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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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

Good. Definitely Good.

Chell finishes crawling through the secret passage and stands up. Was this the place? Was he the one? Too many emotions sprang up as she peered up at the dwarf. Too many questions to get out in a single breath. But anger was the most prominent and one question burned its way forward. "What about me and others of Quell's faithful? Are we as unwelcome?" she asks glaring. Her eyes turn white as the storm rages within and power begins to bubble up to the surface, waiting to explode out.


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 sensitive ears have no trouble picking up the strain of the pipes. Is this a trap? No, he wouldn't destroy the source of his livelihood to eliminate some intruders. Perhaps it will boil water and create a screen of fog?

As the growing danger causes her instincts to make her heart thump faster, she relishes in trading words with the dwarf. "The cat will soon realize it is not playing with a mouse, but a Rat King. You are alone and outnumbered by a team of seasoned specialists, your odds are twenty-to-one at best. Not a bet you'd take at the Skull, hmm? I will only say this once. Surrender now, answer our questions, and you will be unharmed."

They never pick the easy way.

Baldwin- Can the cellar door and still door be opened from the inside with the chains and locks in place? If this is something that would be known to Astrianna. Trying to figure out if he can escape from the Still room.


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

Chaotic Neutral.

Torgue mutters to the others.[b]Pipes, spigots and valves are part of a venting system. Damage to pipes and vats will spill stuff out into the room.[/b


Evil GM

the root cellar had wound chain and two quality locks. torgue smashed those open.

the distillery had a padlock securing it from intruders that Sorrin could not pick.

Whether or not the cat can escape is another matter. The better question is can mice escape...bah!


Evil GM

RD 1

Order:

Barrett - moved and turned valve.
Sorrin
Cireladwen
Chell
Bri
Blister
Torgue
Astri


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

Astrianna thanks Torgue for the information and considers the situation. She speaks to everyone as quietly as she can over the venting system."I have the suspicion he can escape from the room by the still door we saw earlier. Tell me if he runs or you see him run, and I will intercept him outside."

She readies herself to go through her plan, reaching into her haversack and pulling out a scroll. Simultaneously, she begins a battle-chant to inspire her allies. For an ironic twist and a taunt to Barret she selects a harsh and guttural Dwarven battle chant about slowly and steadily hunting down prey.

Move Action: Remove Scroll of Expeditious Retreat from her Haversack

Standard Action: Begin Inspire Courage (14/16)

The Inspire Courage will not take effect on everyone until the next round


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

Waiting on response to question to dwarf. And seeing as he hasn't made an obviously aggressive move she does nothing.


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 speaks softly. Could be boiling liquid or acid... we should retreat.

Is there any higher ground, besides catwalk?


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 bounds up the stairs...

atk, Barrett, mw scimitar, wf, inspired: 1d20 + 10 + 1 + 1 + 2 ⇒ (19) + 10 + 1 + 1 + 2 = 33
dmg, Barrett, mw scimitar, specialized, inspired: 1d6 + 4 + 2 + 2 ⇒ (6) + 4 + 2 + 2 = 14

crit, Barrett, mw scimitar, wf, inspired: 1d20 + 10 + 1 + 1 + 2 ⇒ (15) + 10 + 1 + 1 + 2 = 29
dmg, Barrett, mw scimitar, specialized, inspired: 1d6 + 4 + 2 + 2 ⇒ (4) + 4 + 2 + 2 = 12


Evil GM

The dwarf stops whistling and calls down. "Ahhh, a priestess of Quell. Quell you say? Well that's your choice, not mine." He smirks. "Did I invite you to break into my cellar, creep through my passage way, and enter my distillery? I suppose you are quite unwelcome." There is short pause. "Unlawful entry can result in swift and just punishment."


Evil GM
Sorrin the Wayward wrote:

Sorrin speaks softly. Could be boiling liquid or acid... we should retreat.

Is there any higher ground, besides catwalk?

Stairs, possibly the vats but you have not idea if they are open or closed on top, possibly hanging on a pipe if you can reach it.

----

Sorrin:
You bound up the stairs and see the two things of note: first the trap door blocks you from the catwalk, and two, the end of an open gurgling pipe. The pipe appears to be 4 inches wide, or so. You can make perception check add in your trap bonus.


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

Unless you got a badge you got no law except what you have in your hand. 'I'll call the watch! I'll sue you!' Well I'll call the watch on you for an illegal distillery! So hands up! Torgue is clearly being sarcastic.


Evil GM

Sorrin you have no means to attack Barret, the closed trap door blocks you from him.


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

Wanna use those as Acrobatics checks to leap onto the other "segment" of the catwalk? 30 & 26, +4 if running start.


Evil GM
Sorrin the Wayward wrote:
Wanna use those as Acrobatics checks to leap onto the other "segment" of the catwalk?

