Baldwin the Merciful's: Razor Coast (Inactive)

Game Master baldwin the merciful

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.


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M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Don't ya worry none you bastich! I got plenty for you!

Torgue hurries to the rope

Climb: 1d20 + 7 ⇒ (19) + 7 = 26


Evil GM

torgue you are at the top of the rope and it will be move action next round to get on board. this is because there is no place for you to go right now, it's back up. Bri needs sot step out of the way next round.

Cir's arrows hit the enforcer in melee with sorrin. He still looks plenty healthy.


Evil GM
Sorrin the Wayward wrote:

Sorrin is empty handed as the rapier slides out of his shoulder. He manages a smile with some effort.

Nice blade work, if a bit unsportsmanlike. I'm unarmed!

You are up and you may want to move so others can get on board.


Evil GM

RD 10

Astri - grappled ship
Bri - climbed on galley
Torgue - climbs up but is stalled by lack of room.
Archers - dead
Sorrin -
Chell -
Capt/jenkie -
Smugglers/chimera - don't act
Cireladwen - hits for 23 Hp on enforcer
galley crew -
land crew -
Underwater friend -

Updated RD 10 Map

* note movement options: 1) you can make an acro check and stand over the prone smuggler so both of you can occup a single hex L:23; 2) There is room at the very bow of the ship to stand L:22; 3) You could try to acro jump onto the bridge wheel house.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Round 10

GE round 3/5

GE Aoo: 1d20 + 5 ⇒ (19) + 5 = 24
Slam: 1d3 + 1 ⇒ (2) + 1 = 3

Even though it has not the intelligence to see the benefit of flanking an opponent, the Gravity Elemental does recognize friend from foe and happens to maneuver to an advantageous location.

Slam+Flanking: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Slam: 1d3 + 1 ⇒ (1) + 1 = 2

Move to K26 to get flanking with Sorrin and attack. It has enough movement to get around and not provoke. Gravity field is a full round action, not a constant effect. It is no longer in affect now.

Perception: 1d20 + 8 ⇒ (1) + 8 = 9

The priestess is too occupied with her own grappling hook and rope to see the Chuul but she does hear Astrianna call out a warning. Though she had never seen one herself she had heard about the dangerous, aquatic aberrations and didn't want to be around when it arrived. She finishes her knot and tosses the grappling hook in the hopes of getting another anchor point.

Throw of lifetime: 1d20 + 5 ⇒ (16) + 5 = 21 :Its either a -6 for distance or -10 for distance and improvised. Either way I make it.

Move to tie grapple to rope? Standard to throw.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Very well.

Sorrin steps away from the rail (K24), drawing his "sheathed" scimitar.

atk, dude who poked me, +3 scabbard: 1d20 + 10 + 3 ⇒ (4) + 10 + 3 = 17
dmg, dude who poked me, +3 scabbard: 1d6 + 6 + 3 ⇒ (5) + 6 + 3 = 14


Evil GM

Sorrin K:24 is the bridge, you need to climb or jump to get o top of it. I provided the methods and locations you where you can move into in the previous update post.

You could a also jump through an open window on the bridge.


Evil GM

Chell you make the throw to tie the end is std action but you really don't need to tie it. you can just begin climbing with a climb check.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Acrobatics, over prone: 1d20 + 8 ⇒ (4) + 8 = 12

wasn't gonna ask, but why is check needed, dice-screwed again.


Evil GM

Sorrin hits the enforcer then moves over the prone man.


Evil GM
Sorrin the Wayward wrote:

[Dice=Acrobatics, over prone]1d20+8

wasn't gonna ask, but why is check needed, dice-screwed again.

Because two live people can't occupy the same hex and I'm fudging the rules for you, to provide space for the others to join in the fun.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Climb: 1d20 + 4 ⇒ (19) + 4 = 23 Too many good rolls recently

Shouldn't be an ACP cause MW(-1) and mithril(-3). Right?

Also, put the elemental wherever it is most beneficial. It has 100ft movement.


Evil GM

Jenkie grabs the end of rope that Chell is using to climb up the boat.

