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

Surprise Rd: adriel still has his one action to take:

RD 1:

Initiative Order:

Sorrin - swapped with Shakes, hit Lacedone for 11 HP
Astri - missed attack on lacedon
Shakes -kicks at the lacedone in the water F:3
Bri - burning gaze cast
Adriel
Tulita Lacedons
Jenkie

----
RD 1: Shakes vs F:3 (AC 22 in water)

impr UA: 1d20 + 11 ⇒ (9) + 11 = 20;damage: 1d3 + 3 ⇒ (2) + 3 = 5
impr UA: 1d20 + 6 ⇒ (18) + 6 = 24;damage: 1d3 + 3 ⇒ (2) + 3 = 5

His second kick connect hard to the tulita lacedon's skull.

RD 1 Map updated


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Surprise Round:

The elf's eyes widen as he sees the udead creatures emerge from the water below and he istinctively activates his FLIGHT HEX, calling a warning, Undead in the water!
In his chittering language the instructs his familiar- Thrasher, attack

Rd 1: Seeing Astri flanked as the undead climb out of the water,

Thrsaher leaps from the shoulder of his master and SUDDEN SWOOPS at the closest undead in I3 (does not provoke) pecking and clawing at the things head to distract the thing.
Aid another target AC10 to improve masters attack: 1d20 + 6 ⇒ (11) + 6 = 17

Releived that he'd made the descision to learn a spell useful against undead after his failings on the ship, the elf falls into his Casting and calls a CHILL TOUCH into his blade,
fliesdown to I2 and spins his feet about the undead head (moving TRHOUGH his square with Acrobatics)
and drops down to just above water level, drawing his weapon as part of the move and uses his ARCANE POOL to enchant his weapon +2 Bonus swift action,
(the undead's head is near his feet in the adjacent square) to hover above falls into his spell and Delivers his Free ACTION Strike casting of CHILL TOUCH at the creatures head with a downward chop.

Acrobatics: 1d20 + 15 ⇒ (3) + 15 = 18
2 handed CHILL TOUCH SPELLSTRIKE, Arcane Pool, Aid another, Flank, Elevated Position: 1d20 + 6 + 2 + 2 + 2 + 1 ⇒ (18) + 6 + 2 + 2 + 2 + 1 = 31
2 hand damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Confirm Crit?: 1d20 + 6 + 2 + 2 + 2 + 1 ⇒ (9) + 6 + 2 + 2 + 2 + 1 = 22
2 hand damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Any undead stuck with a CHILL TOUCH makes a will save DC14 or flee as if PANICKED for 1d4+4 rounds.

A guide to spellstrike and touch spells
I understand alot seems to be going on. For clarification he Casts the spell with a standard (recieving a FREE ACTION touch attack), moves through the undead square (acrobatics to activate Daredevil boots), and Delivers his free action Touch spell via Spellstrike, See the link for a reference.

Panicked


Evil GM

the undead square is water. Going through the square you succeed on your acro check.

the 16 HP of damage destroys the undead.

Updated Map

Thrasher is haloed light blue.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Haha. Killing it is cool, I guess but it's the zombie running in panic bit which would be coolest! Next!


Evil GM

Not really that challenging to hit or kill, but their attack if they hit can be problematic. Now an advanced lacedon can really be an issue for you all.


Evil GM

RD 1: Lacedons

They are all muttering the following,

"“Bone…the jawbone…jawjaw…bonnnne…”

The undead creature claws at Astri's heals,

claw 1: 1d20 + 3 ⇒ (6) + 3 = 9;dam: 1d6 + 1 ⇒ (2) + 1 = 3
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (3) + 1 = 4

claw 2: 1d20 + 3 ⇒ (1) + 3 = 4;dam: 1d6 + 1 ⇒ (5) + 1 = 6
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (3) + 1 = 4

No bit attack form this position.

The claws flail around haphazardly.

-----
F:3 on Capt Montgomery

The lacedon tries to pull and scratch the captain.

claw 1: 1d20 + 3 ⇒ (17) + 3 = 20;dam: 1d6 + 1 ⇒ (1) + 1 = 2
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (1) + 1 = 2

claw 2: 1d20 + 3 ⇒ (17) + 3 = 20;dam: 1d6 + 1 ⇒ (5) + 1 = 6
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (1) + 1 = 2

No bit attack form this position.

both claws rake the captain.

