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.


14,801 to 14,850 of 26,346 << first < prev | 292 | 293 | 294 | 295 | 296 | 297 | 298 | 299 | 300 | 301 | 302 | next > last >>

Evil GM

Rd 2 Fluer:

Reloads her light crossbow and guards the side where the creature fell from the ceiling.


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

Rd2: Grimm casts RIGHTEOUS VIGOR and closes with the mist.
The ox is slow but the mountain is patient.


Evil GM
Grimm Sharpest wrote:

Rd2: Grimm casts RIGHTEOUS VIGOR and closes with the mist.

The ox is slow but the mountain is patient.

the mist slid under the door are you opening and going through it?


Evil GM

Rd 2: DMPC John

Attack 1: 1d20 + 11 + 1 + 1 ⇒ (7) + 11 + 1 + 1 = 20
Damage: 1d8 + 11 ⇒ (5) + 11 = 16

Attack 2: 1d20 + 6 + 1 + 1 ⇒ (15) + 6 + 1 + 1 = 23
Damage: 1d8 + 11 ⇒ (8) + 11 = 19

The creature crumples with John's mighty hits.


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

Where is the Morrowfall? We need to get it fast.


Evil GM

Rd2 Update

Initiative Order: update

True Bad Guy - took an action
Grimm - cast righteous vigor moved to the door
Faleyn - cast greater invisibility
Lucrezia - two arrows hit Good Guy 2
John - hit twice good Guy 1
Fluer - reloads cross bow, guards side.
Good Guy 2* - flopped to the ground
Good Guy 1* - crumples to the ground
Truk -
Andrea
Orsin

we are still in initiative


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 stares at the crumpled bodies.

"Nobody knows what these things are?"

Truk will resume his previous location within the group and total defense.


Evil GM

Truk moves back to position.

Anrea continues to be cautious waiting for doom to fall on the party.

Grimm did not respond if he opened the door? If he does not respond shortly, I will assume he did not is actually standing in front of it. I will begin Rd 3 in little while.


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

"Sorry Trouble, I can't be this beautiful, be this great a shot and know everything. You will just have to settle for 2 outa 3.

Lucrezia has her bow pointed towards the door right now. "Well, we gonna open that thing or not?"


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

Back for a little bit.

What about those big broken down 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

"Ya make a good point", Truk answers with a grin.

"I think the dwarf wanted to open it."


Evil GM

Rd 2

With the haste spell that was cast, Grimm had plenty of movement available so he would have opened the door. His dwarven blood lust boiling, as he firmly grasps his weapon.

He sees a long dark hallway...


Evil GM

Rd 3:

A crossbolt punctures the silent room, and the suddenly visible creature steps to the side out of view, 25 feet away.

heavycross bolt: 1d20 + 13 ⇒ (5) + 13 = 18;damage: 1d10 + 4 ⇒ (9) + 4 = 13


Evil GM

Rd2 Update

Initiative Order: update

True Bad Guy - took a shot at Grimm, stepped aside
Grimm -
Faleyn -
Lucrezia -
John -
Fluer -
Good Guy 2* - flopped to the ground
Good Guy 1* - crumples to the ground
Truk -
Andrea
Orsin

MAPPY


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:
Haste, Divine Favor 9rds, Righteous Vigor: 6 rds, Judgement+2 AC

Rd3: Grimm activates his judgement to AC, and with the door open, if a target presents,moves in and he attacks.
Come ere misty! John or Truk, stay with me

1 hand PA 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32
Damage1d8 + 4 + 1 + 2 + 4 ⇒ (5) + 4 + 1 + 2 + 4 = 16

Crit??1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18
Damage1d8 + 4 + 1 + 2 + 4 ⇒ (5) + 4 + 1 + 2 + 4 = 16


Evil GM

Grimm when you get to where the creature is he isn't exactly there.

make perception

I'll reveal more of the room when others act build up the suspense a bit.


Evil GM

DM Only:
1d20 + 18 ⇒ (7) + 18 = 25


Evil GM

Everyone but Orsin and Faelyn because of their limited POV witness the dwarf move into a room....disappearing from view.


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 casts Divine Favor and sticks with the group.


Evil GM

Rd 3: Fluer

Where do you think this door here goes? Same way as Grimm's? She then runs to follows Grimm. But her low-light vision barely able to make out the dwarf's shape in the pitch black hall. She is in Q11

Rd3 Update

Initiative Order: update

True Bad Guy - took a shot at Grimm, stepped aside out of view.

