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

RD 3 Leader (shaken and slowed)

Sargeant Darenar swings the mighty warhammer sternly saying a name, Maelstrom,

Warhammer, shaken: 1d20 + 14 - 2 ⇒ (16) + 14 - 2 = 28,damage: 1d8 + 9 ⇒ (7) + 9 = 16

I'm not sure if this hits if you are buffed.


Evil GM

RD 3: Squad

The non-slowed one steps up to flank with his ally (can you still be flanked? if not subtract 2 on the hit)

T:21

rapier, flank: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24;attack: 1d8 + 1 ⇒ (2) + 1 = 3

S: 19

rapier, flank: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9;attack: 1d8 + 1 ⇒ (2) + 1 = 3

S:21

moved up to attack but he is slowed.

Caster: N22

He says a word of power and a burst of shiny particles coat Astri and Chell.

glitterdust, DC 14 will save:

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.

Any creature covered by the dust takes a -40 penalty on Stealth checks.


Evil GM

Updated Map RD 3

Liberty's Edge

Female Halfling Rogue(unchained)/5 -- Fighter(lore warden)/2 -- Halfling Opportunist/2 -- Warrior/1 -- (HP: 71/81 | AC25; FF19; T18 | F+12, R+13, W+7/+9 | Perc: +14/+16, Init +5)

Dinetta, deciding that the mage is more of a concern than the big warrior, invisibly maneuvers through the slowed fighters before plunging her blade into the caster.

Move to O21.

Attack(N22): 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34 <-- +2 invisible
Damage: 1d4 + 6 + 4d6 ⇒ (3) + 6 + (2, 5, 6, 6) = 28 <-- 4d6 is sneak damage

Although tiny, Dinetta's tiny blade finds purchase in the mages thigh, drawing a quick flow of blood.

OOC:

FYI - Dinetta has Step Up. She will step forward if the mage 5-foot steps back, this may give her an AoO if the mage casts.


The invisible librarian sneaks on through and thrusts her blade into the spellcaster. "AYE THAT..." He then collapses onto the ground.


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:

Yep, going to continue using Dirge of Doom.

Round 2

Will save: 1d20 + 7 ⇒ (16) + 7 = 23

Astrianna waves the annoying magical dust away, drawing her longbow out of its case.

She fires off a quick arrow at the nearest dragoon speeding towards her

Free action: Maintain Dirge of doom (23/25)

Move action: Draw longbow

Standard Action: Attack Dragoon U19

longbow attack, point-blank: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23

longbow damage, point-blank: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8


Evil GM

Astri it is RD 3.

The bard quickly draws and fires an arrow at the fast approaching skum. (this was one of the skum) the arrow hits home but does not stop him.


Evil GM

Razor Coast Initiative: Rd 3

Leader - (shaken and slowed), possible hit on Sorrin

Squad - (shaken and slowed, all but one slowed), attacked and one may have hit Sorrin if he can be flanked.. Caster did glitterdust.

Astri - continued DoD, shot one skum (red haloed)
Dinetta - moved and killed the caster
Sorrin -
Skum -
Chell -

Updated RD 3 Map

*Sorrin you are up. Did the Sarg hit you? did the one of the Guard's hit?


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 takes a hammerhead to the shoulder, wincing at the pain... Charging in never allowed the finesse he'd appreciated in the approach...

Then one of the minions, takes advantage of his distraction. More pain. Surrounded by the enemy, the wicked and unjust.

What better place could there be? Dawnflower, protects...

Please do not drop your weapons or surrender...

atk1, +1 silver scimitar: 1d20 + 16 ⇒ (10) + 16 = 26
dmg, scimitar: 1d6 + 7 ⇒ (1) + 7 = 8

atk2, +1 silver scimitar: 1d20 + 11 ⇒ (15) + 11 = 26
dmg, scimitar: 1d6 + 7 ⇒ (4) + 7 = 11

crit, +1 silver scimitar: 1d20 + 11 ⇒ (4) + 11 = 15
dmg, scimitar: 1d6 + 7 ⇒ (4) + 7 = 11

Charge is -2 AC, and Scouts can be flanked. They are debuffed, I'm not buffed.


Evil GM

I figured you would be attacking the Sarg.

