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

I can't update the map till I get home but here is an old view of the cellar. Disregard Bri and Sorrin on this map, its a previous map. Everthing is happening on the bottom step.

Old Map

Torgue is blocking the bottom of of the steps and you can't jump down over the side because of the walls.


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

Init Roll distribution, dog's fine. And Astri dispelled Silence, but the dog could smell us... Fun times.


Evil GM

Don't forget that Astri sent light down into the cellar.


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

Perception: 1d20 + 8 ⇒ (4) + 8 = 12

Chell had been in a kind of stupor on the way over. Mostly she just trying to get the bad thoughts and images from her head. Lost in thought, she neither hears nor sees the dog attacking Torgue and stands patiently waiting her turn to enter.


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

Torgue bashes the dog into Scaggy Snacks
Greatclub,Power attack: 1d20 + 9 ⇒ (18) + 9 = 271d10 + 10 ⇒ (7) + 10 = 17
Greatclub,Power attack #2: 1d20 + 4 ⇒ (11) + 4 = 151d10 + 10 ⇒ (5) + 10 = 15


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

If Torgue's attacks don't pulp the dog, Astrianna pulls out her bow and attempts to plug it with an arrow.

Move Action: Draw composite longbow

Standard Action: Attack the guard dog past Sorrin and Torgue.

Longbow attack, point-blank: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19

Damage, point-blank: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6

The dog has at least soft cover from Torgue, unless Astrianna has high ground due to the stairs and can ignore that. If she has high ground that would be another +1 to hit


M Dog Guard

RD 1: Chewy

Chewy takes a wallop from Torgue growls and chomps down on the man,

bite: 1d20 + 9 ⇒ (20) + 9 = 29;damage: 1d8 + 6 ⇒ (8) + 6 = 14

viciously shaking his head with the barbarian's calf in it's steel vice jaws.

confirming Crit:

bite: 1d20 + 9 ⇒ (1) + 9 = 10;damage: 1d8 + 6 ⇒ (5) + 6 = 11


Evil GM

RD 1 update

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 hits for 32 hp
Chewy bites Torgue for 14 HP
Astri hit for 6hp
Sorrin
Chell
Cire
Bri - tired to slumber chewy

didn't we learn that isn't high ground melee only? Astri you have a weird angle shooting and it has cover +4 AC.

Map


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 did learn high ground is only for melee, but I thought you said you counted for ranged.

baldwin the merciful wrote:
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.

Then I looked and you went with RAW, sooo yeah I should remove that from my memory.


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 think they view it as higher ground changes the target exposed area... so it anything, it is a penalty... like against Prone targets. But, having higher ground in melee... the more elevated individual can apply more leverage swinging down with gravity. And, the defender has to reach up against gravity to block... psychologically, too I'd think.

Can Sorrin move to the other side of Torgue and attack? AoO is fine.

Why am I forcing my way closer to a chomping maw?

atk, mw scimitar, wf: 1d20 + 10 + 1 + 1 ⇒ (6) + 10 + 1 + 1 = 18
dmg, mw scimitar, specialize, dervish: 1d6 + 2 + 4 ⇒ (6) + 2 + 4 = 12

Opposite side of Torgue, where that chest is. AC 27 to AoO, Mobility.


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 + 11 ⇒ (18) + 11 = 29


M Dog Guard

Sorrin moves through the threatened area and draws the AOO from slobbering beast.

bite: 1d20 + 9 ⇒ (12) + 9 = 21;damage: 1d8 + 6 ⇒ (1) + 6 = 7

It's teeth snap together missing it's meal.


Evil GM

Updated Map

Cireladwen your keen senses pick up that there is danger in the cellar.


Evil GM

Cireladwen if you want to take a RD 1 action go ahead and do so.

RD 2

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

The Map is in the previous post.


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

Ooh, if I moved there... add sneak!

sneak attack, flanked: 1d6 ⇒ 3 , 15 damage total.


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 2

Astrianna is certainly impressed as Sorrin deftly maneuvers his way past the vicious guard dog, but she hesitates at the thought of getting closer to the beast. Smoothly knocking another arrow, she launches it at the dog's flank. It was an easy target when it was latching on to Torgue's leg.

Standard Action: Attack the guard dog.

Longbow attack, point-blank: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18

damage, point-blank: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10

I need to get me some Rapid Shot.


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

HP 72/93(105/105 when raging)
AC 19/T11/FF19 (-2 when raging)
Saves F11/R3/W4
Weapon in hand:Greatclub
Rage used 2/18
Effects:
Used:Smasher 1/1 Day

Grrtt-off!

BAD DOG!: 1d20 + 9 ⇒ (9) + 9 = 181d10 + 10 ⇒ (1) + 10 = 11
Play dead!: 1d20 + 4 ⇒ (17) + 4 = 211d10 + 10 ⇒ (8) + 10 = 18


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
baldwin the merciful wrote:
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)

You keep saying that but not giving us a DC.


