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

Torgue catches his breath and recovers his bow.


Evil GM

the group moves into the cave and they find the source of the voices. There you find 20 human Tulita and 4 elves chained together and attached to the walls. They are in various stages of malnutrition, the smell of waste, feces and urine is thick. there are a few meager gnawed on bones scattered about.

Updated Map


Female Elf Expert 1/Fighter 6 (Hp:54/54) //AC: 19/15/15//F+6 R+7 W+6//Init +4, Perception +11/

During the interim time, Cireladwen stretched intensely and tested her bowstring's strength.

At the moment of entry into the disgusting holding area, Cireladwen almost vomits. Only The thought of how easily this could be a trap stays her feet. She keeps her bow loaded and ready, but does not raise it near the captives.

"Nan Desna...," she murmurs, eyes wet.


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:

When the crossbowman finally drops, Astrianna pulls out her healing wand and begins to knit wounds.

Astrianna

CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9

13 total

Sorrin

CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4

26 total healed

Torgue

CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4

13 total healed

9 charges expended, took 9 rounds

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

As they enter the cave, the bard's face bunches up and she nearly gags. "They must have been left here for quite some time. One moment, let's make sure there isn't a pit trap in here or something horrible."

She begins by casting a simple cantrip to create four balls of cool light, which she places in the center of the room.

Next, she pulls a scroll from her backpack and reads the arcane incantation, her mind...stretching... from her body to perceive objects and dimensions on the floor. It is disgusting, having your mind roll over feces. To distract herself from the task, she speaks in a loud voice. "You're safe now. We'll get you out of here soon... Any seriously injured or unable to walk?"

Used a Scroll of Sift, target middle of room

perception, searching for traps or strange objects with Sift: 1d20 + 6 - 5 ⇒ (17) + 6 - 5 = 18


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 produces what rations he has and his waterskins.

You will share, and partake modestly. Children and the weakest first or the consequences will be most dire.

Rations x7, waterskins x2.


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 looks at the chains. "Did anyone find any keys on the guys we killed? Or can anyone pick the locks?"

Bri looks about for any keys or means of releasing the prisoners.


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

Reminds me.

Sorrin checked the last guy for potions.

They can wait a few minutes longer, might take too much time. Let's deal with the danger, first. We don't know what's left out there.


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 if it's one long chain through threaded through all the manacles with one or two locks... Potion is Shield of Faith.

Sorrin keeps one special potion in hand.

Disable Device: 1d20 + 8 ⇒ (6) + 8 = 14


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

CLW: 1d8 + 5 ⇒ (8) + 5 = 13
CLW: 1d8 + 5 ⇒ (3) + 5 = 8

total 25. uses 2. left 15

That should be enough for now.

Chell follows the others in once the area is considered safe. She has to hold her nose at the smell but quickly contains her revulsion. Helping the wounded meant she had quite the tolerance for bad smells.

Sorrin wrote:
You will share, and partake modestly. Children and the weakest first or the consequences will be most dire.

She smacks him on the arm. "Really? You would threaten prisoner?" As he offers food and water and then tries to free them, Chell checks for wounds, tending to those that might have difficulty walking first. "If you can walk help those that can't. There is a boat outside."

Heal: 1d20 + 11 ⇒ (5) + 11 = 16

She then turns to one of the more lucid ones. "Do you know if there are anymore? Or perhaps what is further up the river?"


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Evil GM

The bard then casts a half dozen prestidigitation spells to clean up the odor and the people. :-) Before she goes into the cavern again.


Evil GM

You do not find the keys on any of the dead men.

All of the prisoners are worn, hungry, and mistreated but they are not in fear of dying. The Tulila would tell you they were easy prey, nobody cares about a missing Tulita. They sob uncontrollably at the thought of being saves as opposed to be sold into slavery.

The elves mention they were part of a small caravan that ran afoul of the gnoll, a half dozen guards and drivers were slaughtered but they were spared for ransom.


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

Torgue's nose wrinkles at the sight and he mutters about piledriving every single slaver into the ground so ants can eat their faces.

I'll keep watch on the beach.


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 shakes his head.

No. They wait here... They cannot afford to become targets of whatever we have to deal with next. And, if you usher them onto a ship... The ship could be targeted. A floating tomb.

If we're going to end this, we need to do so, now. They will be fine here. They are in no further danger... here.


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

Are there any other caves?


Evil GM

Loot: this includes those on the galley and the beach

2 long swords, msw
2 rapiers, msw
3 short swords, msw

7 daggers

2 light crossbows, msw
4 comp long bows (14 str)

an assortment of arrows (39)
an assortment of bolts (12)

New potions now previously claimed and used:

7 clw potions
7 CMW potions
2 CSW potions

7 studded leather armor, msw

2 small sacks of dragon smoke ($200 gp each sack)

Total coin:
6 PP
84 GP
167 sP
239 CP

5 diamond chips - 26 GP each

Inside the haul of the galley is:

6,000 gold doubloons (gp) in 12 large sacks, four crates of dragonsmoke (1,000 gp street value each), a mechanical clock inlaid with silver with numerals carved from various colored gemstones (2,500 gp value), a complete set of fine china (200 gp value), and a set of exquisite quality silverware (100 gp value).

