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.
Evil GM
Andrea1 wrote: baldwin the merciful wrote: Faelyn Sindrel wrote: Faelyn would have blinked to D14 after his dispel attempt. YOu blink right into a spiral of blistering flame.
2d6 Question, are you going by the new map or old map? I think Faelyn was looking at the old map that wouldn't put him into the flame The old map or the new map both put him in the red.
Its an additional 2 d6 damage.
2d6 ⇒ (4, 3) = 7
YOu get a DC15 reflex save for half damage though, sorry about that.
Evil GM
Rd 5 Bearded Devil
The bearded devil drops continue his full attack on John:
claw: 1d20 + 10 ⇒ (10) + 10 = 20;damage: 1d10 + 6 ⇒ (10) + 6 = 16
claw2: 1d20 + 10 ⇒ (8) + 10 = 18;damage: 1d10 + 6 ⇒ (1) + 6 = 7
Evil GM
Rd 5; Aberten
Arberten takes a 5ft step back through the door. And calls upon is thunderous powers and lets bolt of lightning strike the dwarf.
damage: 10d6 ⇒ (2, 3, 5, 6, 4, 1, 1, 6, 6, 3) = 37
Reflex save for half damage.
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 if needed again this round 1d20 + 16 ⇒ (12) + 16 = 28
5 ft step to E23
Shooting at devil again
attack 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
damage 1d8 + 8 - 1 ⇒ (2) + 8 - 1 = 9
attack 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
damage 1d8 + 8 - 1 ⇒ (6) + 8 - 1 = 13
confirm 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20
extra damage if confirmed damage 2d8 ⇒ (5, 2) = 7
Lucrezia takes another couple shots at the bearded devil, hoping to down it so her comrades can retreat into the house before the cloud of death overtakes them since it is still growing.
"Let's get moving people, we're at a serious disadvantage out here."
Evil GM
The bearded devil drops and then vanishes to its plane.
Evil GM
Grimm can you update your HP on your stat line. if you are still conscious and attack the spellcaster roll % with your attacks for a miss chance.
Grimm you were down 4 con points going into Rd 5. You owe a save for Rd 5 if you fail the save you are down 2 more con, if you make the save you are down 1 more con.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Battle Template
HP 61/61 (54/54)
Current Saves: F9R3W11
AC: 24/T16/FF24
In hands: Wooden shield, Light crossbow
Current BaB: +8/+3
Spells in Effect; Magic Circle against Evil +2 AC/Saves vs. Evil/Protection from mental Effects
Vindicator's Shield +4 AC for 24 hours or until struck
-1 CON (13/14)
Bard Song +2 Hit/Damage
Andrea channels healing into everyone in a 30' radius
Channel heal: 4d6 ⇒ (6, 4, 1, 3) = 14
2/5
She will then then double moves to D,27
Evil GM
Andrea you can't double move if you use your channel that is a std action.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Evil GM
Alrighty C-25....you sunk my battleship
Evil GM
Andrea -If Faelyn had not dim hopped, she would not have seen him and you were her next target.
Evil GM
50% and lower: 1d100 ⇒ 74
Forgot Grimm is in fog cloud with like obscuring mist provides concealment.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
baldwin the merciful wrote: Andrea -If Faelyn had not dim hopped, she would not have seen him and you were her next target. Not surprisinng but having extra AC would have helped, but that is neither here nor 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 a way to climb up on the ruins where either the Erinyes or wizard are?
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Wizard reentered the house
Evil GM
Truk you don't know where the wizard is. The Building where the erinyes is, is not in rubble, its a stone building. They did not give states for it but I can come up with quick numbers tomorrow. She is higher than you 40 feet.
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Reflex: 1d20 + 7 ⇒ (10) + 7 = 17
-7 HP out of 10 con with the con damage and in fire. I'm not sure if I am in channel range. Obviously mispicked my spot reading the map on my phone. Let me know if I die.
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
Quote:
Forgot Grimm is in fog cloud with like obscuring mist provides concealment.
Did the bolt hit me or not?. If so SPELLCRAFT to ID for knowledgeable defense 1d20 + 14 ⇒ (15) + 14 = 29
Sucess! Add +2 vs Lightning
Reflex1d20 + 4 + 2 + 2 + 5 ⇒ (14) + 4 + 2 + 2 + 5 = 27
Save vs Cloud, -minus CON 1d20 + 8 + 5 - 2 ⇒ (8) + 8 + 5 - 2 = 19
Fail
Edit: Grimm has lost 6 CON so 24HP from ability damage and 18 damage from Lightning Bolt. So at 25HP left.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Well I think it did. I belive you roll low to miss. Such as a 20% meaning you miss if you roll under 20
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 Truk push Faelyn out of the fire as a standard?
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 was getting desperate, he 5ft steps into the room and closes the door, blocking out the cloud.
He uses a swift action to learn IMPROVED GRAPPLE, drops his hammer and grabs hold of the Halfling.
Grapple+Feat+Size+Divine Favor1d20 + 11 + 2 + 1 + 2 ⇒ (10) + 11 + 2 + 1 + 2 = 26
Success! (I hope)
Come here ya rat!
Having successfully grappled his small quarry, Grimm bludgeons him with his Cestus.
