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

The group sets off to go back to the barnacle. It's early morning now but before sunrise (4:30 am) and it takes you a good thrity minutes to get back to the woods outside the bar. The smell of grog brewing with an underlying acidic tone is noticeable now that you understand what it is.


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 stops breathing through her nose after the acidic smell starts to burn her nostrils. "Ugh. Is that the grog? I hope you all didn't drink any of it. Disgusting."

She motions for Bri and Sorrin to lead the way to the cellar. "Of course a dwarf would have an underground hidey-hole. Let's take it slow and be wary of traps, I doubt Barret wants us poking around."

While they are getting her bearings she tries on the magical cloak she pinched from Garreg's stuff, and shakes her head. The color simply wouldn't do, but the protection it provided was worth the momentary setback in outfit coordination.

Forgot to mention Astrianna claimed Garreg's Cloak of Resistance +1


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

"I don't know what all is down here, but I would suggest using magical lightsources if needed. No telling what fumes may be flamable down here."

Bri will guide the group to the false bottom barrels and show where she found the signet ring.


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

Torgue yawns. Humm...Let's wrap this up quick, I'm feeling a bit tuckered.


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 heeds Embri's words and casts a cantrip to create four cool balls of glowing light above her head. They spread out in a 10-ft square to light as much areas possible. The bard peers down the passageway the group did not enter last time. "What's down there?"


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

"Nothing good."


Evil GM

I can type better when my hand is not wrapped in ice. I just hold the splinted thumb up off the keyboard.

As you get near the Barnacle you notice the building looks dark and given the hour it looks deserted.

Map

*tell me how you intend to proceed.


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

Is there a second upstairs level?


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're all headed to the cellar


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

Torgue follows along and waits to be unleashed!


Evil GM

Sorrin the tavern has one floor.

Map update

Sorrin and Bri lead the way to cellar. The root cellar doors are wound tight with thick chain and securely locked with two high quality locks.

A bit farther away just inside the tree line is a wooden building, which you assume is the still.


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 waves folks toward the still.


Evil GM

The smoke is billowing out of the chimney, it's strong, sweet and with a hint of sulfur undertones. The building is without windows and it has a single solid oak door, with an excellent quality padlock securing it from intruders.

Updated Map Still


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 takes a look at the padlock, then at Sorrin, then back at the padlock, then Sorrin again. She raises her eyebrows expectedly.


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 hinges of the door and if the door is wooden.


Evil GM

the door is a solid sturdy oak, you can not see the hinges the are apparently concealed.


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 whispers to the rest. "If Sorrin can't pick the lock, I'll Silence the area and Torgue can bash the door down."

Never thought I'd be breaking and entering with this bunch.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder
Astrianna Sparacello wrote:
Astrianna takes a look at the padlock, then at Sorrin, then back at the padlock, then Sorrin again. She raises her eyebrows expectedly.

Torgue is on a horse!


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 that good with locks... I don't do much of that sort of thing.

Disable Device: 1d20 + 10 ⇒ (10) + 10 = 20


Evil GM

Sorrin fumbles with the lock to no avail. The mechanism withstands his feeble attempt.


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 makes a comment as she removes the crowbar from her Haversack. "The safecrackers I've worked with usually spend a while picking their locks. We're not in any hurry if you want to take your time while we play lookout. Given how sturdy this door looks it may take a while to get through either way. Torgue..."

Essentially, she's suggesting you take 20 here if you wish.

The bard hands the large man a sturdy steel crowbar and gestures at the door. "If Sorrin does not want to try the lock again, I will Silence the area and you can turn this door into kindling. If anyone has anything to aid Torgue, now is the time."


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

Whispering, If we break a single link... perhaps someone has magic that can mend it back... as if we never broke in. And... did someone have a way to facilitate communication?


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 nods. "I can send Messages to and from people at a distance with whispers. Of course, I have to send a Message to someone first before they can reply. Mending magic takes time... and the chain will be harder to break than the door."

Breaking doors and opening locks is difficult, and usually requires a Take 20 or some luck. Torgue has a better chance of breaking the door open with a Dice roll than Sorrin does of picking the lock with a dice roll, but unless we have some magic (such as a Warp Wood to weaken the door or come in from the walls... but that's druid magic) Sorrin will either have to take 20 and pick the lock or Torgue will have to break shizz


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

Unless I can re-prepare a small number of spells, like Mending, we are out of luck. Never thought I would actually need it.


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

Torgue pulls his club. Just slap down that silent magic and I will go to work.


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:

Embrianna can cast Mending at will, it's one of her cantrips.

Interesting mechanic with divine spells. Divine casters can leave one or more spell-slots open and unprepared, then prepare them later. A wizard can do the same.

Delayed spell preparation:
When preparing spells for the day, a cleric can leave some of her spell slots open. Later during that day, she can repeat the preparation process as often as she likes. During these extra sessions of preparation, she can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if she prepares more than one-quarter of his spells. Core rulebook, magic

If Sorrin doesn't want to take 20 on picking the lock, then the silence is going down.


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

Yep, but the downside is that one never knows if one has the time for stopping and prepping a spell. So if things hit the fan, you are down a spell slot.


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

Divine can always cast Cure spells.


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

This is beyond my current abilities. Break a link, mend it back... easy and less obvious than a splintered door.

Torgue as a special power... can ignore hardness of an unattended object. Should be easy to break a link.

I know, the horror! Why would anyone want to ignore hardness?!


