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

Buffs for Party

Haste 3/7 +1 AC/BaB/Reflex Saves +1 Attack on Full attack
Inspire Courage +2 Hit/Damage +2 saves vs. Charm/Fear


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

Knowledge planes: 1d20 + 12 ⇒ (15) + 12 = 27


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 need to crash. Since I know Baldwin is usually awake a few hours before I am, I'm going to post my actions in the event that Truk is still alive.

Rage round 2, two-handed hammer

Attack: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28
Damage: 1d20 + 17 ⇒ (5) + 17 = 22
Miss Chance: 1d100 ⇒ 44

Hasted Attack: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
Damage: 1d20 + 17 ⇒ (8) + 17 = 25
Miss Chance: 1d100 ⇒ 97

This is of course assuming that A) Truk's not dead and B) The dino hasn't moved too far away since under no circumstances am I provoking ever again.


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Evil GM

Faelyn and John:
Since this creature is wrapped with dark shadows and negative energy you would not necessarily know that has blindsight, but you would would think that it is accustomed to low, little light or magical darkness situations, and perhaps blind fighting. For all you know it has the blind fighting feat. I, also, don't think you've fought anything that has blindsight to-date. Remember all light is reduced to 1/2 in the room. Neither of you have ever heard of searing darkness used as weapon but the ability makes sense to you since light can be used as weapon.

You two do no its undead and has undead damage resistance and bludgeoning and good weapons get through this. It is immune to death, death effects, energy drains, physical drains, mind-effects.

It has a significant damage resistance to positive energy, light, and channel resistant.

It reminds you of the negative energy elemental that you fought on the launch but it has substantive body made of bone. There are similarities but it is not identical.


Evil GM
Orsino 'Orsin' Bessatte wrote:

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

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

I thought you'd cast ear piercing scream. Glad I didn't DMPC you then.


Evil GM

The tricetops violently shakes its horn and smashes into the glass aquarium.

break: 1d20 + 18 ⇒ (3) + 18 = 21;damage: 2d10 + 10 ⇒ (8, 2) + 10 = 20

plus neg damage: 1d6 ⇒ 4

The sound of breaking occurs then the beast strikes the glass again.

break: 1d20 + 18 ⇒ (13) + 18 = 31;damage: 2d10 + 10 ⇒ (7, 5) + 10 = 22

plus neg damage: 1d6 ⇒ 2

The glass smashes and a flood of glass shards and murky dark filthy water rushes forth. the beast steps 5 foot backwards to Z31-34 and X31-34.

Everyone in the dining hall needs to make an Acro 18 check to remain upright. failure is prone.

Orsin, Faelyn have a DC 14 Acro to stay upright.

Grimm has DC 12 Acro to stay upright.

REVISED MAP


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

acro check 1d20 + 3 ⇒ (3) + 3 = 6

Lucrezia fails to stay upright in the rush of disgusting liquid and falls right on her shapely ass into the mess.


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

Acro: 1d20 ⇒ 10
Buffs: Haste 3/7,Inspire Courage

*Thud*

Andrea will stand up and channel energy to heal the group.

1/5 used
Channel Heal: 4d6 ⇒ (3, 2, 4, 3) = 12


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 away from my PC right now and can't really see the map. Is Truk in one of the categories of needing an acrobatics check?


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 would say yes, you are.
When in doubt, I always roll anyway to save time. :)


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 take your word for it. =P

Acrobatics: 1d20 ⇒ 15

I believe that failed. Would it be possible to 'ride the wave' to move a square without provoking.


Evil GM
Truk'tosh wrote:

I'll take your word for it. =P

[dice=Acrobatics]1d20

I believe that failed. Would it be possible to 'ride the wave' to move a square without provoking.

Yes Truk you were in the room. Your roll failed. You went prone in the square you were in. To try to ride the wave would push you one square over AB36 which takes you into the wall. You would still provoke an AoO. You, John and Fluer were directly in front of the where it broke the tank's glass. You are still in its reach range. So you can either be prone in the square you were located in AB33 or move one square over to AB34

---
Those attempting to stand up need to make Acro 15 to stand in the slippery floor.


Evil GM
Andrea1 wrote:

[dice=Acro]1d20

Buffs: Haste 3/7,Inspire Courage

*Thud*

Andrea will stand up and channel energy to heal the group.

1/5 used
[dice=Channel Heal]4d6

You need to make an Acro to stand in the slimy water that is a couple inches deep. It's a DC15 acro.

Are you channelling before or after you try to stand?


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

Disregard then. I don't want to do it if it provokes. Truk will just fall prone in his square.

Is Grimm going to come in to melee this turn? If so, he'll hold his action to channel to heal once he's in range.


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

Andrea will channel before she tries to stand. Quote thing went bonkers on me.

