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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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

Aye aye, Captain. No getting stuck, Sir. Keep his mind off the drink.

Sorrin takes up the pole.


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

Torgue grabs a pole as well to help Sorrin. Bad omen for a whale to die huh? Kinda like those albatrosses I heard about. Torgue looks a little puzzled as the captain seems to say something to him but he gets to work with poling.[/b]


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

Chell can see that kind words will not help the good captain right now. He has lived a long time with his guilt and sorrow with no one to help him out of it apparently. It is obvious now why the others keep him from the drink. It keeps him from moving on. A wound he reopens every time he downs another. As she watched him get to work she vowed to help any way she could.

Harthagoa was one of many great evils that roamed the sea. And as such were the enemy of Quell and those that wish only to explore its vast expanse in search of adventure or a place to call your own. The Wave-Riders challenged one of those evils and deserved to be remembered. Not because of the outcome but because of the courage they showed. If no one stands up everyone will lose.

At Astrianna's comment Chell looks to the feeding frenzy. "Indeed it is. You might want to watch who you tell about your meetings with the Tulita though. Father Zalen also mentioned that Elder Hargrove was working against them. Something about spurned love I think."


Evil GM

About 30 minutes later, the sun is rising but the nooks of the bluffs cling to darkness but the Captain, Torgue, Bri, and Sorrin spot a promising pathway into a cove.

"This one's interesting."


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

Torgue gears up for the excursion! He eyes the sharks a little nervously though.


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

Earlier... Don't worry, Chell. Trying to put together a good team, on land we've got Major Roland Lawrence. Ex-Dragoon, upright and dependable by the looks of him. I think he was framed for something... He seems to not think fondly of Sergeant Darenar, of the Dragoons.

Been trying to coax our stalwart Captain Montgomery and his trusty first mate Jenkie here, they've been good enough to agree to be available for sorties like this one. That's good enough for me.

Present...Yeah, Torgue. I don't like kthe looks of them either. Let's stay... dry. Sorrin, smiles then.

Looks like we can't rely on any magic, friend. It's going to be you and me, old school. So, we go until we can't go no more. I really need you to be aware of the situation, though.

I'm pretty mobile, but your footwork becomes important. A simple shift from you either before of after your attack could be the edge I need to finish an opponent. As we work together, it becomes even more important. I got your back, you get mine.

Sorrin, looks ahead. A barge make it through here, you think? Certainly, canoes.


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

Stick and move. float like a butterfly, club like a hill giant.


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'm not as powerful as you, so I need a little help. I don't go for the bravado. We each have our strong suits. Also, If I may... I've seen you swing rather wildly, putting a lot of muscle behind it.

But, give yourself more credit. Sometimes it's better to hit consistently. Not that I have been, I'm seemingly in a rut.

Shoot that Poison Arrow (through my Heart):
Sorrin accepts the poison, and coats 3 arrows.

poison contact 1: 1d100 ⇒ 9
poison contact 2: 1d100 ⇒ 63
poison contact 3: 1d100 ⇒ 96

Assuming 01-05 is bad, low like concealment.


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

Chell eyes Torgue. "I don't know about a butterfly. Maybe more like a Roc."


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

Torgue watches Sorrin jab himself with an arrow. Whoops! Looks like Chell will have to suck the poison out of you.


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 laughs softly, You warm my heart Chell. Rocs are prominent in the folklore of my people... and sometimes all too real in desert skies.

The threat of a roc diving to scoop up a child and carry them off is often a threat used by parents in an effort to make children more alert and better behaved.


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

"Oh, no. Torgue's the Roc. You're still a butterfly," she says smiling sweetly. "But I might be able to give you claws. I know a spell that would favor you and Astrianna though I would have to stay close to both." Referring to Badger's Ferocity. I also realized Ironskin was level 3 spell and incredibly powerful.


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, here... Sorrin produces a potion, handing it to the larger man.

The divine shall watch over you and guard your life. It does not last overly long, perhaps a minute in my experience.

Priestess, I would be honored to bear Quell's blessing... But, I will acquiesce to your wisdom on the matter.

Potion - Shield of Faith, CL1.


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

Nevermind, Ironskin is personal. All the good ones are for some reason.