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

"Shall we circle round the building quickly just to make sure that there are no other entrances?"


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

The tunnel back to the bar...


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:

Oooh you're right I forgot about his Smasher power. Just an FYI, Mending only restores 1d4 hit points every 10 minutes of casting. Iron or steel chains have 30 hit points per inch of thickness. So even if the chain is half an inch thick it would take an hour or more to fix it, way more time than it would take for Sorrin to pick the lock.

Astrianna lets everyone get their words in before she starts to waggle her fingers. "Break the chain, Torgue. You have one minute before the silence ends."

Astrianna will cast Silence centered on the door.

Suddenly, all sound in the area ceases. The songs of the morning birds and rudely interrupted, and wind is gagged, and for the time being the world takes on a eerie stillness that only occurs when one of your every-day senses are lost.


Evil GM

So are you working on the Still's padlock or circling back to the cellar door that has two locks around chain link?


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 consuls that they circle back and check out that door before Astri uses up her spell. Maybe Sorrin would have better luck back there.


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 sighs, and feels like she is herding cats. "Will you all make up your damn minds?"

She goes to the cellar door and notices the two locks, and doubts Sorrin will want to spend the time working on two locks when he didn't even want to do one. "I'm tired of faffing about. Break the chain, Torgue."

She casts Silence to cover the rage-induced smashing that is about to ensue. The bard places it so the silenced area does not extend into the tavern.


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

Cireladwen nocks an arrow into her bow, tight-lipped and graceful.


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

Torgue thinks about a world where a tyrant forbid all booze and imagines the lock to have his face.

Rage, Smasher to ignore hardiness of unattended object or sunder attempt

If your attack is successful, you deal damage to the item normally. Damage that exceeds the object's Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.

Rage,Power attack,Sunder,Smasher: 1d20 + 12 ⇒ (7) + 12 = 191d10 + 12 ⇒ (6) + 12 = 18

second attempt as needed, no Smasher power used so hardiness applies.
Rage,Power attack,Sunder: 1d20 + 12 ⇒ (17) + 12 = 291d10 + 12 ⇒ (4) + 12 = 16


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

Astri sounds grumpy, that plus the fact that she was actually at the Dragon when I went to look for her makes me think that the commandant fellow just isn't all that good in the sack. Surprising since at least his fingers seemed nimble....


Evil GM

Torgue noiselessly smashes a link of the chain which shatters.

what the marching order.


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 unweaves her magic, and sound returns to their surroundings. She yanks open the cellar door and and sends a ball of light down the stairs. The half-elf ushers everyone inside.

I'd say Torgue, Sorrin, Chell, Emrbianna, Astrianna, Cireladwen?


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 has better luck with perception, sure... I'll be back @ lunch. DMPC as needed. Assuming there is light, if not Sorrin has a sunrod.

perception, +2 if hidden/trap: 1d20 + 6 ⇒ (7) + 6 = 13


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

Torgue bravely leads the group down the steps!


Evil GM

Astri's light brightens the bottom on the stairs.

torgue perception: 1d20 + 9 ⇒ (6) + 9 = 15

stealth:

Chewy's stealth: 1d20 + 9 ⇒ (14) + 9 = 23

As torgue reaches the bottom on the steps he is attacked by a solidly built nasty junkyard mastiff hound, it's mighty cheeks are drooling as it bites at it's flat footed meal.

chewy: 1d20 + 9 ⇒ (19) + 9 = 28;damage: 1d8 + 6 ⇒ (1) + 6 = 7

The big oaf's leg has s chuck of fleshing missing just as he reaches the bottom of the steps.

I'll have to put the map up when i get home.

I need to roll out initiatives.


Evil GM

Initiative order:

chewy: 1d20 + 7 ⇒ (10) + 7 = 17
torgue: 1d20 + 1 ⇒ (17) + 1 = 18
Sorrin: 1d20 + 4 ⇒ (10) + 4 = 14
Astri: 1d20 + 2 ⇒ (13) + 2 = 15
Bri: 1d20 + 2 ⇒ (4) + 2 = 6
cire: 1d20 + 4 ⇒ (2) + 4 = 6
chell: 1d20 + 2 ⇒ (11) + 2 = 13

Marching order:
Torgue, Sorrin, Chell, Emrbianna, Astrianna, Bri, Cireladwen

Everyone but torgue need to make a perception check to see if they either saw or heard (if you are in middle to the end of the marching order)

Initiative Order:

Torgue
Chewy
Astri
Sorrin
Chell
Cire
Bri


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 geez, I hope this pup ain't a loud barker!

Bri try to put the dog to sleep before he can alarm anyone. dc 17

perception: 1d20 + 6 ⇒ (20) + 6 = 26

Bri speaks quietly: "Where the hells did the guard dog come from!"


M Dog Guard

Bri can hear the dog at the bottom of the stairs, she steps up to peek inside and then casts sleep.

save when it's Bri's turn:

will save: 1d20 + 3 ⇒ (15) + 3 = 18


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

Damn you scraggy!


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

Baldwin, you are a piece of work.

perception: 1d20 + 6 ⇒ (12) + 6 = 18


Evil GM

What? I thought adding an advanced dog made sense. :-)

Sorrin you are quite aware of the new danger below.


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

They always make their will save.

Perception: 1d20 + 8 ⇒ (8) + 8 = 16

Astrianna starts as Torgue is suddenly mauled by a large dog. "S&~&!" She curses softly. "Why is it always dogs?!"

Is Torgue blocking the entrance?

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