Acro to stand: 1d20 ⇒ 19


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: to stand 1d20 + 3 ⇒ (11) + 3 = 14 failed
regular action: to stand 1d20 + 3 ⇒ (5) + 3 = 8 failed
to stand 1d20 + 3 ⇒ (7) + 3 = 10 failed

Lucrezia curses loudly as she tries to stand up in the slippery, slimey, disgusting water.


Evil GM

*Thud...grmphfth*
*Thud, whack..blast...grhmthpy.*
*Thud, crack...mother...gmthphfth, ick.*

The sounds of Lucrezia trying to get up.


Evil GM

Several tiny, small and medium skeleton bones washes over the floor.


Evil GM

Rd 3: mid Round update.

Faelyn - cast glitterdust, zigmort cured wounds

Triceratop - smashed the glass tank sending rushing water everywhere. stepped back 5 feet to get distance.

John
Truk - fell prone with failed Acro.
Grimm - ? See note below
Orsin

Lucrezia - prone with failed Acro. Spent round trying to get up.

Andrea- prone with failed Acro. channelled healing at the end of the round. Then stood up.

Fluer-

Acro checks remaining:
Faelyn DC 14
John DC18
Grimm DC 12
Orsin DC 14
Fluer DC 18

If prone it's a Acro DC 15 to stand on the slimy, slippery surface.

Grimm, I have your third round roll but I need clarification regarding your judgment, bane and protection spell which were previously posted. See my earlier questions. The creature has moved so if you are attacking you need to modify which hex, 25 feet of movement will get you within attacking distance at AA 33 or 34 but open you up for an AoO.


Evil GM

Acro: 1d20 + 2 ⇒ (20) + 2 = 22

The monster stayed on its feet with the rushing water.


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 just assumed it was immune. Does it have to make a check to move too?


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

Acrobatics: 1d20 - 1 ⇒ (16) - 1 = 15


Evil GM
Truk'tosh wrote:
I just assumed it was immune. Does it have to make a check to move too?

The AP suggested the tank tactic to make things interesting but it did not mention the creature was immune from falling, although creature does have four legs. I choose to roll the acro to be fair. I wasn't going to burden everyone with additional Acro rolls for movement, on the slimy floor, once they got on their feet. If everyone wants to make Acro 15 checks for every 5 ft of movement over the slimy floor, we can do that.

---
Orsin - you manage to remain on your feet as a wave of water rushes forth.


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 okay with less acrobatics checks.

Although acrobatics to stand your ground as against a wave of water seems odd. I'd imagine it to be a CMB check or a fort save or something.


Evil GM

AP mentioned Acro...I assume for balance which makes sense to me.


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

Standing your ground linebacker-style seems appropriate too.

/shrug


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

Acro: 1d20 + 3 ⇒ (8) + 3 = 11
Faelyn falls prone.


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 falls prone. John drops his shield and tries to stand.
Acro: 1d20 - 3 ⇒ (7) - 3 = 4
And tries again
Acro: 1d20 - 3 ⇒ (11) - 3 = 8


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 4 Full HP

Faelyn stands in the slimy water and begins speaking in Draconic. Infernista He points his finger at the creature and two Scorching Rays shoot toward it.

Ranged Touch: 1d20 + 8 ⇒ (10) + 8 = 18
Fire Dmg: 4d6 ⇒ (5, 2, 1, 5) = 13

Ranged Touch: 1d20 + 8 ⇒ (6) + 8 = 14
Fire Dmg: 4d6 ⇒ (1, 2, 6, 4) = 13

Acro: 1d20 + 3 ⇒ (15) + 3 = 18

Faelyn blinks to AB35 out on line of sight.


[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, still standing, takes another swing at the flank of the beast

Acro Check:1d20 + 16 ⇒ (15) + 16 = 31

Att Roll:1d20 + 3 ⇒ (13) + 3 = 16

Dam Roll:1d8 ⇒ 7


Evil GM

Rd 3: mid Round update.

Faelyn - cast glitterdust, zigmort cured wounds, fell with failed acro.

Triceratop - smashed the glass tank sending rushing water everywhere. stepped back 5 feet to get distance.

John - falls prone and attempted to could not stand.
Truk - fell prone with failed Acro.
Grimm - ? See note below
Orsin - remained standing.

Lucrezia - prone with failed Acro. Spent round trying to get up.

Andrea- prone with failed Acro. channelled healing at the end of the round. Then stood up.

Fluer- remained standing. She hits with attack but the blade does not do much damage.

RD3: Actions remaining-
Truk -
Grimm - Acro and then clarification of his previous acton.
Orsin -


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

John! would you know if Holy water would be resisted?


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 AA34, eating the AoO if needed, and will attack the beast.

Attack Roll: 1d20 + 8 + 2 + 2 + 1 ⇒ (12) + 8 + 2 + 2 + 1 = 25

Damage Roll: 1d8 + 15 + 2 ⇒ (2) + 15 + 2 = 19


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 don't believe so. Try it."


