what advice I can.

Gary McBride
Fire Mountain Games


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

Yay! It has been kinda rough but 3rd book down! (at least i think this is the last of book 3. Eeek!)


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

To do-list!

1.Explore Delvehaven and find the Morrowfall. Done!
2.Get Sunny/Ermolos reincarnated/raised so they can get on with their lives.
3.So what is going on with the nobles?
4.????
5.Profit!

Okay. Here is the treasure list that I have put in my profile along with some claims on the various items.

Spoiler:

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 John
+2 Ring of Protection Truk
Ring of Climbing John
Ring of Swimming John
Grey Bag of Tricks
7 Continual Flame Gems worth 120 gp each
Five ancient triangular coins from Ligar worth 50 gp each
Indigo jade bracelet worth 225 gp
Darkwood wolf’s-head scepter worth 20 gp
Key Ring of Sealing. Seals lock
Two Large sized +2 flails
Scroll of Breath of Life
Coin
rogue: 11, PP,36gp.
Wizard: 57 gp, 29 Sp.
leather armor +1
2 javelins are javelins of lightning. 1 John 1 Lucrezia
pair of chopsticks made from manticore spikes worth 15 gp, a leather pouch containing ix bloodstones worth 50 gp each,
a masterwork bolas,
a silver signal whistle worth 60 gp,
a golden bell carved with Thassilonian runes worth 450 gp.
+2 Ring of Protection Andrea
+1 Heavy Animal Bane Heavy Crossbow
60 Mithril crossbow bolts (30 to Shadow,30 to Lucrezia)
Efficant Quiver
Wayfinder Dusty Rose Ioun Stone(850 gp) +1 Init to a Pathfinder
6 vials Truecolor dye
Pipes of Sounding Orsin
Ring of Swimming
Ption of Lesser Restoration
Scroll of Restoration
Minor Coin purse of holding. 500 coins or 10 lbs small items Ziz
4 Finger bones. Minor artifact 4 temp hp John
Book with hidden storage inside.

Crossbow vampire
+1 repeating Heavy crossbow, shoulder sling.
Golembane scrab
+2 ROP Grimm

Cleric Vampire

+1 ROP
+1 chainshirt
+2 short sword
crossbolts
gold and black holy symol of bat head
masterwork hand cross bow
wayfinder (empty}
scroll of demensional anchor, dismissal
oil of magic vestment +2

The Morrowfall


Evil GM

I'm thinking about taking a break from this game thread.

This game has been going pretty frantically for 9 months and it may be wearing on some now. We completed book 1 in three months, book 2 in four months, and book 3, which was the quickest, in less than three months. It seems that the chemistry is a bit off right now and some refocusing is in order.

Let me know your thoughts.


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 the DM should set the pace. If you want to take a break you won't hear any complaint from me. Maybe the time will give the folks that are struggling to keep up the time they need to get their business in order.

I'd suggest a defined date when we're planning to start again.


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

Well I still wish to continue. My earlier post was due to a bad day and bad judgement in posting. A short break to distribute treasure is a good idea.

Now that we have shortened down to 7, we can have a tighter-ship. Some of us will be taking their first level in prestige classes which can give things a shot in the arm.

As for refocusing? Perhaps doing one sub-plot at a time. The earlier books had us running multiple plot threads which caused me to feel I was being overwhelmed. Doing things in smaller bites can be an idea.

Edit: If Baldwin wishes to take a break, that is okay with me. We can get things squared away here(Treasure sharing, leveling, etc) so when we restart we will be ready to go.


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

I'll be honest. This is still my favorite game. I would like to continue. With that said, this is all about fun and stress relief. If that is not occurring, a break or change may be in order. I don't know what is going on with the chemistry, but I know two things. 1) I enjoy playing with everyone here, but if I am a problem I will withdraw to let the others enjoy this awesome campaign 2) I have always played that the GM is the ultimate authority no matter what the devs say. If I have lost sight of that the past few weeks, I apologize and will work on it if I proceed with the group. Baldwin has done a excellent job GMing this and deserves props. Let me know what is best for all involved.