----

E:4 on Sorrin

The lacedon tries to pull and scratch an bite he human,

claw 1: 1d20 + 3 ⇒ (4) + 3 = 7;dam: 1d6 + 1 ⇒ (4) + 1 = 5
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (1) + 1 = 2

claw 2: 1d20 + 3 ⇒ (14) + 3 = 17;dam: 1d6 + 1 ⇒ (4) + 1 = 5
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (3) + 1 = 4

bite: 1d20 + 3 ⇒ (9) + 3 = 12;damge: 1d6 + 1 ⇒ (1) + 1 = 2
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (3) + 1 = 4
plus DC 13 fort ghoul fever, dex: 1d3 ⇒ 3;con: 1d3 ⇒ 1
In one day

The assault misses Sorrin.

------

the remaining two alcedon's step up and flank Jenkie

D:2
claw 1: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8;dam: 1d6 + 1 ⇒ (3) + 1 = 4
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (3) + 1 = 4

claw 2: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22;dam: 1d6 + 1 ⇒ (6) + 1 = 7
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (2) + 1 = 3

bite: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22;damge: 1d6 + 1 ⇒ (4) + 1 = 5
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (4) + 1 = 5
plus DC 13 fort ghoul fever, dex: 1d3 ⇒ 3;con: 1d3 ⇒ 3
In one day

D:4

claw 1: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22;dam: 1d6 + 1 ⇒ (5) + 1 = 6
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (1) + 1 = 2

claw 2: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11;dam: 1d6 + 1 ⇒ (4) + 1 = 5
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (2) + 1 = 3

bite: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16;damge: 1d6 + 1 ⇒ (6) + 1 = 7
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (2) + 1 = 3
plus DC 13 fort ghoul fever, dex: 1d3 ⇒ 2;con: 1d3 ⇒ 2
In one day

The two lacedons viciously harm the first mat (24 HP puts him into the negative.)

Capt fort saves:
fort save: 1d20 + 5 ⇒ (17) + 5 = 22
save: 1d20 + 5 ⇒ (10) + 5 = 15

The captain makes his saves.

Jenkie's fort saves:

save: 1d20 + 1 ⇒ (19) + 1 = 20
save: 1d20 + 1 ⇒ (6) + 1 = 7
-failed save
save: 1d20 + 1 ⇒ (10) + 1 = 11
-failed
save: 1d20 + 1 ⇒ (5) + 1 = 6
-failed

Updated map


Evil GM

RD 1:
Jenkie is in negative numbers and he is paralyzed.


Evil GM

RD 2:

Initiative Order:

Sorrin
Astri
Shakes
Bri -
Adriel
Tulita Lacedons
Jenkie - negative HPs and paralyzed

RD 2 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:

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

Round 2

Jenkie noooo! We barely knew him...

The bard gives a whoop as Adriel destroys one of the creatures, turning to face the other undead that had flanked her.

Astrianna appears to be dancing as she hops and skips over the claws lashing at her feet, continuing to sing. The jawbone...? Are they after something?

She steps to side, allowing Adriel a clear path towards the undead, swinging her sword at the tulita's head. Her blade skims across the water, and a few curses appear in her song.

Free Action: Maintain Inspire Courage (14/16)

5' step to K4

Standard Action: Inspired Longsword Attack on Lacedone I6.

Longsword: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12

damage: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7


Evil GM

Astri step back five feet and misses her attack on the tulita lacedon.

Updated RD 2 Map


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 turns her gaze to the ghoul on the other side of her. I,6

fire damage: 1d6 ⇒ 4
Fort DC 15. If hit, make reflex roll or catch fire.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

RD:2
Adriel points his blade at the Undead across from them and chirrups to Thrasher The eyes, GO FOR THE EYES!

Thrsaher darts hard across to the head of the partially submerged UNdead, skimming the deck as it passed bearly an inch below him.
Aid another target AC10 to improve masters attack: 1d20 + 6 ⇒ (12) + 6 = 18

Adriel, with his slightly elevated position above the water shoots across to H7, twisting aside from reaching claws (moving TRHOUGH a threatend square with Acrobatics) to a flank,
slashing low with his scimitar, at I6.
hopefully connecting and expending another charge from his touch spell.

Acrobatics: 1d20 + 15 ⇒ (5) + 15 = 20
2 handed CHILL TOUCH SPELLSTRIKE, Arcane Pool, Aid another, Flank, Elevated Position, Inspire Courage: 1d20 + 6 + 2 + 2 + 2 + 1 + 2 ⇒ (20) + 6 + 2 + 2 + 2 + 1 + 2 = 35
2 hand damage: 1d6 + 3 + 2 + 2 ⇒ (1) + 3 + 2 + 2 = 8
Any undead stuck with a CHILL TOUCH makes a will save DC14 or flee as if PANICKED for 1d4+4 rounds.

