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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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

Heh, knew that would irritate him and get him back for the no refreshments.

SM: 1d20 + 1 ⇒ (20) + 1 = 21

Bri just shakes her head. "Were any other slaves near the area of the ones that disappeared? How far into the Hungermire did you go?"


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

Sense Motive aid another: 1d20 ⇒ 11

The sooner we figure out who took your friends, the sooner everyone will be safer. We'll certainly put in the effort to look, unlike the staff that keeps you under the lash.


Evil GM

Bri you notice that Barran is fidgeting when you speak to the others, he's not comfortable as the his comrades relay their stories to group.


Evil GM

When you separate Barran form the others he tells you the following:

"“There’s a tree out there in the swamp, a twisted old thing the locals call the Warn Tree. Something that lives in the swamp hangs animal carcasses there, people too sometimes. We got to the tree and there was blood all over it. Bits o’ people hung all over the thing, and strange signs carved into the wood. We didn’t dare go no further. If you’re smart, you won’t either. It ain’t called the Warn Tree for nothing. Something uses that tree to tell people not to come around. If I were you, I’d pay attention. Pleaz don't tell Mater Hargrove we'll be fired.”


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

"Well, now it is sounding like this isn't just a case of salves running away on their own. Just point us in the direction of the tree and we will go take a look at it. Don't worry, there's no reason to tell Hargrove anything. We're are only being paid to find the slaves, not to tattle on anyone."


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

Tree with bodies on it. Lovely.


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

What's beyond the tree... In that direction?

Did those not missing have family? Where did they live, we should check that out, speak to the others. Before heading into the marsh.


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

"Do you know of any slaves here that might happen to know some stories of what uses the tree or lurks about the swamp?"


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

"And not just the families. Maybe the other workers know something."


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

Too bad we aren't really skilled with tracking, that would help a lot. Wonder if there are guides around that can help.


Evil GM

Read the links/spoiler's I posted a couple days ago regarding Astri, she would have filled you in regarding the swamp history and creatures that live there.

You all talk to a few families of the children and the missing adults and this is what you learn:

Far away screams from the direction of the dreaded Hungermire, a place of ill omen and with a reputation for swallowing up over-curious children.

A trio of poachers who used to trade with the slaves for food have stopped coming.

A man has been seen on the edges of the swamps — a badly deformed man — bent as though he has rickets and walking with the aid of a great bent staff topped with a scythe blade.

The slaves will be able to give approximate direction to the Hungermire but warn to be careful—“the marsh is a bad place.” Most staff at the plantation know about the Hungermire, and they can give the directions. When giving directions, they add that the overseers have already searched the place.

There is nothing to add from the families, servants, or overseers beyond what has been posted.


Evil GM

Torgue are you carrying a boat? You mentioned one a few times. You certainly will learn at the plantation that the best way through some of the swamp is via raft or coracles which are small boats capable of carrying up to 2 mediums sized people in at one time. To build a raft or coracle will take DC 10 craft carpentry or weaving or profession: sailor boater or fisherman. You knowing fighting form these will be exceptionally difficult requiring Acro DC 14 checks before each attack if using a piercing or missile weapon but DC 17 if using a bludgeoning or slashing weapon. It is impossible to use a two handed weapon.


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 assures those that remind the group that the area has already been searched, that her group has training and magic that the overseers do not and that they might find something hidden from their sight.

bluff: 1d20 + 14 ⇒ (12) + 14 = 26

If the group needs to build a raft to navigate the swamp, Bri pitches in her expertise.

sailor: 1d20 + 10 ⇒ (12) + 10 = 22

She'll direct Torque on how to do the heavy work, like chopping the logs to form it and hold them in place while she helps to fasten them together.

I will even throw in a craft rope if helpful:
craft rope: 1d20 + 8 ⇒ (10) + 8 = 18

The below roll will be to navigate the swamp in either their raft or Torques possible boat:
sailor: 1d20 + 10 ⇒ (14) + 10 = 24


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

Well hello +5 in craft ship. Didn't think I would need you ever again.

Craft (Ship): 1d20 + 5 ⇒ (17) + 5 = 22

I know how to make one.


Evil GM

Chell and Bri think about the boat situation and think it may be better to build them near the swamp or you'll be lugging them across the the terrain.


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 already thought that we would be waiting till we hit the waters edge to start making them. That would only be common sense, nothing sailor about that.

Did we use up our rolls just for that? If so I will through in another one to actually craft the raft.

salior for raft crafting: 1d20 + 10 ⇒ (20) + 10 = 30


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

No boat unfortunately, although Torgue is happy to be the lugger.


Evil GM

The Hungermire lies about 3 miles from the plantation, and is reached by following a narrow twisting trail which follows a particularly foul-smelling brook whose banks often collapse.

Give me your single file walking order. Everyone make perception check: first and last person normal, second and fourth person -4, middle person -6


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:

I'm back!

Proposed marching order- Torgue, Sorrin, Chell, Embrianna, Astrianna.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25

Astrianna sighs at the surrounding muck, the stench assaulting her sensitive nose. She has a handkerchief pressed to her mouth in one hand and the map she purchased in the other. "We should look at this Warning Tree first. Whatever is decorating the tree is likely responsible for the lost slaves, and I may be able to figure out what creature it is by the way it disposed of victims."