What I think we ultimately need is some time to RP and "get to know" each other again ie build new chemistry. I think the group really misses Duncan's fatherly personality and leadership. Just my two cents.


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

Andrea indeed misses Duncan very much. He gave her a chance and kept her honest.

I have no problems with Faelyn, he has been a great asset to the group


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Andrea1 wrote:

Andrea indeed misses Duncan very much. He gave her a chance and kept her honest.

I have no problems with Faelyn, he has been a great asset to the group

Thanks. That means a lot!


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

Just because Lucrezia's not banging Faelyn doesn't mean that she doesn't like him. ;P


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Lucrezia Villanova wrote:
Just because Lucrezia's not banging Faelyn doesn't mean that she doesn't like him. ;P

;) that's what I get for making an elf instead of a half orc


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, elves and half-elves tend to be to scrawny for my taste. I seem to have a thing for half-orcs since I will automatically hit on any I'm in a game with. :)


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

Or minotaurs..


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

I remember!


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Andrea1 wrote:
Andrea indeed misses Duncan very much. He gave her a chance and kept her honest.

So if we beg hard...can we have Duncan back rebuilt to whatever build he likes? I'm willing to pay big for it. That is unless he prefers Grimm.


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

Andrea is going to have Grimm back at the forge. Ermolos as well. Grumm needs his apprentices back.


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

And can I cast a spell to get Andrea's hair to grow back?


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

Wow. Duncan is really missed!

Mechanics wise Grimm is pretty similar in the early levels.
Nice to see the roleplay aspect taking priority.

I am happy to play Duncan again. Either way they fill the same role mechanically. Grimm is alot more in line (I thought) with the groups leacherous ways but it seems 'papa smurf' is missed.


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

Umm not sure what happened to Grimm's avatar. ..


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

That happens when you use the word after "Papa" soemthing that has been set up by Paizo.

Duncan also serves as the desingated driver of the group after everyone gets drunk :)


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

Testing Smurf Testing


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

Lol!


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

I'm still very much interested in this game, despite my low post rate. I think there's anxiety about the loose end plot threads. I've enjoyed how they pepper the adventure path, but I feel overwhelmed with all of the additional things we have to take care of. I think that once we've tied up a bunch of side plots, we can refocus our efforts without the looming cloud of unfinished business.

Also, smurf.


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

Smurf! I agree with Orsin.


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, smurf me too. :)


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 like this game and would like to see it continue.


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

Here is a shortened treasure list. I sold off the obvious items for sale such as jewelry, coins and little art objects. The original list is up above for those whowant to review but this will give us the coin for everyone at the moment.

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 John
+2 Ring of Protection Truk
Ring of Climbing John
Ring of Swimming John
Grey Bag of Tricks
Key Ring of Sealing. Seals lock
Two Large sized +2 flails
Scroll of Breath of Life
leather armor +1
2 javelins are javelins of lightning. 1 John 1 Lucrezia
pair of chopsticks made from manticore spikes worth 15 gp, a leather pouch containing ix bloodstones worth 50 gp each,
a masterwork bolas
+2 Ring of Protection Andrea
+1 Heavy Animal Bane Heavy Crossbow
60 Mithril crossbow bolts (30 to Shadow,30 to Lucrezia)
Efficant Quiver
Wayfinder Dusty Rose Ioun Stone(850 gp) +1 Init to a Pathfinder
6 vials Truecolor dye
Pipes of Sounding Orsin
Ring of Swimming
Ption of Lesser Restoration
Scroll of Restoration
Minor Coin purse of holding. 500 coins or 10 lbs small items Ziz
4 Finger bones. Minor artifact 4 temp hp John
Book with hidden storage inside.

