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 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

Orsin will move to AD36 and use his wand of CMW on Grimm.

Wand of cure moderate wounds: 2d8 + 3 ⇒ (2, 4) + 3 = 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

Is John using Lunge? I think he's 10 feet away even after 5-footing forward.

Truk moves in behind John and crosses alongside him.

This will provoke.

If the AoO hits, Truk will heal himself.

CMW: 2d8 + 7 ⇒ (5, 3) + 7 = 15

If the AoO misses, Truk will attack.

Attack /w haste: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Miss Chance: 1d100 ⇒ 59


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

Andrea, her legs moving with increased speed, moves to AF-33 and casts Searing Light at the monster

Searing Light touch attack: 1d20 + 6 ⇒ (4) + 6 = 107d6 ⇒ (4, 4, 6, 4, 1, 1, 3) = 23

Forgot concealment, not that it does much good no doubt
conceal: 1d100 ⇒ 50


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

Haste action, put bless weapon oil on arrows
Move to AE33
attack 1 miss chance 1d100 ⇒ 5 miss
attack 2 miss chance 1d100 ⇒ 65 Good
attack 2 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29
damage 2 1d8 + 5 + 4 ⇒ (8) + 5 + 4 = 17

Lucrezia enters the room and fires off a couple arrows at the creature.


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

Potion of CMW 2d8 + 7 ⇒ (4, 3) + 7 = 14


Evil GM
Zizmort wrote:

Zizmort flies over to Grimm as he finishes his withdrawl and attempts to heal him with a wand of CMW.

[dice=UMD]1d20+12
[dice=Healing]2d8+3

Get back in the fight fatso!

What hex is he flying to?


Evil GM

John you needed to lunge to get to hit. So there is -2 to your AC.


Evil GM
Orsino 'Orsin' Bessatte wrote:

Orsin will move to AD36 and use his wand of CMW on Grimm.

[dice=Wand of cure moderate wounds]2d8+3

I moved you to AD35 rather than 36 because there is wall there.


Evil GM
Grimm Sharpest wrote:
Potion of CMW 2d8+7

CMW +5, rather than +7


Evil GM

Truk moves to AD33 provoking the AoO.

AOO ontruk: 1d20 + 18 ⇒ (18) + 18 = 36;dam: 2d10 + 10 ⇒ (10, 3) + 10 = 23
plus neg energy: 1d6 ⇒ 4

Goring the half-orc.

The half orc proceeds to cure himself of some of his wounds.


Evil GM
Andrea1 wrote:

Andrea, her legs moving with increased speed, moves to AF-33 and casts Searing Light at the monster

[dice=Searing Light touch attack]1d20+6;7d6

Forgot concealment, not that it does much good no doubt
[dice=conceal]1d100

Andrea's moves and casts her spell but it pretty much fizzles cause much less damage then she would have imagine.

Know planes if you have it


Evil GM

RD 1 Update:

Faelyn - moved to AD 38 cast haste, the rat moved and used cure wand on Grimm.
Triceratop - gored Grimm and John
John - John stepped up AD36 and lunged, hitting hard
Truk - moved to AD 33 drawling AoO, cured some wounds
Grimm - moved to AC 35, drawing potion
Orsin - moved to AD35 cured wounds on Grimm
Lucrezia - moved AE 33, hitting with one arrow
Andrea -- moved to AF 33 cast searing light which acted wierdly
Fluer - move to V32. Outside the haste area

DMPC -Fluer move to V32 trying to get behind the creature and moving down a hallway

RD2:

Initiative order

Faelyn
Triceratop
John
Truk
Grimm
Orsin
Lucrezia
Andrea
Fluer

MAP RD 2


Evil GM

Everyone inside the room realizes it is much darker than the others, light and vision is reduced by half, it's as if all the light is being absorbed by the dark wispy monster.


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
baldwin the merciful wrote:
Zizmort wrote:

Zizmort flies over to Grimm as he finishes his withdrawl and attempts to heal him with a wand of CMW.

