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

Sorrin nearly drops his blade in the excitement of battle.

Even with cover two pokes pierce the undead causing damage. (HP 31)

Torgue I don't see the AOO with yoru reach weapon. Currently one wight is 15 feet away, so it is not in a threatened hex. The longspear has a 10 ft reach. When it moves on it's turn it will use a move action (not 5ft step because of the terrain) five feet this puts him within your ranged weapon's threat area. However, a AOO is triggered when moving out of a threatened hex.

Moving:

Moving out of a threatened square usually provokes attacks of opportunity from threatening opponents. There are two common methods of avoiding such an attack—the 5-foot step and the withdraw action.


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:
Now would be a good time to tell him Torgue is colorblind.

Hopefully, not cross-eyed with bad depth perception... at least.


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 frowns at the moving bloated corpses. "Stupid undead. Sorry guys, not much I can do in this fight expect make potshots with my crossbow. Unless of course you want me to drop a fireball behind them....."

Bri seriously considers the fireball.....

1d20 + 5 ⇒ (20) + 5 = 25
dam: 1d8 ⇒ 8
confirm: 1d20 + 5 ⇒ (15) + 5 = 20
xdam: 1d8 ⇒ 3

I'm not sure what penalty I have for attacking with range.?


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 not all of them were lashed to the ground, clever.

Chell swims up or down to get a decent line of sight at the undead approaching. She spies three of them in a nice neat line but not close enough for what she had in mind. Sorrin was playing it smart and weaving his sword in front of him in a defensive maneuver. A wight's touch was deadly and very difficult to heal. Once the creatures have gathered closer she lets loose a blast of bright, white light right in their midst.

Burst of Radiance DC17 ref: 5d4 ⇒ (2, 4, 1, 1, 2) = 10
Rounds blinded or dazzled: 1d4 ⇒ 2

Skip round one or delay and blast them on round 2 when they have gathered together. Only a 10ft radius burst.


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 underwater right now Bri, so fireball wouldn't work. Readying a crossbow is a move action, loading a crossbow is a move action, and firing is a standard, so I don't know if you can even do that, penalties aside- I leave it to Baldwin. Got any ranged touch attacks?

So glad Chell dredged up that spear we're all going to have to get some underwater equipment after this..

Question Baldwin- Is this colonnade open to the outside at all? Any room to maneuver between pillars? How high is the ceiling?

Round 1

Astrianna is once again stuck at the back of a line when all the action is happening up front. Ah, some of them were undead. Intelligent undead are the worst, really. I wonder if the Karikanti have a deal with them? Otherwise how do they co-exist?

She acts as rear guard and watches the room they just exited.


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 have no range attacks that affect undead (except fire). So my only other option is to do nothing.

Are we completely underwater or just in the 4 to 5 foot water again?


Evil GM

Bri your attack hit but you did not crit with all the penalties and cover. You did 8 HP of damage.

Underwater Fire:

Nonmagical fire (including alchemist's fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a caster level check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made the caster level check to make the fire spell usable underwater, the surface still blocks the spell's line of effect.

The group is completely under water. the description states teh colonnade is only 5 feet high and it does not open up until you get to the other end.


Evil GM

Chell I'm going to use the spell in RD 1. the three wights will not get bunched more than they are by RD 2. I don't want you waiting on something that won't occur.

Astri....Ahhhhhh who controls both the Karikanti and the undead? That is the the question.

reflex Q:16: 1d20 + 2 ⇒ (3) + 2 = 5
reflex Q:17: 1d20 + 2 ⇒ (3) + 2 = 5

The one in q:16 which was previous poked by Torgue is destroyed, while the other one suffers damage and is blinded.


Evil GM

the blinded wight Moves 10 feet.

50% and lower towards Sorrin, 51% and higher in away. I say he lost some of his sense of direction with the blinded

movement direction: 1d100 ⇒ 75

then he whacks wildly with his slam.

slam,UWP: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11;damage: 1d4 + 1 ⇒ (1) + 1 = 2
*UWP=undersater penalty
**half damage due to UWP

blinded concealment 50% less: 1d100 ⇒ 92

Blinded:

The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

The creature actually moves to Q:19.

I'll update the map when I get home.


Evil GM

Initiative Order: RD 2

Chell
Astri
Torgue
Bri
Sorrin
Wights


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

Are they lashed to the hooks? Can they even move very far? I figures the one in the back would move up which is why I wanted to delay.


