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

RD 2: Blister

will save from evil eye: 1d20 + 2 ⇒ (8) + 2 = 10

Blister stands up (move) and moves over to N:23. He seems to be looking at some valves on the vat.


Evil GM
Torque2 wrote:

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

torgue you don't see the locking mechanism so your sunder will be on the door itself.

You hit the door and hear it crack but it does not break open.

(sunder is against hardness first then hps correct?


Evil GM

RD 2: Barrett moves only.

RD 3

Order:

Barrett -
Sorrin -
Cireladwen
Chell -
Bri
Blister
Torgue
Astri

I'll need to update the map later.

Sorrin see if you can find a thread or rule about what you want to do with rope and movement/swing. I would assume this came up in the Skulls Game and ship rigging.


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

Was going to ask if the move included attaining the beam... Either hanging from it or perched on it as part of the climb.


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 knowing what the half-orc has planned, Bri casts web on him.

Surely there is enough stuff in here to form anchor points. save dc 16


Evil GM

RD 3: Acid

More acid continue to pour out of the pipe, although there seems a bit less of it.

Sorrin, torgue, cire, and blister DC 20 reflex for half damage.

sorrin: 4d6 ⇒ (6, 6, 3, 4) = 19
torgue: 4d6 ⇒ (5, 6, 3, 2) = 16
blister: 4d6 ⇒ (1, 5, 6, 5) = 17

reflex blister: 1d20 + 7 ⇒ (14) + 7 = 21

cireladwen: 4d6 ⇒ (5, 4, 4, 1) = 14
since you moved intt the room you also get acid splashed.


Evil GM

Catwalk Map

Vat are Map


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 is 20-25 feet up, would be above it? Pipe was under catwalk? Was wondering why you rolled so high for Sorrin, ohhhh it's damage!


Evil GM

Edit: I forgot you climbed last round, so you would have been higher than the catwalk and the spray, so no damage to you. Although your rope from catwalk level and lower is destroyed by the acid.


Evil GM

RD 3: Barrett

The tall dwarf stands there with his axe in hand waiting for the climber or the bull to gain access to the catwalk before he acts.

Sorrin you can hang on what's left of your rope or grab onto the rafter, but there no room between the rafter and the roof to perch.


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

Eeeeek! You villain, my rope! He can draw and throw a weapon, no Dex to AC. SA if he's a rogue.


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

Reflex+trap sense: 1d20 + 5 ⇒ (13) + 5 = 18

Yes, hardiness subtracts and then hp


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, no smashing bypass hardness rage power? Com'on, bro. Don't leave me hanging... Literally! Gerard Nisroc, where are you?!

Can Cireladwen target Barrett?


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

"Why are you doing this? Stop it. You're killing yourself," she cries out to the half-orc. She attempts move forward but the burniong acid stops her. She needs to stop it first. Chell reaches out with her hand and focuses on the wind currents in the room. She draws them together in front of the nozzle that is spewing acid and forces them upward.

Move me to within sight of the nozzle and Cast Wind Wall all the way around it. It says it blocks gases so it should block the spray.


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

Barrett, drop your weapon. I've got you surrounded.

Sorrin begins to laugh to himself about his predicament, coming a bit unhinged. Team building. Donovan, you sanctimonious ex-drunk!


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

Used the smasher power on the chains to the cellar


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:

Torgue: I think your smasher power is once per rage, not per day? Unless this is a typo. Smasher

Round 3

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

Astrianna listens to the sounds of yelling and liquid spraying about the room, the stench making her nose wrinkle. She's quite glad with her decision to provide backup on this one.

The bard continues to provide support via her battle-chant, and weaves an illusion about herself in case she has to intercept and slow down Barret.

Suddenly, there were 6 grinning bards where there was once one. I'm glad I finally mastered this spell. If only they weren't mere illusions, it would be wonderful if I could adventure with 5 clones of myself.

