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 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 the merciful wrote:
One more time the creature is not evil.

Heh, I think we got it. Who are we waiting on?


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

Posted the charge before you posted it's flyby. F/G 7/8 is above Grimm and he went first. A charge was not necessary. Depending on elevation it would be a move only. If a 5ft step was enough Grimm would have full attacked. If so: extra Haste attack-1d20 + 11 + 1 + 2 + 1 + 2 + 2 - 2 - 1 ⇒ (11) + 11 + 1 + 2 + 1 + 2 + 2 - 2 - 1 = 27

Damage 1d8 + 5 + 3 + 2 + 4 + 2d6 + 2 ⇒ (4) + 5 + 3 + 2 + 4 + (3, 5) + 2 = 28

Edit:Accounted -1 Attack for level loss.


Evil GM

Grimm believes he hits the creature solidly but he understand the weapon did not do as much damage as it should have.

One of Lucrezia'a arrows hit but doesn't do much damage.


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
baldwin the merciful wrote:

Grimm believes he hits the creature solidly but he understand the weapon did not do as much damage as it should have.

One of Lucrezia'a arrows hit but doesn't do much damage.

Was my full attack allowed or just the one? Anyway I am adjacent now. If he moves away I'll AOO his ass. If he doesn't he's eating a full attack in rd 3.


Evil GM

Grimm - Your full around action, you could 5 ft step and take a full round action while flying. The charge was not necessary.


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

Sweet. So 54ish damage minus whatever DR. Happy.


Evil GM

RD 2:

Faelyn - crawled to Grimm and cast fly on him

large Blob - channelled neg energy 17 HP damage or 1/2 if save made. Hit Grimm on AoO

John -

L. Shadow - touched John for 1 str damage

Grimm - hit twice for

Andrea - channel healed for 14 HP.

Lucrezia - one arrow hit.

Mathalan - hits with bolt but it didn't seem to do much.

Fluer - helping to keep people in.

Ermolos - bolt hit but didn't seem to do much damage.

Orsin _

Tru


Evil GM
Grimm Sharpest wrote:
Sweet. So 54ish damage minus whatever DR. Happy.

Actually you needed to fly up five and over 5. I'll still keep it the 5 ft move but the AOO remains. it has 10 ft reach.


Evil GM

RD 2 mathalan

She will shoot her cross bow.

bolt: 1d20 + 5 + 2 + 1 + 1 + 2 ⇒ (20) + 5 + 2 + 1 + 1 + 2 = 31;dam: 1d8 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8
confirm
bolt: 1d20 + 5 + 2 + 1 + 1 + 2 ⇒ (10) + 5 + 2 + 1 + 1 + 2 = 21;dam: 1d8 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10


[Fem Elf][Inq1/Ninja5][Init:+4][Perc:+12][33HP][AC:21(23)(Touch:14(15)(FF:17(18)][Fort+3][Ref+8][Will+4]

Re-posting Round 2:

Shadow wrote:


Fort Save:1d20 + 3 ⇒ (15) + 3 = 18

"Urgh!" Shadow grunts as the creature's attack washes over the group.

Acrobatics:1d20 + 12 ⇒ (20) + 12 = 32(Aid Another)[/ooc]

Still trying to help keep people in the boat.


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

R 3

Scorching Ray
Touch Attack: 1d20 + 6 + 2 + 1 + 1 ⇒ (12) + 6 + 2 + 1 + 1 = 22
Damage: 4d6 ⇒ (3, 5, 2, 1) = 11

Sorry my knowledge check sucked so we don't know the DR.

I'm crashing. This is my next attack.


Evil GM

Rd 2: Ermolos

he shoots his cross bow

bolt: 1d20 + 5 + 2 + 1 + 1 + 2 ⇒ (15) + 5 + 2 + 1 + 1 + 2 = 26;dam: 1d8 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8


Evil GM

RD 2: DMPC JOHN

John unloads on the shadow wiht power attack.

Keen longsword: 1d20 + 11 ⇒ (4) + 11 = 15;damage: 1d8 + 11 ⇒ (8) + 11 = 19

Keen longsword: 1d20 + 6 ⇒ (14) + 6 = 20;damage: 1d8 + 11 ⇒ (4) + 11 = 15

His two attack hit the lesser shadow and it is destroyed.


Evil GM
Truk'tosh wrote:
Without having any sense of how hard that DC is, I'm just going to stay put. I'd just be making things harder if Truk fell into the water.

I believe you would be the only one standing in the boat. Grimm is flying; Andrea, Ermolos, Mathalan, Fluer, and Faelyn are sitting; John and Lucrezia are out of boat walking on water/air.


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

Yeah but I don't still have any idea how hard it is. It could be DC 20 which would be nearly impossible for Truk to pull off.