Ok. the stairs are 2 hexes of movement each. if you look at the ground floor map you will get to middle stair with 30 feet movement. (move action 1) From that spot you will have to high jump up 5 ft, and at a 5 foot diagonal overhead, to grab on the catwalk DC20 but you really can't run to get to the high jump that you are trying to do since the cat walk is overhead and the rules say the DC doubles without 10 feet of running space. Even if I fudged the numbers for cinematographic effects by having you run up the steps and leaping to grab it's still gonna be a DC 30 to do. (move action 2) And that has you hanging on the catwalk and you'll need a climb DC 15 (move action 3). I'll let you try.

At best you are hanging from the catwalk by the end of round 1.


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

Torgue's head makes an excellent stepping stone, or you can jump off my club/hands


Evil GM
Sorrin the Wayward wrote:
Wanna use those as Acrobatics checks to leap onto the other "segment" of the catwalk? 30 & 26, +4 if running start.

What earlier acro checks are you referring to?


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 rope dangling? Picked up Rope Master, all fifty shades as rogue talent.


Evil GM
Sorrin the Wayward wrote:
Any rope dangling? Picked up Rope Master, all fifty shades as rogue talent.

No rope or chain dangling nearby.


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

"Don't talk to me about justice. If we are unwelcome then how did the ring of the missing priest Archibald Noeliss end up in your distillery in a smuggling crate? What do you think the punishment will be for murder or at least desecration of a body? It will not be prison cell. It will not be a slap on the wrist. It will not be freedom. It will be divine judgment." Chell gets worked up into a furious rage that causes wind swirl around her and small sparks of electricity to leap from her clenched fists. For the first time in her life she acted without caution or wisdom. She lashed out at a man that had not been proven guilty to her own conscience. But she didn't care. Not right now. She gathers the storm swirling around her and flings at Barret.

Storm Burst: 1d20 + 6 ⇒ (10) + 6 = 16
Nonlethal and -2 to hit: 1d6 + 3 ⇒ (1) + 3 = 4

Move me as far south as I need to be if I need line of sight.


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 am not sure what (if anything) Bri can see right now.


Evil GM

Sorrin I moved you up to that middle step until you tell me what you were going to do. If you want to perform the acro stunt go ahead a roll the dice. There is a puckered wrought iron platform that extends over the vat next to you. The platform extends from the catwalk, so theoretically you could try to high jump to grab that platform, and then climb up. You won't be able to get a running start if you want to aim for the wrought iron platform.

Chell I moved up to the piping that runs is running between areas then it'll tak 2 hexes of movement to climb over/duck under anywhere there is piping. There are barrels that don't show up well on the map in P/Q 19. Regardless the vats are large and tall and you don't have a LOS on the dwarf.

It may seem like the situation stinks for you all because it does in fact stink.

Chell:

To your great surprise you see the about the ugliest half-orc in
Port Shaw. His face is puckered and blistered with open and closed sores, it look like he is wearing a misshapen leather mask.he has some sort of covering over his mouth and nose. He stares at you with cold, dull black eyes.

Although you don't have a LOS on the dwarf you do on the half-orc.

Ground level map

dirds eye view form the second floor


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 missed the closing trapdoor post.

Sorrin produces a rope, looking around for a place to secure it on or above the catwalk.


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:

Does it have a grappling hook? Just curious.


Evil GM

Sorrin you see piping that a rope can be tossed over, but torgue has warned about the pipes. You can toss it over the wrought iron platform. Does it have a grappling hook? Are you trying to catch the edge of the platform or completely toss it over the platform so both ends are able to be grasped?

Chell are you going to redirect the storm burst towards the half-orc? Are you going to say anything to the group?

Bri, Astri, and cire until you move up you don't see much.

I'll DMPC Cire at the end of the round if she doesn't post.

RD 1

Order:

Barrett - moved and turned valve.
Sorrin - moves to middle step, brings out rope.
Cireladwen
Chell -
Bri
Blister
Torgue
Astri - Removed Scroll, Began IC


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

Structural beam or the like would be best (so Barrett can't cut it), all the way over both ends grasped. No grapnel. Climb up, and swing over or jump down onto platform. Sorrin can climb his base speed using rope.


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 move up and attempt to sleep whoever she can see within her range. dc 17


Evil GM

The material doesn't give a description of the roof pitch and if there are exposed rafters, but I say there are rafters that you can try to toss the rope over 25 feet overhead if you are standing on the ground.


Evil GM

Bri when you enter the room it's a bit crowded and the three large vats block your LOS to dwarf above. You so see chell looking startled as she looks behind a vat, but you don't see what she observes unless you move well into the room and by Chell.


Evil GM

Map after Bri's movement

blister's will save: 1d20 + 2 ⇒ (13) + 2 = 15

The half orc falls tot he ground.


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

Torgue moves to L-22, getting ready to smash the trapdoor.


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, stairs if needed: 1d20 + 8 ⇒ (2) + 8 = 10


Evil GM

perception torgue: 1d20 + 9 ⇒ (1) + 9 = 10

Torgue, sorrin actually blocks your view of the trap door although you do see a pipe opening near the trap door. With all the rattling and rumbling in the room you have a terrible feeling.