[dice=UMD]1d20+12
[dice=Healing]2d8+3

Get back in the fight fatso!

What hex is he flying to?

I have no idea. Grimm withdrew and then retconned a 5 foot step. I will have to wait for his clarification. If Zizmort had to take an AOO, he wouldn't have healed Grimm and would have just gone invisible on his turn. The UMD was based on a withdrawl back to our room.


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

Since I might not be on most of the day I'll just go ahead and post John's action
John will 5ft step in and attack again.
Attack1: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
misschance: 1d100 ⇒ 2920 and below misses
Damage: 1d8 + 11 ⇒ (5) + 11 = 16
Attack2: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
misschance: 1d100 ⇒ 95
damage: 1d8 + 11 ⇒ (7) + 11 = 18
Attack3: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
misschance: 1d100 ⇒ 87
damage: 1d8 + 11 ⇒ (6) + 11 = 17


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

Zizmort is fine where you put him. I'll keep the first heal and offer another on Grimm if needed.

UMD: 1d20 + 12 ⇒ (12) + 12 = 24
CMW: 2d8 + 3 ⇒ (8, 3) + 3 = 14


Evil GM

Take your action Faelyn.


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 moves to AF 35 (10ft south of Orsin) and begins casting summon monster IV.

Latern Archons next round: 1d3 ⇒ 3

I should have line of sight for my previous knowledge rolls. I will link them on the edited post.

Knowledge Rolls


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
baldwin the merciful wrote:
Take your action Faelyn.

Sorry. I was working on it. Using my phone so it is slow and hard to see map coordinates.


Evil GM

By the way the white items on the map are tables/chairs.

This is an undead skeleton that has been infused with negative energy. It has DR except bludgeoning/good. The negative shadow sucks up positive, light and divine energy for less damage. It is very resistant to turning.


Evil GM

Faelyn as you begin your summons the creature unleashes a searing bolt of negative darkness energy at you.

RTA: 1d20 + 12 ⇒ (14) + 12 = 26

negative searing darkness energy bolt: 5d8 ⇒ (4, 7, 3, 6, 3) = 23

The creature then takes a five foot step back to AA 31-34 through Y 31-34.

You need to concentration check of 10+23 damage plus spell level, or you lose the spell being cast.

Welcome back!

DM ONLY:
rds till next bolt: 1d4 ⇒ 2


Evil GM

John 5ft steps to AC34 will have to lunge again to do his attack. Two off his attacks hit. He has the -2 to his AC.


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

Truk advances and grips his hammer with both hands.

Attack /w Haste: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Damage: 1d8 + 14 ⇒ (2) + 14 = 16
Miss Chance: 1d100 ⇒ 92

Hasted Attack /w Haste: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
Damage: 1d8 + 14 ⇒ (1) + 14 = 15
Miss Chance: 1d100 ⇒ 53

"Smash it now!" the big orc bellows as he brings his hammer to bear.


Evil GM

Truk where are you moving too for his attack.

REVISED MAP


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

Truk will step to AB32. I got adjacent to it on the turn that I provoked so I shouldn't be more than 5 feet away now.


Evil GM
Truk'tosh wrote:

Is John using Lunge? I think he's 10 feet away even after 5-footing forward.

Truk moves in behind John and crosses alongside him.

[

I had you moving along side John last round that put you in AD33, you then cured wounds.

The monster stepped back on his turn creating 10 feet of separation between you and it.

John stepped forward 5 ft and lunged to attack.


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

Ah, that was a misunderstanding. I wanted to be adjacent. The whole point of provoking last time and getting adjacent was so that I wouldn't have to provoke this turn.


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 can not make that concentration check so I lose the spell. At least I soaked up an attack! Get him guys!

Faelyn absorbs the negative ray and takes significant damage. He loses concentration on his spell. I will divulge the info above on the DR and resistances.

