Baldwin the Merciful's: Razor Coast (Inactive)

Game Master baldwin the merciful

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


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

Invade Cheliax! Perhaps through Westcrown after it welcomes them with open arms.


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

Well, for whatever nation picked, remember that you will need a wilderness area nearby to send the PCs out to explore in.

Like maybe Sargava sending people out into the Mwangi Expanse. Or maybe do a Pharaoh maker set in Osirion. Or maybe transplant the whole thing undersea.


Evil GM

I like Nirmathas. There isn't much written about it yet. Geographically, you have hills, forests and it boarders a large lake. It a young country and use to be part of the Cheliax empire and then Molthune empire. I set my Rappan Athuk Campaign there.


Evil GM

RD 6: Gatorman.

20% chance chance he doesn't see Chell: 1d100 ⇒ 5

The Gatorman moves towards the last line to be cut. He does not see Chell in the fog and he focuses on the hacking the rope.

rope: 1d20 + 12 ⇒ (18) + 12 = 30;damage: 1d6 + 4 ⇒ (5) + 4 = 9

The rope splices apart sending the weight of the cage tumbling downward. It crashes down on the swan boat, the sudden impact and weight causes damage.

damage: 5d6 ⇒ (4, 4, 5, 4, 6) = 23

swan boat stats:

There are no stats in the book so I gave it the rowboat HP: 60. currently at 37 HP.

Sorrin I need a reflex DC 15 save or you fall off and into the water.


Evil GM

I posted in the discussion thread by mistake.


Evil GM

I have busy day so I won't be online till this evening.


Evil GM

DM pacing back and forth wanting to roll dice. He nudges Bri, Astri, and Chell from the morning slumber but kicks Torgue hard. WAKE UP!


Evil GM

"Clarisse...wake up...Clarisee needs tending to... Torgue swats at his nose.


Evil GM

I need to step out for a bit, I should be be back in couple hours.


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

*SNORT!* I'm up!


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 want to say this has been both the most interesting and hilarious combat I have ever had.


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

Fun times!


Evil GM

Looks like several of you will need to pull a potion and drink it soon or there could be bodies floating face down in the muck. Giggles joyously.


Evil GM

There is an epic combat just beginning in my RA game. It's gonna be bloody.


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:

Holy crap I took one look at the RA combat map and said Nope. Good luck to them....


Evil GM

I've an errand to do, I will be back later.


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'd thought with Coup de Gras this and that, he'd have been done. Sorry, misread the situation.

Thought you were urging me to join forces and attack Patches over yonder.


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:

We made a valiant effort at a coup de grace but it was foiled but our nemesis Action Economy. As long as we finish this soon everyone should survive, if barely. Chell and Astri just have to hold off the gatorman long enough for Torgue to come over and smack it, then they can all help with the wight.


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

Torgue is tied up, at the moment. And remember, you can't 5ft step. And, your reward for killing it is thrashing damage.


Evil GM
Sorrin the Wayward wrote:

Remember the cove! This has to last at least 15 rounds! Boss fight AND leveling after.

Need to scratch, claw and dig deep! Pay for every mistake, dropping mw scimitar, dropping bow, running out of channels, low AC, no piercing weapons, etc...

Was this what you had in mind?


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

Can I get an advance in that extra channel feat?


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

Nope, I expected a semblance of sanity and for folks to allow Sorrin to take tactical lead in the field and follow his general strategy.

Sooo... This is much worse! LOL!

If we'd taken out the gatormen ASAP, the ropes wouldn't have been an issue, swan boat wouldn't have been needed, breaking the cage could have been avoid... It's just a cascade affect. All about economy of action, a stitch in time sorta thing.

At work we putting together a seasonal calendar across multiple departments. It spans about 6 months. The first 3 weeks are extremely critical and set the pace.

This went to moo-moo ka-ka round 1.


Evil GM
Sorrin the Wayward wrote:

Nope, I expected a semblance of sanity and for folks to allow Sorrin to take tactical lead in the field and follow his general strategy.

Sooo... This is much worse! LOL!

If we'd taken out the gatormen ASAP, the ropes wouldn't have been an issue, swan boat wouldn't have been needed, breaking the cage could have been avoid... It's just a cascade affect. All about economy of action, a stitch in time sorta thing.

This went to moo-moo ka-ka round 1.

I will say just entering the temple was hazardous since the butcher hooks only permitted one at a time. This entire combat was perilous, you all focused on the gatormen and prisoners then just left the powerful spellcaster out there to wreck havoc. The fog cloud was a catch-22, yes it helped becasue the druid couldn't use its lightning for a few round, but it was up too long, and it limited your spellcasters ability to cast spells, because they couldn't see anything. That in turn let the druid lay down other hazards. I thought you'd try to eliminate the spellcaster first then worry about what ever gatormen remained.

