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

Grimm moves up to W14, I presume? His attack hits.

The creature takes a 5ft step back, then speaking a few words the door slams shut.

John moves up to W 15, but his sword hits off the iron plated double door.
Nobody hears John's blade hit the iron door though.


Evil GM

Orsin:
You do not hear the shuffling of feet, the smacking of your mace in your hand nor the sound of battle down the hall.

You are deaf. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

Deafened

A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

Roll to see if your bardic performance fails for the 6th round.


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 exits the coffin room and, after seeing the doors to the south are shut, heads to the eastern intersection to see if there's a way around.

Move to O16.


Evil GM

Truk - You were already in T13 from the last round. Tell me hex location that you are moving into rather than directional compass location.


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 takes several deep breaths, doing his best to suppress his mounting hysteria. This isn't the Librum's work, it's just a jinx, it will pass, it will pass, it'll pass, itllpassitllpass...

He rushes forward to Y15, looking to see if there's a way through the steel doors.


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 did. I said O16.


Evil GM

Orsin roll a percentile 20 and lower is failure.


Evil GM
Truk'tosh wrote:
I did. I said O16.

The confusion stems around you stating that you exited the coffin room, you did that last round. You were already in the hallway and out of the coffin room

Truk moves to the stone doors. Make perception check.


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

Percentile: 1d100 ⇒ 47


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

Theres a stone door at O16?

Perception: 1d20 + 10 ⇒ (19) + 10 = 29


Evil GM

Rd6

Initiative Order:

True Bad Guy - flees into the room

Grimm - moves up to W14, and hit BBG with his attack.
Faleyn - held

Lucrezia - moved to R14, fired arrow at BBG and missed
Bigger Bad Guy - ft step back, said something and closed the doo.
John - moved up to X15 and swung a bit late as the door closes in his face.

Fluer - moves to Z15 and prepares to go through the double iron doors when they are opened. She mouths and motions for Grimm and John to get the doors open.

Good Guy 2* - flopped to the ground...mist went past the broken doors
Good Guy 1* - crumples to the ground....mist went past the broken doors
Truk - moves to O16

Andrea -

Orsin - orsin runs up to Y15, his bardic performance stops.

Andrea is remaining.


Evil GM

correct the stone door occupies most of O16, there is not enough room to stand there.

Truk the double doors are stone, there is some rubble near your feet, on inspection you can see where heavy force was used to smash open the doors. Looking beyond the massive stone vaulted doors you can see a second pair that have, also, been forced open. There is sound of shuffling coming form somewhere beyond the second set of doors, then there is gigantic pulse of bright light that is like an explosion. Your pupils have difficulty adjusting to the abrupt light.

Everyone can actually see the quick flash of tremendously bright light that cuts through the darkness. The flash dies out as fast as it appeared.


Evil GM

John, Grimm and Fluer can make perception check.

Fluer perception: 1d20 + 12 ⇒ (11) + 12 = 23


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

Battle Template:

Battle Template
HP 52/52
Current Saves: F8R3W10
AC: 20/T13/FF20
In hands: Wooden shield
Current BaB: +7 melee +7 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 (6/7 rounds)
Death Ward on Faelyn (7 minutes)

Andrea moves to O-15 behind Truk.

Truk, where are you going? Are wqe chasing the mist or the one to the south?


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

"There's more this way!", Truk yells.

Truk has a standard left. Can we get a new map? I might move closer.


Evil GM

Andrea Truk needs to be in O-15, since O-16 has a stone door there.


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

O-14 then.

Did the crossbow wielding vampire go that way? We should go after it.

Andrea blinks at the bright light. Didn't Bisby say somehting about bright blasts of light coming from the Morrowfall? I think that is it!


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

Where is the morrow fall?


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

Andrea points down the hallway. There is no guerentee, but it might lie beyond these ruined doors. That is what we are all here for!


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

Quick! To the Morrowfall!

Faelyn, still invisible, moves behind Andrea and Truk.


Evil GM

Ziz did tell Faelyn, who mentioned to the group the following:

one mist went down the hallway that is the one that was in the collin room. John and Grimm followed that one.

The two lesser mists, from the spawn, went past the stone doors towards where the pulsating light exploded from.


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

If I hear what Truk hears.:
Theree is something shuffling down there. It might be the vampires!


Evil GM

DMPC Grimm's perception.
Grimm: 1d20 + 8 ⇒ (10) + 8 = 18

DMPC John's perception
john: 1d20 + 11 ⇒ (3) + 11 = 14

John, Grimm, Orsin, Fluer Only:
You don't hear a sound even though you can observe Orsin's and Fluer's mouth moving. You, also, did not hear John's sound bash off the iron door.

Rd7

Initiative Order:

True Bad Guy - unknown what is happening behind the door
Grimm -
Faleyn -

Lucrezia -
Bigger Bad Guy -
John -

Fluer - .