Previous Loot Post


Evil GM
Chell Silves wrote:
Are there any other caves?

You know there is one more cave to the south where the crossbowman ducked into. Are you still on the ship or have you moved onto the beach?


Female Elf Expert 1/Fighter 6 (Hp:54/54) //AC: 19/15/15//F+6 R+7 W+6//Init +4, Perception +11/

We don't yet have a way of freeing the prisoners, correct?Cireladwen takes a deep breath. She doesn't like the idea of leaving the captives chained while they finished their business. Nor was she in this for the treasure. Still, she supposes everyone could use the ammunition found, and she had never turned down her insane luck in the flotsam before.
Clearly blessed by Desna. How else does a hobbyist adventurer (at best) find all these awesome magic items and make so much money?

"Friends," she asks when there's a lull. "How will these people be found if we are all lost? No one knows where to look for me. Do you have allies in port that I am not aware of?"


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

I moved to the beach and into the cave with the others within the 22 RDs we had. Why? *breathing intensifies*

EDIT: Also, I am checking wounds for now but I do have detect magic and spellcraft.


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

Torgue takes 10 arrows to help fill his quiver.

I think these folks do, there is the captain and Jenkins who can do a runner.


Evil GM
Chell Silves wrote:

I moved to the beach and into the cave with the others within the 22 RDs we had. Why? *breathing intensifies*

EDIT: Also, I am checking wounds for now but I do have detect magic and spellcraft.

Chell patches up some of nicks, cuts, and lash marks and she is satisfied nobody is going to die. You also do not detect any magic.


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

I meant for loot. Do any of the prisoners answer my question? Or even talk?


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:
baldwin the merciful wrote:
The bard then casts a half dozen prestidigitation spells to clean up the odor and the people. :-) Before she goes into the cavern again.

I was actually considering doing this!

Astrianna gives Sorrin a strange look. "If you were a prisoner, why would you want to stay in this disgusting cave any longer? I'm in favor of getting these people on the ship first. They will not sink it, the cargo is far too valuable. If we would like to go now, however, then let's go."

She begins to speak to the Tulita, and a serious of clicks and other noises are heard from her mouth.

Tulita:
[b]"Come from a nearby tribe, or from Port Shaw?"


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, we need to find Bonegnaw...

What types of creatures does Bonegnaw keep? Sorrin asks a coherent prisoner, one of the elves.


Evil GM

Chell and Sorrin the prisoners no nothing they all tell stories of harsh treatment, blind folds, and sacks over their heads. Some to talk out the weaker - less valuable - prisoners "disappear" but always with hoots and hollers from the beach area. One will say they remember birds and one of the men talking about a dragon.


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

No doubt they feed weaker ones to the Chuul.


Tulita:

"White woman speak language? good, good we from outskirts around Port Shaw. most stolen from home or field."


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

Let's check the other cave.


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 smiles at the Tulita.

Tulita:
Interested in Tulita culture and religion, learning language help. Will see home and family soon, will set out for Shaw after captors are dead or captured themselves. Speak again soon.

She taps a finger to her lips. "The Chuul, the Cockatrice, and the Chimera. Hopefully we have seen his menagerie."


Evil GM

Are you leaving the prisoner chained up or are you going to try to open the chains by picking or breaking them?

The prisoners calm slightly when Astri speaks in the native tongue.


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 suggests leaving them as they are for the moment.

But, because I know... yadda, yadda, insert squawking... Their deaths aren't on Sorrin's head.

Disable Device, women-folk insist: 1d20 + 8 ⇒ (17) + 8 = 25
Disable Device, either characters: 1d20 + 8 ⇒ (16) + 8 = 24
Disable Device, or players: 1d20 + 8 ⇒ (18) + 8 = 26


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:

The general consensus seems to be we were not going to leave them chained up. However, Sorrin is the only one that can pick the locks, so if he refuses we probably won't spend our time bashing our way through.

Hey, you found your dice!


Female Elf Expert 1/Fighter 6 (Hp:54/54) //AC: 19/15/15//F+6 R+7 W+6//Init +4, Perception +11/

Thoughout all of this, Cireladwen remains near the entrance of the cave, prepared to spring into action at a moment's notice.


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

*urp*


Evil GM

Cireladwn make a perception check.


Female Elf Expert 1/Fighter 6 (Hp:54/54) //AC: 19/15/15//F+6 R+7 W+6//Init +4, Perception +11/

Perception:1d20 + 8 ⇒ (4) + 8 = 12


Evil GM

You notice the beach is getting covered with shadows which you suspect is due to the sun shifting. You notice the Capt and Jenkie - who went back to the Galley once Chell arrive ashore - are busy on the galley deck and the small sloop's deck.