Auto success a grappled target. Halfling cannot cast somatic spells and needs to check for stilled spells. Damage,1d4 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
You will need to roll a miss chance I dunno what. The halfing has a -1 CMD penalty, but you don't get a bonus to your CMBso I think it just cancels out. Plus you have to wait till next round to start punching the halfing since you can't damage on the same round as starting a grapple, AFAIK
Evil GM
Grimm you need to make % change to miss him, then he seems to be a slippery bugger and your grapple fails. You can spellcraft to try to determine why. your reflex save was successful so only half damage on the lightning bolt. Know defense is prot from energ or resistance. I'm away form the computer till the afternoon.
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
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
baldwin the merciful wrote: Grimm you need to make % change to miss him, then he seems to be a slippery bugger and your grapple fails. You can spellcraft to try to determine why. your reflex save was successful so only half damage on the lightning bolt. Know defense is prot from energ or resistance. I'm away form the computer till the afternoon. Roll 2x vs miss cause Blindfight below 20 a miss?
1d100 ⇒ 77
and
1d100 ⇒ 92
Got a grease or sommat on ye? Me Greataxe will take care o that!
F#ck!n Freedom of Movement. Really thought I had him.
Evil GM
Remember there were initially 4 guards, one went inside the other three came and conversed with you for a while. The spellcaster spent some time buffing up.
Grimm you realize the halfling has blur and freedom of movement active.
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
No worries. Waiting on his action for next round. We a in an enclosed space and Cloud is outside. If his next attack doesn't kill me....we'll see.
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 a five-step towards Faeyln then uses a standard action to drag his ally out of the flames (I don't care what direction).
Still inspiring courage in the hearts and minds of the righteous, 5 rounds down.
Evil GM
Orsin you begin in the midst of the sleet and snow storm, I need you make a perception check at a -4 to make sure you hear/see the direction of Faelyn's groaning.
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 channels again and tries to make his way towards Faelyn.
Channel #2: 3d6 ⇒ (1, 4, 1) = 6
He then moves back into the sleet (D15).
Evil GM
Waiting on Orsin's perception and John's action. John was having map issues yesterday, I'm not sure if he worked that out. In another game I run two players couldn't see maps because of firewalls at work.
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 ⇒ (2) + 5 + 2 - 4 = 5
Well, crap.
Evil GM
Unfortunately, Orsin does not get a good read on his elf companion.
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
Is the part of house e at e27 open?
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
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 move to e26. I'll wait to do the rest of the action depending on what I see.
Evil GM
John you see rubble opening to the manor that will require climbing up and over the massive mound of stone, wood, plaster, tapestries, broken glass from windows and chandeliers to get inside.
you can make a perception check.
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
Perception: 1d20 + 12 ⇒ (16) + 12 = 28
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 pulls his wand of CLW out of his tiny bag of holding and heals Faelyn.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
UMD: 1d20 + 15 ⇒ (11) + 15 = 26
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
HP:21 Prone Ziz is immune to fire.
Evil GM
John's you see rubble you have to climb over to get on the other side, through a few sparse opening you can see:
-----
Rd 6
Nyxervex -
Faelyn -
G2 - fled
G1 - dead
G3 - dead
eryines -
- 2 bearded devils -dead
Aberten -
Grimm -
Lucrezia -
Andrea -
Truk -
John -
Orsin
MAP
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 guess we are waiting for the new guy and my damage.
Evil GM
Rd 6
fire damage on faelyn: 4d6 ⇒ (5, 2, 1, 4) = 12
Reflex save 15 for half damage.
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Reflex Save: 1d20 + 7 ⇒ (13) + 7 = 20
HP: 15
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
In Round 5, since he didn't see Faelyn, Orsin moves as far east as he can, double moving if need be through the sleet and snow.
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
So I still see the Erinyes with her bow ready to full round attack right?
Since I wasn't casting when I took the damage, I don't have to roll a concentration check to cast correct?
Evil GM
Rd 6:
Faelyn you see suddenly see a creature become visible, it has a wicked grin and looks like a large carrion-fed insect, withered into a cadaver, with numerous bony shards protruding from its body. As it attacks you.
bite: 1d20 + 15 ⇒ (18) + 15 = 33;damage: 1d8 + 5 ⇒ (2) + 5 = 7
claw1: 1d20 + 15 ⇒ (4) + 15 = 19;damage: 1d6 + 5 ⇒ (6) + 5 = 11
claw2: 1d20 + 15 ⇒ (3) + 15 = 18;damage: 1d6 + 5 ⇒ (3) + 5 = 8
stinger: 1d20 + 15 ⇒ (16) + 15 = 31;damage: 3d6 + 5 ⇒ (4, 5, 1) + 5 = 15
Where is Ziz? If he is in your hex he needs to be make a Will save from the frightful presence. If you survived this attack you need to make save to.
Faeyln you need to make fort save too for the poison from its stinger. str damage: 1d3 ⇒ 1
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
I think that is a moot point on the save
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Dead. Cannot withstand full attacks from Erinyes' flaming bow (3), fire pillar x2, and 4 attacks by another creature that just appeared out of nowhere all in one round with an 18 AC (-4 prone vs melee) & Wizard HP.
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
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