The Captain stays with the ship.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

you still suck, but a little less. thank you! the ranting helps me get by. :)~


Evil GM

RD 10 Galley

The smuggler who dropped his bow last round pull out his short sword and jabs at sorrin.

att: 1d20 + 5 ⇒ (6) + 5 = 11;damage: 1d6 ⇒ 4

The two enforcers:

The one turns and swings at the small elemental,

rapier: 1d20 + 13 ⇒ (3) + 13 = 16;damage, ws, wt: 1d6 + 7 ⇒ (4) + 7 = 11
rapier: 1d20 + 8 ⇒ (3) + 8 = 11;damage, ws, wt: 1d6 + 7 ⇒ (6) + 7 = 13

The second enforcer drops his bow and draws his rapier and attacks the elemental,
rapier: 1d20 + 13 ⇒ (18) + 13 = 31;damage, ws, wt: 1d6 + 7 ⇒ (5) + 7 = 12
rapier: 1d20 + 8 ⇒ (18) + 8 = 26;damage, ws, wt: 1d6 + 7 ⇒ (4) + 7 = 11

That should destroy that creature.


Evil GM
Chell Silves wrote:


Shouldn't be an ACP cause MW(-1) and mithril(-3). Right?

Also, put the elemental wherever it is most beneficial. It has 100ft movement.

You are fine....don't worry.


Evil GM

RD 10 Chuul

The creature whacks against the boat hull and its pincer snap and click against the ships. Those on the boat make an DC 10 ACRO or Reflex check to stay on your feet.

capt, acro: 1d20 + 12 ⇒ (13) + 12 = 25

jenkie, acro: 1d20 + 9 ⇒ (18) + 9 = 27


Evil GM

RD 11

Astri -
Bri -
Torgue -
Archers - dead
Sorrin -
Chell -
Capt/jenkie -
Smugglers/chimera - don't act
Cireladwen -
galley crew -
land crew -
Underwater friend -

RD 11 Map


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Round 11

Acrobatics: 1d20 + 5 ⇒ (17) + 5 = 22

Astrianna curses as the Chuul smashes against the hull of the already dilapidated ship, swaying with the motion of the boat. "It's the Chuul! Captain, Jenkie, let's go!"

The bard secures her bow in its case and grabs hold of the line she secured with her grappling arrow earlier. She grunts and hoists herself up with both hands, sputtering curses in seven different languages as her partially petrified arm locks up for a moment.

Move Action:Stow longbow

Move Action:Begin climbing the boarding line

Climb: 1d20 + 5 ⇒ (17) + 5 = 22


Female Elf Expert 1/Fighter 6 (Hp:54/54) //AC: 19/15/15//F+6 R+7 W+6//Init +4, Perception +11/

Attack:1d20 + 9 ⇒ (7) + 9 = 16 on Sorrin's attacker, rapid shot. Damage:1d8 + 5 ⇒ (7) + 5 = 12
Attack:1d20 + 9 ⇒ (11) + 9 = 20 rapid shot. Damage:1d8 + 5 ⇒ (1) + 5 = 6

Cireladwen briefly wonders if she brought enough arrows. She has 32 left, by her reckoning, but most have problems at this point in their porcupine impression.


Evil GM

Cireladwen will hit twice more and although the enforcer has shafts sticking out of his right side, he lives on.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Climb: 1d20 + 4 ⇒ (3) + 4 = 7

Chell finishes climbing just in time to see the Gravity Elemental slink back into..what ever plane it was pulled from. Robillard didn't mention how such a creature existed nor where it came from, only how to summon it. But as it disappeared, a vision passed before her eyes. Actually it was more of a memory. It was when she was younger and her foather was standing over her sternly. Beside him was her grandmother, the one that started her down the path to Quell. She remembered it well too. She had duties on the ship and to her grandmother but their was a fair in town. She wanted to go but her father wouldn't let her. Her grandmother pleaded lenience and, after much convincing, let the girl go. It was the only time he ever did such a thing. Chell got the message. This time was an exception. She wasn't likely to get such a powerful ally again.

As she vaults over the railing she sees multiple enemies and few places to go. So she vaults through the window on the bridge.

I choose the option Sorrin bypassed into the bridge. I'll take the damage and likely the AoO to get out of the way.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Assuming Embri moves up the rope, Torgue moves up after her(Move)


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Bri will move over to make room for more people to climb aboard.

