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

For those remaining players, remember the characters do not know the status of Grimm, nor his location. Only Truk knows what has happened to Faelyn.


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, did you see my post about Knowledgeable Defense?


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

Oh, well I had a real blast guys. Eager to see if the Brotherhood makes it.

Cheers.

Your my boy blue.


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 did. Thought my Touch was 15 then forgot my Judgement is currently set for AC and saves...
(Sorry for not keeping it up to date.
I am at my last official week at work and posting from my phone.

I will roll Knowledgeable Defense in the game thread and hope it succeeds.


Evil GM

That would raise his AC 2 correct? If that is the case his touch AC 17 and it still hits.


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

Nope. Read back a bit.
Base touch AC is 15.
Grimm currently has +2 Judgement to AC and saves.
My to ID scorching ray is 17 and my roll made it, so he gets +2AC and save vs that particular spell as well.
Touch AC is 19.

I will stay down if you wish.
If not, Grimm doesn't know what's outside anyway.

Given how damage he is his action this round would likely be:
SWIFT Judgement to Fast Heal 2 and AC.
(That will leave him at 17 HP at the end of the round.)
Then move action open the door.
Standard action fly towards Lucretia.
(He knows he should run but would try to save someone.


Evil GM

Remember you are moving right into a cloud kill,so roll out your save. It's going to do damage regardless. Alternatively go down swinging.


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 just as Faelyn raises his glass to toast Grimm, Grimm disappears back to the mortal world. Faelyn leans over to Cayden. Poor sucker!


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

Looks like BANE is not multiplied.

'"Exception: Precision damage (such as from a rogue's sneak attack class feature) and additional damage dice from special weapon qualities (such as flaming) are not multiplied when you score a critical hit."'


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

The +2 from the increased enhancement bonus is doubled.


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

Thanks.
Feel free to check my numbers. Think I got it right.

That wizard took 0 damage until the full attack.
Based on Faelyn's HP (57) he will likely only drop if that crit confirms.

Thanks again Truk, depending on what happens, you mentioning the touch AC thing has given me a big happy dance 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

No problem.

Grimm's still in trouble at least he can go down swinging.


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

Lucretia, John and Andrea

what are your in game weights?

I am thinking IF the wizard dies that chimmney might be away to get out of the Building. Wondering how many I could carry with 20 STR.

(Or does the could dissappear when the wizard dies? Speaking of which, did my fly dissappear when Faelyn copped it?)

OR the little Sh!t wizard could have bloody FALSE LIFE or something running...


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

Lucretia, John and Andrea

what are your in game weights?

I am thinking IF the wizard dies that chimmney might be away to get out of the Building. Wondering how many I could carry with 20 STR.

(Or does the could dissappear when the wizard dies? Speaking of which, did my fly dissappear when Faelyn copped it?)

OR the little Sh!t wizard could have bloody FALSE LIFE or something running...

If I hadn't rolled like crap the entire encounter, the cloud would be gone. :( I had a scroll of dispel magic left I never got to use. Cheers to second chances Grimm.


Evil GM

I think fly is still active for the duration of the time.


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'm not out of the woods yet. Baldwin hasn't said if the halfling lives or not.

If Grimm wasn't neutral good, the smart thing to do would be to cut and run and screw the rest. He'll try to save somebody. (Most Likely Andrea- since he has built a relationship with her.) Or at least go down with his allies, but considering the Con damage everyone has taken Running is the best option.


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

Sorry, I just noticed your question in Gameplay.

Magic items typically use the caster level of the item. The only exception to this rule is staves (which use the caster level of the person activating the staff). Being an artifact, I'd imagine the caster level of the Morrowfall is quite high.


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
Grimm Sharpest wrote:

I'm not out of the woods yet. Baldwin hasn't said if the halfling lives or not.

If Grimm wasn't neutral good, the smart thing to do would be to cut and run and screw the rest. He'll try to save somebody. (Most Likely Andrea- since he has built a relationship with her.) Or at least go down with his allies, but considering the Con damage everyone has taken Running is the best option.

Nevermind ;)


Evil GM

do you link to the rule?


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'm a little busy so I don't have time for an extensive search but there's this bit from Staves.

SRD wrote:
Using Staves: Staves use the wielder’s ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of magic items, the wielder can use his caster level when activating the power of the staff if it’s higher than the caster level of the staff. This means that staves are far more potent in the hands of a powerful spellcaster.


Evil GM

It's a moot point the spell penetration got Andrea's roll high enough.


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

Sigh I guess I am flaking out here. What I mean is that by using the Morrowfall I have hurt things by making it extremity obvious that we have it and have made myself a target again for the Erynies. I don't want to get arrowed to death and end up having the game end from that.

If I do die, we can run I believe and the game survive. We have money for Reincarnations and since Baldwin has made it clear that our credit is good, we can get money from the Westcrown Exchange and we have patrons from the Pathfinders who have said they can make such services available. Sure it will really cost us, but it will show that our support of people and the city hasn't gone to waste.

Edit: Plus couldn't this be a theme? Our efforts have made people determined to fight harder even though those who came before them fell. Our fame inspires them to take back the night,(and hopefully not make the same mistakes.)

Perhaps cash in Fame for Hero Points?


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

Me too a bit (Flaking out)

I have 5 days of work left.
0 positive responses from 31 applications
Wife is at home with 3 kids and a car that won't start.

Game wise?
I'm up for continuing but not sure if others want to. I'd definately play something different. Maybe a caster who is a coward (no charging off)

Back to work...


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

The fight may not be over yet. I have an ace I've been saving, which may help turn the tide of battle (or at the very least, buy us time to flee, lick our wounds and respond when we're better prepared).