Free action: Maintain Inspire Courage (15/18)

Standard action:Cast Mirror Image on self, lasts 6 minutes

Mirror Images: 1d4 + 2 ⇒ (3) + 2 = 5

Active Buffs:

Expeditious Retreat +30ft speed (5/6)

Mirror Image x5 6 minutes


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

Editing my movement since it was pointed out I could use Smasher 1/rage instead of 1/day

Torgue procedes to flip out and smash the door
Rage,Power,Attack,Smasher: 1d20 + 10 ⇒ (4) + 10 = 141d10 + 12 ⇒ (8) + 12 = 20 Smasher negates hardiness


Evil GM

Torgue even with the smasher power it did not get through the trap door last round, but with the added attack in RD 3 the door breaks apart. Where are you going to move to.


Evil GM
Chell Silves wrote:

"Why are you doing this? Stop it. You're killing yourself," she cries out to the half-orc. She attempts move forward but the burniong acid stops her. She needs to stop it first. Chell reaches out with her hand and focuses on the wind currents in the room. She draws them together in front of the nozzle that is spewing acid and forces them upward.

Move me to within sight of the nozzle and Cast Wind Wall all the way around it. It says it blocks gases so it should block the spray.

This a a gushing liquid, not a gas, as it comes out the pipe near the trap door. The liquid sprays our hard and the force will eventually lessen farther from the pipe as it fans out. Your windwall will need to be a bit further away from the pipe to get the desired effect of forcing the liquid up like an arrow. Interesting idea. I assume you are holding your action until after Torgue smashes through the door?


Evil GM

Map with Sorrin up higher


Evil GM

RD 3

Order:

Barrett -
Sorrin -
Cireladwen
Chell - wind wall
Bri - web
Blister
Torgue - smashed door
Astri - mirror image

Astri did you move anywhere?
the vats block cireladwen's visual of the dwarf.

web save: 1d20 + 7 ⇒ (15) + 7 = 22


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 leaps down to the catwalk, moving to remain opposite the dwarf (B19) as he draws his scimitar.

You owe me a rope, Barrett.

Acrobatics, jump to B22: 1d20 + 11 ⇒ (2) + 11 = 13


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:

Astri has not moved anywhere, she is covering the rear and preparing to run outside if they yell that Barret is escaping.


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:
Chell Silves wrote:

"Why are you doing this? Stop it. You're killing yourself," she cries out to the half-orc. She attempts move forward but the burniong acid stops her. She needs to stop it first. Chell reaches out with her hand and focuses on the wind currents in the room. She draws them together in front of the nozzle that is spewing acid and forces them upward.

Move me to within sight of the nozzle and Cast Wind Wall all the way around it. It says it blocks gases so it should block the spray.

This a a gushing liquid, not a gas, as it comes out the pipe near the trap door. The liquid sprays our hard and the force will eventually lessen farther from the pipe as it fans out. Your windwall will need to be a bit further away from the pipe to get the desired effect of forcing the liquid up like an arrow. Interesting idea. I assume you are holding your action until after Torgue smashes through the door?

Currently the spell is up to 60ft long and 30ft high. The spell is flexible in arrangement so can I fold the spell over itself to create a several-layer-thick wall in front of the nozzle? It is hard to picture the layout but I would like to do whatever stops or hampers the acid spray as much as possible.


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

HP 63/93(75/105 when raging)
AC 19/T11/FF19 (-2 when raging)
Saves F11/R3/W4
Weapon in hand:Greatclub
Rage used 3/18
Effects: Rage,Bard song(+2 hit/damage/Save vs. fear)
Used:Smasher 1/1 rage

Torgue froths up to B-24 Rawwwrr! Surrender! We arn't here for murder, but if'n you fight then we guerentee nothing!


Evil GM

"We all die," the dwarf responds.


Evil GM

I won't be evil and add difficulty jump modifiers from your rope/rafter grip

Sorrin lands a bit unsteadily on the catwalk, then moves to the corner.


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:

Barret sounds like an existentialist, perhaps even a fatalist. He's going to be a tough nut to crack if he lives through this.


Evil GM

RD 3: blister

The ugly half-orc begins to turn a valve on the side of the vat. The spout opens gushing out a greenish vapor which quickly fills the entire room. You can sense he is smiling behind that mask. The entire room, except where the wind wall is located, is consumed in the vapor.