Female Elf Expert 1/Fighter 6 (Hp:54/54) //AC: 19/15/15//F+6 R+7 W+6//Init +4, Perception +11/

"It is darkening...," Cireladwen murmurs absently.


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, the other cave... Let's go! If you have light sources, bring them. And, invisibility might be at play. Cowards.

Sorrin joins Cir.

Taking a CSW, if no one objects. And 2 CMW. In his hand, Shield of Faith.


Female Elf Expert 1/Fighter 6 (Hp:54/54) //AC: 19/15/15//F+6 R+7 W+6//Init +4, Perception +11/

Cireladwen closes her eyes and pushes against her notched arrow, making it glow a bright purple.
Lightbringer light activated. :)


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

As soon as the chains are unlocked, Torgue backs up Sorrin.
Also taking a CSW potion if no one minds


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:

All yours. Also, Embrianna has Glitterdust if we happen upon suspected invisibility

"It is unfortunate we could not fit all of these people on the Vintage, or we could send the Captain back with them now."

Astrianna's Dancing Lights follows above her head, the four balls of light slowly rotating around one another. "Sorrin, could you give Mellon one of your Blue Whinnis arrows?" She explains their plan to the elven archer. "We are after a particular gnoll- Bonegnaw, and want to capture him alive. We have some arrows coated in Blue Whinnis venom, which can knock beings unconscious for several hours. If myself, you, and Sorrin all fire on Bonegnaw simultaneously, the combined effects of the venom may overwhelm him and render him an easily transportable, non-threat."

She hands the elf a Blue Whinnis arrow, its feathered tail magically dyed green. "Two arrows for each of us."


Female Elf Expert 1/Fighter 6 (Hp:54/54) //AC: 19/15/15//F+6 R+7 W+6//Init +4, Perception +11/

Cireladwen eyes the arrow dubiously at first, running her vision over the construction of it. It had to be perfectly sound; the elf wouldn't dare use this arrow with the thought of it being clumsy in the air.

Once a second or two has passed, relaxes and removes the tension from her longbow so she could safely stash the projectiles in her quiver.

"I thank you, muinthel nin."

I will not ask where you acquired them.


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 gave my bow to the Captain. Perhaps, Torgue?

Sorrin offers three arrows, carefully.


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. Considering Mellon is a much better archer than I, perhaps she should have four of the arrows, and myself two." The bard grins. "I'd rather Torgue be making slaver jam with his totem."


Female Elf Expert 1/Fighter 6 (Hp:54/54) //AC: 19/15/15//F+6 R+7 W+6//Init +4, Perception +11/

"It will not take me long to make use of them, that is true."
Cireladwen says, her voice seemingly calculating.
And I am pretty awesome. Desna, I may not have a lot of skills, but I love what I do.
She takes a long breath, looking back outside in what appears to be deep thought.
Brôg's jam will be most horrifying. I hope I am not privy to the stench. It would take a very long time to wash out. If it ever does. Come to think of it, his natural musk burns the nostrils, too. Perhaps a bath. From what I see, I may be able to convince him if alcohol is somehow involved.


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 finishes her examinations and meets the others at the mouth of the cave. "Thankfully there are no serious wounds so when we are ready we can get them out of here. I agree that we should definitely check the other cave and be ready for the men on the barge. The fog will last a while but not forever."

I will take a CMW to replace the one I gave Jenkie. Anyone keeping track of the loot so we can sell it later?


Evil GM

Initiative:

Astri: 1d20 + 2 ⇒ (19) + 2 = 21
sorrin: 1d20 + 4 ⇒ (15) + 4 = 19
Cireladwen: 1d20 + 4 ⇒ (11) + 4 = 15
Bri: 1d20 + 2 ⇒ (4) + 2 = 6
torgue: 1d20 + 1 ⇒ (4) + 1 = 5
Chell: 1d20 + 2 ⇒ (10) + 2 = 12
jenkie/Capt: 1d20 + 0 ⇒ (14) + 0 = 14
enforcers: 1d20 + 5 ⇒ (19) + 5 = 24
bonegnaw: 1d20 + 5 ⇒ (13) + 5 = 18
Very Special Friends: 1d20 + 7 ⇒ (13) + 7 = 20

Initiative Order:

Enforcers
Astri
Very special friends
Sorrin
Bonegnaw
Cireladwen
Jenkie/Capt
Chell
Bri
Torgue

I'll put up a map when I get home.

DM:

stealth: 1d20 + 2 ⇒ (4) + 2 = 6

Cir when you were noting the shadows you caught a glimpse of two men moving behind a sand dune which was neat the southern cave opening.


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:

Yup I got track of the loot, no worries! I'll integrate it into our spreadsheet in a bit.

Uuhhh. What are "very special friends..." Oh dear.


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

Any chance to chug a potion, pre init?


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

I'm thinking Bull's Strength on Torgue and seeing where that gets us.

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