Baldwin the Merciful's Razor Coast: Black Spot (Inactive)

Game Master baldwin the merciful

"The Black Spot" An adventure of extradimensional depravity for four to six 5th level PCs Explore the wreck of The Flying Fortune, a ship impaled on the exposed tip of an underwater mountain with a waterfall of gold coins spilling from her shattered hull. Unravel the mystery of her vanished crew—the bloodstains, the shredded decking. Discover a dank and gaping hole in the stone peak that pierces the Fortune. Is it a natural opening? Or a tunnel crafted by arcane engines? It leads down, that much is clear. Down inside a hollow, underwater mountain—all the way to the ocean floor.


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Fort:+8 Refl:+8 Will:+5 Init: +3 (+7 underground, +5 water) Perception +10 (+14 undergound, +12 water) Human (Galt) HP 31/46, BAB +6/1, AC 20 (17 flat, 14 touch) Ranger/Warden 5/Fighter 1

Poulain tsks and looks for signs of a trail from the traitor. Live in comfort ability to take 20 for 35.


Evil GM
Dinetta Cillara wrote:

Dinetta looks at the chest with a wary eye.

Not sure this is even a chest. Might be a creature that disguises itself as a chest. Strange that it would have taken up home in this deserted shipwreck.

With that, Dinetta will step back, drop a stone into her sling and fire at the chest to see if it is a chest or actually a creature.

Attack-sling: 1d20+9
Damage: 1d3
--> if Sneak because of flatfooted -- Sneak Damage: 2d6

The 21 hit but it is not FF, it surprised attack when you tried to touch it. It's disguise is +30, so I didn't need to roll it out when you failed to perceive it's nature.

The 21 did hit though.


Evil GM
Jean-Phillipe Poulain wrote:
Poulain tsks and looks for signs of a trail from the traitor. Live in comfort ability to take 20 for 35.

Jean you walk over to the breach, you picked up the trail easy enough. Plus, there are a few of Davkas' items by the hole that descend deep within the surmount. From top looking down you can see it is quite deep and it twists in a few spots.


Evil GM

Black spot Initiative:

Revhi: 1d20 + 1 ⇒ (11) + 1 = 12
Dinetta: 1d20 + 4 ⇒ (12) + 4 = 16
Dinetta, attempt 2: 1d20 + 4 ⇒ (12) + 4 = 16
Marcus: 1d20 + 3 ⇒ (18) + 3 = 21
Jean: 1d20 + 3 ⇒ (7) + 3 = 10

Killer Chest: 1d20 + 5 ⇒ (16) + 5 = 21

Who ever had the ability to let one member redo an initiative, I transferred that over to Dinetta this combat since she is the next arcane spellcaster. Tell me who to switch it to going forward.

Initiative Order:

Killer Chest
Marcus
Dinnetta
Revhi
Jean

RD 1 Battlemap


Evil GM

RD 1 Killer Chest

The Chest's lid quickly snaps at Dinnetta,

slam: 1d20 + 10 ⇒ (4) + 10 = 14;damage: 1d8 + 6 ⇒ (3) + 6 = 9

Plus adhesive, if it hits:

Adhesive (Ex) A killer sea chest exudes a thick slime that
acts as a powerful adhesive, holding fast any creatures or
items that touch it. An adhesive-covered killer sea chest
automatically grapples any creature it hits with its slam
attack.
Opponents so grappled cannot get free while the
killer sea chest is alive without removing the adhesive
first.

The chest missed it's attack.


Evil GM
Dinetta Cillara wrote:

Dinetta looks at the chest with a wary eye.

Not sure this is even a chest. Might be a creature that disguises itself as a chest. Strange that it would have taken up home in this deserted shipwreck.

With that, Dinetta will step back, drop a stone into her sling and fire at the chest to see if it is a chest or actually a creature.

Attack-sling: 1d20+9
Damage: 1d3
--> if Sneak because of flatfooted -- Sneak Damage: 2d6

RD 1: Dinetta action resolved

Startled by the chest's movement, Dinetta steps back and instinctively uses her sling, the tiny bullet sticks firmly to the chest.


Evil GM

Initiative Order: RD 1

Killer Chest: missed
Marcus
Dinnetta: moved back and used sling, 1 HP
Revhi
Jean


Fort:+8 Refl:+8 Will:+5 Init: +3 (+7 underground, +5 water) Perception +10 (+14 undergound, +12 water) Human (Galt) HP 31/46, BAB +6/1, AC 20 (17 flat, 14 touch) Ranger/Warden 5/Fighter 1

"Is ze beast mobile? If not, follow and fast."