Confirm Crit?: 1d20 + 6 + 2 + 2 + 2 + 1 + 2 ⇒ (10) + 6 + 2 + 2 + 2 + 1 + 2 = 25
2 hand damage: 1d6 + 3 + 2 + 2 ⇒ (3) + 3 + 2 + 2 = 10

Don't mar those pretty faces ladies, it would be a tragedy.
I am finding it ironic I get two crits in a row on mooks. I am gonna have a flurry of wiffs when we fight a boss

EDIT: just noticed Bri set it on fire, if that was enough to kill it, instead Adriel would have flown to E2 and attacked F3, flanking with Sorren for the same bonuses.


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:

So... many... +'s....

Round 2

Astrianna laughs as the elf flies about, destroying undead. "Great work Bladedancer!"

The bard points towards the Vintage. "Head towards the sloop, that kid got ripped from the rigging! I'm going to come around on the other side of the dock with my bow!"


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 presses on... Jenkie! Someone HELP!

He tries to move to a defensive position above the fallen youth.

Round 2
atk, scimitar, inspired: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
dmg, scimitar, inspired: 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9

AC 25 - Mobility, no Nat 20s on the 2 AoOs, please. Occupy Jenkie's square. All heroic like.


Evil GM

fort save Bri: 1d20 + 2 ⇒ (16) + 2 = 18

he doesn't take the damage form the gazing eyes.

Adriel twist and turns and finds himself cleaving another undead dropping it/


Evil GM

sorrin's deadly slice destroys the undead tulita in front of him.

updated map rd 2


Evil GM

RD 2:

Initiative Order:

Sorrin - destroyed undead
Astri - missed attacke
Shakes
Bri - missed gaze
Adriel - flew and destroyed undead
Tulita Lacedons
Jenkie - negative HPs and paralyzed


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

Sorry, boss. I moved to stand above Jenkie.


Evil GM
Sorrin the Wayward wrote:
Sorry, boss. I moved to stand above Jenkie.

So you are moving through and out of a threatened hex?


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

Yessir, probably 2 AoOs/swipes/bites, one from each lacedon. So many people talk the talk... I gotta walk the walk. :)


Evil GM

RD 2: Shakes vs F:3 (AC 22 in water)

He continues to kick at the undead,

impr UA: 1d20 + 11 ⇒ (5) + 11 = 16;damage: 1d3 + 3 ⇒ (3) + 3 = 6
impr UA: 1d20 + 6 ⇒ (10) + 6 = 16;damage: 1d3 + 3 ⇒ (2) + 3 = 5

Both of his kicks go wide.


Evil GM
Sorrin the Wayward wrote:
Yessir, probably 2 AoOs/swipes/bites, one from each lacedon. So many people talk the talk... I gotta walk the walk. :)

It will be two AOO, but I wanted to double check.

AOO 1 vs Sorrin:

claw 1: 1d20 + 3 ⇒ (18) + 3 = 21;dam: 1d6 + 1 ⇒ (6) + 1 = 7
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (2) + 1 = 3

I believe this may hit you.

AOO 2 vs Sorrin:

claw 1: 1d20 + 3 ⇒ (2) + 3 = 5;dam: 1d6 + 1 ⇒ (3) + 1 = 4
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (4) + 1 = 5


Evil GM

RD 2: Lacedons

The two flanking lacedons viciously claw and bite a the human meat, all while moaning..."Bone…the jawbone…jawjaw…bonnnne…”

D:2
claw 1: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23;dam: 1d6 + 1 ⇒ (3) + 1 = 4
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (4) + 1 = 5

Ouch...

claw 2: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7;dam: 1d6 + 1 ⇒ (5) + 1 = 6
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (3) + 1 = 4

bite: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24;damage: 1d6 + 1 ⇒ (6) + 1 = 7
plus paralysis, Fort DC 13 rds: rds: 1d4 + 1 ⇒ (1) + 1 = 2
plus DC 13 fort ghoul fever, dex: 1d3 ⇒ 1;con: 1d3 ⇒ 2
In one day

Munch, munch...guud jawbone."

D:4

claw 1: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23;dam: 1d6 + 1 ⇒ (5) + 1 = 6
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (3) + 1 = 4

Rips, slash, tear.

claw 2: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8;dam: 1d6 + 1 ⇒ (1) + 1 = 2
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (2) + 1 = 3

bite: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24;damage: 1d6 + 1 ⇒ (2) + 1 = 3
plus paralysis, Fort DC 13 rds: rds: 1d4 + 1 ⇒ (2) + 1 = 3
plus DC 13 fort ghoul fever, dex: 1d3 ⇒ 1;con: 1d3 ⇒ 3
In one day

"jawbone...tasty...mmm"


Evil GM

Sorrin didn't I think you are down 27 HP from the AOO and last round but double check my math.