The swan boat was very intelligent. Once the boat was up there was no need to really focus on rescuing prisoners.

Yeah, moo-moo ka-ka from the moment you got bottled necked in the doorway.


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

2 tacts, I suppose.

I'd have eliminated the gatormen, first... Would have taken 2-3 rounds. Then converged on the druid. Another 2-3 rounds, done.

I like eliminating gatormen because, no more melee. Spellcasters run our of resources, melee combatants don't.

And, I gatormen can do a lot more damage with a full attack than Patches.


Evil GM

I see that but this druid has resources to spare. You wouldn't know it but he has 6 more wasp swarms from his staff. He can also hide in some fog if he wants too plus he could be a terror in hand to hand combat.


Evil GM

By the way: who is effected by the drowning curse?


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

In every game the rule is always casters first.

Well, usually Healers > Casters > Anyone else.

And he sure hasn't run out of resources yet, so that theory doesn't always hold true.


Evil GM

By now in character you all know his Will is spell resistance and his weakness is in his reflex.


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

Of course we could have just tossed the swan boat down and go for the druid.

The problem as I see it is that the gatormen would go for a rope a round on different sides of the hole so if we team up and drop one a round there will still be one running around the other side chopping ropes. Being fanatics they would willingly ignore everything to chop the ropes unless the druid said otherwise.

Plus no doubt they would try to destroy the boat

Torgue should have joined Chell and Embri after the boat appeared but I got caught up trying to free the prisoners and Sorrin was refusing to move until they were able to get out.


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 was 1 round for T-man!


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

2 rounds for Torgue to kill a gatorman unless I crit. Not wearing metal armor lucked out regarding the heat metal spell but I am stuffed in straight up combat since their attack rolls are effectively 'Yes.' (Since I didn't want to drown)


Evil GM
Torque2 wrote:


The problem as I see it is that the gatormen would go for a rope a round on different sides of the hole so if we team up and drop one a round there will still be one running around the other side chopping ropes. Being fanatics they would willingly ignore everything to chop the ropes unless the druid said otherwise.

That is exactly what the remaining one did. He let his brethren fight as he cut the ropes.


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

Oh, let's not opine... just starting thinking about new characters.


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'd complain about you keeping the crappy heal rolls... except, I'm sure I could roll crappier!


Evil GM
Sorrin the Wayward wrote:
I'd complain about you keeping the crappy heal rolls... except, I'm sure I could roll crappier!

They don't call you Nat 1 for nothing


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

How about we go full-bore evil yet will oddly work together despite their alignments saying otherwise? I wanna be a halfling poisoner who paralyzes his victims and leaves them in agony as offerings to Zon-Kuthon.


Evil GM

Wicked lightning storm right now, so I'm logging off.


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:
Lord Victor Nefarius wrote:
Kill the one in the dress!

I'm not going to start pointing fingers unless we have a TPK. We're not done yet.


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

Just a little RP, just dawned on me the Caller is intelligent.


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, all wights are intelligent.


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

So you are trying to talk to the Caller? I didn't understand any of that.


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:

Weird none of the posts in the gameplay thread showed for me until now..? I swear I kept checking it yesterday. Sorry for holding things up.


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:

Battled the website for an hour trying to get the post through, finally managed to get my post up.

Baldwin you asked who was affected by the drowning curse earlier, I know Astrianna is. How long does the curse last?


Evil GM
Astrianna Sparacello wrote:

Battled the website for an hour trying to get the post through, finally managed to get my post up.

Baldwin you asked who was affected by the drowning curse earlier, I know Astrianna is. How long does the curse last?

permanent. :-) It can be cured/removed though. A remove curse

or like enchantment cures this effect.


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, it's a legitimate curse. Damn, the writer of this campaign is brutal, a free action curse from those gators?

If I had known how tough it was going to be I would have actually optimized my character instead of going the roleplaying route with her. Alas.

Chell can prepare and cast remove curse thankfully...


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

One of us should learn remove curse next level. Or can Chell just pray for it?


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

Level 3 spell. Campaign starts at level 5 so any cleric already has it.


Evil GM

It's a good scroll to have handy.


Evil GM
Astrianna Sparacello wrote:

Oh, it's a legitimate curse. Damn, the writer of this campaign is brutal, a free action curse from those gators?

If I had known how tough it was going to be I would have actually optimized my character instead of going the roleplaying route with her. Alas.

Chell can prepare and cast remove curse thankfully...

I much prefer the rp. :-)


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

Shouldn't it have responded one way or another tp the Kraken? Enemy or ally to Dajobas?

What happened to bad guys ranting before they kill you?!

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