Glad to be back you evil GM you!


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

If Grimm was close to full on HP, Zizmort would have flown over and healed me. I'll wait to get his HP count.


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

BuffsHate 2/7 rounds

Andrea casts another Searing light at the creature.

Searing Light touch: 1d20 + 6 ⇒ (6) + 6 = 127d6 ⇒ (3, 6, 5, 3, 4, 6, 4) = 31
miss chance: 1d100 ⇒ 72


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

Buffs: Protection Judgement, Hatse, Shield Wall, Protection from Evil, Bane Current AC30

Grimm casts Protection vs Evil on Himself, then moves to stand in AB 33.
Fighting Defensively he invokes his Bane and Attacks with his Magic Warhammer!

1 hand attack 1d20 + 11 - 2 + 2 + 1 ⇒ (12) + 11 - 2 + 2 + 1 = 24
Damage1d1d8 + 1 + 4 + 2 + 2d6 ⇒ (7) + 1 + 4 + 2 + (5, 3) = 22

Roll miss twice for BLINDFIGHT
1d100 ⇒ 79
1d100 ⇒ 71


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


Still using bless weapon arrows with deadly aim
miss chance attack 1 1d100 ⇒ 52 good
miss chance attack 2 1d100 ⇒ 61 good
miss chance attack haste 1d100 ⇒ 36 good
attack 1 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17
damage 1 1d8 + 5 + 4 ⇒ (4) + 5 + 4 = 13
attack 2 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8
damage 2 1d8 + 5 + 4 ⇒ (7) + 5 + 4 = 16
haste attack 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17
haste damage 1d8 + 5 + 4 ⇒ (1) + 5 + 4 = 10

Lucrezia quickly lets a trio of arrows fly at the creature.


Evil GM
Grimm Sharpest wrote:
baldwin the merciful wrote:
Grimm give me a hex that you are withdrawing into.
Hex AC35. Can't see me no more!!! Actually I thinl I can 5 ft step . Use move action to draw potion and standard to drink.

I didn't catch that you were trying to do a 5 ft step instead of withdraw. The wall blocks the 5ft step. It would have been a tactical withdraw. I read it as a withdraw to Hex AC35, rather than a 5 ft step.

RD2: draw potion and drink potion, swift action (either judgement or bane)

I thought I read earlier that you had not prebuffed going in the Hall, so my question is regarding your swift actions: a judgment is a swift action and bane is a swift action both happening in the same round. You are limited to one swift action per round. Did I miss a post somewhere?

Swift action:
Swift Actions

A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take. You can take a swift action anytime you would normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items.


Evil GM
Grimm Sharpest wrote:

Buffs: Protection Judgement, Hatse, Shield Wall, Protection from Evil, Bane Current AC30

Grimm casts Protection vs Evil on Himself, then moves to stand in AB 33.
Fighting Defensively he invokes his Bane and Attacks with his Magic Warhammer!

1 hand attack 1d20+11-2+2+1
Damage 1d8+1+4+2+2d6

Roll miss twice for BLINDFIGHT
1d100
1d100

I have this as your third round action. I don't think you can cast the spell, move and attack even with haste. Haste lets you take one extra attack during a full attack action. Casting the spell is going to take away the melee attack. Plus when you move more than a 5ft step you don't get a full round attack action. Do you see this differently?


Evil GM

When Truk moves up, the monster takes his AoO, on the half-orc.

gore attack: 1d20 + 18 ⇒ (20) + 18 = 38;damage: 2d10 + 10 ⇒ (7, 7) + 10 = 24
plus neg energy: 1d6 ⇒ 5

confirming crit:
gore attack: 1d20 + 18 ⇒ (9) + 18 = 27;damage: 2d10 + 10 ⇒ (1, 6) + 10 = 17

Ripping through Truk's armor and insides.

Your point about you movement was considered but your post did state along side of John, so I'm just going with your post. It goes back to the old I hate to recon stuff.