RD 3:

Initiative Order:

Sorrin -
Astri -
Shakes
Bri -
Adriel -
Tulita Lacedons
Jenkie - negative HPs and paralyzed

RD 3 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

AoO vs AC 25 (+4 mobility), both miss. That said and with all due respect, you SUCK! 20 damage, total.

The young man tries to fight off the unholy effects deposited by multiple lacerations.

D2
Fort, claw paralysis: 1d20 + 9 ⇒ (16) + 9 = 25

Fort, bite paralysis: 1d20 + 9 ⇒ (17) + 9 = 26
Fort, bite fever: 1d20 + 9 ⇒ (1) + 9 = 10

D4
Fort, claw paralysis: 1d20 + 9 ⇒ (4) + 9 = 13

Fort, bite paralysis: 1d20 + 9 ⇒ (18) + 9 = 27
Fort, bite fever: 1d20 + 9 ⇒ (11) + 9 = 20


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:

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

Round 3

Astrianna briefly considers jumping the gap between the two docks, but it's dark and she does not want to accidently end up in the water with those things.

Taking the long way around, she slides her sword back into its sheath and pulls her bow out of its case. The bard knocks an arrow as she reaches the other end of the dock and puts her cheek to the fletching, aiming at the undead on the sloop.

She watches with concern as Sorrin leaps in the middle of the ghouls to protect Jenkie, and becomes ghoul chew-toy. This man is all bravery and no brains...

Free Action: Maintain Inspire Courage

Move Action: 30' move to L7, sheath Longsword

Double Move Action: 30' move to F7, ready Longbow

I'm assuming Adriel flies out of the way with my move.


Evil GM

You are one lucky person statistically speaking with all those saves!A little ghoul fever is it, although you don't know you will get that...at least not yet.


Evil GM

sheathing a weapon is a move action in itself. That would be in addition to the 30' ft movement.

Draw or Sheathe a Weapon:

Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.

If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

Essentially, you can draw a weapon if you have BAB +1 or higher, but you don't get to sheath a weapon. Sheathing a weapon is not combined with a combined action.


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 wow thank you, I thought you could also sheath while moving, I have been lying to myself for a long time! Astri is not the type of person to simply drop her weapons on the ground very often.

In that case she will do a double move while drawing her bow, and will sheath her sword for a move action next round.


Evil GM

I learn something new nearly everyday.


Evil GM

RD 3:

Initiative Order:

Sorrin -
Astri - dbl moved to F:7, drawing bow.
Shakes
Bri -
Adriel -
Tulita Lacedons
Jenkie - negative HPs and paralyzed

Updated RD 3 Map


Evil GM

""Bone…the jawbone…jawjaw…bonnnne…”


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'll save the boy, rest is up to you! Time to bare our SOULS!

Raising his scimitar, the man crouches to place the fingers of his free hand to touch the fallen youth's face, pale in the moonlight.

DAWNFLOWER watch over you, child! His voice resonates...

And in the darkness of night for a nigh imperceptible instance, there is a glow the pours from the nomad warrior's eyes and mouth. An inner Sun, brought with him half way around the world.

His blade hangs in the air in an effort to fend off the coming onslaught.

Standard action, Sacred Touch <<< linkified. Stabilize.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

RD:3
Adriel levels a blade towards Sorrin and chirrups to Thrasher We have to save the small stupid fighter.

Thrsaher flaps hard in a charge towards the boat and pecks and claws and rakes!
Aid another target AC10 to improve masters attack: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18

Adriel, was thoroughly pleased at taking Sorrin on. He seems happy to get sliced for the benefit of all. Moving TRHOUGH a threatend square with Acrobatics to a flank, C5 or C6, grid does not line up
He two handed swings his empowered Scimitar at the lacedon in D4.
hopefully connecting and expending another charge from his touch spell.

Acrobatics: 1d20 + 15 ⇒ (17) + 15 = 32
2 handed CHILL TOUCH SPELLSTRIKE, Arcane Pool, Aid another, Flank, Elevated Position, Inspire Courage: 1d20 + 6 + 2 + 2 + 2 + 1 + 2 ⇒ (3) + 6 + 2 + 2 + 2 + 1 + 2 = 18
2 hand damage: 1d6 + 3 + 2 + 2 ⇒ (2) + 3 + 2 + 2 = 9
Any undead stuck with a CHILL TOUCH makes a will save DC14 or flee as if PANICKED for 1d4+4 rounds.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Crap. I might have missed


Evil GM

The underlying base map had grid lines on it, so when I added the coordinates on maptools they did not line up.

