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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Evil GM

If Bri's hex lasts 1 minute she is going to be like duck duck goose touching people each round to keep them breathing.

Bri:

emmy would have told you it will take some time...many minutes to clear the bend but its tight the whole way...it just bottle necks at one location.

Tell me how you plan to remove the debris.


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 tells everyone to wait up here at first. She will tie a rope around her waist and will give it a tug when she wants people to pull on it. Her plan is to haul out by rope any piece of debris big enough to attach a rope to it. Otherwise, it can be kinda hard to swim while carrying too much stuff.


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

Light armor includes mithral medium armor? For Baldwin squeeze purposes. Also, just give Torgue that swim ring. Bull's Strength?


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

Luckily for Bri, she doesn't use anything but Mage ARmor :)


Evil GM

Bri heads intot he tunnel and zigs and zags till she gets to the collapsed area. It took Bri two rounds to double move to get tot he bottleneck.

Updated Map

Bri:

You figure it will take no less then 5 trips back and forth to cear the debris so you can squeeze through.


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

On her first trip back to help haul out the debris, Bri reports that it will take about four more trips to clear it enough for us to make it past.


Evil GM

everyone but bri make a perception 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

perception, +2 hidden/trap: 1d20 + 6 ⇒ (19) + 6 = 25


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

Perception: 1d20 + 9 ⇒ (14) + 9 = 23


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:

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

While Embrianna is clearing out debris, Astrianna climbs back up the rope to the top of the spire. She collects her silk rope and grappling arrow attached to the top of the spire, coiling it around her arm. While wrapping the rope around her arm the unhappy, sopping wet bard judges the time of day.

She should make it back down by the time Embrianna is done clearing debris.


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

Perception: 1d20 + 10 ⇒ (20) + 10 = 30

As Chell watches the work go slowly she realizes that Embri's hex, while effectively infinite, has a very short duration. She doesn't like embri being the only one in danger right now so the next time she comes up, Chell places a hand on her shoulder to stop her. "Quell, bless us to walk in your domain unimpeded." Chell touches each person in turn and gills sprout along their necks.

"That will last two hours. Should get us to through the debris and the creatures ahead."

To make this move faster, and I see no other reason to use it, Chell casts Water Breathing. 2 hours per level so 2 hours per person. We can all go. I didn't realize it lasted that long.


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

Torgue pokes his new neck slits in wonder and then dives in to help clear debris.


Evil GM

Astri as you climb the spire you see it is getting towards the end of the day (6 pm or so by what you can make out) but more importantly when you look down your raft is off in the distance being moved away. Although you don't see anyone or anything actually moving it. (not with that roll)
You also see that you only have 20 feet of rope remaining the remainder is gone...frayed at the end.


Evil GM

Torgue thinks of an alternative spell...what if a person could breathe beer!!! clearly...He needs to be an inventor with all the genius ideas that he comes up with.


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:

Astrianna almost shouts at the raft as it drifts away, but stops herself, quickly realizing the futility. She grabs the rope and pulls it back in the tower to avoid being seen, cursing when only twenty feet of the fine silk rope comes up. This was good rope! Those bastards.

Climbing back down the rope towards the rest of the group, she sinks in the water with a sigh. "We have a problem." She announces to the rest of the group.

"Our raft is currently being taken away by something under the water, Karikanti I suspect, and they messed up my rope." She sighs dejectedly. "It was good rope, too..." Emerald eyes turn towards the direction the passage leads. "I'm going to assume they know we're here, but we don't have much of a choice where to go now."

Astrianna thanks Chell for the water breathing spell, but she is not thrilled about the gills. Ugh, repulsive. Better than drowning though."

She allows Torgue to keep her dagger for now, in case he needs to get up-close and personal with something. Before they go diving she puts her wand of cure light wounds and crowbar on her person, considering how opening her haversack underwater would be a very bad idea.


Evil GM

After quite some time Bri with Trogue's help is able to clear the bottleneck in the winding tunnel.

Is the following marching order ok: Torgue, Bri, Sorrin, Astri, chell? Chell is still on vacation so posting will be limited. I put Bri second since she did most of the tunnel exploration.

With visibility only at 10 feet are you doing anything to stray together and not get separated or lost?


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

Yeah. Swim close together.

-Posted with Wayfinder


Evil GM

the way the tunnel twists and turn you can either walk on the ground underwater or swim, so I should have that clarified how you intend to move: walk or swim. Unless I hear otherwise I will assume you are walking.

I won't be able to get the next map up until I get home.


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 suggests that the group holds onto the rope or loops it through their belts while they make their way through the tunnel. That way we will know if anyone behind gets stuck.

I am fine with walking if that is an option. I didn't get if the tunnel was tall enough to walk in or if we had to swim in it.


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:

Astri also gets out a quiver full of silver arrows.

Baldwin, how is visibility? Also, assuming no verbal communication is possible underwater?

Astrianna would prefer not to be roped to everyone else, but she will hold on to it. The bard keeps her Dancing Lights active to provide lighting in the murky water, for the little good it does. She walks along the bottom of the tunnel. This is kind of exciting, if disgusting. I've never done anything like this before.