The quick scout strikes twice hitting both times but he is off angle a bit and does not do extra damage. Sargeant Darenar scowls and takes the hits. He has a deadly look in his glassy eyes.


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

Sergeant, you have a... little problem, of which you are to become keenly aware.


Evil GM

RD 5: Skum

The red haloed skum steps forward five feet, he stays out of the glittering dust particles, and thrust his trident into the bard,

dirge of doom

trident, favored enemy, shaken: 1d20 + 11 + 2 - 2 ⇒ (17) + 11 + 2 - 2 = 28;dam, FE: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9

He follows that up with a snap of his jaws:

trident, favored enemy, shaken: 1d20 + 11 + 2 - 2 ⇒ (2) + 11 + 2 - 2 = 13;dam, FE: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12

and a single claw attack,

claw, favored enemy, shaken: 1d20 + 11 + 2 - 2 ⇒ (20) + 11 + 2 - 2 = 31;dam, FE: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9

-----
Skum approaching in sleet storm:

First two:

acro, pen: 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12

acro, pen: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19

Three that follow:

acro, pen: 1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 11

acro, pen: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17

acro, pen: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14

They all move at half speed.

confirming claw critical:

claw, favored enemy, shaken: 1d20 + 11 + 2 - 2 ⇒ (19) + 11 + 2 - 2 = 30;dam, FE: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12

The bard is in a life or death tussle!


Evil GM

Updated RD 3 Map

Chell you are up and you still need to makle the glitterdust save.


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

No I don't. Will save is 14. Booyah.

With a thought, a light breeze disperses the cloud of particles from Chell's face, though she remains covered in them. Seemed like a rather useless spell. In retaliation, Chell lifts her holy symbol high and single bolt of lightning shoots upward. It fragments high in the sky, spidering all over until it comes crashing down again on the heads of the traitorous guards.

Lighting Damage DC 19 ref: 3d6 ⇒ (3, 5, 3) = 11


Evil GM

Chell you still need to roll for save. A nat 1 is an auto failure and nat 20 is auto success.

Automatic Failures and Successes:

A natural 1 (the d20 comes up 1) on a saving throw is always a failure (and may cause damage to exposed items; see Items Surviving after a Saving Throw). A natural 20 (the d20 comes up 20) is always a success.


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

Will: 1d20 + 14 ⇒ (16) + 14 = 30

Did not know that.


Evil GM
Chell Silves wrote:


Did not know that.

I seem to learn something new everyday when I game.

You were probably thinking the skill save rule. There is no auto fail/success with skills.


Evil GM
Chell Silves wrote:

No I don't. Will save is 14. Booyah.

With a thought, a light breeze disperses the cloud of particles from Chell's face, though she remains covered in them. Seemed like a rather useless spell. In retaliation, Chell lifts her holy symbol high and single bolt of lightning shoots upward. It fragments high in the sky, spidering all over until it comes crashing down again on the heads of the traitorous guards.

Which guard/enemy? You get one bolt per round correct?

reflex, dragoon: 1d20 + 2 ⇒ (1) + 2 = 3

or if it is Sarg Darenar

reflex: 1d20 + 3 ⇒ (1) + 3 = 4


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

Perhaps help the... bard?


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
baldwin the merciful wrote:
Chell Silves wrote:

No I don't. Will save is 14. Booyah.

With a thought, a light breeze disperses the cloud of particles from Chell's face, though she remains covered in them. Seemed like a rather useless spell. In retaliation, Chell lifts her holy symbol high and single bolt of lightning shoots upward. It fragments high in the sky, spidering all over until it comes crashing down again on the heads of the traitorous guards.

Which guard/enemy? You get one bolt per round correct?

[dice=reflex, dragoon]1d20+2

or if it is Sarg Darenar

[dice=reflex]1d20+3

Stormlord Domain power. So all of them actually. One bolt per enemy as long as they are all within 30ft of each other. I believe that is everyone visible now that Dinetta has removed the caster. How should I help the bard Sorrin? You'll have to be more specific.


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

Make sure the skum is affected, heal her. She can die next round.