Evil GM

Chell, they had their orders. These three had the ability to move around. Here's how the suggested tactic reads: "Tactics The wights, who have no need to breathe, will seek to trap characters in the colonnade. One will block the exit ahead, whilst the other two seek to split the party, facing back to back if possible to avoid being flanked."

I didn't factor in the visibility issue either. "Consider the water stagnant and murky, offering a mere 10 feet of underwater visibility." That added difficulty gets old after the second time that it's a factor.


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 I would likely not even be able to see them from my position. Thanks for advantage. I think we will need it to get all the way through.

Seeing as that was the only spell she could offer at this time, Chell sinks back to the floor and contemplates her life choices that brought her to this point. Fighting wights in sunken ruins in a swamp which was inhabited by gatormen called Karikanti. This was the kind of story only adventurers told. I guess that made her an adventurer now. Had a nice ring to it.

I can think of little to do right now from so far back.


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 advantage = happy to help you expend resources.


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

So our group may already be better off than others because we are not at risk for drowning right now?


Evil GM
Embrianna wrote:
So our group may already be better off than others because we are not at risk for drowning right now?

Ever the Optimist!


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:

Gasp of course someone controls both the Karikanti and the undead! Perhaps the old man with the scythe...

Round 2

Astrianna stays alert defending the rear... for about 6 seconds. Then she notices there is some moss stuck in her hair. The bard blanches and quickly picks it out.


Evil GM

Torgue and Sorrin are you moving up to attack? The wight is now in Q:19


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

Follow me.... He follows the creature.

atk, mw scimitar, wf, slashing, vs blind: 1d20 + 14 - 2 ⇒ (2) + 14 - 2 = 14
dmg, scimitar, spec, sneak, slashing: 1d6 + 9 + 1d6 ⇒ (6) + 9 + (3) = 18


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

Torgue moves up and thrusts
Longspear: 1d20 + 11 ⇒ (5) + 11 = 161d8 + 6 ⇒ (8) + 6 = 14


Evil GM

With the blinded creature's loss of armor and dexterity Sorrin's attack hits but it's less lethal underwater. (slashing dam = half 9). torgue trudges up behind sorrin and pokes the undead. (14 HP).

Is everyone else moving up behind Torgue?


Evil GM

Updated Map of Colonnade

*I fudged your movement and gave you an additional 5 ft(10 with terrain) ft so you could reach and attack.


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:

Yes, Astrianna will move up behind Chell and Embrianna as they move up, keeping the marching order.


Evil GM

RD 2 Wight

The wight has a sense of direction again, now that he has been hit a couple times. He tries to slam sorrin,

slam, UWP: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14;dam: 1d4 + 1 ⇒ (4) + 1 = 5
*hald damage plus neg level

50% and less blinded miss: 1d100 ⇒ 13

Updated Map


Evil GM

Initiative Order: RD 3

Chell
Astri
Torgue
Bri
Sorrin
Wights

RD 3 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 tries to finish the thing...

atk1, mw scimitar, wf, uwp, vs blinded: 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23
dmg1, scimitar, spec, sneak: 1d6 + 9 + 1d6 ⇒ (3) + 9 + (2) = 14

atk2, mw scimitar, wf, uwp, vs blinded: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23
dmg2, scimitar, spec, sneak: 1d6 + 9 + 1d6 ⇒ (4) + 9 + (3) = 16


Evil GM

Both attacks hit and the second one destroys the wight.


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

HP 99/100(113/114 when raging)
AC 14/T11/FF13 (-2 when raging)
Saves F12/R3/W4 (F13/R3/W6 while raging)
Weapon in hand:Greatclub
Rage used 6/18
Effects:
Used:Second Wind 2

Torgue will wait for the Wight to approach, if it does, he lashes out twice
Longspear: 1d20 + 11 ⇒ (9) + 11 = 201d8 + 6 ⇒ (2) + 6 = 8
Longspear: 1d20 + 6 ⇒ (18) + 6 = 241d8 + 6 ⇒ (7) + 6 = 13


Evil GM

RD 3: wight

Eventually the last wight approaches and attacks Sorrin,

slam, UWP: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11;dam: 1d4 + 1 ⇒ (2) + 1 = 3
*hald damage plus neg level

50% and less blinded miss: 1d100 ⇒ 70

Missing sorrin
----

Torgue takes the opportunity to inflict damage on the undead.