Male Human Ranger 1
Andrea1 wrote:

IMO, the Cloudkill was rolling in on the halfing and would have forced him back.(Plus it as giving us concealment) So flying in to grab Faelyn would have been a better tactical choice. Plus snatching Orsin as well if need be.

Edit: Right now, I am uncertain about another PC from you. We've lost quite a bit from your tactics of charging ahead, such as a valuable wand of Death Ward that went up in smoke and if you get lightning bolted in the face that means we have to go all the way back and lose a day of investigation. We've also lost any Fame from Duncan and Grimm if you die again.

Missed the edit. Apologies for playing that way too much if that is the perception. I do tend to get in Char a fair bit (despite assertions I am happy with a revolving door). Duncan was played as a Divine Smitey type and Grimm was not my first option if you remember but it was STRONGLY suggested that a divine meleer was what a few people wanted. Hence Grimm is basically Duncan v2.0

You'll note VARREL in our Crimson Throne game boasts alot of attack power but is far more considered and cautious in his actions. Often trying to get the Paladin to reel it in.

Anyway. I hope my/Grimms tactics have not impeded anyone's enjoyment and I have had a great time escaping to this game (particularly with potential unemployment looming)

Regards.


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

I apologise as well since I am overstressing over everything right now.


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

Not really sure what has happened, but I will apologize too if need be (since Andrea never responded to my private message saying how much I enjoyed playing with her and since she said the group did not have enough money to res me then said they would find a way to res others). I put my heart and soul into this campaign and tried my hardest to make it fun and succesful for everyone.


Evil GM

'Aye, pointy ears I'm back," as the Grimm sits at the bar.


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

Are you back for good this time ole friend? Sit and have some mead with Cayden and me! We are the lucky ones! I just wish I had had a turn with that beautiful librarian.


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

Sorry I didn't respond to your PM Faelyn. I very much have enjoyed playing with you and never intended to slight you with a 'can't/won't raise you' stance.


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:
Sorry I didn't respond to your PM Faelyn. I very much have enjoyed playing with you and never intended to slight you with a 'can't/won't raise you' stance.

Thanks.


Evil GM

Please, stop apologizing folks. Everyone here played a gigantic part in making this one the most active PbP game's on Paizo. I understand there's a ton of work put into character and world development, but tragically characters die. I don't really think I want to get a new wave of 8/9th level characters that are perfectly built and equipped coming into the game. However, let's see how the battle turns out and address the developments thereafter.


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 find the willingness to give up and say die very sad. We're freaking heroes, not quitters. Where is all this willingness to give up and run coming from.

Yes, we're down a Faelyn and potentially a Grimm.

Yes, the bad guys have superior positioning.

Yes, we're in a tough spot.

But it's not over - not even close. So buckle down, find your balls (yes, even you girls =P), and let's finish this.


Evil GM

Did we give up when the Germans bombed Pearl Harbor?


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

I don't want to give in either.

As for perfectly equipped, rememeber the perils of going in top-heavy, sure your blessed,silver greatsword will be awesome against devils, but will be meh against anything else. Plus there goes most of your gold and you'll be running around in scale mail.

I'd be more than willing to play a 7th level smuggler ex-Red Knife, but I agree let us see how things go.


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
Truk'tosh wrote:

I find the willingness to give up and say die very sad. We're freaking heroes, not quitters. Where is all this willingness to give up and run coming from.

Yes, we're down a Faelyn and potentially a Grimm.

Yes, the bad guys have superior positioning.

Yes, we're in a tough spot.

But it's not over - not even close. So buckle down, find your balls (yes, even you girls =P), and let's finish this.

HEAR! HEAR!

(oh, crap. Forgot my stabilisation rolls....*runs to the gameplay thread*)


Evil GM

I took the day off from work, heading out to workout soon and probably hit the pool, but I should be online most he 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

You didn't skip work just for us did you? :)


Evil GM

The devils have special plans for you Lucrezia....


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

Sexy plans?


Evil GM
Lucrezia Villanova wrote:
Sexy plans?

Of course.


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

Keep that cyanide handy, Lucrezia.


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

Tempers are flaring again it seems with us. Perhaps we all should just take a few hours for deep breaths. Id on't want any more arguing or disputes to happen again. Perhaps Truk and Baldwin can talk over PM about this.


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

Tempers aren't flaring. I just need full disclosure.

Picking up an item that's well within your carrying capacity isn't typically multiple move actions. I'm trying to see if there's any way for Truk to move away with Faelyn's body this turn. I already ate the AoO and fire damage.


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 worried that if we keep running away the sniping erinyes will just keep picking us off with her bow. Could going inside and getting under some cover be any more dangerous?


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

In doors isn't necessarily any safer.

Imagine another cloudkill while we're trapped inside.


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 the piling on was a joke for the record ;) That is what happens we dumb ass elves blink into fire


Evil GM
Truk'tosh wrote:

Tempers aren't flaring. I just need full disclosure.

The implication that there has not been full disclosure is offensive. This is no special houserule. This is simply the application of rules to a unique situation on hand. I provided the rules and reasoning that is the decision. Previously, I clearly described what I thought was the best means to get Faelyn out of situation, that wasn't the action chosen.


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 apologize, I didn't mean it to be offensive. Sometimes text on the interest doesn't translate well - just like when I thought you accused me of min-maxing.

I read your suggestion to use the drag maneuver but I didn't know it was the only solution. I will simplify my question for this round.

Is there any way for Truk to move Faelyn's body away to the designated space this round?


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 could use horn of pursuit to signal the dottari that we need help...but that might just call undo attention.

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