Updated map after torgue's move


Evil GM

[oo]DMPC cireladwen: she will stay put right now guarding the rear in case anyone else comes in the root cellar.[/ooc]

I'll assume the storm burst was over blister who Chell could see;

RD 1 update

Order:

Barrett - moved and turned valve.
Sorrin - moves to middle step, brings out rope.
Cireladwen - stays put
Chell - used storm burst over blister
Bri - moved in and sleep hex blister
Blister - sleep
Torgue - moved onto the stairs.
Astri - Removed Scroll, Began IC

Updated Map


Evil GM

RD 2

Order:

Barrett -
Sorrin -
Cireladwen
Chell -
Bri
Blister
Torgue
Astri -

*See Map above.


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

So, Barrett doesn't see Sorrin taking out a rope... and he/Barrett acts first.

Under his breath. Here goes nothing.

toss rope over beam, increment x2, inspired?: 1d20 + 10 - 4 + 2 ⇒ (11) + 10 - 4 + 2 = 19
climb: 1d20 + 6 ⇒ (12) + 6 = 18

Talk about monkey business, dang... I'm planning on doing a lot of this on ships, rigging, rope ladders, boarding, etc... That the reason for taking the talent.


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:

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

Round 2

Given the groaning and creaking emanating from the area Astrianna has decided she definitely does not want to go into the still room, and will remain outside with Cireladwen.

She unfurls her scroll and reads the arcane activation words, enhancing herself with tremendous speed. This will be useful for intercepting Barret or running the hell away.

The bard's song continues as she sings down the hallway.

Move Action: Move to L14

Free action: Maintain inspire Courage (14/16)

Standard Action: Cast Expeditious Retreat (self target only), base movement speed increased by 30 for 6 rounds

60ft land movement speed (6/6)


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

Sorrin, old on. There is an open pipe there nera the trap door. I think if we try to go up we'll get doused in red-hot rum.


Evil GM

Correct Barrett can not see sorrin or torgue.

RD 2:

Barrett holds off his actions at this point as he waits for his acid to to the trick.

A cone of greenish acid sprays out of the piping at the top of the stairs. It sprays 30 feet - although it does splash on the vats - Sorrin, Torgue, and Blister are washed like rain with the foul liquid.

Effect cone of acid:
5d6 points of acid damage, DC 20 Reflex
save for half damage; multiple targets (all targets in a
30 ft. cone)

Sorrin: 5d6 ⇒ (2, 6, 4, 2, 4) = 18
DC 20 reflex for half damage

torgue: 5d6 ⇒ (2, 2, 2, 4, 4) = 14
DC20 reflex for half damage

blister: 5d6 ⇒ (6, 1, 3, 1, 6) = 17
No reflex bc of sleep but this does wake him up.

Map with cone effect


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

Reflex. +2 included from Trap Sense: 1d20 + 5 ⇒ (13) + 5 = 18

Torgue's gorgeous looks are ruined FOREVER!


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 Reflex, evasion: 1d20 + 8 ⇒ (19) + 8 = 27

Watch out, acid!? Argh!!. Sorrin moves quickly, twisting his body at near impossible angles to avoid the lethal liquid completely.


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

Sorry for not posting. Forgot to mention I was going to be out of town Saturday and without computer. I did have wayfinder but was busy the whole day.

If possible I would prefer to not attack Blister first round but it probably won't make much difference. Non-lethal damage anyway.

The shock of seeing the hideous half-orc knocks Chell mostly back to her senses. Her natural caring nature for someone who appeared grievously wounded cancelled out her angry. The rest dissipates as the man slumps to the ground in sleep and is then showered with acid. She quickly sends a wave of rolling fog out to heal the wounded and stop the burning.

Channel: 3d6 ⇒ (1, 1, 4) = 6 Exclude Barret.

She then moves over to Blister, worry the most evident emotion. "By the gods! Are you all right?"


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

Uh, Chell. That guy is gunna try to fight us so don't bother.


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

Can Bri see Barret at all without getting in range of the acid?


Evil GM
Embrianna wrote:
Can Bri see Barret at all without getting in range of the acid?

No.


Evil GM

RD 2

Order:

Barrett - holds
Sorrin - tosees rope and climbs
Cireladwen
Chell - channels healing
Bri
Blister
Torgue
Astri - expidetious retreat, maintians IC

You all are up.


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

For Round 3, as it stands now... Can Sorrin pretty much try to Acrobat over to any square on the catwalk as a move action? Or is there some other impediment/requisite action?


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 casts Evil Eye upon the now awake half-orc.

-2 to attacks for 7 rounds if fails dc 17 will check. if it makes the save, -2 to attacks for just 1 round.


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

HP 79/93(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

Torgue will move up after Sorrin is done flipping around and sunder the lock on the trapdoor

Sunder,CMB,Power attack,: 1d20 + 10 ⇒ (4) + 10 = 141d10 + 10 ⇒ (4) + 10 = 14


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

Cireladwen is good aligned. Of the neutral good variety.
Cireladwen steals in after the others, moving to L20.
Stealth:1d20 + 4 ⇒ (9) + 4 = 13

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