Evil GM

As Sorrin handles the three arrows, he narrowly escapes nicking his finger tips with the first one.


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 begins to prepare for the assault. After handing Sorrin some doses of venom she takes out a vial of anti-toxin and downs it. A strange look appears on her face and she begins coughing, followed by taking a large drink of water from her canteen.

+5 fort save vs poison for 1 hour

Recovering from the gustatory disaster, she begins to apply the blue whinnis to three of her arrows.

Poison application 1: 1d100 ⇒ 22

Poison application 2: 1d100 ⇒ 84

Poison application 3: 1d100 ⇒ 43

She manages to coat the arrows without incident. The bard mutters a cantrip, and using Prestidigitation colors the feathers of the arrows green for easy identification in her quiver.

Reaching into her haversack she briefly thumbs through one of her scroll cases, removing a marked scroll from the oaken box. She unfurls it and reads the draconic script aloud, and watches the parchment crumble to ash.

Taking a deep breath through her nose, she notices how everything seems magnified, so much clearer. The sound of waves chopping against the side of The Vintage, the outline of trees seem sharper, and the smell of Torgue's booze breath is now a noticable odor.

Cast a Scroll of Heightened Awareness. +2 to perception and knowledge checks for 10 minutes. If combat starts can be expended for +4 to initiative


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 really needing much time to prepare, Bri casts Mage Armor upon herself and then stands about restlessly while the others undergo their preparations.


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

Fortunately, Torgue has no need of fancy-pants spells and all he has to do is reach down and grab his club and he is already for action.


Evil GM

I need to get the updated map ready and I can't do that till I get home.


Evil GM

Captain Donovan picks his way through the winding stream with grace you've never seen at the helm. "This way...Jenkie quarter sail, and be ready with those poles." The boat slows some. It's a bit claustrophobic and with the rock walls but the boat continues to slip on through without issue.


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

Having no spells she can cast now, Chell takes up a pole too to help.


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 keeps watch of their surroundings, her eyes slowly scanning the area in front of them. The spell has made her feel so alert, and ready to spring into action.


Evil GM

Everyone can make a perception check.


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:

Heightened senses powers gooo

Perception: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22


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

Perception: 1d20 + 8 ⇒ (14) + 8 = 22


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

High Wisdom go.

Perception: 1d20 + 8 ⇒ (14) + 8 = 22: you're s~&#ting me?


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

Perception: 1d20 + 5 ⇒ (6) + 5 = 11 , +2 for hidden/traps


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:

Aw yeah welcome to the 22 club 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

The 14/22 club. Sorry Sorrin. Guess you can't hang with the cool kids."


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 shares softly. I remember once being overly concerned with how many enemy we faced. I received strange looks from my uncle's scouts. He took me aside and spoke softly. We never, ever ask how many. Only, where.

I understood, then the power of intent and commitment. We would win against one, serveral or an entire horde of desert orc or any other foe.


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

perception: 1d20 + 6 ⇒ (7) + 6 = 13

Bri takes up a pole and focuses on the take to getting the ship safely through the rocks.


Evil GM

Give me a few minutes to get the map in order.

Bri and Sorrin you don't notice anything out of the ordinary as you pole your way along.

Chell, Astri, and Torgue as the boat rounds a bend you notice.

CAT Only:

This small natural ridge rises 50 feet above the surface of the water. three archer open fire on a surprise round.


Evil GM

surprise round:
@Torgue
bow, height: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18;damage: 1d8 + 2 ⇒ (6) + 2 = 8
sneak: 3d6 ⇒ (1, 2, 4) = 7
@Bri
bow, height: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23;damage: 1d8 + 2 ⇒ (4) + 2 = 6
sneak: 3d6 ⇒ (5, 6, 3) = 14
@Sorrin
bow,hieght: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18;damage: 1d8 + 2 ⇒ (4) + 2 = 6
sneak: 3d6 ⇒ (2, 5, 1) = 8


Evil GM

RC Initiative

chell: 1d20 + 2 ⇒ (5) + 2 = 7

Astrianna: 1d20 + 2 ⇒ (9) + 2 = 11

Sorrin: 1d20 + 4 ⇒ (3) + 4 = 7

Embrianna: 1d20 + 2 ⇒ (11) + 2 = 13

torgue: 1d20 + 1 ⇒ (12) + 1 = 13

archers: 1d20 + 2 ⇒ (8) + 2 = 10

Initiative Order:
Bri
Torgue
Astri
Archers
Sorrin
Chell
Capt/jenkie


Evil GM

RD 1 Map Bonegnaw's cove


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

Embrianna! Chell... Can you take them out?

