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.
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.
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
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 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
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.
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.
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.
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 -
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.
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.
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.
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."
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.
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?