Adriel hits the ghoul in D:4 at the end of the pier, but the ghoul is not panicked by the chilly touch.

will save: 1d20 + 5 ⇒ (13) + 5 = 18


Evil GM

RD 3: Shakes vs F:3 (AC 22 in water)

He continues to kick at the undead,

"Git away from my boat!

impr UA: 1d20 + 11 ⇒ (20) + 11 = 31;damage: 1d3 + 3 ⇒ (1) + 3 = 4
impr UA: 1d20 + 6 ⇒ (7) + 6 = 13;damage: 1d3 + 3 ⇒ (3) + 3 = 6

confirming kick:

impr UA: 1d20 + 11 ⇒ (16) + 11 = 27;damage: 1d3 + 3 ⇒ (3) + 3 = 6

The undead creature's head pops off from the force of the kicks.


Evil GM

RD 3:

Initiative Order:

Sorrin - stabilizes Jenkie
Astri - dbl moved to F:7, drawing bow.
Shakes - destroys ghoul
Bri -
Adriel - flies over and injures one undead
Tulita Lacedons
Jenkie - negative HPs and paralyzed

Updated RD 3 Map

Bri and Lacedons remain to act in RD 3


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Going to bed so posting now
RD:4
Adriel admonished himself for missing before and flies back 10feet to reassess his target then foreword 10 again to try once mpre to separate head from body.

Thrasher Aid another target AC10 to improve masters attack: 1d20 + 6 ⇒ (12) + 6 = 18

He two handed swings his empowered Scimitar at the lacedon in D4.
hopefully connecting and expending another charge from his touch spell.
Acrobatics: 1d20 + 15 ⇒ (14) + 15 = 29
2 handed CHILL TOUCH SPELLSTRIKE, Arcane Pool, Aid another, Flank, Elevated Position, Inspire Courage, Boots: 1d20 + 6 + 2 + 2 + 2 + 1 + 2 + 2 ⇒ (18) + 6 + 2 + 2 + 2 + 1 + 2 + 2 = 35
2 hand damage: 1d6 + 3 + 2 + 2 ⇒ (4) + 3 + 2 + 2 = 11
Any undead stuck with a CHILL TOUCH makes a will save DC14 or flee as if PANICKED for 1d4+4 rounds.

You DO make a wonderful target Sorrin, glad to have you with us.

Confirm Critical: 1d20 + 6 + 2 + 2 + 2 + 1 + 2 + 2 ⇒ (20) + 6 + 2 + 2 + 2 + 1 + 2 + 2 = 37
2 hand damage: 1d6 + 3 + 2 + 2 ⇒ (2) + 3 + 2 + 2 = 9


Evil GM

Adriel you hit D:4 last time, you just didn't destroy it.


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 turn her gave upon another ghoul. D,2

damage if fails: 1d6 ⇒ 3


Evil GM

save vs burning gaze: 1d20 + 2 ⇒ (5) + 2 = 7

Finally one takes damage, now for the reflex save...

reflex: 1d20 + 2 ⇒ (4) + 2 = 6

it is on fire.


Evil GM

RD 3: Lacedons

One lacedon swats at thrasher pecking at hit's head,

claw 1: 1d20 + 3 ⇒ (20) + 3 = 23;dam: 1d6 + 1 ⇒ (5) + 1 = 6
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (1) + 1 = 2

I think that is going to hit the dive bomber.

claw 2: 1d20 + 3 ⇒ (2) + 3 = 5;dam: 1d6 + 1 ⇒ (6) + 1 = 7
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (1) + 1 = 2

bite: 1d20 + 3 ⇒ (10) + 3 = 13;damage: 1d6 + 1 ⇒ (2) + 1 = 3
plus paralysis, Fort DC 13 rds: rds: 1d4 + 1 ⇒ (1) + 1 = 2
plus DC 13 fort ghoul fever, dex: 1d3 ⇒ 1;con: 1d3 ⇒ 1
In one day

The other attacks sorrin,

claw 1, flank: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18;dam: 1d6 + 1 ⇒ (5) + 1 = 6
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (2) + 1 = 3

claw 2, flank: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10;dam: 1d6 + 1 ⇒ (4) + 1 = 5

it does not confirm.
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (2) + 1 = 3

bite, flank: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12;damage: 1d6 + 1 ⇒ (4) + 1 = 5
plus paralysis, Fort DC 13 rds: rds: 1d4 + 1 ⇒ (2) + 1 = 3
plus DC 13 fort ghoul fever, dex: 1d3 ⇒ 3;con: 1d3 ⇒ 2
In one day

These attacks miss Sorrin

Confirm crit on thrasher:

claw 1: 1d20 + 3 ⇒ (5) + 3 = 8;dam: 1d6 + 1 ⇒ (6) + 1 = 7


Evil GM

Thrasher owes a fortitude save or his crashed down to the ground paralyzed.