Good Guy 2* - flopped to the ground...mist went past the broken doors
Good Guy 1* - crumples to the ground....mist went past the broken doors
Truk -
Andrea -
Orsin -

*note: Orsin's bardic performance has ended.

MAP RD7


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

Perception1d20 + 8 ⇒ (11) + 8 = 19

Grimm braces to try to force the door
Str check 1d20 + 4 ⇒ (18) + 4 = 22


Evil GM
Andrea1 wrote:
** spoiler omitted **

Make a perception check.


Evil GM
Grimm Sharpest wrote:
Perception 1d20+8

See my above spoiler for your results.


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

Perception: 1d20 + 11 ⇒ (14) + 11 = 25


Evil GM

Andrea you do hear what Truk heard.


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

I hear something beyound the doors, there might be more vampires.

Andrea waves to the others. Come over here! This is the way we need to go!


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, seeing Andrea's frantic waving, approaches her with speed and alacrity.


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Evil GM

Grimm, John, Fluer, Orsin:
You don't hear what anyone is saying or doing at the end of the hall.


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

Andrea points down the hall where the glow is/was. DOwn there! Morrowfall!


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

"Well, let's go get it then."


Evil GM

The door moves and bulges, soundlessly, to Grimm thrust. It feels on the edge of opening but there wasn't quite enough force.


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 spits in his hands and tries again
, motioning for John to aid his attempt.
1d20 + 4 ⇒ (19) + 4 = 23


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

Lucrezia, go down and get their attention and bring them back up here.


Evil GM
Orsino 'Orsin' Bessatte wrote:
Orsin, seeing Andrea's frantic waving, approaches her with speed and alacrity.

Orsin are you lending a hand to Grimm with the door?


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

"You'd have to cast a light for me first.'


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

I mean Grimm and the others. Never mind I will do it myself.

Andrea runs down and waves to John and Grim, touching John's shoulder to get his attention.


Evil GM
Andrea1 wrote:

I mean Grimm and the others. Never mind I will do it myself.

Andrea runs down and waves to John and Grim, touching John's shoulder to get his attention.

You may be late getting down, they are working on the door. I'm waiting to see if John and/Orsin assisted Grimm


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 most certainly aid Grimm.

Strength Check: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24


Evil GM

With Orsin's added push on the door it nudges open about 4 feet (X15)

The shelves along the walls of this room are filled with glass cases, each containing a different expanse of parchment covered with stylized writing and elaborate wax seals.

Two vampires are standing towards the back of the room, one looks wounded.

Map


Evil GM

Rd7 Update

Initiative Order:

True Bad Guy - unknown what is happening behind the door
Grimm - takes 2 attempts but does open the door in X15
Faleyn -

Lucrezia -
Bigger Bad Guy -
John -

Fluer - .

Good Guy 2* - flopped to the ground...mist went past the broken doors
Good Guy 1* - crumples to the ground....mist went past the broken doors
Truk -
Andrea -
Orsin - assisted Grimm in opening the door.

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

A bit slow to comprehend what Andrea meant, Lucrezia watches her head towards the other of the group. Seeing that they seem to be getting a door open, she will head towards them as.

"C'mon Trouble lets get down there with them before they get eaten by something."

moving to around X 14, from that position can she see into the room and see anything to shoot at?


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

"But the thing 'Drea keeps going on about is this way", Truk says in confusion.

If there's any room left around the door, Truk will move to it and help pry it open.


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 sighs. "I know, but I have no idea how to handle magic items. The ones that do are down that way. So we go get them and make them go get the item."


Evil GM

Truk once Lucrezia gets closer to the others you can't hear a thing she is saying.

Lucrezia:
You are certain your mouth is moving and words are coming out but you don't hear the sound of your own voice once you get to V14.

Lucrezia when you get up the the door is not totally pried open yet, John has not put his shoulder into creating more space. His turn is after yours With the dwarf wedged into the opening, there is not much space to shoot or see through but you can make out the shapes of humanoids, which you assume are the vampires. You can try to shoot -2 penalty because of the lack of line of sight/room.


Evil GM

I don't think Truk or Grimm were healed after the coffin room fight. If they have not been they each take Rd 2 of nonlethal damage.

Grimm: 1d6 ⇒ 2
Truk: 1d6 ⇒ 1


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 yeah, penalize me baby.
attack 1d20 + 11 - 2 - 2 ⇒ (19) + 11 - 2 - 2 = 26
damage 1d8 + 4 + 4 ⇒ (3) + 4 + 4 = 11
attack 1d20 + 6 - 2 - 2 ⇒ (8) + 6 - 2 - 2 = 10
damage 1d8 + 4 + 4 ⇒ (3) + 4 + 4 = 11
alch silver with bless weapon oil shot from magic bow

A bit pissed off at being cut off in mid speech, Lucrezia fires a couple arrows through the doorway at whatever it is she can make out in there.


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 there room for Truk to try help opening the door?

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