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 would have attacked with her sword and then retreated rather than stepping back. I did not realize the first slam was an attack, actually thought it was some type of trap. If she can withdraw farther, she would have moved back further rather than attacking with the small sling from 5' away.


Evil GM

If you want to attack with your sword roll your damage and a reflex check.

Silver Crusade

Active Effects:
Human Unchained Monk 8 HP: 76/76 | AC: 20(23) | T: 20(23) | FF: 18(21) | Fort: 10 | Ref: 10 | Will: 8(+2 vs enchantment spells and effects) | Move 50 | Swim 20 | Init +3 | CMB: 12| CMD: 24
Skills:
Climb:14, Perception:15, Pro: Sailor:16 Sense Motive:15.,Swim:16,

Marcus will back away from the chest and follow Poulain if the chest cannot give chase.

If not Xbow: 1d20 + 8 ⇒ (5) + 8 = 13

What the hell is that thing

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)

Damage: 1d4 + 4 ⇒ (1) + 4 = 5 <-- yet another 1 on damage

Reflex: 1d20 + 9 ⇒ (14) + 9 = 23

She will then 5' step away.


Evil GM

Dinetta:
Your sword hits the chest and nearly sticks to it, but you're quick enough to tear it away.

With her magical slippers Dinetta is able to take the 5-ft step back even in difficult terrain.


Evil GM

Dinetta are you yelling out and warning the others?

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)

Thought I had. Just reread and realized my comment was before I realized it was a monster.
Dinetta calls out.
Be careful. It is sticky. Shoot the chest-monster.


Evil GM

Marcus' xbow missed.

Initiative Order: RD 2

Killer Chest:
Marcus
Dinnetta:
Revhi
Jean


Evil GM

RD 2: Killer Chest

The wounds from Dinetta's sword knit back up as the creature moves up closing the gap, then it attacks the librarian.

slam: 1d20 + 10 ⇒ (16) + 10 = 26;damage: 1d8 + 6 ⇒ (5) + 6 = 11

There is thick sticky ooze coming from the killer chest, if it hits...

surprise:

it automatically grapples. Anyone hit cannot get free without first removing the adhesive.

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 2
Suddenly finding herself stuck, Dinetta curses and begins to attempt to free herself by removing the adhesive.

--> No clue what type of an action this is.

Silver Crusade

Active Effects:
Human Unchained Monk 8 HP: 76/76 | AC: 20(23) | T: 20(23) | FF: 18(21) | Fort: 10 | Ref: 10 | Will: 8(+2 vs enchantment spells and effects) | Move 50 | Swim 20 | Init +3 | CMB: 12| CMD: 24
Skills:
Climb:14, Perception:15, Pro: Sailor:16 Sense Motive:15.,Swim:16,

ROUND 2, INIT 21

Marcus loads up and fires on the sticky chest thingermerbober

Xbow: 1d20 + 8 ⇒ (2) + 8 = 10 Thwack: 1d10 ⇒ 1...egads


Evil GM

Dinetta make a Know: dungeonering check.

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)

Know(dungeonering): 1d20 + 6 ⇒ (16) + 6 = 22 <-- maybe?


Evil GM

Dinetta:

You know you need a universal solvent or a very strong alcohol, like a deep dwarven amber bock or a goblin sludge amber, or a fire-whiskey, to dissolve the ooze. that or it will eventually fade once the chest is killed. Er, that is you how the chest is killed before you.


Evil GM

Jean and Revhi are up this round.

You notice that Dinetta is clinging onto the barnacled covered sea chest, it lookls like she is frantically trying to open it or pull away form it. She does glisten with thick translucent substances.


Female Human Cleric 6 | AC 19, Touch 11, FF 17 | HP 46/46 | F +5, R +2, W +9 | Init +1 (Jerome rolls twice) | Perc +5
Resources:
Positive Channel 8/8 | Negative Channel 8/8

Revhi rolls her eyes, and in one smooth motion takes out her crossbow and fires at the living chest.