Crossbow vampire
+1 repeating Heavy crossbow, shoulder sling.
Golembane scrab
+2 ROP Grimm

Cleric Vampire

+1 ROP
+1 chainshirt
+2 short sword
crossbolts
gold and black holy symol of bat head
masterwork hand cross bow
wayfinder (empty}
scroll of demensional anchor, dismissal
oil of magic vestment +2

The Morrowfall

1938 GP 11 PP 29 SP/7= 311 gp 1 PP 4 Sp each


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

If nobody has any complaints, I will be coverting these items into cash,

+1 Returning Dagger
+1 Lt. Mace
+1 Short Sword
MSW Dagger
Two Large +2 Flails
Leather Armor +1
(Missed these before) Manticore Spike chopssticks and 6 50gp bloodstones
MSW Handcrossbow
+1 Chainshirt
+1 Repeating Heavy crossbow
+1 animalbane heavy crossbow
MSW Bola


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

Sounds good to me.

Whatever portion of the coin split that's coming to Truk can go directly into the Orn-freedom fund.


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

We currently have 3 quest threads that Baldwin has brought up that we can explore. Now that we have finished Delvehaven I belive we can give them our full attention.

1.Free Orn/Investigate the Grotto
2.The Problems with the infighting with the nobles
3.The undead problem.

I think focusing on getting Orn free should be what we concentrate on first.


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 mentioned that Orn's ordeal would wrap up around the same time we finished with Delvehaven so I believe we're coming to some sort of conclusion in the near future.


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

Orn if needed. If not then the grotto. GRIMM has even less problems with outright killing a scumbag. He follows a good aligned WAR god. As long as he sees Alphonse doing bad stuff, that is.


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

Yea but as we have been told, kniving Alphonse will no doubt get the Hellknights all over us because they are watching The Grotto.


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

I agree. If Baldwin is willing, I say we take care of Orn.


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

Of course my first priority would be to rez Duncan and let him rebuild him to even level with us. (if this is ok with Baldwin). We need our father figure back!


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

Well that wouldn't take much. Grimm is pretty mechanically similar to Duncan.


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

Well we have some extra treasure to sell and can get a loan. Our credit is good so it is doable.

John, you currently have 3 rings (Prot +1,Swim,Climb) do you need all of them?

Let us see what we can get from some sales.

Ring of Swimming(unclaimed) 1,500
2 +2 Flails 8,016(!) (From the armored knights, if they were +1 flails they are still worth 4,016)
+1 chain shirt (550)
+1 Animalbane Heavy X-Bow (25+1,000+1,000)2,025
+1 Heavy Repeating Crossbow(1,000+200) 1,200

So 13,291 GP right there.


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

So we have the money for a resurrection...

But 10000 is alot of coin. I am up for it if you guys want....Hopefully Grimm feels like giving up his gear to his Dad's buddy?!

(If only there was a spell that let you pick you're reincarnated race. BUGBEAR FTW!!)


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

Werebadger


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

Only if the dm adds it to the list ;)


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

Werekoala


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

We call them dropbears. Google it!


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

This can be a good opportunity to refocus ANdrea as Baldwin has suggested. I did a little of it with Shadow, but Andrea can start figuring out what it means to be a priestess of Calistria instead of a cleric who slings spells. Such as Andrea telling Shadow she will take up the duty of raising Sunny if Shadow died in Delvehaven. Just what will Andrea's responsibilities require of her?

Werehamster.


Badgers? We don' need no steen-kin' badgers!

Hope everything is going great for every one.


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'm still lurking about. I'll look over the loot list, but don't think there was much on it for me.

My 2 year old's been sick this weekend so I've been kinda busy. His fever broke this morning, but he also threw up all over his bed. He's been clinging to me like a baby koala.


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

The Efficant Quiver wuld be good for you. Just load up on 100+ arrows and you are all set for a crawl. :)

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