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

Rd4 - update

Initiative Order:

True Bad Guy - drops, Grimm missed AoO, He hit Grimm

Grimm - Grimm missed AoO, Missed full round attacks. Failed his will Save
Takes -3 Att, Saves, Skills, ability checks, concentration and 1d6 nonlethal damage for 6 Rds.

Faleyn - hit mist with Magic Missile
Lucrezia -
John -
Fluer -
Good Guy 2* - flopped to the ground...mist
Good Guy 1* - crumples to the ground....mist,
Truk -
Andrea -
Orsin - Rd 3 moved to Q13 inspired courage; Rd 4 blistering invective...I will roll saves at the end of the round.


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

They need help!

Fleur! Back up so Truk and Orsin can get in. We need to bring our numbers to bear.


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 attack the creature.
It should have partial cover so it gets a +2 to ac.
Attack1 with PA: 1d20 + 11 + 1 + 2 ⇒ (20) + 11 + 1 + 2 = 34
Confirm: 1d20 + 11 + 1 + 2 ⇒ (5) + 11 + 1 + 2 = 19
Damage: 1d8 + 11 + 2 ⇒ (6) + 11 + 2 = 19
Attack2: 1d20 + 11 + 1 + 2 ⇒ (17) + 11 + 1 + 2 = 31
Damage: 1d8 + 11 + 2 ⇒ (7) + 11 + 2 = 20
Attack3: 1d20 + 6 + 1 + 2 ⇒ (14) + 6 + 1 + 2 = 23


Evil GM

Grimm Only:
You've been hit but you know have not been drained energy per se, but your body is riddled with excruciating pain. Very similar to the time in your mercenary service when you were captured and tortured. Measured pain to make you whimper but not enough to immediately kill. Its methodical.


Evil GM

John look at page 194 CRB situation #2, neither you nor the creature can melee attack. The lines from the corner of your square cross through a wall. You need to move to attack.


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

Lucrezia is going to wait for John to move in before she goes. Not only is he harder to hit than she is, he also has a light on him.


Evil GM

Fluer is waiting for John's response before she acts.


Evil GM

RD 4:

Fluer I wanted to post an action to get this moving.

Faeyn has haste in effect so he can effect 7 PC's, he normally excludes Fluer, so that is what I have done here.

Fluer will use her full round action to try to tumble to avoid an AOO and move into Q6.

Acro vs CMD: 1d20 + 16 ⇒ (19) + 16 = 35

She successfully repositions herself without taking a hit.


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

Hadn't seen a map update. Grimm DID have a 5ft step left. GM could you have him step to allow John to move in please? This puts a corner between Grimm and bad dude. 04:40 here. Back to bed.


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

Did Lucrezia see anything through the open doorway when she moved into q15 last round?


Evil GM

Ok - Grimm 5ft stepped to his left moving to Q7, that frees up the square directly in front of the creature.

Two of John's attacks hit, the critical was not confirmed, blade hits.

Lucrezia observes between your companions blocking some of your view in a tight hallway, you don't see much except some shuffling of your warriors and Fluer's deft tumble.


Evil GM

Rd4 - update

Initiative Order:

True Bad Guy - drops, Grimm missed AoO, He hit Grimm

Grimm - Grimm missed AoO, Missed full round attacks. Failed his will Save
Takes -3 Att, Saves, Skills, ability checks, concentration and 1d6 nonlethal damage for 6 Rds, 5 ft steps to his left Q7.

Faleyn - hit mist with Magic Missile
Lucrezia -
John - 5ft steps to Q8, hits with two attacks.
Fluer - uses full round action to tumble
Good Guy 2* - flopped to the ground...mist dissipates
Good Guy 1* - crumples to the ground....mist dissipates
Truk -
Andrea -
Orsin - Rd 3 moved to Q13 inspired courage; Rd 4 blistering invective...I will roll saves at the end of the round.

Grimm, John and Fluer Only:
This is the map from their POV. Map

Lucrezia, Orsin, and Andrea can see down the hall that the party members have shifted further down the hallway and John and Grimm are swinging at something, but you have tunnel vision.

Truk and Faelyn have no vision of what is happening in the room.


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

Waiting to see what Truk and Lucrezia do.


Evil GM

Lucrezia here is my post regarding what you saw when you moved last round to Q15.

Link


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 move into the room if he can.


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

Just need a coordinate, plus John and Grimm are taking up most of the room.


Evil GM

Andrea perception check DC 13
Orsin perception check DC 14
Lucrezia perception check DC 16
Falelyn perception check DC 17
Truk Perception check DC 20

For those who make the check:
Fluer yells out, over the sound of battle,"There's a another hallway, get to the other door!"


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

Perception: 1d20 + 10 ⇒ (8) + 10 = 18

Can Truk not move through John and Grimm's spaces?


Evil GM

Truk does not hear Fluer's voice from within the room.