RD 4:

Initiative Order:

Sorrin -
Astri -
Shakes -
Bri -
Adriel - already used attack, will modify pending on thrasher's save.
Tulita Lacedons
Jenkie - negative HPs and paralyzed

RD 4 Map

The lacedon in D:2 is on fire.
The lacedon in D:4 is looking ragged.


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:

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

Round 4

I hope that ghoul stops being on fire after it's destroyed, considering it's on the sloop...

Astrianna flinches as a bright light flashes from the sloop, averting her eyes. She takes a moment to slide her blade back into its scabbard, and takes an arrow in hand. Stepping into a prime archery position at the end of the dock, she aims at the surprisingly combustible ghoul behind Sorrin and looses an arrow while continuing her soft, mournful song.

Free action: Maintain Inspire Courage 12/16

Move Action: Sheath Longsword

Standard Action: Fire Longbow at Lacedon D2

Inspired, Point-blank, Composite Longbow: 1d20 + 6 + 2 + 1 ⇒ (10) + 6 + 2 + 1 = 19

damage: 1d8 + 1 + 2 + 1 ⇒ (7) + 1 + 2 + 1 = 11

Not sure if Thrasher provides soft cover for ghoul D2 or not considering he's flying... or falling, depending on the save.


Evil GM

Regardless of cover astri your arrow hits home on the low AC creature.

The ghoul behind Sorrin (D:2) is now destroyed there is a mound of burning rot on the sloop. You'll need to extinguish the flames.


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:

Lol... Oh dear Bri. We'll have to keep that in the mind in the future.


Evil GM

Shakes is going to stay back for the time being to see if anyone else kills the lacedon near Sorrin.


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

Now, you have my full attention!. Sorrin rises, skewering upwards.

atk, scimitar, flank, inspired: 1d20 + 10 + 2 + 2 ⇒ (9) + 10 + 2 + 2 = 23
dmg, scimitar, sneak, inspired: 1d6 + 6 + 2 + 1d6 ⇒ (1) + 6 + 2 + (3) = 12


Evil GM

The last lacedon is destroyed by sorrin's attack.

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Evil GM

Holding location.


Evil GM

"Rule the Razor you say? A fool’s ambition. The subtleties and perils of this realm are manifold. Land and sea murder at the whim of ancient gods. Men’s smiles hide a thousand knives. Those fooled into believing that the Kraken’s tentacles are more fearsome than its insidious and far‑reaching schemes soon find themselves cruelly enlightened – usually moments before calamity claims their souls. The Razor is too vast, its terrors too multitudinous, for even the bravest adventurer to conquer. It won’t stop them from trying though, and that means good business for me. I thank the gods daily for sending so many fools into this world.

— Saldrin Seaheart,
local guide and purveyor of “adventuring supplies”

Welcome, aboard and congratulations for your selection, the process was wicked hard for this game. Several of you appear to be relatively new to PbP games, don't worry I was too about 26 months ago. (I have been fortunate in my gaming experience, so I like to pay it forward and bring some newer PbP'ers into the fold. You will note the party does not have cleric or rogue this should make it interesting. I seriously considered carrying a seventh player but decided against it – at least for now.

There are two players from a previous campaign: Adriel Mistleaf and Embrianna, who know that I run an active campaign that has plenty of twists and deviations, role-playing galore and did I mention complex layers of battle? If you are unsure about your ability to post, please let me know, this is an active game and it’s only fair to the other gamers that we begin on the right foot.

Simply put, you will get out of the game as much as you put in. If you are engaging and like RP, you should have a fantastic time. I’m happy to help you develop deep characters that are more than battering rams. If you like combat you will be satisfied, but I do like more that mass dice rolls. Play the role, do not simply roll the dice.

I hope everyone has fun, this is should be an exciting adventure that will let us all explore our creativity.

Take some time and review the campaign information tab, I have useful information there and I do update it with semi-important information. I don’t have many house rules but those that I do are listed for your review.

I use maptools and post frequent maps. I try to be attentive to the game and I post both consistently and frequently. Although this is a massive setting and it is sandboxy, there is structure to the game. I will include plenty of alterations and DM creativity.

Here are a few DM boons to add to your sheets:

(4)CLW 1d8+3
(2)CMW 2d8+6
(1)CSW 3d8+10
(1)oil of magic weapon
vial anti-toxin (1)
Everfull Mug (3/day 12 ounces of fine beer or wine)
Compass
Blank Map book (roll d2, 1 =waterproof, 2=non-waterproof)
Scrivener’s kit
silk 50 ft.(1)
Grapple hook or grapple arrow/bolt (1)
bandolier (1)
100 GP

I need everyone to post their alignments for me I didn’t see it on a couple character sheets. Also, tell me what time zone you are in, I’m in EDT, GMT -4.