----
Astri, Bri and Chell are you doing anything in RD 3 or can I move to the top of RD 4?


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:

Nothing for Astri to do here, she moves along the hallway with Chell and Embri.


Evil GM

Initiative Order: RD 4

Chell
Astri
Torgue
Bri
Sorrin
Wights

RD 4 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

Being a wallflower right with the other girls I guess.


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, encouraged by the excellent teamwork... presses unexpected advantage.

atk1, mw scimitar, wf, uwp, vs blinded: 1d20 + 14 - 2 ⇒ (13) + 14 - 2 = 25
dmg1, scimitar, spec, sneak: 1d6 + 9 + 1d6 ⇒ (5) + 9 + (4) = 18

atk2, mw scimitar, wf, uwp, vs blinded: 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13
dmg2, scimitar, spec, sneak: 1d6 + 9 + 1d6 ⇒ (4) + 9 + (6) = 19


Evil GM

the blinded one was destroyed.

One of sorrin's attacks hit home.


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

7hp, no sneak.


Evil GM

Torgue you're up.


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

Longspear: 1d20 + 11 ⇒ (15) + 11 = 261d8 + 6 ⇒ (7) + 6 = 13
LOngspear: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 6 ⇒ (3) + 6 = 9


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 did I miss? *eats popcorn*


Evil GM

The last wight is destroyed by the piercing spear.

chell's flotsam ability saved your hides.


Evil GM

The party emerges form the tight colonnade into an endcap room similar to the one you began in. It is roughly boxy in size measuring 20 by 25 feet or so, and there is a lot of debris and fallen rubble. You don't detect anything magical in this room, nor do you find anything of real value.

There is a wider hallway leading to the North form the room. You do see a large and what appears deep hole or fissure in the floor.

I need perception checks and detect magic

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

Oh yes, Bri will Detect Magic the s$&+ out of everything.

perception: 1d20 + 6 ⇒ (6) + 6 = 12

Also, how are those butcher hooks attached to floor?


Evil GM

The hooks look to be attached to eye hooks.

bri:
although you don't see much in the dark water pit you do detect a moderate abjuration aura about 15 feet below the surface. Further the aura is stationary.


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: 1d20 + 6 ⇒ (18) + 6 = 24


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

"Hold up a sec you guys, i can detect something in that pit."

Bri has a quick discussion with Emmy and then sends he down there to make sure there isn't anything down there. She figures another of those undead things would have no interest in a tiny snake.

Bri will cast the water lung thing on the snake again before she goes down in case she gets stuck or anything.


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:

Praise Quell!!!

Astrianna stops as they come to the large fissure, standing near the edge. "Is this a sinkhole? I hope nothing but catfish live in it."

When says she detects a magical presence, Astrianna kneels down near the hole and casts detect magic herself. "Really? Hmm, someone before us could have met an unfortunate fate..."

Perception: 1d20 + 8 ⇒ (20) + 8 = 28


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

"If the bolts on the chains could be removed, we could maybe use the chains and butcher hooks to trawl the deeper holes like these."


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 doesn't really have the patience for it. "Or..."

The half-elf weaves another spell, and attempts to telekinetically lift the source of the aura from the depths.

Astrianna casts Mage Hand and tries to lift the magical object to the surface from the edge of the hole. If it's heavier than 5 lbs it won't work.


Evil GM

Astri struggles but her spell can not lift the source of the aura.

Meanwhile Emmy weavers her way through the hole when she comes upon the skeletal remains of a warrior — his metal breastplate beaten and still shining slightly in the murk, his skeletal jaw hanging slack and filled with weeds as it hangs on some roots that kept it from falling deeper into the abyss.


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

"Hmm, looks like a skeleton with a breastplate. Might be heavy, do we want to swim down for it or try to haul it up to us? We could probably catch it with a grapple hook."


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 perks up at the mention of a breastplate, a clearly magical one. "Ohhh? Let's haul it up. Breastplates tend to be 20 to 30 pounds... If the body slips off the hook it will sink into that abyssal hole, it's not too far away."

Another cantip is cast from the bard, and she creates her signature quad of Dancing Lights. Maneuvering it into the hole,she sends it as deep as possible to see if anything stirs within the depths. "Just making sure nothing lives in this..." If she sees no obvious stirring, Astrianna slips into the hole and swims down to the skeletal remains with whomever else comes along to help.

Unlucky adventures, a limitless opportunity for financial gain!

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