Evil GM

Remaining saves for Chell's spell:

dragoon: 1d20 + 2 ⇒ (2) + 2 = 4
dragoon: 1d20 + 2 ⇒ (12) + 2 = 14

The three foot guards are all shocked but they are still standing. Their leader falls to the ground. (Sarg Darenar)

----

The skum fighting Astri:

reflex: 1d20 + 8 ⇒ (13) + 8 = 21

the web footed creature gets shocked but does not take the brunt of it.

Nice spell, Chell.


Evil GM

RD 4: Initiative

Leader - Down unconscious

Squad - (shaken and slowed, all but one slowed), .

Astri -
Dinetta -
Sorrin -
Skum -
Chell -

RD 4 Map

*Each Dragoon and the red haloed skum on the map has been injured.
**I'll try to take the squad's actions while at work today, if I don't I'll do it tonight.


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 4

Astrianna cries out in pain as she gets repeatedly struck by the Skum, and she is immediately fearful of the creature's proficiency at predicting her movements.

She feels the hair on her head tingle, and knows Chell is up to something- taking a step back the bard shields her eyes exactly when the bolt of lightning strikes the skum. Whipping the hand away she reaches in her quiver, firing arrow after arrow into the creature before it gets near her again.

Free action: Maintain Dirge of Doom (21/25)

5'step to X19

Full-round action: Full attack with Rapid Fire on Skum V19

longbow attack 1, point-blank, rapid fire: 1d20 + 11 + 1 - 2 ⇒ (20) + 11 + 1 - 2 = 30

longbow damage 1, point-blank: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

---------

longbow attack 2, point-blank, rapid fire: 1d20 + 11 + 1 - 2 ⇒ (17) + 11 + 1 - 2 = 27

longbow damage 2, point-blank: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12

------------

longbow attack 3, point-blank, rapid fire: 1d20 + 6 + 1 - 2 ⇒ (9) + 6 + 1 - 2 = 14

longbow damage 3, point-blank: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5

-------------

threat from attack 1: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28

critical damage: 2d8 + 6 + 2 ⇒ (7, 5) + 6 + 2 = 20

The dice are being strangely generous...


RD 4: Squad

The three guards continue to try to gang-up on Sorrin.

Q:21

rapier, flank: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17;dam: 1d8 + 1 ⇒ (4) + 1 = 5

T: 21

rapier, flank: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26;dam: 1d8 + 1 ⇒ (4) + 1 = 5

S: 21

rapier, flank: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12;dam: 1d8 + 1 ⇒ (6) + 1 = 7

"TRAITOR...KILLER OF HIT GUARD. TO ARMS!!"

Possible Crit confirmation:

rapier, flank: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22;dam: 1d8 + 1 ⇒ (2) + 1 = 3


Evil GM

Astri does a significant amount of damage was two arrows pierce the skum. One arrow nearly exits the other side of the creature. He stumbles but keeps to his webbed feet.


Evil GM

RD 4: Initiative

Leader - Down unconscious

Squad - (shaken and slowed, all but one slowed), attacked Sorrin one attack hitting.

Astri - two of three arrows hit the skum
Dinetta -
Sorrin -
Skum -
Chell -

Liberty's Edge

Female Halfling Rogue(unchained)/5 -- Fighter(lore warden)/2 -- Halfling Opportunist/2 -- Warrior/1 -- (HP: 71/81 | AC25; FF19; T18 | F+12, R+13, W+7/+9 | Perc: +14/+16, Init +5)

Round 4
Glad, but simultaneously unhappy that the leader went down so quickly, taking away her ability to bring all her weapons to bear, Dinetta moves behind one of the guards, getting into a flanking position and stabbing upward at the guard's unprotected tailbone.

Move to R22 - should be able to get there without an AoO.

Attack-flanking-rapier: 1d20 + 14 + 4 ⇒ (3) + 14 + 4 = 21
Damage: 1d4 + 5 + 4d6 ⇒ (1) + 5 + (5, 6, 5, 6) = 28

Sorin, step next to me to eliminate the flanking.


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

Crit misses.

I understand, but there's unfinished business... I'll be back.

Gracefully, Sorrin turns to charge head long at the sum threatening Astrianna.

Nice job holding your own, Songbird...

charge, +1 silver scimitar, charge, scout's charge: 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28
dmg, scimitar, sneak: 1d6 + 7 + 2d6 ⇒ (2) + 7 + (4, 5) = 18

AC 28 to AoOs, Mobility.