Tweaking your character builds if you want. I know Dirk wanted to replace his Expert level with Warrior level go ahead and do it. Let me know what you changed.


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

Welcome everyone, to what will surely be a wonderful game. :)

Currently neutral good here, though I was toying with the idea of going true neutral.

In Eastern Standard time.

1d2 ⇒ 2

Time to go check out the other players CHA scores.... ;)


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Embrianna wrote:

Time to go check out the other players CHA scores.... ;)

"Fair enough, lass... I reckon it'll do," David says with a grin.

Eastern Standard Time

Question: Guys, does anyone have a suggestions for my character via "tweaks"? I'm open to them - just let me know. Thanks!


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

Greetings fellow travellers...

Neutral Good

Atlantic- so one hour ahead of you guys but I'm an insomniac so it shouldn't matter too much, I hope...


Evil GM

Are you in the islands?


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Glad to be here! I am in EST.

1d2 ⇒ 2

Question regarding the freebies: if we already have those, can we refund their purchase price to our funds, or do we just get a spare?


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:

Hello everyone! So excited to be selected- I am looking forward to playing with you all, I can already tell this is going to be fun. This character is the the most radically different from myself I have ever created, so it will be an interesting roleplaying experience.

Astrianna is Chaotic Neutral. I am in the Central time Zone.

1d2 ⇒ 2

Thanks for the boons Baldwin! I'm assuming the cures are potions?

I will stuff my Handy Haversack, make any final tweaks, and take a read through everyone's characters.


Evil GM

Dirk your Disabled Device will be important.

I really liked the fact that are a jack-of-all trades type character.


Evil GM

Yes the cures are potions.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Also, forgot to add: Chaotic Neutral here.

I know you opened up the game thread, is it fair game to begin posting?


Evil GM
Darius Rotarion wrote:

Also, forgot to add: Chaotic Neutral here.

I know you opened up the game thread, is it fair game to begin posting?

Of course.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Eeeexcellent...


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

Yep, think I will switch to Neutral. I think Bri will have some questionable morals.......

Just remembered I still need to settle on my familiar. Thinking I may go with a cute little green viper.


Male Herbivorous Meatsack Epic Level Pain in the Backside
baldwin the merciful wrote:
Are you in the islands?

Naw- Nova Scotia, be glad I'm not in Newfoundland or the or the extra 1/2 hour might really mess with your head :)


Evil GM
Embrianna wrote:

Yep, think I will switch to Neutral. I think Bri will have some questionable morals.......

Just remembered I still need to settle on my familiar. Thinking I may go with a cute little green viper.

Of course she will...I would expect nothing less from her. :-)


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

An extra half hour?


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
baldwin the merciful wrote:

Dirk your Disabled Device will be important.

I really liked the fact that are a jack-of-all trades type character.

Archaeologists do gain significant bonuses to Disable Device in time - for now the only thing I'm missing is the +3 for it being a Class Skill.

Actually, I think I'll add the "Trapper" Archtype to the Ranger's Freebooter (since they can both be added). All it does is negate ranger spells (wasn't really planning on going that high as a ranger) and grants me Disable Device as a Class skill (with a bonus to it every other level).

I hope that's okay?

EDIT: Roll for scroll case
1d2 ⇒ 1

EDIT: Looks like it's waterproof. Good times.


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

Yes- there's a reason those Newfies are crazy...

Map Book: 1d2 ⇒ 1 Waterproof!


Evil GM

Dirk I'm fine with it. The game takes place at sea, in an urban setting, and jungle.


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

Oh pooh. I still need to choose my spells prepared for the day.


Evil GM

Sath when I looked at out character sheet I didn't see how much money you had remaining.


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

25 Gold plus the 100 that you gave us, so unless this rummy can be gotten past somehow I may be in trouble...


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Sath Saltblood wrote:
25 Gold plus the 100 that you gave us, so unless this rummy can be gotten past somehow I may be in trouble...

Don't sweat it too much - if you're really short on funds I can spot you for now :)


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

*Slips in to shake fist at Henk*


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

Oh, I realize I hadn't finished one thing- languages known: Common, Elven (Racial) Druidic (class)- Aquan, Draconic, Dwarven, Gnome, Goblin, and Orc.


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

Not checking in to see what kind of trouble I can get myself into? :)


Evil GM

I know Adriel, Sath, and Astrianna have liquid cash issues.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Reposting as I think it slipped by:

Question regarding the freebies: if we already have those, can we refund their purchase price to our cash, or do we just get a spare?


