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.
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
oh dear. How much health does he have? :(
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
well he is no doubt in negs at least. Look at it this way, we would have gotten a fight pretty much anywhere we slept. ;p
Andrea no doubt wakes up. ALARM! BEAST!
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'll save the told-you-so's for later.
Evil GM
Surprise Round DMPC Fluer:
Fluer dashes forward hopping over John's sleeping body yelling, "WAKE UP" She tosses one of her shuriken.
Shuriken: 1d20 + 7 ⇒ (6) + 7 = 13;damage: 1d2 ⇒ 2
The object hits the softened outer shell and sticks in.
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Fort: 1d20 + 4 ⇒ (11) + 4 = 15
Evil GM
After people wake up they will enter in the following order:
Faelyn
Lucrezia
Truk
Orsin
Ermols
Dragon Turtle:
John
Grimm
Fluer:
Mathalan
Andrea
With the sea lapping anyone under DC17 Fort does not wake up.
MAP
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 ⇒ (17) + 8 = 25
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 there's no minis on that map.
As Truk climbs to his feet, his eyes go wide at the sight of the monster attacking the camp.
"Get up! Everyone get up!"
Cast Shield
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 don't see us or the turtle on that map.
Lucrezia springs up, clutching the sword she left beside her as she slept. If she can, she will move closer to the turtle.
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
ZZZZZZZZZZ
Kill that thing before I wake up!
Human, NPC
mathalan fort: 1d20 + 6 ⇒ (19) + 6 = 25
Sleepy eyed, 'I just went to sleep...stop it, let s..s...som...someone else keep watch."
Evil GM
Getting up is move action, you can use your stand action to get closer Lucrezia. Tell me where on the map.
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
Fortitude: 1d20 + 5 ⇒ (7) + 5 = 12
Blargh, REALLY!?
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 still don't see the turtle thing on the map, so I don't know where to move too. Also, she'lll grab her bow instead of the sword.
Evil GM
Truk'tosh wrote: Baldwin there's no minis on that map.
Cast Shield
That is odd because they are on the map I'm exporting but they are not showing up.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Andrea will stand up and cast Searing Light at the monster.
Touch attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 7d6 ⇒ (5, 1, 3, 5, 3, 6, 6) = 29
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 1d20 + 7 ⇒ (17) + 7 = 24
Angradd's codpiece!! TIN MAN WITH ME! Everybody we need to get away from it.
With no time to pray for his blessings Grimm activates BANE, stands and fires an Arrow.
Bane Comp longbow attack 1d20 + 10 ⇒ (2) + 10 = 12
Damage 1d8 + 3 + 2 + 2d6 ⇒ (2) + 3 + 2 + (6, 1) = 14
Evil GM
Try the map again.
BEACH MAP
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Also making a roll to see if I can identify it. Know-Religon: 1d20 + 10 ⇒ (11) + 10 = 21
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
Evil GM
Andrea I got you action but slow it down next round since you are at the end of the round unless you intend to be offline.
Evil GM
After people wake up they will enter in the following order:
RD 1:
Faelyn - sleeping
Lucrezia - stood up with bow
Truk - cast shield
Orsin - sleeping
Ermols
Dragon Turtle:
John
Grimm
Fluer:
Mathalan
Andrea - searing light, I will get to your know roll closer to your turn.
With the sea lapping anyone under DC17 Fort does not wake up.
Lucrezia stand with her bow, what are you doing now the map is up? You still have std action
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 can see it now. I think I will just stay put for now though since I decided to go with my bow instead. So my action was to stand and draw bow and arrow.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
John looks to be up as well.
Male NPC, Human Warrior1, Fighter1
RD1: Ermolos
He drops his shield and grabs his greataxe with two hands chopping down.
GA: 1d20 + 8 ⇒ (14) + 8 = 22;dam: 1d12 + 4 ⇒ (4) + 4 = 8
He hits with the axe and there is light cracking sound on the scales. Followed by a 5 ft step 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
Do I have enough movement to stand and fire off a shot?
Evil GM
RD1: Dragon Turtle
The massive strikes out with reach and the maw of death chops down at the human flesh.
bite: 1d20 + 19 ⇒ (14) + 19 = 33;dam: 3d6 + 13 ⇒ (4, 2, 5) + 13 = 24
The warrior's ribs crack under the pressure of the jaw and his intestines are pulled out of his dead body.