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

He said vis is at 10ft, that was why I though the rope would be good to signal distress with.


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:

Oh right he said that yesterday when I asked about inspire courage. Yes I agree, Astri just doesn't want to be tied to everyone else, so she'll just hold on. Chaotic alignment and all.


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

Torgue's huge weight keeps him walking along the bottom, dagger and spear ready to defend the party.

Mmmmmm..Breath beer magic.


Evil GM

Well visibility is 10 ft. you can speak with your water breath and cast spells...I had to look that up once when playing a shackles game I had wizard. FYI: it's actually easier to listen underwater because sound travels better.

Updated map

Eventually the tunnel begins to tun upward towards the foundation of the temple pillions.

Everyone make a perception check. I'll make the modifications for sight and sound as needed.


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 was going to point out sound travels better in water, but then I realized human vocal cords aren't very good at making articulated noises underwater. Then I remembered I'm playing a game and decided to just have fun.

Perception: 1d20 + 8 ⇒ (6) + 8 = 14

Astrianna is strangely quiet- she's avoiding talking so she doesn't have to suck anymore swamp muck in her mouth. Breathing through gills is a fascinating enough sensation it's distracting her anyway.


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

Perception: 1d20 + 9 ⇒ (16) + 9 = 25

Torgue keeps marching


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

perception, +2 hidden/trap: 1d20 + 6 ⇒ (4) + 6 = 10

Last one didn't count? It was sweet!


Evil GM
Astrianna Sparacello wrote:

I was going to point out sound travels better in water, but then I realized human vocal cords aren't very good at making articulated noises underwater. Then I remembered I'm playing a game and decided to just have fun.

Remember there are dragons and orcs and zombies and gaotrpeople...er, it's a game, not reality.


Evil GM

bri perception: 1d20 + 6 ⇒ (3) + 6 = 9
chell perception: 1d20 + 11 ⇒ (4) + 11 = 15

Everyone is having a tough time except Torgue, who seems to be in his element of muck, although his vision is limited. Torgue and to a lesser degree Chell hears the sound broken language...it could be a from of common but no workds are understandable.

Bri thunks her head into and Torgue steadies her as he hits her head on a loose floor stone.

What are you going to do?


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

perception: 1d20 + 10 ⇒ (8) + 10 = 18

Not sure what the penalty should be.

-Posted with Wayfinder


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:

Astrianna gives a bit of a push as they suddenly stop, before she realizes they are at the end of the pathway. She loathes to speak, the muck filling her mouth- "Is there a trap door? I doubt they diffuse through stone." The bard says, burbling quietly.


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

I bet you say that to all the boys... Sorrin quietly retorts as she bumps into him from behind.


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

Sounds in front. Torgue gurgles. Open it up?


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

No choice. Pass it down...


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:

Astrianna quirks a brow at Sorrin before sighing, which underwater just produced a stream of bubbles. Astrianna gives Torgue a thumbs up, but realizes she can't actually see him in the murk. "Yes. If it has scales, kill it." The half-elf bubbles softly, gripping the tow rope.

The bard doesn't remove any of her weapons yet, figuring she would mostly rely on spellcasting. Memo to self- get a spear. Test it on Sorrin's arse.


Evil GM

Torgue oushes on the loose stone and is able to lift it and slide it to the side, to his eye he has come up in some sort of underwater room or hall. The sound of the voices has stopped, but Torgue can see a soft light of lichen roughly 5 feet above his head. Signally the entry to some sort of room. To his immediate right he can see where the floor has pushed upward, fracturing the floor.

What next.

Updated Map


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

Torgue gestures to the others and will lead into the room.


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:

Astrianna waits not-so-patiently to move forward into the new room. If they were in air right now she would have no problem complaining about how claustrophobic and depressing the tunnel is.


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

Remember to flank... I need it to be effective down here.


Evil GM

I'll need everyone to make one more perception check that I will use as needed. Make the check with your attack or movement.

The chamber is literally broken in two with both ends sunk into green water, while a central section hemorrhaged up out of the bog and nearly touches the roof above, making a narrow squeeze under the ceiling, if such a decaying and broken structure is worthy of the name. The tile floor is a slick festoon with many cracks.

You see two sets of eyes just below the surface then suddenly two things burst from the water, they are green disjointed creatures like reptile but with too many elbows and joints. Its elongated mouth opens greedily with too many jagged teeth.

Updated Map
*the fracture is along the L/K line 4-6

initiative:

gatormen: 1d20 + 6 ⇒ (3) + 6 = 9

Chell: 1d20 + 8 ⇒ (10) + 8 = 18
Sorrin: 1d20 + 4 ⇒ (9) + 4 = 13
Bri: 1d20 + 2 ⇒ (3) + 2 = 5
Torgue: 1d20 + 1 ⇒ (15) + 1 = 16
Astri: 1d20 + 2 ⇒ (15) + 2 = 17

Initiative order:

Chell
Astri
Torgue
Sorrin
Gatormen
Bri


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:

Do they have any weapons?