Attack: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
Damage: 1d8 ⇒ 5


Evil GM

The bolt hits home and barnacle is chipped of off the chest, you do observe that you arrown stock in the check,


Evil GM

Revhi's fluid action with her bow is impressive and the arrow pierces the chest causing some of the barnacles to chip off. I have your attack roll as 20-4-2=14 for firing into melee and cover.

Since Dinetta is basically attached to the chest the creature has soft cover -2 attack with bow and you are firing into melee - 4 unless you have precise shot.

Killer chest's AC 16, but it has -4 AC/dex penalty for the grappled condition.

Grappled Condition:

A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.


Evil GM

Jean has his actions remaining.


Female Human Cleric 6 | AC 19, Touch 11, FF 17 | HP 46/46 | F +5, R +2, W +9 | Init +1 (Jerome rolls twice) | Perc +5
Resources:
Positive Channel 8/8 | Negative Channel 8/8

I've already accounted for firing into melee, didn't realize it had cover though.

Wait, crossbows crit on a 19!

Confirm: 1d20 + 5 - 4 - 2 ⇒ (3) + 5 - 4 - 2 = 2

Never mind haha.


Fort:+8 Refl:+8 Will:+5 Init: +3 (+7 underground, +5 water) Perception +10 (+14 undergound, +12 water) Human (Galt) HP 31/46, BAB +6/1, AC 20 (17 flat, 14 touch) Ranger/Warden 5/Fighter 1

longbow: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18damage: 1d8 + 1 ⇒ (8) + 1 = 9 Poulain fires an arrow that strikes the creature hard.


Evil GM

Revhi I didn't notice that you subtracted the firing inot melee penalty.

Jean's skilled hand releases the bow string and the arrow flies true.


Evil GM

Initiative Order: RD 3

Killer Chest:
Marcus
Dinnetta:
Revhi
Jean

RD 3 Map

I'm pretty busy today, so I don't expect to take the Killer Chest's actions until tomorrow.

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)

Cursing to herself: They don't have chests of glue in the library. Dinetta decides that offensive is the only option. With that, she weaves her hand holding the rapier around before jabbing at what she hopes is a vulnerable spot.

Feint(Improved Feint as move action): 1d20 + 10 ⇒ (8) + 10 = 18

Attack: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15
Damage: 1d3 + 4 + 2d6 ⇒ (2) + 4 + (5, 3) = 14 <-- extra 2d6 if sneak works


Evil GM

RD 3: Killer Chest

Some of the chest's wounds knit back together while slams the librarian again,

slam: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26;damage: 1d8 + 6 ⇒ (7) + 6 = 13

The librarian grunts in tremendous pain, she then frantically tries to bluff her opponent, and she succeeds as her rapier pierces.

Dinetta make a Reflex save DC 17

DC 17 Reflex Save failure:

Your sword is adhered to the chest and will not budge. To pry the weapon off you will need a DC 17 Strength check next round.

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)

Suddenly getting concerned by the amount of abuse she is taken, Dinetta calls out to her companions.
Some help here or I will not be reading any more books.

Reflex: 1d20 + 9 ⇒ (7) + 9 = 16

Feeling her weapon become stuck, Dinetta releases the rapier and draws a mithral dagger from her belt. <-- this is next round, just typing for color.


Evil GM

The others are startled by the crunching sound of bones snapping like twigs.

Silver Crusade

Active Effects:
Human Unchained Monk 8 HP: 76/76 | AC: 20(23) | T: 20(23) | FF: 18(21) | Fort: 10 | Ref: 10 | Will: 8(+2 vs enchantment spells and effects) | Move 50 | Swim 20 | Init +3 | CMB: 12| CMD: 24
Skills:
Climb:14, Perception:15, Pro: Sailor:16 Sense Motive:15.,Swim:16,

ROUND 3, INIT 21

Marcus will move behind the librarian and attempt to pull her away.

Can I do this defensively?

Not sure what kind of check this is


Evil GM

Marcus, and others, the monster rule states: Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coatd mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

That being stated, I will permit you to try to rip Dinetta from the adhesive similar to weapon with DC 17 strength check, but that will do 1d3 of damage to her as flesh is left behind. :-)

It's going to take both hands to try to pull her free, I don't think you'll be able to do it defensively. I'm happy to reconsider if you can link me rule.

I'll let others assist in the strength check.


Female Human Cleric 6 | AC 19, Touch 11, FF 17 | HP 46/46 | F +5, R +2, W +9 | Init +1 (Jerome rolls twice) | Perc +5
Resources:
Positive Channel 8/8 | Negative Channel 8/8

Revhi stalls for time!

