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
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
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
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
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
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
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
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
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
Evil GM
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
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
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.
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!!
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