Inspire Courage Active: +2 competence attack/damage +2 morale save vs fear and charm

Round 1

Astrianna jumps (in the water, it's more of a brief paddle) as the gatormen burst into action. The bard draws her sword and hops along the bottom of the hallway to get near Sorrin and Torgue.

She sure as the nine hells can't sing like this, so she instead begins a completely improvised aquatic dance. Spinning and twirling, swinging and striking, she uses her arms for balance in a faux show of made-up aquatic martial arts.

Move Action:5' move to H6

Standard Action: Begin Inspire Courage (14/16)

Perception: 1d20 + 8 ⇒ (18) + 8 = 26


Evil GM

You don't see any weapons.

As a reminder unless stated otherwise water tends to be 4-5 feet deep, floors covered with silt. The ceiling is 7 feet above the water (essentially 12 feet high from floor to ceiling). Every location where there is door, the waters lie but 1 foot below the lintel.


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

HP 100/100(114/114 when raging)
AC 14/T11/FF13 (-2 when raging)
Saves F12/R3/W4 (F13/R3/W6 while raging)
Weapon in hand:Longspear
Rage used 3/18
Effects:Inspire COurage(+2)
Used:

Torgue jabs at the creature at E-5, his longspear stabbing through the water
Longspear: 1d20 + 13 ⇒ (19) + 13 = 321d8 + 6 ⇒ (6) + 6 = 12
Longspear: 1d20 + 8 ⇒ (5) + 8 = 131d8 + 6 ⇒ (8) + 6 = 14

Perception: 1d20 + 9 ⇒ (12) + 9 = 21


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

Can we half move... do we have to swim? No 5 ft step?

Move, man! This is the EXACT opposite of flanking! Sorrin steps between Torgue and the other enemy.

atk1, mw scimitar, wf, inspired, vs flat footed: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
atk1, scimitar, inspired, sneak: 1d6 + 7 + 2 + 1d6 ⇒ (4) + 7 + 2 + (6) = 19

perception, +2 hidden/trap: 1d20 + 6 ⇒ (5) + 6 = 11

Gotta save Torgue's bacon... move to G4 and be the barbarian's meat shield!


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:

If the water is 4-5 ft deep Astri's mouth should be above the water (she's 5'9) so she should be able to sing. Will keep in mind for next time.

Sorrin, I left G6 open for you to move around Torgue. The water is rough terrain if you can walk along the bottom, so you have 15' of movement to work with.


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

perception: 1d20 + 10 ⇒ (6) + 10 = 16

Cast bless and get out of the way if i can.

-Posted with Wayfinder


Evil GM

difficult terrain there is no 5 ft step. You can rule that 5 ft step out for the entire swamp adventure unless you have some ability to do so in water/swamp muck.

chell casts bless and decides her current position is fine for now. You notice there are butcher hook protruding on the floor near the eastern wall.

Astri considers moving five feet (as a MA) but catches the nasty rusty butchers hook embedded in on the floor in the area she was going to move. @H:6. She decides to hold her position.

Torgue's first strike hits the gatorman. He also sees the butcher hooks to his right between himself and the east wall.

sorrin moves - no 5 ft step - between torgue and the other foe to the west. He strikes that gator man.

Updated Map

The gatormen are bleeding lightly, nothing of any significance.


Evil GM

RD 1: Gatormen

ATTACK ON SORRIN

The snapping leathery hide creature (G:3) all out attacks Sorrin. First the yapping maw snaps shut trying to tear into the flesh,

bite: 1d20 + 14 ⇒ (3) + 14 = 17;damage: 1d6 + 4 ⇒ (1) + 4 = 5

then it's arms flail out swinging hard,

slam: 1d20 + 15 ⇒ (20) + 15 = 35;damage: 1d6 + 6 ⇒ (4) + 6 = 10

finally its tail smacks at the intruder,

tail slap: 1d20 + 12 ⇒ (15) + 12 = 27;damage: 1d8 + 8 ⇒ (5) + 8 = 13

----

ATTACK ON TORGUE:

the second one step up five fee unencumbered by it's natural terrain, and attacks Torgue

bite: 1d20 + 14 ⇒ (15) + 14 = 29;damage: 1d6 + 4 ⇒ (6) + 4 = 10

then it's arms flail out swinging hard,

slam: 1d20 + 15 ⇒ (19) + 15 = 34;damage: 1d6 + 6 ⇒ (1) + 6 = 7

finally its tail smacks at the intruder,

tail slap: 1d20 + 12 ⇒ (1) + 12 = 13;damage: 1d8 + 8 ⇒ (6) + 8 = 14

----
confirming crit on Sorrin:

slam: 1d20 + 15 ⇒ (18) + 15 = 33;damage: 1d6 + 6 ⇒ (5) + 6 = 11

*I believe sorrin takes 34 HP in damage
*torgue took 17 HP

dex check for nat 1: 1d20 + 2 ⇒ (20) + 2 = 22
the Nat 1 did not trip the gator man up

Updated Map


Evil GM

You are not in Kansas anymore....buckle up for a treacherous battle.


Evil GM

Bri has a RD 1 action.

RD 2: Initiative order:

Chell
Astri
Torgue
Sorrin
Gatormen
Bri

See the map in the previous post.

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