Evil GM

Dinetta are you visible again?

Dinetta finds purchase with her tiny weapon, surprising the guard while effectively killing the man.

Meanwhile Sorrin moves away to defend Astri. His charge attack is effective at killign the skum but not before he takes a couple attacks.

AOO:

rapier: 1d20 + 5 ⇒ (3) + 5 = 8;dam: 1d8 + 1 ⇒ (6) + 1 = 7

rapier: 1d20 + 5 ⇒ (10) + 5 = 15;dam: 1d8 + 1 ⇒ (5) + 1 = 6


Evil GM

Latest Map after Sorrin and dinetta move


Evil GM

RD 4: Skum

Skum approaching in sleet storm:

First two:

acro, pen: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14

acro, pen: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15

Three that follow:

acro, pen: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6

acro, pen: 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12

acro, pen: 1d20 + 3 - 4 ⇒ (8) + 3 - 4 = 7

Three move at half speed.

You all don't see any skum given the torrential sleet storm in effect.


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

That's better... stay behind me, Astri. Put that bow to good use.

Could the Qadiran be softening up?


Evil GM

Chell has her RD 4 Action.

RD 5: Initiative

Leader - Down unconscious

Squad - (shaken and slowed, all but one slowed).

Astri -
Dinetta -
Sorrin -
Skum -
Chell -


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

"Yes, please keep shooting," Chell says. She gives the two remaining guards a blast of lightning before moving up behind one and drawing her mace. She was certainly not a capable fighter but the possibility of attack might give Dinetta a chance to go for a weak spot.

Lightning DC 19 Ref: 3d6 ⇒ (6, 5, 4) = 15

Another blast of lightning then move to T20 while drawing mace. Should give Dinetta flanking. Sorry, wasn't paying attention. Didn't realize Astrianna got hit for half HP. Suggestion: If there is possibly a door or way in on this side of the warehouse, we can skip fighting the skum in the storm. They can't see us and it is providing a good distraction for us to get inside and make a rescue.


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 think there is only one way inside the warehouse , based on the scouting

Round 5

Astrianna was preparing to finish off the skum when suddenly Sorrin appears to gracefully sever its neck. "Thanks. Blighter had half elf stew on his mind with the way he was chopping me up." She jokes, stepping to the side to fire arrows past Sorrin.

A shame these other dragoons were drawn into this, but we can't leave witnesses to killing Darenar

Free action: maintain Dirge of Doom (20/25)

5' step to V20

Full found action: Rapid fire on dragoon S21

longbow attack 1, point-blank, rapid fire: 1d20 + 11 + 1 - 2 ⇒ (13) + 11 + 1 - 2 = 23

damage 1, point-blank: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5

longbow attack 2, point-blank, rapid fire: 1d20 + 11 + 1 - 2 ⇒ (5) + 11 + 1 - 2 = 15

damage 2, point-blank: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5

longbow attack 3, point-blank, rapid fire: 1d20 + 6 + 1 - 2 ⇒ (7) + 6 + 1 - 2 = 12

damage 3, point-blank: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7


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dragoon ref: 1d20 + 2 ⇒ (3) + 2 = 5

dragoon ref: 1d20 ⇒ 8

The remaining guards sizzle as the lightning strikes, their innards begin to smoke and just as they drop to the ground - cooked medium well.

Astri sinks an arrow in one for good measure.


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 is pretty sure Chell just cooked some kind of monster delicacy- charred human en armure.

The bard calls out to their new halfling companion- "Dinetta! Grab that warhammer on he ground next to you! It's important!"

Liberty's Edge

Female Halfling Rogue(unchained)/5 -- Fighter(lore warden)/2 -- Halfling Opportunist/2 -- Warrior/1 -- (HP: 71/81 | AC25; FF19; T18 | F+12, R+13, W+7/+9 | Perc: +14/+16, Init +5)

Perception: 1d20 + 14 ⇒ (17) + 14 = 31

Dinetta quickly scans the dead leader of the Dragoons as she grabs the large hammer. Due to its weight, she begins to drag the huge weapon back towards the others.

Perception is to see if there is anything else of value, if so, she will quickly grab it.

Dinetta lost her invisibility as soon as she attacked. The sneak damage was from getting into a flanking position with Sorrin before he ran off to kill Astri's molester.