Evil GM

Orsin:
I understand your position but the spell says, "You unleash a powerful scream, inaudible to all but a single target." That leads me to believe the single target has to be able to hear. If it did something like shatter damage I could see how the vibrations would cause damage. I'd have to look into the spell rule more, if you have link post it for me to consider. In the heat of the game and not having time to research it I'd say it had not effect.


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 nobody can ever say I'm not one to fall for bait.

Truk stands up and tries to take a swing at the floating creature.

Acrobatics: 1d20 ⇒ 10

Attack /w Power Attack: 1d20 + 11 + 3 ⇒ (18) + 11 + 3 = 32
Damage: 1d8 + 6 + 4 + 2 ⇒ (8) + 6 + 4 + 2 = 20


Evil GM

RD 2:

Faelyn - crawled to Grimm and cast fly on him

large Blob - channelled neg energy 17 HP damage or 1/2 if save made. Hit Grimm on AoO

John - destroyed the shadow

L. Shadow - touched John for 1 str damage

Grimm - hit twice for

Andrea - channel healed for 14 HP.

Lucrezia - one arrow hit.

Mathalan - hits with bolt but it didn't seem to do much.

Fluer - helping to keep people in.

Ermolos - bolt hit but didn't seem to do much damage.

Orsin _

Truk - stands in the boat and attacks hitting the crature.

Note Orsin still has a RD 2 action

----
RD 3

Faelyn - minimal dam with scorching ray

large Blob - pathetic channel 9 hp, half if saved

John - moved to give Grimm flanking.

L. Shadow - destroyed

Grimm -

Andrea -

Lucrezia -

Mathalan -
Fluer -

Ermolos -

Orsin _

Truk

UPDATED MAP
Note the shadow next to John is destroyed.


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

] waiting to see if my blob moves


Evil GM

Faelyn's attack hits but doesn't seem to do much damage to the creature. Although the creature does look like its been hurt.


Evil GM

RD 3:

The elemental moves down five feet to cover the everyone and unleashes another negative energy channel.

DC16 for half damage: 4d6 ⇒ (1, 3, 4, 1) = 9


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

Fort Save: 1d20 + 11 ⇒ (17) + 11 = 28

Truk braces as the shadowy energy washes over him this time.

With a roar, he swings his hammer in supernaturally quick arcs.

Rage

Attack /w Power Attack: 1d20 + 11 + 3 + 2 ⇒ (19) + 11 + 3 + 2 = 35
Damage: 1d8 + 6 + 4 + 2 + 2 ⇒ (6) + 6 + 4 + 2 + 2 = 20

Hasted Attack /w Power Attack: 1d20 + 11 + 3 + 2 ⇒ (7) + 11 + 3 + 2 = 23
Damage: 1d8 + 6 + 4 + 2 + 2 ⇒ (6) + 6 + 4 + 2 + 2 = 20


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

Fort: 1d20 + 8 ⇒ (9) + 8 = 17


Evil GM

John double shis move an gets to h9 proving flanking to Grimm but subjecting himself to an AoO.

slam: 1d20 + 15 ⇒ (6) + 15 = 21;dam: 1d8 + 3 ⇒ (5) + 3 = 81d6d1d6 ⇒ (4, 1) = 5
plus 1 pt energy drain if Fort DC 16 is missed

missing the armored man.


Evil GM

Grimm you are up.


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

Fort save 1d20 + 12 - 1 ⇒ (5) + 12 - 1 = 16

Grimm moves down 5ft and full attacks
flank Haste attack-1 for level loss 1d20 + 11 + 1 + 2 + 1 + 2 + 2 - 2 - 1 + 2 ⇒ (17) + 11 + 1 + 2 + 1 + 2 + 2 - 2 - 1 + 2 = 35

Damage 1d8 + 5 + 3 + 2 + 4 + 2d6 + 2 ⇒ (7) + 5 + 3 + 2 + 4 + (5, 3) + 2 = 31

2nd attack
1d20 + 11 + 1 + 2 + 1 + 2 + 2 - 2 - 1 + 2 ⇒ (7) + 11 + 1 + 2 + 1 + 2 + 2 - 2 - 1 + 2 = 25

Damage 1d8 + 5 + 3 + 2 + 4 + 2d6 + 2 ⇒ (6) + 5 + 3 + 2 + 4 + (5, 1) + 2 = 28


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

Andrea is determined not to have anyone else die on her watch and channels again.
3/5 used
Channel heal: 3d6 ⇒ (1, 6, 3) = 10


Evil GM

The creature is destroyed with Grimm's attack.


[Fem Elf][Inq1/Ninja5][Init:+4][Perc:+12][33HP][AC:21(23)(Touch:14(15)(FF:17(18)][Fort+3][Ref+8][Will+4]

Round 3:

Fort Save:1d20 + 3 ⇒ (20) + 3 = 23

Still trying to help keep people in the boat, Acrobatics:1d20 + 16 ⇒ (3) + 16 = 19

Last opportunity for me to post. Bot as needed. Off to work.