Grimm - opened the door and went down the hall, swinging his weapon when got to the area the figure disappeared. Still waiting on a perception check from Grimm.

Faleyn -
Lucrezia -
John -
Fluer - follows Grimm to Q11.
Good Guy 2* - flopped to the ground
Good Guy 1* - crumples to the ground
Truk - casts divine favor and sticks with the group.
Andrea
Orsin


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

GRIMM GET BACK HERE! DON'T YOU END UP LIKE DUNCAN!


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 moves up Q15 with her bow at the ready and peers through the doorway Grimm just went through.

Perception 1d20 + 16 ⇒ (3) + 16 = 19


Evil GM

Lucrezia its exceptionally dark there but you see two figures - a lean waif whom you presume is Fluer and a shorter stout figure ahead farther ahead. Correct me if I'm wrong but I believe John is the only one with a light cast on his shield from Grimm (20 ft glow). Otherwise, this level is very dark...and you haven't had a pulsating burst of light in awhile.


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

"Anyone wanna make some more light down here so I can see what 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

I think we're still in initiative but I can cast light next round.


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

Battle Template
HP 52/52
Current Saves: F8R4W10
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, 8 minutes) Lucrezia, Orsin
Bless (+1 BaB/Saves vs. Fear 5 minutes)
Magic weapon on shadow's lt.xbow bolts(5 minutes)
Eagle's Splender +4 CHA 5 Minutes
Haste +1 AC/BaB/Reflex +1 Full attack/30'move (3/7 rounds)
Inspire Courage +2 Bab/Damage/Save vs. fear on orsin's action

Am I the only sane one here?

Andrea casts Light on her wooden shield and moves to Q12.


Evil GM

We are definitely in initiative.

I will see if Faelyn and John post soon. I suspect John will follow Grimm down the hallway.


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

] Perception and remember Grimm has BLINDFIGHT1d20 + 8 ⇒ (14) + 8 = 22


Evil GM

Grimm Only:
You see the creature 15 feet high hangin on the wall, his heavy cross bow is slug over is shoulder with a wierd looking harness, the crossbow itself is dangling across his chest on short strap. When he took his step he actually spider climbed up. How tall are you?

Grimm Only Part 2:
The creature has some wild looking tatooes, runes or drawings across all his exposed flesh and he has feral look in his eyes. Make a know religion.


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

GM:
4foot 6in. ALSO forgot to add inspire courage to the attack roll. Damage was 20 not 18

Knowledge1d20 + 5 ⇒ (5) + 5 = 10


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 does indeed follow Grim down the hall.


Evil GM

Grimm:
The problem is reaching him. Your basically five foot and he is 10 feet over your head.


Evil GM
John Deos wrote:
John does indeed follow Grim down the hall.

Are you walking up Q9 to Grimm or past him to Q7 or P8?


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

Q9


Evil GM

Rd3 Update

Initiative Order: update

True Bad Guy - took a shot at Grimm, stepped aside out of view.

Grimm - opened the door and went down the hall, swinging his weapon when got to the area the figure disappeared. Still waiting on a perception check from Grimm.
Faleyn -
Lucrezia - moved to Q15
John - moved to Q9
Fluer - follows Grimm to Q11.
Good Guy 2* - flopped to the ground
Good Guy 1* - crumples to the ground
Truk - casts divine favor and sticks with the group.
Andrea - moved to Q 12, cast light
Orsin

Map

Grimm and John Only:

The creature is on the wall 15 foot high, I put wings on the avatar to indicate he is raised off the ground

MAP with Creature


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

Tighen up around Orsin and Truk, we're getting too strung out.


Evil GM

Faelyn, Orsin, Truk and Lucrezia see the two fallen creatures in the hallway turn gaseous.


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

DM:
Amended my post. Got a knowledge of 10


Evil GM

Grimm:
This is creepy creature, able to climb walls like they are flat, you think he is undead but you are not certain.


Evil GM

Rd 3: DMPC'ing Faelyn:

Faelyn and ziz move to P15, the remain invisible.

He will use magic missile against the gaseous mist.

damage: 4d4 + 4 ⇒ (3, 1, 2, 1) + 4 = 11


Evil GM

Rd3 Update

Initiative Order: update

True Bad Guy - took a shot at Grimm, stepped aside out of view.