Evil GM

Dinetta your initial scan of the nearby bodies reveals mundane or masterwork quality of gear. The warhammer is clearly unique and it weighs nearly nothing, even for you, it almost feels as if the thing is balanced for throwing.

RD 5: Initiative

Leader - Dead

Squad - Dead

Astri - shots the dead guards
Dinetta - brings warhammer over to
Sorrin -
Skum -
Chell -

Sorrin, Skum, then Chell have round 5 actions.

RD 5 Updated 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

Time to take it the trash...

Sorrin turns, charging head long at the nearest skum, in an effort to show their advance.

It's me you want, boys!

charge, +1 silver scimitar, charge, scout's charge: 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22
dmg, scimitar, sneak: 1d6 + 7 + 2d6 ⇒ (5) + 7 + (5, 6) = 23


Evil GM

Sorrin you charge into the sleet storm and your vision becomes obscured. (blocks even darkvision). Your not really sure where the enemy is located but you figure an enemy will be by soon enough.

It's a DC 10 acro but your skill check will auto succeed.


Evil GM

RD: 5 Skum

The skum shuffle forward, their webbed feet slapping on the cobble stone, just as Sorrin steps into the sleet. Instinctively the rogue jabs his sword right where one skum appears. Sorrin, I permitted the hit.

UPdated RD 5 Map

Chell you are up.


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 5

"Sorrin! I can't dismiss that!" Chell yells into the blinding sleet. But it's too late. Beyond the wall of white he couldn't hear or see them. All she could do was do some healing and hope he had the wherewithal to come back out and wait. She takes a step over to Astrianna and lays a hand on the bard, sending rejuvenating positive energy into the ghastly wounds.

Cure Moderate: 2d8 + 9 ⇒ (5, 6) + 9 = 20

"Get ready to hit whatever comes out."

I am not sure if Selective Channeling even works if I can't see the targets. Best not to try since she wouldn't know how far Sorrin went or how many are in there. Still has a few rounds. 4 I think.


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

Baldwin, thanks! I can ignore 5ft difficult terrain (feat), but screwed for visibility. Chell, no worries... He's the warrior, it's what he's meant to do.


Evil GM

RD 6: Initiative

Leader - Dead

Squad - Dead

Astri -
Dinetta -
Sorrin -
Skum -
Chell -

RD 6 Map

Liberty's Edge

Female Halfling Rogue(unchained)/5 -- Fighter(lore warden)/2 -- Halfling Opportunist/2 -- Warrior/1 -- (HP: 71/81 | AC25; FF19; T18 | F+12, R+13, W+7/+9 | Perc: +14/+16, Init +5)

Hard to tell from the description whether Dinetta would be able to see into the Sleet Storm at all. Assuming she can see the scum, she will attack, otherwise, she will move adjacent to where Sorin entered the sleet to wait for someone to come out.

Unsure what the storm of ice might hold, Dinetta moves over and stabs at what appears to be a icy scum.

Move to S18.

Attack-rapier: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 1d4 + 5 ⇒ (1) + 5 = 6

Confirm Crit: 1d20 + 14 ⇒ (14) + 14 = 28
Butterfly Sting --> Next attack to hit is an automatic crit.

Feeling her blade strike something, Dinetta calls out.
[b]He is off guard, hit him hard while he is distracted.


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 6

Astrianna waves her hand at Chell. "He'll be fine. It's going to take more than some frozen fish to hurt him."

She sighs with relief as the priestess heals her , the claw-marks scabbing over instantly. "Thanks." The bard can't help but quip at Chell's command. "Ah, an arrow might hurt him though..."

Regardless, her singing stops and she moves over to position herself in such a way to give him of sight down the entire alley. She grips an arrow between her index and middle fingers, ready to shoot any fishy adversaries that emerge from the sleet storm.

Free action:Stopping Dirge of Doom

Move Action: Move to U19

Standard action: Ready action: shoot any skum that come out of sleet storm.

longbow attack, point-blank: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16

longbow damage: 1d8 + 3 ⇒ (1) + 3 = 4


Evil GM

All vision is blocked so you would not see them.


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:

Right, the dice roll is for when the sleet storm ends or a skum comes into vision

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