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

My actions kind of hinge on if Grimm is moving in to melee this turn or not.


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

Rd 4 actions.

If Lucrezia can't get up, Andrea aid anothers to help her stand
str: 1d20 ⇒ 20

If Lucrezia can get up.
Buffs: Haste 4/7 +1 BaB/Reflex/Ac
Bard Song +2 Hit/Damage/Save vs. Fear

Andrea moves to AD-34 heaves a vial of holy water at the beast
Holy water with ranged penalties addedtouch attack: 1d20 + 6 ⇒ (8) + 6 = 142d4 ⇒ (2, 2) = 4


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

If Orsin eats the AoO, I'll channel to mitigate some of the 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
DM wrote:


Grimm, I have your third round roll but I need clarification regarding your judgment, bane and protection spell which were previously posted. See my earlier questions. The creature has moved so if you are attacking you need to modify which hex, 25 feet of movement will get you within attacking distance at AA 33 or 34 but open you up for an AoO.

Keep the spell up. Have him close to be adjacent to John. Use the swift for judgement to AC. If you need to bot me for round 4: Bane+ close and attack while using combat expertise. Grimm is being defensive. I''ll try to post from work tomorrow but work is flat out


Evil GM

Grimm's actions clarified:

Rd 2: Grimm drinks heal potion.
Rd 3: Casts Prot from evil, then moves to AC33 (behind Truk) and adjacent to John. Swift action uses judgement for +1 AC.


Evil GM

RD 3:

Orsin moves to AA34 and takes an AoO from the creature. Inspiring courage.

Damage: 1d20 + 18 ⇒ (10) + 18 = 28;damage: 2d10 + 10 ⇒ (10, 6) + 10 = 26

Goring the big bard.

Orsin retaliates with an attack which destroys the triceratops.

Anyone casting a spell, or throwing HW, against against the creature in RD 4 gets those back since the creature was destroyed in RD 3.

What is the group doing now?


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

Pick up, stand up and clean up. Me presumes. :P

Acrobatics:1d20 + 12 ⇒ (10) + 12 = 22 (Aiding others)


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

Since we are not in a hurry, I won't bother with the spell for now.
to stand 1d20 + 2 ⇒ (12) + 2 = 14
to stand 1d20 + 2 ⇒ (17) + 2 = 19

After another couple of tries, Lucrezia manages to get to her feet.

"Seriously, why can't we ever have a nice, clean fight? There are always sewers or vomiting or gross stinky undead things or in this case, stagnant and slimey water."

Lucrezia walks over to Truk and John and will help both of them up if she can.


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

Andrea helps others up and channels to heal 2/5 used
Channel: 4d6 ⇒ (4, 1, 5, 4) = 14

Ugh..Who made that thing? Unless it was a Shadowbeast

Andrea offers 3 CMW potions (2d8+3) for others to drink.


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 casts detect magic and focuses the 60' cone at the floor of the tank.

Perception: 1d20 + 15 ⇒ (16) + 15 = 31


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

Acrobatics: 1d20 + 2 ⇒ (4) + 2 = 6
Acrobatics: 1d20 + 2 ⇒ (10) + 2 = 12
Acrobatics: 1d20 + 2 ⇒ (20) + 2 = 22

After slipping around in the fetid water for a bit, Truk finally gets to his feet with Lucrezia's help.

He channels to mend the injured.

Channel 1: 3d6 ⇒ (5, 6, 5) = 16
Channel 2: 3d6 ⇒ (3, 5, 1) = 9
Channel 3: 3d6 ⇒ (5, 3, 1) = 9

"Nice shot Orsin. I'm glad to see you know how to swing that thing", Truk says with a laugh.


Evil GM

With the creature destroyed the room brightens up again revealing the skeletal remains of giant dinosaur.

The group spends a few minutes recouping from their injuries and looking around the room. Poking the bottom of rocks looking for loot.

Under the jumble of sludge and bones at the bottom of the tank reveals five ancient triangular coins from Ligar worth 50 gp each, an indigo jade
bracelet worth 225 gp, a darkwood wolf’s-head scepter worth 20 gp.

There are 8 magic items:

Seven octagonal continual flame gems worth 120 gp each
and a gray bag of tricks.


Evil GM

Fluer could report that she did run by two side-by-side doors at the end of the hallway, and a single door in the middle of the hallway. She, also, believes there may be another hallway that she ran by but it was quick and she did not stop to look.


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

These gems would be good for the Lanternbearers. Andrea puts the other treasures in the Haversack.


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 everyone's standing and whole again, Truk points south.

"Let's keep moving. No doubt, the whole building heard that last scrap. Staying in one place wouldn't be a good idea."

Truk will lead the group southward, stopping to give Lucrezia time to check for hazards along the way.


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

"Hmph, I bet those flame gems were used to brighten up the tank. Bet it used to look real pretty in this room."

"Well, which way now?"

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