Sure you can try to move into the room and past John and Grimm spaces. I can't give you a definitive answer until you get into the room and can observe the surroundings.


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

Perception: 1d20 + 11 ⇒ (8) + 11 = 19

Battle Template
HP 52/52
Current Saves: F8R3W10
AC: 20/T13/FF20
In hands: Wooden shield
Current BaB: +9 melee +9 Ranged
Spells in Effect; Magic Circle against Evil on Orsin(+2 AC/Saves,Protect against mental effects 70 minutes)
Resist Fire (20 points, 70 minutes. on Andrea and Shadow)
Remove Fear (+4 saves vs. fear, 10 minutes) Lucrezia, Orsin
Bless (+1 BaB/Saves vs. Fear 7 minutes)
Magic weapon on shadow's lt.xbow bolts(7 minutes)
Eagle's Splender +4 CHA 7 Minutes
Haste +1 AC/BaB/Reflex +1 Full attack/30'move (4/7 rounds)
Inspire Courage +2 Bab/Damage/Save vs. fear
Death Ward on Faelyn (7 minutes)

Assuming Truk opens the door to the north

Fleur says the door to the north of the stairs opens into the room she is in!

Andrea moves through the door to the north, and with 60' of movement, should end up in L7 of the room where Grimm,John and Flwur are in.

If Truk doesn't open the door

Andrea moves to the door to the north of the stairs, opens it and moves in as far as she can.


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 moves into the room and sees whatever he can see.


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: +2 AC Judgement/ +2 shieldwall/+2 Combat Expertise= 29AC
Bless +1 Hit/save vs fear
Haste+1Hit/AC/Reflex/+30ft speed
Divine Favor +2 Hit and Damage, 7rds left
Righteous Vigor: 4rds left
Inspire Courage +2 hit/damage

Grimm reels at the undead things draining touch.
He (if possible moves p7) keeps his shield higher and makes himself as small as possible behind it (Combat Expertise)

Combat Expertise Full Attack
ATTACK 1 1d20 + 11 + 1 + 1 + 2 + 2 - 2 - 3 + 2 ⇒ (20) + 11 + 1 + 1 + 2 + 2 - 2 - 3 + 2 = 34
PA Damage 1d8 + 4 + 1 + 2 + 2 + 2 + 2d6 ⇒ (6) + 4 + 1 + 2 + 2 + 2 + (1, 1) = 19

If the Attack 1 HITS Grimm gets cumulative +1 to attack and 1d8 temp hp
1d8 SUCCESS! TEMP HP:1d8 ⇒ 7

ATTACK 2 1d20 + 11 + 1 + 1 + 2 + 2 - 2 - 3 + 2 ⇒ (2) + 11 + 1 + 1 + 2 + 2 - 2 - 3 + 2 = 16
PA Damage 1d8 + 4 + 1 + 2 + 2 + 4 + 2 + 2d6 ⇒ (6) + 4 + 1 + 2 + 2 + 4 + 2 + (3, 2) = 26

The dwarf rejoices, ANGRADD! As his silver magic hammer strikes home hard (19damage) and his RIGHTEOUS VIGOR restores his vitality somewhat. Maybe if his faith was strong, he would survive.


Evil GM

Grimm I will use your action for Rd 5 when we get there.

Truk you see Andrea hurry out fo the hallway and towards the other door, as you pass her. You make it to Q9, to John's right, and see the hold-up.

Truk:
You see your three companions in row, there are three large stone sarcophagi in the room which hinder some movement. Standing in front of John between the wall and one sarcophagus is a humanoid with wicked looking tatoes carved into every inch of his flesh. He has feral looking eyes, and he has a heavy repeating cross bow slung over his shoulder and chest. His hands are free.


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

perception 1d20 + 16 ⇒ (6) + 16 = 22


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

Lucrezia heads towards the other door with Andrea.


Evil GM

Andrea turns the knob on the door and opens it wide. make a fortitude save.


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

I think Grimm has a potential crit there.

Fort save: 1d20 + 8 ⇒ (16) + 8 = 24


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

Can I not move through my allies?


Evil GM

The creature's refelx save vs. blistering invective

reflex: 1d20 + 11 ⇒ (10) + 11 = 21

The creature does not catch of fire but there is burst of sudden flame.

Orsin Only:
The fire part of the spell worked but you can't demoralize.

Demoralize

You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Fail: The opponent is not shaken.

Your opponent can not clearly see you. The lack of clear vision with the hallway and the wall has been an issue for this whole scene.


Evil GM
Truk'tosh wrote:
Can I not move through my allies?

Sure you can continue, I simply placed you to a location where you could finally see. You can continue to P5 and beyond. it will take climb or a difficult acro/jump to get on the stone sarcophagus. Do you want to continue moving?

UPDATED MAP

Obviously, some don't see all that is on the map.


Evil GM
Andrea1 wrote:

I think Grimm has a potential crit there.