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 was just describing how I was passing him. I would not have provoked again. If that's the case I will not melee at all.

Can we take this to PMs?


Evil GM

Truk moving up to attack the monster and strikes him with his hammer. That is followed by two arrows whizzing by then a beam of light hitting the monster's darkness.

The monster looks in terrible shape as fragments of bone lay on ground.

---
Leaving Orsin and Fluer to act in RD2.


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

Truk groans in pain as the behemoth's horns drive through his torso.

Must have miscounted the distance...

His pain turns to rage and a bloody froth soon seeps from between his lips.

I'll skip on two-handing my weapon since I'm raging instead. It's the same effect on my AC.


Evil GM

RD2: update.

Faelyn - moves to AE 35, begisn to cast SM IV but takes damage that interrupts the spell.
Triceratop - searing negative darkness at Faelyn. Stepped back five feet.
John - steps up 5 feet then lunges hitting.
Truk - moves forward getting hit with AoO, he hits with mace, rages
Grimm - downs potion for healing
Orsin -
Lucrezia - hit 2 out of 3 arrows.
Andrea - searing light hits but acts weirdly again.
Fluer -

MAP RD3

Remaining Actions:

Orsin -
Fluer -


Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

UMD: 1d20 + 12 ⇒ (6) + 12 = 18
CMW 3rd Charge: 2d8 + 3 ⇒ (4, 8) + 3 = 15

Zizmort flies over to Faelyn and taps him with the wand, but nothing happens.

Stupid wand! You are as useless as the dwarf.


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 begins speaking in Draconic. Magical dust appears over the creature and begins falling. It covers the creature in sparkling colors.

Glitterdust DC 19 will save or blinded for 7 rounds (save at the end of each round)

I would position it to miss allies.


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

Andrea tries to understand if her Searing lights are actually hurting it and why

Spellcraft: 1d20 + 10 ⇒ (1) + 10 = 11
Know-Religon: 1d20 + 10 ⇒ (6) + 10 = 16


Evil GM

Andrea - Your spellcraft doesn't give you any information. I asked before if you had Know planes to try to figure out what is happening with your spell. Your know religion doesn't reveal much other than its undead and has resistance. Faelyn learned more information when he rolled his checks, which he mentioned to the group.


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

Move the 30' to be within range.

Sneak Att(Katana):1d20 + 3 ⇒ (16) + 3 = 19)(+2 with/if flanking)

Att Dam(Katana):1d8 ⇒ 1

Sneak Dam:3d6 ⇒ (5, 1, 2) = 8

Also, don't forget Shadow's starting trait 'Shadow child'. 20% miss chance, hence allowing a little telleport on a miss.

Hmm...that was...underwhelming......


Evil GM

Fluer you need to move 30 feet to X30, the monster has already used its AoO, so that is not threat. You are not flanking but you do hit. a bit of bone dust comes off the creature.

What type of weapon are you using.


Evil GM

Orsin is the only action remaining for Round 2.

---
save v.glitterdust: 1d20 + 4 ⇒ (12) + 4 = 16

He fails the save but it doesn't make difference since it uses the blindsight ability.


It may fail the save. but we should still get a bonus to hit it's boney @rse.


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

Orsin is the only action remaining for Round 2.

---
[dice=save v.glitterdust]1d20+4

He fails the save but it doesn't make difference since it uses the blindsight ability.

Knowledge check didn't tell me that?


Evil GM
Faelyn Sindrel wrote:
baldwin the merciful wrote:

Orsin is the only action remaining for Round 2.

---
[dice=save v.glitterdust]1d20+4

He fails the save but it doesn't make difference since it uses the blindsight ability.

Knowledge check didn't tell me that?

No.


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

Orsin uses a move action to Inspire Courage and then his standard action to heal Faelyn.

Wand of cure moderate wounds: 2d8 + 3 ⇒ (4, 7) + 3 = 14

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