Can we see the Chuul at all to target it?


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

atk, dude who poked me, +3 scabbard: 1d20 + 10 + 3 ⇒ (8) + 10 + 3 = 21
dmg, dude who poked me, +3 scabbard: 1d6 + 6 + 3 ⇒ (1) + 6 + 3 = 10

we attacking the same enforcer?


Evil GM

Astri begins to climb the rope that Torgue was using.
---
Chell using the galley to brace herself manages to get to top of the rope (barely) and slides over it. She comes tries to quickly climb/dive through the open window to the bridge (double move) which she does sucessfully. (You are now on prone on the floor inside the bridge/wheel house. You can see there a small table, the wheel, a some navigational equipment in the room.)

climb: 1d20 + 4 ⇒ (11) + 4 = 15

However, as she moves she takes a wicked attack from the oppenent.

rapier: 1d20 + 13 ⇒ (14) + 13 = 27;damage, ws, wt: 1d6 + 7 ⇒ (6) + 7 = 13

------
Sorrin form your position you there a distance between you and the enforcer but you do have access to the the smuggler. You blade is quick and you open a nasty slash across the man's chest. She stands there a bit confused barely teetering with consciousness.

----
Bri uses a withdraw action to avoid a potential attack

-----
torgues large belly finally rolls over the rail and he stumbles to keep his balance cursing all the entire time. Unfortunately there is an enforcer there ready to wahck at him.

rapier: 1d20 + 13 ⇒ (10) + 13 = 23;damage, ws, wt: 1d6 + 7 ⇒ (1) + 7 = 8

----

Jenkie glances back a tthe captain and then scurries up the rope that Chell was using. climb: 1d20 + 12 ⇒ (17) + 12 = 29 Being lightly armored in leather only he is not eager to get where the battle is still going so he does not double move.


Evil GM

remember that everyone gets that second wind ability that they can use twice a day as a standard action. 1d4+1 self healing.

RD 11: Galley

The glassy eyed smuggler pokes feebly at Sorrin then falls tot he floor unconscious,

shord: 1d20 + 5 ⇒ (9) + 5 = 14;damage: 1d6 ⇒ 4

----
The enforcer at L:25 (pin cushion) pulls and drinks a potion.

cmw: 2d8 + 5 ⇒ (1, 8) + 5 = 14

The remaining enforcer jabs at Torgue,

rapier: 1d20 + 13 ⇒ (4) + 13 = 17;damage, ws, wt: 1d6 + 7 ⇒ (2) + 7 = 9
rapier: 1d20 + 13 ⇒ (11) + 13 = 24;damage, ws, wt: 1d6 + 7 ⇒ (5) + 7 = 12

Hitting once more.

Everyone please update your HP profile stat line.


Evil GM

RD 11 underwater friend

The Chuul pincers probe the side of the sloop before it slips under the hull.


Evil GM

RD 12

Astri -
Bri -
Torgue -
Archers - dead
Sorrin -
Chell -
Capt/jenkie -
Smugglers/chimera -
Cireladwen -
galley crew -
land crew -
Underwater friend -

RD 12 Map


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Thought there was an enforcer that crit on Sorrin for 26 hp and Cir was peppering. I may have missed a move. Doesn't matter, let's keep going.


Evil GM

You moved away from him. The two token L:25 and L:26 are the enforcers. The others on the ship were smugglers...different class based.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

To the smuggler, In the water or die. Sleepy time is good.


Evil GM

the smuggler in the water is actually the one you are standing over that bri but to sleep with her slumber hex. I needed room on the map to unclutter.