[dice=Fort save]1d20+8

Andrea your hand is all gooey but you resist the effects of the toxin. I will move you farther down the hall.

I've moved Andrea 60 feet to (L7) and Lucrezia 60 feet to (L8).


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

Augh! Watch the door handle, it is poisoned.

No nose picking, and wear a glove after going to the privy.


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 move past his allies and try to climb up over the sarcophagus.

Climb: 1d20 + 9 ⇒ (13) + 9 = 22

Want to get to O8.

From the flank, Truk reaches out with his hammer to trip the undead creature.

Trip /w Flank vs CMD: 1d20 + 15 + 2 + 3 ⇒ (10) + 15 + 2 + 3 = 30


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

Perception: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11

Orsin, upon seeing Andrea open the door at the far end of the hall will use his next turn, to O8 (moving at double speed thanks to Faelyn's haste and maintaining inspire courage as a free action).

Power Attack: 1d20 + 8 + 2 + 2 + 1 ⇒ (4) + 8 + 2 + 2 + 1 = 17

Ugh, curse of the fours.

EDIT: Since Truk goes to O8, Orsin moves to N8 instead if it's free on his count.


Evil GM

The creature takes his AoO on Truk as he is moving.

slam: 1d20 + 13 ⇒ (16) + 13 = 29;damage: 1d8 + 6 ⇒ (1) + 6 = 7

plus nonlethal damage fore 6 rods: 1d6 ⇒ 2

plus make a Will save DC 17. Failure you take -3 Att., Skills, ability checks, concentration checks. If you save you only take the nonlethal each round.


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
Andrea1 wrote:

I think Grimm has a potential crit there.

[dice=Fort save]1d20+8

Arent undead immune to crits?


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

Will: 1d20 + 9 ⇒ (10) + 9 = 19


Evil GM

Grimm - pathfinder changed that rule on crits. Very few creatures are immune form crits now.


Evil GM
Truk'tosh wrote:
[dice=Will]1d20+9

You do not suffer the circumstance penalties but you do feel the nonlethal damage for the next 6 rounds.

truk:
Your body is wracked with pain as if its being methodically pulled and pricked at. Pain that is constant and designed to torment for pleasure but not immediately kill. You do not have level drain, this is a completely effect.

The half-orc lumbers over the stone and manages to trip the creature.

You can make a know religion check if you have it, which i don't think you do if memory serves.


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 wills himself to ignore the worst of the pain. It wasn't much worse than he was used to. =P

Yeah, Truk is knowledgeless.


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

Shelyn is a dissapoint.We need you to talk to Fiosa ;)


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

Just to check, the move used up my round 4 action including the haste action?


Evil GM

Rd4 - update

Initiative Order:

True Bad Guy - drops, Grimm missed AoO, He hit Grimm

Grimm - Grimm missed AoO, Missed full round attacks. Failed his will Save
Takes -3 Att, Saves, Skills, ability checks, concentration and 1d6 nonlethal damage for 6 Rds, 5 ft steps to his left Q7.

Faleyn - hit mist with Magic Missile
Lucrezia - moves to L8
John - 5ft steps to Q8, hits with two attacks.
Fluer - uses full round action to tumble
Good Guy 2* - flopped to the ground...mist dissipates
Good Guy 1* - crumples to the ground....mist dissipates
Truk - moved to O8 to the AoO, and tripped the creature.
Andrea - Moves to L7, touched poison on door make the save
Orsin - Rd 3 moved to Q13 inspired courage; Rd 4 blistering invective 10 HP of damage.

Rd 5:

Rd4 - update

Initiative Order:

True Bad Guy -

Grimm -

Faleyn -
Lucrezia -
John -
Fluer -
Good Guy 2* - flopped to the ground...mist dissipates
Good Guy 1* - crumples to the ground....mist dissipates
Truk -
Andrea -
Orsin -

MAP AT BEGINNING OF RD 5


Evil GM

Rd 5: The Creature

The creature turns gaseous, std action, floating toward the 25 foot hallway ceiling moves an addit1onal 30 feet.

Truk and John can each take an attack of opportunity. Grimm I will use your first attack from earlier post as your AoO the second attack for your confirmation of crit. You did not confirm.

Grimm nonlethal, Rd 1: 1d6 ⇒ 5
Truk nonlethal, Rd 1: 1d6 ⇒ 2


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 swipes at the fleeing gaseous creature.

AoO: 1d20 + 13 + 2 + 3 ⇒ (11) + 13 + 2 + 3 = 29
Damage: 1d8 + 8 + 2 + 2 ⇒ (7) + 8 + 2 + 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

Attack: 1d20 + 11 + 1 + 2 ⇒ (3) + 11 + 1 + 2 = 17


Evil GM

Truk - What is the material your magical hammer is made out of.


Evil GM

John's attack misses the mist.

Orsin and Faelyn can make perception checks at -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

Iron. Magic.


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

Follow the mist. The coward is running.

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