Evil GM
Chell Silves wrote:
baldwin the merciful wrote:
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)
You keep saying that but not giving us a DC.

I rarely provide DC for the players. If you ever notice I tend to provide people different tibids of information from their POV. In this situation the DC varied depending where you where in the order. Rather than provide multiple DCs.

Torgue you crush the dogs skull with your club.


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

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Chell is starting to wonder what all the commption is about.


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

Torgue kicks the dog corpse into a corner and lets the others through.


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's perception roll was a 16 I believe

Astrianna is about to loose an arrow when it suddenly stops snarling. She slowly relaxes the string and puts the arrow back in her quiver. The bard keeps her bow out, just in case...

"All clear. Let's keep moving..." She says to the others behind her, descending the stairs. Her light orbs spread out over the cellar, casting many shadows from the racks of alcohol. "Embri, you said there's another passageway in here?"

She moves to around R14


Evil GM

the perception roll was initially to determine if people saw or heard the dog bite Torgue. By now, there should be enough commotion to know there is a ruckus going on in the cellar.

Is Sorrin or Bri going to point out where you discovered the items in the barrel?


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

"What just happened?" Chell asks from the top of the ladder. Then she sees the corpse and the blood on Torgue's leg. "Oh dear. Let me have a look at that." She gingerly touches the large mans wounded calf and healing mist flows from her hand into the worst of the wound. It seems to have little affect so she tries again.

Don't know why I still have it but sacrifice Moment of Greatness and Doom for a Cure Light.

1d8 + 5 ⇒ (1) + 5 = 6
1d8 + 5 ⇒ (4) + 5 = 9


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 will point out the barrels where they found the items.

"Be careful guys. We don't know if there are any more doggies down here."


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 is highly intrigued by the barrels. She puts her bow back into its case and inspects the hidden compartment before pulling out the false bottom. "I'm assuming the dogs weren't here before. You took everything out of this barrel, correct?" Th half-elf is eager to find some more free goodies.

Perception: 1d20 + 8 ⇒ (15) + 8 = 23

She thinks for a moment. "If whomever you followed down here was disposing of something in the acid bath, they would have went to store the valuables in this barrel... Finding them missing, they would know their hiding spot to be exposed and there was intruders at some point... Causing placement of the dog, in the very least."


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 we went to the distillery.


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 here to explore the cellar where Sorrin and Embrianna found the passage, so we went to the cellar.


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

never mind, too long to explain.


Evil GM

Updated map

The cellar is dank and smells of brackish salt water. There is hint of an acidic smell although you seem to be getting use to the aroma, so it's a bit less pronounced. You can see a doze of so oak cast barrels in the cellar, with a little investigating you find that half are filled presumably with ale or grog, while the others are empty. Bri points out the cast that had the false bottom and to Astri's sanctification everything of value has been pinched from the barrel.

On the north wall is a well concealed secret door that Sorrin demonstrates how to open. To Bri's delight the smell of acid has been diminished so not to burn her eyes. The passage dead ends into a wall.


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

Bubble, bubble... toil and trouble.

It's always worse when they're dissolving, gases being released as living tissue unravels and is consumed by liquid... Chaos. Or so, I've heard.

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


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

"There was that dwarf removing something out of here earlier. He may have placed the dog down here and locked the doors after he was done with him 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:

Astrianna peers down the hallway on containing the secret door, and considers the dead-end for a moment. "Why would a secret door lead to an empty dead-end passage? There may be something else in here. Help me look."

The bard starts to feel at the walls down the length of the passage, looking for a trigger similar to the one Sorrin showed them.

Perception: 1d20 + 8 ⇒ (12) + 8 = 20


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

"It could be a false wall. Put up for extra protection. Maybe could have Torque take a swing at it with his hammer and see if anything happens?"

Bri looks around the wall and its edges, looking for any crack or gaps in it that might indicate it could open.

perception: 1d20 + 6 ⇒ (16) + 6 = 22


Evil GM

Astri looks on one wall of the passage while Bri slithers in and starts to nimbly touch then other wall near the dead end, when she discovers a latch.

The scent of grog tinged with the burning, after reek of some alchemical substance fills this spacious room. Over a dozen casks of ale stand by the south wall, and three huge open metal drums rest in the room’s middle. A churning, bubbling sound echoes from within. Polished steel piping sprouts from the drums and curls in spirals, dripping condensation. A spigot extends from each pipe, extending over a pile of open barrels and casks against the north wall.

There's a set of stairs on west wall 20 feet in front of your position which lead up to walkway that overlooks the room below.

I'll have to update the map when I get home. The leading three PCs in the tunnel can make perception checks.