Channel Positive to heal: 3d6 ⇒ (4, 2, 1) = 7

Silver Crusade

Active Effects:
Human Unchained Monk 8 HP: 76/76 | AC: 20(23) | T: 20(23) | FF: 18(21) | Fort: 10 | Ref: 10 | Will: 8(+2 vs enchantment spells and effects) | Move 50 | Swim 20 | Init +3 | CMB: 12| CMD: 24
Skills:
Climb:14, Perception:15, Pro: Sailor:16 Sense Motive:15.,Swim:16,
Quote:
That being stated, I will permit you to try to rip Dinetta from the adhesive similar to weapon with DC 17 strength check, but that will do 1d3 of damage to her as flesh is left behind. :-)

ROUND 3 INIT 21

Hmm..well I have not had much luck shooting it so what the hey

Str Check(DC 17): 1d20 + 3 ⇒ (4) + 3 = 7...oh crap

using 1 ki pt for barkskin. AC 21


Evil GM

Jean what are you going to do in RD 3?

Revhi thinks quickly and channels positive healing energy that washes over the seriously injured librarian. The battered comrade flails around frantically as Marcus tugs at her wiast.


Fort:+8 Refl:+8 Will:+5 Init: +3 (+7 underground, +5 water) Perception +10 (+14 undergound, +12 water) Human (Galt) HP 31/46, BAB +6/1, AC 20 (17 flat, 14 touch) Ranger/Warden 5/Fighter 1

bow attack: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27damage: 1d8 + 1 ⇒ (7) + 1 = 8 Poulain fires another arrow at the mimic.


Evil GM

Jean hits the chest and more barnacle crusted chips splinter off.


Evil GM

Initiative Order: RD 4

Killer Chest:
Marcus
Dinnetta:
Revhi
Jean

RD 4 Map


Evil GM

RD 4: Killer Chest

The nasty creature wounds begin to knit close as it plays tug-a-war over it's latest meal. Not wanting to lose it's delicacy to the monk the creature opts to pin it's pry rather than inflict the killing blow.

pin: 1d20 + 9 + 5 ⇒ (15) + 9 + 5 = 29

Now having complete control over his meal.

Pinned Condition:

A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.


Evil GM

Initiative Order: RD 4

Killer Chest: pinned Dinetta
Marcus
Dinnetta:
Revhi
Jean

Silver Crusade

Active Effects:
Human Unchained Monk 8 HP: 76/76 | AC: 20(23) | T: 20(23) | FF: 18(21) | Fort: 10 | Ref: 10 | Will: 8(+2 vs enchantment spells and effects) | Move 50 | Swim 20 | Init +3 | CMB: 12| CMD: 24
Skills:
Climb:14, Perception:15, Pro: Sailor:16 Sense Motive:15.,Swim:16,

ROUND 4, INIT 21

In light of the creature pinning our poor librarian,Marcus backs away deciding that killing this thing is the best option.

Heavy Xbow: 1d10 + 3 - 4 ⇒ (7) + 3 - 4 = 6....Bad time for bad rolls

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
Now quite concerned about her survival, Dinetta begins to attempt to extricate herself from the creature.

Escape Artist: 1d20 + 8 ⇒ (9) + 8 = 17

But is unable to make much headway against the creature.

Someone kill this thing.

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)
Marcus Nightsky wrote:

ROUND 4, INIT 21

In light of the creature pinning our poor librarian,Marcus backs away deciding that killing this thing is the best option.

[dice=Heavy Xbow]1d10+3-4....Bad time for bad rolls

It is usually easier to make good rolls if you use a d20 rather than a d10.


Evil GM

Marcus reroll, using a d20.

Silver Crusade

Active Effects:
Human Unchained Monk 8 HP: 76/76 | AC: 20(23) | T: 20(23) | FF: 18(21) | Fort: 10 | Ref: 10 | Will: 8(+2 vs enchantment spells and effects) | Move 50 | Swim 20 | Init +3 | CMB: 12| CMD: 24
Skills:
Climb:14, Perception:15, Pro: Sailor:16 Sense Motive:15.,Swim:16,
Quote:
It is usually easier to make good rolls if you use a d20 rather than a d10.

oops

Heavy Xbow: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16

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