She will use the map to identify possible dangers on their way to the hungermire if they are marked.


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

Fine with that order.

perception: 1d20 + 1 - 4 ⇒ (15) + 1 - 4 = 12

"Think we can make it to the tree before we need to build the raft?"

Totally saving those rolls for it.


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 - 6 ⇒ (12) + 8 - 6 = 14


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

Perception: 1d20 + 9 ⇒ (10) + 9 = 19

Torgue whistles a jaunty tune.


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 hidden/trap: 1d20 + 6 ⇒ (19) + 6 = 25


Evil GM

Marching Order and Perception rolls:

torgue 19
Sorrin 25/27
Chell 14
Astri 25
Bri 12

Blacksink Marsh Path

*Consider everything as difficult terrain unless told otherwise. Although feel free to inquire periodically in case I have brain fart.

As Torgue leads the group along the treacherous path he and others spots areas of quicksand that gobble up portions of the path and the ground surrounding the route. Sloughing through the sucking mud and tangle of vines makes the track slow moving. Each step seems to release sulfuric gas made worse by following Torgue, who had a hearty eggs, beans and sauerkraut sandwich for his breakfast. Your flesh is constantly being assaulted by clouds of biting hungry mosquitoes. I am so waiting on Astri's commentary. HA

Everyone needs to make fort saves of 15, or you become fatigued. I also need everyone with survival to make DC check 15.

Everyone is suffering -4 penalty for smell type perception checks as you are not use to the odor.


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

Fart Save: 1d20 + 9 ⇒ (9) + 9 = 18
Survival Save: 1d20 + 6 ⇒ (11) + 6 = 17


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

Someone did of course remember to buy the bug repellant that we talked about earlier, right? RIGHT?!

Fort save: 1d20 + 11 ⇒ (1) + 11 = 12
Survival: 1d20 ⇒ 17


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 mosquitoes start swarming Astrianna blanches and quickly turns her handkerchief into a bug swatter, flailing and trying to take down as many of the blood-sucking bastards as possible. "The Tulitian gods really shat all over this place. How could this have ever been a paradise? Hargove is not paying enough to put up with these hellish conditions."

Fortitude: 1d20 + 3 ⇒ (2) + 3 = 5

She gets frustrated at the futility of her mosquito swatting and complains loudly. "Does anyone have a torch?! Some smoke would keep these damn blighters from landing on me." The bard is clearly getting worn out from the sisyphean task of mosquito repelling and slogging through the mud.

Survival: 1d20 + 4 ⇒ (15) + 4 = 19

Astrianna is really wishing she had Boots of the Mire.


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: 1d20 + 4 ⇒ (6) + 4 = 10 Tired
Survival: 1d20 + 8 ⇒ (19) + 8 = 27 but I find all the things.

Chell had to really hold herself back to not try and use Air Bubble again for some respite from the mosquitoes, and the smells. And as lightly armored as she was, sweat was gathering in places and her breath was becoming more labored. How lang had they been walking? Where was this damn tree?


Evil GM

survival results

Oh goodie there is some Lala'paka weed bunches, an excellent mosquito repellant when liberally coated over your bodies. Unfortunately, it smells like someone whizzed on you, and you need to reapply every hour or so. But it will save you form being fatigued by the bites. There is enough to coat you all twice form the patches you've found but it does look like there will be plenty within the swamp if the current bushes are any indication.


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:

So we're not fatigued?

Astrianna gives a one-off prayer to Gozreh when Chell finds the Lala'paka weeds growing on the side of the path. "Thank The Wind And The Waves, Lala'paka!" She knows the substance is going to make her smell like a well-soiled bush growing next to a bar, but it's worth it to stop the mosquitoes.

Astrianna finishes applying the milky secretions of the plant on her exposed skin, sighing. "We are going directly to Miss Molly's after this." She pulls up a few more weeds and looks for a suitable pouch to place them in, digging around in her haversack.

The half-elf realizes she is carrying about 7 pouches full of Dragonsmoke. Now that we're out of the city, perhaps I can give it a try later and see what all the fuss is about. She casually dumps one bag of narcotic into a festering pool and replaces it with Lala'paka leaves.


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

"So good news and bad news. Good news is that plant is Lala'paka," she says pointing to a weed with a wide, flat leaf. "Its a natural bug repellent and there should be plenty of it in the marsh. Bad news..." she picks some of it and holds it close to the nose of the nearest person.


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

Belok's a big fan...


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

Torgue winces at the smell. Well if it keeps me from being an all-you can eat dinner then it is alright by me. Torgue mashes the leaves onto his body. We should probably make bulk orders back in town.


Evil GM

By the time you pick the bushes, crush them and rub them on you would have recovered from the initial fatigue.