Evil GM

torgue I'll want a craft brew along with a perception check when you are able to see inside the room.


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
Sorrin the Wayward wrote:

Bubble, bubble... toil and trouble.

It's always worse when they're dissolving, gases being released as living tissue unravels and is consumed by liquid... Chaos. Or so, I've heard.

"Please, just don't," Chell says looking a little sick.


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

Torgue peers around when the rest of the party moves aside for him to roll into the room.

Craft-Brew: 1d20 + 8 ⇒ (10) + 8 = 18
Perception: 1d20 + 9 ⇒ (14) + 9 = 23


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:

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

Astrianna moves into the room behind Sorrin, taking in the sights of the still. She waves at the air in front of her as if to dispel the stink, but it's no use.

The piping intrigues her, and she wonders if this is an intricate set up for ale, or alchemy?


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, eewww! Was that the smell I was getting sick on earlier?"

perception: 1d20 + 6 ⇒ (16) + 6 = 22

"Shall we check out the walkway above and see what's in the drums? Though Chell may not want to see, just in case."


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, +2 if hidden/trap: 1d20 + 6 ⇒ (18) + 6 = 24

Devil's brew...


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
Embrianna wrote:

"Oh, eewww! Was that the smell I was getting sick on earlier?"

"Shall we check out the walkway above and see what's in the drums? Though Chell may not want to see, just in case."

"No. I need to see this," she says with as much determination as she can muster.

I think the marching order has me as third so...

Perception: 1d20 + 8 ⇒ (10) + 8 = 18


Evil GM

Map of ground floor

You are on the ground floor.

Map of Upper floor catwalk

I'll post the results of your perception checks and initiative tomorrow. I've a few things to take care of tonight but I wanted to get the two floor of maps up for you.


Evil GM

I still need to post what you all see inside the distillery. I'll post that tomorrow, so hold off taking any actions until I get a chance to put that information up.

Initiative:

Barrett: 1d20 + 1 ⇒ (18) + 1 = 19
Blister: 1d20 + 4 ⇒ (9) + 4 = 13

Chell: 1d20 + 8 ⇒ (7) + 8 = 15
Sorrin: 1d20 + 4 ⇒ (13) + 4 = 17
Bri: 1d20 + 2 ⇒ (12) + 2 = 14
Torgue: 1d20 + 1 ⇒ (10) + 1 = 11
Astri: 1d20 + 2 ⇒ (3) + 2 = 5
Cireladwen: 1d20 + 4 ⇒ (11) + 4 = 15

Order:

Barrett
Sorrin
Cireladwen
Chell
Bri
Blister
Torgue
Astri


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

This is the Inquisition! *URRRPPPPPP*


Evil GM

Initially Torgue and Sorrin enter the room after the latch was discovered. Chell is close behind but still in the secret tunnel.

What the three of you see are 3 large vats, piping, and a stairwell leading upward to the catwalk. On the stairs near the top is a tall dwarf - Barrett most if not all of you previously seen him tending bar. Nobody sees Blister, the half-orc that is behind the large vat in the room. the vat blocks any visual. There is table across the room and along the wall that has various linen mask, and containers on it.

Barrett is standing near an open trap door that the stairs end at. The trap door is part of the catwalk above. He is holding a beautiful greataxe and chewing a cigar stub, he has some linen mask around his neck. "Friends you must be lost." he states in a cool calm manner.

Astri and Bri you don't see anything but the bottom of the stairs; however, you hear the voice clearly. It almost sends a chill down your spine how calm it is.

torgue only:

You notice the piping and spigots, along with valves accessible from the catwalk. You know form your brewing experience this is some sort of ventilation and liquid control system. Its a bit more complex then what you are use to with your small operation. You have sense enough to understand that damage to the vats or pipes will spill out the contents into the room.

Please note in your initial post if you are good aligned. I don't want to have to look at everyone's sheet.


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 is chaotic neutral.

Astrianna is momentarily taken aback at the calmness of the dwarf's voice. Someone who has seen much and intends to see much more. Is that Barret?

It only takes a moment to re-compose herself. "No, we're exactly where we mean to be. We have questions, and now stumble upon a provider of many answers." She replies cooly, from the tunnel, behind four over people.


Evil GM

"You squeak like mouse right before the cat begins to play with it. You're in my place, unwelcome as that maybe, yet you act like you know what's the outcome is going to be. How so?" His move action is he steps up through the trap door and kicks its shut, there is loud mechanical click. He then turns a valve on the wall with one hand (std action) as he whistles. The pipes begin to rattle and creak.


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 is True Neutral

Bri holds of speaking for the moment since she cannot see the source of the voice.


Evil GM

torgue only:

You cringe when the dwarf responds to Astri and the pipes rattle. For once woman just be quiet and don't antagonize him.

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