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

So I didn't need to use a 2nd rage round?

"Good work", Truk says up to the flying dwarf.


Evil GM

The wave door in before you floating few inches off the swells. the door itself expands to 5 ft and requires a Acro check DC 16 to step inside from the boat or water, as it fluctuates up and down with the water.

Peering inside the room appears to be 15 ft long and 10 feet wide.

The chamber beyond the Wave Door contains a small wooden bench and a locker. The locker is locked (Disable Device DC 30 to pick the lock).


Evil GM

No need for the 2nd rage round Truk. If the dwarf had not killed it your attack would have.


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

How Is everyone? We should check out the wave door before anything else arrives!

Perhaps we can bring the locker back with us, but have Lucrezia check it out first for traps.

Andrea looks around the room. This might be a good emergency hideaway for us or for items.


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

Not trusting his own massive weight to stay balanced in the boat, Truk immediately sits down.

"One of you flying folks want to fly in there first?"


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

Fort: 1d20 + 8 ⇒ (16) + 8 = 24
"I need only a little healing. I will go in first." John will air walk in front of the boat and go into he gate with shield and sword drawn after taking his lesser restoration potion.
Just a heads up, I did say that for creatures with reach John would try to avoid AoOs by getting to their reach and then 5ft steeping the next round. But what happened was fine


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 dismisses his BANE.
Hrmpf. That was a nasty one. Thanks everybody. I got a potion round here somewhere fer me wounds. Drained me bein. Felt like dying a bit.


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

Andrea converts Burning Disarm into a CLW for Grimm

1d8 + 5 ⇒ (1) + 5 = 6


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 accepts the spell, but admonished,
Got some heals meself. Don't waste em


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
baldwin the merciful wrote:
** spoiler omitted **

Baldwin:
No sweat. I'm not really in the mood to argue for the spell's effectiveness. Could we compromise on a retcon that I never cast the spell and thus get to keep the level 1 slot?

...

Fortitude Save for Round 3: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27

Guh, of course a natural 20 is wasted on a save to halve 9 whole points of damage.


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 casts cure moderate wounds on himself
2d8 + 5 ⇒ (6, 6) + 5 = 17

That's better. Take a bit o toughness and Angraads favor, praise his hairy arse, to get all me spirit back. Hey, Tin Man wait fer me.

Grimm flies up beside John (take 10 to get through door) keeping his shield ready and Hammer in hand. (Shield wall) let's check for enemies afore our spells run out.

Perception+ Cast Detect Magic


Evil GM

John steadies himself and steps into the room suddenly melting in fury of acid rain which cracks Andrea's mental grasp with reality. Just kidding.

John is able to enter the room without incident. Followed by the dwarf. There is bench and a locked locker.

Grimm your eyes go wide with the magic as the entire room glows brightly, you realize you are in an interdimensional space, a strong conjuration/teleportation aura.


Evil GM

I did totally forget the death throws that occur as a last wave of negative energy blasts out over a 30 foot radius. Since everyone was within the 30 foot radius needs a Reflex save 17 for half damage.

damage: 4d8 ⇒ (5, 1, 7, 1) = 14

Fortunately I rolled a couple 1's.


Evil GM

Orsin:
Your character would not have known how effective the spell would have been, so the spell was cast. It shouldn't make much difference right now unless the group get a random encounter before getting back tot he safehouse.


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

Reflex: 1d20 + 3 ⇒ (13) + 3 = 16


Evil GM

John you take the 14 HP of damage when the elemental explodes in its last bit of glory.


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

Reflex: 1d20 + 4 ⇒ (7) + 4 = 11

"Watch out, it's going to b-"

14 damage for me.


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

reflex save 1d20 + 8 ⇒ (12) + 8 = 20
perception 1d20 + 14 ⇒ (20) + 14 = 34
disable if needed 1d20 + 13 ⇒ (8) + 13 = 21
2nd disable if needed 1d20 + 13 ⇒ (13) + 13 = 26
3rd disable if needed 1d20 + 13 ⇒ (15) + 13 = 28
4th disable if needed 1d20 + 13 ⇒ (11) + 13 = 24
5th disable if needed 1d20 + 13 ⇒ (17) + 13 = 30


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

Once the danger has passed, Truk channels a couple times to heal everyone up.

Channel #2: 2d6 ⇒ (5, 1) = 6
Channel #3: 2d6 ⇒ (6, 3) = 9


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

Reflex: 1d20 + 3 ⇒ (16) + 3 = 19

Andrea channels once again 3/5
Channel: 4d6 ⇒ (6, 5, 3, 3) = 17


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

1d20 + 9 ⇒ (17) + 9 = 26
Can I retcon my cure spell. Between Truk and Andrea's channels, Grimm was full HP before he cast.

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