Evil GM
Lucrezia Villanova wrote: Do I have enough movement to stand and fire off a shot? yes: Standing is move action, shooting the bow is standard action.
Evil GM
UPDATED MAP
This map should look better close up.
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
Ok, I cannot think clearly at the moment. There is no chocolate in my house and I have pms.
Lucrezia fires off a shot at the turtle beast. "Really? First sharks and now a big arse turtle??"
attack 1d20 + 11 ⇒ (14) + 11 = 25
damage 1d8 + 5 ⇒ (2) + 5 = 7
Evil GM
RD 1:
Remaining actions:
John
Grimm
Fluer:
Mathalan
Andrea - searing light, I will get to your know roll closer to your turn
Evil GM
RD 1:
Lucrezia's arrow sticks into the scales.
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
"Turtle soup is a delicacy among sailors you stupid beast!"
Evil GM
Andrea based on your knowledge roll:
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: Fort 1d20+7
Angradd's codpiece!! TIN MAN WITH ME! Everybody we need to get away from it.
With no time to pray for his blessings Grimm activates BANE, stands and fires an Arrow.
Bane Comp longbow attack 1d20+10
Damage 1d8+3+2+2d6
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
This is an undead zombie! But it might be quicker than normal but it hasn't moved yet so I don't know for sure It might be able to attack twice with great speed. Goddess, what could have killed a dragon turtle and made it a zombie?
Edit Info from Baldwin.
[Fem Elf][Inq1/Ninja5][Init:+4][Perc:+12][33HP][AC:21(23)(Touch:14(15)(FF:17(18)][Fort+3][Ref+8][Will+4]
Shadow moves down the beach, towards the water and closer to the boat.
Stealth:1d20 + 12 ⇒ (18) + 12 = 30
Att Roll:1d20 + 7 ⇒ (1) + 7 = 8
Dam Roll;1d2 ⇒ 2
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
John will get up holding his longsword. He will them move to y32.
Evil GM
Grimm your action/roll is messed 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
I quoted. Action is correct. I missed. See further up.
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
Fortitude: 1d20 + 5 ⇒ (12) + 5 = 17
Nice.
Sorry Andrea, I was confused about the DC for scrolls with UMD. I mistook "caster level" for "spell level". Sunburst would ask a DC 35, meaning I'd have to nail a natural 20 at this level to pull it off. Plus, I don't have a high enough CHA to cast it either... :/ I think Faelyn would have better luck, doing the straight CL check since sunburst is a sorcerer/wizard spell.
On the round he awakens, Orsin will use a standard action to launch a devastating aria at the beast, then uses a move action to inspire courage for the group.
Sonic Damage: 1d4 + 7 ⇒ (1) + 7 = 8 divided by 2 equals 4 damage, no save.
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
Going to bed. If we start next round before I wake up, Truk will use his action to wake up Faelyn. If he's already awake, he'll activate his protection aura instead.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Buffs from Orsin and Truk.
+2 Hit/Damage
+2 AC for those 20' from Truk
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Evil GM
RD 1: Recap
Faelyn - sleeping
Lucrezia - stood up with bow
Truk - cast shield
Orsin - sleeping
Ermolos - dead
Dragon Turtle: - bit Ermolos again
John - stood up and moved to Y32
Grimm - short arrow with bane
Fluer: Threw her shiurken but missed, moved S 30 making her way aroudn the boat. No need to move steathly here the boat bloats some of its visision.
Mathalan - uses cross bow.
Andrea - searing light touch attack hits.
With the sea lapping anyone under DC17 Fort does not wake up.
---
RD 2:
Faelyn -
Lucrezia -
Truk - casts protection.
Orsin - sonic aria
Ermolos - dead
Dragon Turtle:
John
Grimm
Fluer:
Mathalan
Andrea -
With the sea lapping anyone under DC17 Fort does not wake up.
REVISED MAP
Human, NPC
RD 1:
Shots crossbow from the ground.
CB: 1d20 + 4 ⇒ (9) + 4 = 13;damage: 1d8 ⇒ 6
The bolt hits the soft scales. She will then get up.
Evil GM
Evil GM
I'm waiting on Faelyn to post, he is having some issues posting in the game thread and Lucrezia before I take the Dragon Turtle zombie's action.
Also, waiting on Lucrezia's RD 2 post.
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Faelyn stands and begins casting summon monster III.
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