Grimm - opened the door and went down the hall, swinging his weapon when got to the area the figure disappeared. Still waiting on a perception check from Grimm.
Faleyn - magic missile on mist
Lucrezia - moved to Q15
John - moved to Q9
Fluer - follows Grimm to Q11.
Good Guy 2* - flopped to the ground
Good Guy 1* - crumples to the ground, hit by magic missle
Truk - casts divine favor and sticks with the group.
Andrea - moved to Q 12, cast light
Orsin -

----
Rd4

Initiative Order: update

True Bad Guy -

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


Evil GM

Rd 4:

The creature will jump down using acrobatics to try to avoid the AoO and use his slam attack on Grimm.

Acro v CMD: 1d20 + 8 ⇒ (5) + 8 = 13

slam: 1d20 + 12 ⇒ (16) + 12 = 28;damage: 1d8 + 6 ⇒ (2) + 6 = 8
plus make Will save DC 17. Failure you take -3 Att., Skills, ability checks, concentration checks plus

nonlethal for 6 rounds: 1d6 ⇒ 2

If you make the save you still take the nonlethal damage for 6 rounds.


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/shieldwall/+1Haste=28AC
Bless +1 Hit/save vs fear
Haste+1Hit/AC/Reflex/+30ft speed
Divine Favor +2 Hit and Damage, 8rds left
Righteous Vigor: 5 rds left
Inspire Courage +2 hit/damage

Grimm smiles as the stupid undead thing closes to within his reach!
DC Will17 add +5vs magic or +1vs fear 1d20 + 7 ⇒ (6) + 7 = 13Fail!

DC Aro needed to beat DC19. So Grimm gets AOO 1d20 + 11 + 1 + 1 + 2 + 2 - 2 - 3 ⇒ (13) + 11 + 1 + 1 + 2 + 2 - 2 - 3 = 25
PA Damage 1d8 + 4 + 1 + 2 + 2 + 4 ⇒ (4) + 4 + 1 + 2 + 2 + 4 = 17

If the AOO HITS Grimm gets cumulative +1 to attack and 1d8 temp hp
1d8 ⇒ 3

Full Attack
Swift Action to activate BANE VS UNDEAD

ATTACK 1 1d20 + 11 + 1 + 1 + 2 + 2 - 2 - 3 + 2 ⇒ (10) + 11 + 1 + 1 + 2 + 2 - 2 - 3 + 2 = 24
PA Damage 1d8 + 4 + 1 + 2 + 2 + 4 + 2 + 2d6 ⇒ (6) + 4 + 1 + 2 + 2 + 4 + 2 + (6, 2) = 29

If the Attack 1 HITS Grimm gets cumulative +1 to attack and 1d8 temp hp
1d8 ⇒ 3

ATTACK 2 1d20 + 11 + 1 + 1 + 2 + 2 - 2 - 3 + 2 ⇒ (10) + 11 + 1 + 1 + 2 + 2 - 2 - 3 + 2 = 24
PA Damage 1d8 + 4 + 1 + 2 + 2 + 4 + 2 + 2d6 ⇒ (7) + 4 + 1 + 2 + 2 + 4 + 2 + (2, 2) = 26

If the Attack 2 HITS Grimm gets cumulative +1 to attack and 1d8 temp hp
1d8 ⇒ 2

#DM to say how many hits grant temp HP#


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

Killl etttttttt!


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

Does John gat an AoO?


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

Hope all 3 hit. 67 damage baby


Evil GM

John you've got the corner of the wall blocking you. the creature dropped in P8.

Grimm - I forgot to add +1 to his hit on you for his haste, so the attack would have been a 29. All three swings miss the creature.

He hisses and chuckles at the feeble attempts.

John and Grimm Only:
The three items in the room occupying P6/7, N5/6, and M 6/7 are stone sarcophagi


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

RD3 - Orsin moves to Q13 and inspires courage.

RD4 - Orsin casts blisering invective.

Intimidation: 1d20 + 15 + 2 ⇒ (10) + 15 + 2 = 27

Fire Damage: 1d10 ⇒ 10


Evil GM

Rd 4: Faelyn DMPC

Faelyn is unaware as to events down the hallway, so he will focus on the other mist this time wiht another magic missile.

damage: 4d4 + 4 ⇒ (4, 3, 3, 3) + 4 = 17
He becomes visible again for the remainder of the round.

"What's happening in there!!

14,801 to 14,850 of 26,346 << first < prev | 292 | 293 | 294 | 295 | 296 | 297 | 298 | 299 | 300 | 301 | 302 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gamethread : CoT All Messageboards

Want to post a reply? Sign in.