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.
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
Updated. I forgot to change HP after my heal got canceled.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Baldwin, just something that might of been overlooked. Lucrezia stated that her action for last round wound be to fire on the wispy shapes in the room John pointed out, was this her action or was it shooting at the Erynies? I am just confused about what happened.
Nyxervex -
Faelyn - drinking icewine in the sky with Cayden Cailean.
G2 - fled
G1 - dead
G3 - dead
eryines -
- 2 bearded devils -dead
Aberten -
Grimm - drinking ale with Faelyn and Cayden Cailean
Lucrezia -
Andrea -
Truk -
John -
Orsin
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
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
More likely, he's healing you and apologizing for this whole thing being a big misunderstanding.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Battle Template
HP 25/61 (25/54)
Current Saves: F9R3W11
AC: 20/T12/FF20
In hands: Wooden shield+1
Current BaB: +6/+1
Spells in Effect;
Circle Against Evil +2 AC/Saves Protection against mental effects 10' radius
Andrea channels when Truk gets into range and keeps in cover of John's shield (that might mean moving one square north)
2/5
Channel:4d6 ⇒ (1, 6, 2, 4) = 13 to everyone in a 30' radius.
Edit Just a moment, While I still wish to channel, I wish to edit my movement.
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
Baldwin, I think the ice storm got moved on accident. Truk was only ever on the corner.
If you look at the orientation here, this is how it was previously.
I think the sleet storm got moved on accident when you advanced the cloudkill.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Lucrezia, did you add two points due to your Favored Enemy of Evil Outsider?
Also. Andrea will stay put and hold her channel for Truk to move and get into her 30' range. She will then channel to heal 13 HP to everyone, Until John moves, she is behind his tower shield
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
Yeah, I figured it was something like that. I linked the older map in my previous post. I only brought it up because it affects how many difficult terrain squares I have to get through.
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
Got it. Thanks.
Truk prays defensively for Shelyn's healing before building himself into a fury and moving away from the devil on his back with Faelyn in tow.
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
Northeast and then directly east. C16, B17, and then straight east. That should only be one square of difficult terrain, right? That should get me to B21.
I was just reading the Hampered Movement rules and realized every hex is 4 squares. Rubble and snow/vision. I didn't realize it multiples.
Hampered Movement:
Table: Hampered Movement
Condition Additional Movement Cost
Difficult Terrain 2
Obstacle* 2
Poor Visibility 2
Impassable --
*May require a skill check
Difficult terrain, obstacles, and poor visibility can hamper movement (see Table: Hampered Movement for details). When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move.
If more than one hampering condition applies, multiply all additional costs that apply. This is a specific exception to the normal rule for doubling.
In some situations, your movement may be so hampered that you don't have sufficient speed even to move 5 feet (1 square). In such a case, you may use a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it's not, and thus it provokes attacks of opportunity normally. (You can't take advantage of this rule to move through impassable terrain or to move when all movement is prohibited to you.)
You can't run or charge through any square that would hamper your movement.
All the movement through the cloudkill and ice storm that the party did should have been at 4 hexes per square, not 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
The entire area has rubble from the exploded mansion but I won't do that right now. The brownish/yellow is suppose to be mounds of debris, basically obstacles which would be another item to multiply. First square will be a simple 2 hexes then I will let you move normally.
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
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
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
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
Whew!
Were-Truk limps along with Faelyn over one shoulder and an angry look on his lupine features.
He breathes a little easier as Andrea's channeling heals some of his injuries.
"They got him..." he says in a sad growling voice.
Nyxervex - moved 5ft and hit Truk for 26Hp
Faelyn - drinking icewine in the sky with Cayden Cailean.
G2 - fled
G1 - dead
G3 - dead
eryines - flew to -C7 hit Orsin for 13HP
- 2 bearded devils -dead
Aberten - did action inside the building
Grimm - drinking ale with Faelyn and Cayden Cailean
Lucrezia - hit the erinyes twice with arrows 14 Hp +4 EO
Andrea -13HP channel
Truk - coverted spell to healing 20HP, moved to B20, carrying Faelyn.
John -
Orsin - sonic damage 4
- Naga - 15 HP MM agaisnt eriynes
Are you still raging Truk?
John still has his action remaining
Edited to reflex Orsin's damage and +4 from Lucrezia
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
Thank you, Andrea for the channel!
The naga, still under orders to kill the erinyes, advances as best as it can in the direction of the fallen angel, unleashing a a quartet of magic missiles at the end of her movement. (These should make it, based on the caster level and intervening distance.)
Spell resistance if need be:1d20 + 7 ⇒ (20) + 7 = 27
Orsin meanwhile calls out to the others, "We must retreat NOW!"
The final word, charged with arcane energy, thunders across the battlefield. A bolt of sonic energy, barely visible, tears through the air, striking at the erinyes for another blow.
Devastating aria:1d4 + 7 ⇒ (2) + 7 = 9Divided by two against a creature for 4 sonic damage, no save.
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
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
Yes, the erinyes is an evil outsider. It'll probably be easier if you just include it on your rolls next turn.
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 don't think a retreat is going to be possible as long as the eryines is in the sky.