Evil GM
Darius Rotarion wrote:

Reposting as I think it slipped by:

Question regarding the freebies: if we already have those, can we refund their purchase price to our cash, or do we just get a spare?

Trust me keep the cure potions and the everful mug, but you can sell the other items if you already have them.


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

Ok- then I now have 11 Gold/9 Silver after selling back ft. silk rope and a grappling hook I had already purchased...


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

I planned on keeping those. But I had a lot of the other gear. I'll start fixing my sheet soon.

Regarding builds: anyone still want to do Teamwork stuff? I have an empty feat slot to use.


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 will work more on optimizing my character sheet/backstory/etc tomorrow, I added the items at least.

Off to bed for the night- see you folks in the morning.


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

Perhaps my next feat slot I'll add a teamwork feat but it would make no sense for Sath's background to have any right now.


Evil GM

Feel free to introduce yourselves and chatter. I'm calling it a night.


Evil GM

Darious when you get a chance can you get your profile stat line set up with your vitals.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Sure thing.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Hi all.

Can anyone link the traits for this campaign? I don't own the book. Still need to pick my other trait.

Be warned (Baldwin already knows this), I love RP AND like my Chars to feel awesome, so I tend to powergame a little. I do work very hard not to step on toes or overshadow others. This is my first Kensai Magus so unsure how he will play out. I am going for a Lord Oberon type char from game of thrones (mostly the hyper acrobatic fighting style)

I will generally post links to a rule if I do anything obscure, never argue with the DM and am not afraid of Char Death, seeing it as a new opportunity for awesome. I don't expect you to blow party wealth to raise me if I die.

I post frequently if I catch you guys online but I live in Australia GMT+10
so I can get out of Synch. Baldwin knows me well enough for a DMPC when needed.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge

Hey guys - it's a quarter till 1 AM here and I got to be up for work in a about 5 hours.

It looks like most of the gang's crashing out tonight, so I guess I will, too - unless there's any more action on the boards in the next minute or so.

I'm happy to be aboard and I'm eager to see where this goes :)


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Adriel, I am EST but pull 3 12 hour night shifts a week, so my posting is all across the clock. Feel free to banter with Darius whenever you are bored.

Updating profile, gear, and stat line now.


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

Sleep is for the weak and sane- I am sadly neither... lol! If anyone wants to get a discussion on, I'm here.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

We can banter in game if you want. I am online for the next hour or so.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Edited my previous post to include more openings for conversation, should any want to continue.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Okay, sheet should be fully updated.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Looks like everyone went to bed...


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Not me. Still at work.


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

OK- now I'm crashing out...


Evil GM

Everyone has checked in and the game has gotten off to a good start.

Adriel - I'm using the skulls and Shackles traits for the campaign traits. I don't own the player's guide and didn't think it necessary for the gamers to spend money on the product.

@ The Group - Unlike Adriel, I am not a powergamer, or optimizer, and generally that is not what I'm looking for in builds. (Players are usually able to piece together the perfect class, feat, and equipment combo in ways that I haven't thought of or have time to consider.) I'm not looking for perfect builds or party make-up to handle ever situation. That is actually that why I selected some of you I like flaws as it adds to the flavor of the game. Crushing everything without taking damage becomes rote. That being said, Adriel handles it well with his role play and game demeanor. He understands if he wades off on his own or makes a rash decision, I'll push a challenge.

My posting: I have access to a computer most of day, so posting is rarely an issue. I'm own my own company, so no risk in getting in trouble with the boss. I have some work at the end of the month that will take me off line for a week but I'll let you know when that happens.

I believe in communication. If you are going to be offline let us know.


Evil GM

In reading through this campaign it looks fun and for most part it is player driven as your characters develop. There are two main plot arcs one of which is time based, but how you go about getting to the conclusion of the arc is quite varied based on how you handle situations and interact with NPCs. There will be a lot of NPC interaction - not everyone is meant to die. Basically the choices that you make builds your own unique adventure.

One thing that is disappointing to me about the published material is the lack of ship maps. They provided one map to use in all situations and the ship rules book: "Fire as She Bears" is equally disappointing and contained no maps for the ships they describe. I have few that I've snagged off of dunjinni and a couple 3PP products, but if you know of any good maps let me know.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

As I said before, but I believe in a spoiler to the DM:

I am able to post fairly reliably, as I always have my iphone with me, and when I'm not actually at my computer at home, I usually have my ipad within arms reach. And when I travel, both of those devices go with me.

I am an RN, work in an ICU at one of the 4 hospitals in the town I live in. From WV, so no real "city" so to speak, but we don't eat healthy here so we need lots of hospitals.

I work the night shift, 12 hour shifts. On slow nights, I gotta have something to stay awake, so I have the flexibility to post from my phone.

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