Female Elf Expert 1/Fighter 6 (Hp:54/54) //AC: 19/15/15//F+6 R+7 W+6//Init +4, Perception +11/

Cireladwen pulls another two arrows from her quiver, placing them into the bow string in quick succession.
Against L:25; Rapid shot again. 1d20 + 9 ⇒ (13) + 9 = 22 Damage:1d8 + 5 ⇒ (7) + 5 = 12
2nd attack:1d20 + 9 ⇒ (1) + 9 = 10 Dexcheck to not fumble: 1d20 + 4 ⇒ (20) + 4 = 24

One arrow seems to be on an honorable trajectory, but the other doesn't notch properly and falls straight down, eliciting a groan of frustration.
The elf had gotten too excited. She knows that now.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

He should wake up soon, I think.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

HP 52/76(62/86 when raging)
AC 19/T11/FF19 (-2 when raging)
Saves F10/R3/W4
Weapon in hand:Longbow
Rage used 0/16
Effects:

Torgue 5' steps back and draws his Greatclub so he avoids AoO.
(done)


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

@Torgue - Drawing a weapon doesn't incur an AoO. If that helps. It is a move action or w/+1 BAB, can be combined with a move action. You can draw and attack.


Evil GM

torgue you didn't need to step back you can take your attack, if you want/


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

I forgot about the second wind thing.

Better hope he wakes up before Astri gets over there...

Round 12

Astrianna continues climbing up the side of the Galley. She means to crest the side of the ship and gracefully roll past the enforcer guarding the rails, but her petrified arm locks up and she barely manages to keep herself from slipping into the drink. Fortunately the enforcer is distracted by Torgue.

She uses the distraction to cast a spell, rapidly flicking the fingers on her non-petrified arm, and snapping a brittle bar of iron at the enforcer as she attempts to hold him in place.

Move Action: Finish climbing up the Galley

Climb: 1d20 + 5 ⇒ (3) + 5 = 8

Standard Action: Cast Hold Person on Enforcer L26 DC 16 Will Save

Just in case he has combat reflexes, casting defensively.

Casting Hold Person defensively, concentration check: 1d20 + 9 ⇒ (17) + 9 = 26


Evil GM

Will Save, L26: 1d20 + 3 ⇒ (15) + 3 = 18

He shakes off the effects of the spell.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Round 12

Chell stands up in the bridge and takes a moment to check the nasty gash she on her thigh from the smuggler outside. Looking angrily at him she says one word. "Flee" It is a command charged with the power of her god and every bit of charisma she can muster.

Move: Stand up.

Standard: Command (Flee) on L25. DC 15 Will

Free: I doubt the bridge is only a 5-by-5 space so 5ft step back away but still keep the smuggler in line of effect and sight through a window. If I can't do that here is a concentration check for casting defensively. DC 16

Concentration: 1d20 + 9 ⇒ (20) + 9 = 29: Balls


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Seriously?! Has any of Astrianna's spells ever worked? I think she made a smuggler drop his shortsword once.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Where exactly is the ship we are on headed? To the beach or away from it?

Bri moves to the back end of the boat to get in range of some of the beach archers and attempts to put one to sleep.

"I think it best we beach the ship until we deal with the Chuul."


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

The ship is anchored in the bay, it's not going anywhere. Until we take it from their warm, dead hands and sail off into the sunset with it. :)


Evil GM

The ship Dragon's Tail is anchored.


Evil GM

Chell
will save: 1d20 + 3 ⇒ (12) + 3 = 15+2 if fear based

RD 12 - update

Astri - Hold person spell
Bri - moves, slumber hex
Torgue -
Archers - dead
Sorrin -
Chell - casts spell
Capt/jenkie -
Smugglers/chimera -
Cireladwen - 12 HP damage
galley crew -
land crew -
Underwater friend -

Torgue and sorrin can take their actions.

Jenkie is holding on the rope until the area L:25 is cleared out. He doesn't have a death wish.

slumber save G32: 1d20 + 3 ⇒ (7) + 3 = 10

He falls to sleep


Evil GM

The first slumbering smuggler that is between sorrin's legs begins to walk up. (I just realized that he wakes up after in 5 rounds.)

Bri you've used the slumber 6 times now, how many times a day do you get this ability?

Updated RD 12 Map


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin steps away and swings at the waking man beneath his feet, Jump off the ship or die!

atk, goldilocks, +3 scabbard, prone: 1d20 + 10 + 3 + 4 ⇒ (4) + 10 + 3 + 4 = 21
dmg, goldilocks, +3 scabbard: 1d6 + 6 + 3 ⇒ (5) + 6 + 3 = 14


Evil GM

The man beneath Sorrin feels the sting of the blades as it slices his chest. He grunts and gives a quick nod of understanding.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Take the ugly chicken with you.

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