I thought Higher Ground was only for melee. Could be wrong or house-ruled. Sorrin is flat footed and hit for 14.


Evil GM

I've always used higher ground regardless. For me, it makes more sense with ranged actually. That being said, you can subtract 1 from the hit totals.


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

If we saw them how come we didn't get to act in the surprise round?


Evil GM
Chell Silves wrote:
If we saw them how come we didn't get to act in the surprise round?

Essentially, you see them as the arrows are flying.


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 1

Baldwin, Astrianna will expend her Heightened Senses spell for a +4 to initiative, making her go first.

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

Astrianna spots one of the archers drawing their longbow from the ridge, causing her to duck and shout as the arrows whistle through the air. "ARCHERS! Fifty feet up towards the bow!"

She begins to chant, Tulitian sounds coming from the bard as her mouth twists into shapes many aboard would be uncomfortable attempting. The sound of a native war chant fills the air, taught to her by voice alone under the tutelage of Malta Todd during her time on Mother's Blessing

Maori Chant

The half-elves words become are more than sound as she weaves magic into the words, quickly forming arcane symbols with one hand while the other crushes butter in her palm, before gesturing towards the cliff.

Move Action: Begin Inspire Courage (15/16)

Standard Action: Cast Grease on the cliff (Reflex save DC 15 or fall)

I've always thought High Ground should apply to ranged as well. It's far easier to aim at something below you when using a firearm.


Evil GM

Initiative Order: Revamped Init order

Astri - IC then grease
Bri
Torgue
Archers
Sorrin
Chell
Capt/jenkie

Astri they are on a ledge, not hanging on rock so they wouldn't necessary fall off the cliff.


Evil GM

relfex1: 1d20 + 8 ⇒ (16) + 8 = 24
reflex2: 1d20 + 8 ⇒ (13) + 8 = 21
refex3: 1d20 + 8 ⇒ (7) + 8 = 15

They each make the save and keep their balance but one had a harder time at it then the others.


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

Chell jumps as arrows rain down on her companions. Thankfully she was able to catch movement on a ledge further up the channel and spot their attackers. She moves to the cover behind the mast.

@Sorrin: "No but I can I can prevent them from doing that again. Wind or Fog?" she asks, not sure what is tactically sound right now.

I can fog cloud the ledge or wind wall for our protection but both would likely prevent retaliation. She also has a sling but is not confident it would work help. Is the boat still moving forward?


Evil GM

the boat is moving forward


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

Neither... Everyone focus on the closest archer.

Starting performance is standard, maintaining is move? No Grease?


Evil GM

That's right 7th level IC becomes a move 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:

I'm not sure when I got it in my head that at 5th level starting a bardic performance becomes a move action, but it's been in my head for a while. Sorry about that, it is 7th level. Maintaining is always a free action though. Definitely starting the inspire courage above all else.

The grease doesn't matter anyway since they all got their save. On the topic of falling, while the spell text simply says "fall" I think it means "become prone". I wasn't expecting them to go hurtling off the cliff, as hilarious as that would be.

Astrianna looks back at Chell incredulously. "Do something, none of us identify with pin cushions!"


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

"But its not my turn yet."

I move to cover after the enemies next volley and channel to heal some of the damage. I'll exclude any enemies hit by then.

Channel: 3d6 ⇒ (6, 1, 5) = 12


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

HP 76/76(86/86 when raging)
AC 19/T11/FF19 (-2 when raging)
Saves F10/R3/W4
Weapon in hand:Longbow
Rage used 0/16

Torgue manages to dodge an arrow as it grazes by his cheek. I got their number! He pulls back on his bow and fires at the one just NE of the C-1

Longbow #1: 1d20 + 7 ⇒ (17) + 7 = 241d8 ⇒ 5
Longbow #2: 1d20 + 2 ⇒ (6) + 2 = 81d8 ⇒ 4


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:

Don't forget your +2 to hit and damage Torgue

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