Everyone needs to make FORT save DC 15 (except Astri and torgue, the wind wall protected torgue) Failure is -1 Const.


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:

I won't be evil and add difficulty jump modifiers from your rope/rafter grip

Sorrin lands a bit unsteadily on the catwalk, then moves to the corner.

Noted and appreciated!

fortitude, vapor: 1d20 + 9 ⇒ (17) + 9 = 26


Evil GM

RD 3; barrett

The dwarf ensures his mask is secure over his face.

I'll try to add an effect to the map to show where the wind wall is located and what area it is protecting.


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

Is the web interfering at all with Blister turning the valve?


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

Fort DC 15: 1d20 + 5 ⇒ (6) + 5 = 11 That's not good.


Evil GM

blister made his save so he is unaffected and he didn't have to move to reach/get to the valve. His body would actually be shielding the valve from you web.


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

poop

1d20 + 2 ⇒ (13) + 2 = 15


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

Get that orc downed and the valve turned off!


Evil GM

Toxin vapors:

Saved:

Sorrin

Failed:

Chell
Bri

No save required:

Astri
Torgue

I still need Cireladwan to roll her save.


Evil GM

RD 4

Order:

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

I'll need to do the map from home.

torgue when you move away from the trapdoor and protection from the wind wall breeze you will need to make a Fort save DC 15. Astri if you come in the room make the Fort Save.


Evil GM

RD 4: Acid damage

the wind wall sprays the acid upward and the spray begins to drench the bottom of the catwalk (B:23, B 24, C 24)

acid damage: 3d6 ⇒ (6, 6, 1) = 13

Underneath the catwalk the wood weakens and blisters.


Evil GM

RD 4: Barrett

The dwarf takes note of Sorrin in the opposite corner, cooling he states, "Off to work I go, time clean up."

He moves to C:24 and attacks Torgue who is in the corner. The greataxe whizzes in through the air.

att: 1d20 + 13 ⇒ (13) + 13 = 26;damage: 1d12 + 8 ⇒ (6) + 8 = 14

"Luv that satisfying sound of flesh removal."

The catwalk does creak under his weight.


Evil GM

Everyone make sure your HP are up to date.


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

HP 63/93(61/105 when raging)
AC 19/T11/FF19 (-2 when raging)
Saves F11/R3/W4 (F13/R3/W6 while raging)
Weapon in hand:Greatclub
Rage used 4/18
Effects: Rage,Bard song(+2 hit/damage/Save vs. fear)
Used:Smasher 1/1 rage

If Barret is in the poison cloud along with everyone else, not protected

Rawr! Come on! Show me yer pretty face Torgue brings his club around to smash Garret's mask
Sunder using Improved Sunder so no AoO, subtract hardiness from damage
Sunder,Power attack,Rage,Bard Song: 1d20 + 12 ⇒ (11) + 12 = 231d10 + 12 ⇒ (5) + 12 = 17

If Barret is protected.Covered by wind wall

Urf! Nothing like the sound of breaking bones and rent flesh!

Using Raging Drunk to drink potion of hate without incurring an AoO as move action +1 attack +1 AC/Reflex, base speed increased 30 feet

After swaying and swilling a potion, Torgue bashes at Garret
Greatclub,Haste,Inspire,Rage,PA: 1d20 + 14 ⇒ (2) + 14 = 161d10 + 12 ⇒ (4) + 12 = 16


Evil GM

@ Torgue

Barrett wearing a linen mask along with Blister, so they are protected :-) It's not something that can be smashed really.

Where you are standing you are protected, once you move out of the corner hex you are not protected and will need a fort save.

The attack missed Barret.


Evil GM

Vat level Map update with wind wall
*I added an area effect pinkish in color to show the wind wall surrounding and doubled over to stop the acid spray.

Catwalk level


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 moves to get as close to Barrett as possible and flank, around the catwalk the long way.

Torgue, did you take doggy damage?


Evil GM

Sorring - You are not hasted correct or anything that would increase your double move more than 60 feet correct?


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

No, Sir.


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 channels yet again, this time excluding the half-orc and Barrett.

Channel: 3d6 ⇒ (1, 3, 2) = 6 Well damn.

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