After you've trudged along a bit and mixed up a little extra extract - you know that it works best if crushed fresh - you continue to follow the swamp path. Several times the edge of the trail crumbles away under your feet. the creepy sounds of buzzing bugs, ripples in water, and echoes in the air makes this an unsettling environment. It's certainly a long ways from the urban or ship life. Several beady eyes just above the water line roughly 30 feet away solidifies the dangers within the swamp.


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

Shiiite.

Hey, are we getting paid for this or is it a boot licking favor for an old inhumane bastard?


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

"This is about children who may be getting snatched and eaten by something. So neither."

"Though Lord A&#@!~@ did mention compensation for our 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

Yeah, about them... What if he's using them as sacrifices to stay young or healthy. I'm sure there is some dirt bag cleric of some-such willing to do the deed.

On another note, what if that Tulita band of warriors are liberating them? We turning them in?

Sorrin wasn't complaining so much as passing the time between insect slaps, leech removal and irrational thoughts of impossible creatures appearing in the swamp.


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 chuckles. "If he's sacrificing them to stay young the priest doing the job should be fired- old fart looks like a grape left out in the sun for a week."

She waves a hand while watching the beady eyes in the water. "Besides, I thought they were slaves, but he said they're actually indentured servants. They even get some land! I've seen people in far worse situations."

The half-elf checks her bow and sword. "Such as being dead."


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

Torgue eyes the beady eyes and wonders if alligator is tasty. Get some land, how long they gotta work for that? What sort of land? Being dead might be a blessing considering they have a life of back-breaking work to look forward to.


Evil GM

Proof that my Maptools still works

Even you snooping reveals he is telling the truth about indentured servants and he does give land if the debt is paid off. The details of which you can try to gather information about later.


Evil GM

Astri only:
As the group winds along you spot something unusual along the embankment. It looks like an antenna twitching coming up out og the mud, it's less than 10 feet away from you. It's amongst the tangled vines.


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 slogs through the mud, smelling like piss and vinegar. The adventuring life. Highs, lows, and rock-bottom.

"Sorrin, if you want me to look into Hargrove's operations later I can, but I think he's just a rich-" The bard cuts off mid sentence and she feels a tingle in her spine as she spots the antenna. "Everyone stop. That is not a reed."

She points at the antenna and draws her bow with one hand, the other reaching into her Haversack. Astrianna takes out the pouch of Lala'paka she made earlier, and figures it is probably dried to uselessness. "Going to flush it out, get ready to fight if it's hostile."

Astrianna tosses the pouch underhand at the spot the anetenna is coming out of the mud, and quickly knocks an arrow in her bow in one smooth motion.

Throw on square anetenna occupies: 1d20 + 5 ⇒ (4) + 5 = 9

Runner-up idea was using Mage Hand and pulling on the antenna.


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

Oh, no need to go out of your way on my account. I can just as easily assume he's dirty. Power corrupts, absolute... You know the drill. He oversees a dirty operation, the dragoons.

I don't see why I'd give him the benefit of the doubt in other dealings. Huh? Sure it's not just another variety? Sorrin, his blade already out, looks in the direction of the thrown pouch.


Evil GM

Surprise Rd:

Astri and the creature are the only one's acting in the surprise round which she'll toss the dried out Laol'paka pouch at the twitching antenna. (I know you only get a MA or Std action in a surprise round but this is flavor.)

Suddenly, a giant beetle like creature the size of a small wagon pops out of the mucky ground, it looks like a dark stone, but its intent is clear...lunch.

------

Initiative:

Chell: 1d20 + 8 ⇒ (6) + 8 = 14
Sorrin: 1d20 + 4 ⇒ (20) + 4 = 24
Bri: 1d20 + 2 ⇒ (2) + 2 = 4
Torgue: 1d20 + 1 ⇒ (14) + 1 = 15
Astri: 1d20 + 2 ⇒ (13) + 2 = 15
Jabala Beetle: 1d20 + 2 ⇒ (8) + 2 = 10

Initiative order:

Sorrin
Astri
Torgue
Chell
Jabala Bettle
Bri

RD 1 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

Baldwin:
Headline: DM robs rogue of SA, only time he wins init! Surprise round shenanigans! Read all about it!

Move to -A,3.

Oh, come on... A big dang BUG?!

atk1, mw scimitar, wf: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
dmg, scimitar, spec: 1d6 + 6 ⇒ (3) + 6 = 9

Perception: 1d20 + 6 ⇒ (5) + 6 = 11


Evil GM

Sorrin:

"Whahhhhhhh...shyte happens at all ends of single file line." insert evil GM laugh.

Sorrin ventures out into the muckier muck just off the path, it's relatively cool and up to his knees in depth. His scimatar bangs off the shell uneventfully not even scratching it.

editted post it does not have reach so no AOO on sorrin.


Evil GM

Updated RD 1 Map


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

One her turn Bri uses her Evil Eye hex on the beetle after taking a 5 ft step backwards from it.

Going to lower the beetle's AC by -2. DC will 17. Bri is ending up in 5, -C


Evil GM
Sorrin the Wayward wrote:

Wow, injury to insult! You sure that thing has reach? Not all large creatures do.

[Dice=Fort Save]1d20+9

I repeat. Wow!

You must have been typing when I edited the post. It doesn't have reach.

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