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

Astri:

do you own the campaign book by chance?


Evil GM
Embrianna wrote:

Yes, I figured there was water, but nothing in the spell says it can't be used under the water and I just thought that it would at least keep the people from either going down too deep or keep something else from climbing out of the pit. But I can use it elsewhere too of course.

I never really thought about web being used underwater, I guess it can be used there as long as there are two or more solid and diametrically opposed points to anchor.

Chell the water is 4 or 5 feet deep so you can shuffle along on foot, or swim your choice.


Evil GM

Chell the water is diffult terrain so your movement is limited to 15 ft. I gave you an additional 5 feet and put you in front of Astri since you go before her.

Updated RD 1 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:

Baldwin:
I don't have the campaign book, but I do have the Freebooter's guide. Why?


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 takes another potion... Cat's Grace.


Evil GM

Astri:

Several thing you've written have been mentioned in the book. You have a knack for piecing the parts together and seeing the bigger picture. You should consider writing and game design as a career, you have a talent.:-)


Evil GM

"MAKE THE SACRIFICE!!!" a voice yells from beyond the structure.

The karikanti begin to cut three of the the eleven ropes that hold the Hollow God out of the mire.

E:22
handaxe: 1d20 + 8 + 4 ⇒ (14) + 8 + 4 = 26damage, str: 1d6 + 4 ⇒ (1) + 4 = 5

C:17
handaxe: 1d20 + 8 + 4 ⇒ (15) + 8 + 4 = 27damage,str: 1d6 + 4 ⇒ (1) + 4 = 5

H:21
handaxe: 1d20 + 8 + 4 ⇒ (10) + 8 + 4 = 22damage,str: 1d6 + 4 ⇒ (1) + 4 = 5

The ropes fray and break from the axe chops

Reflex saves form Bri's web:

alligator: 1d20 + 4 ⇒ (3) + 4 = 7

The Caller: 1d20 + 7 ⇒ (19) + 7 = 26

Rescuing the Townies:

The Hollow God is 20 feet high and 10 feet across. The structure has hardness 5 and 100 hit points. For every 10 hit points delivered to the structure, assume that one victim is able to escape the Hollow God (the remaining four are released only when it is totally destroyed).

Eleven ropes (AC 14, hardness 0, 4 hit points) hold the Hollow God out of the mire. The structure will remain above water provided at least one rope remains; however, as soon as they are all cut, the structure drops into the Well. Unfortunately, the weight of the structure is such that, once half the ropes are cut, there is a chance that the others snap due to the weight. With six or less ropes remaining, there is a 20% chance that another snaps every round.

Worse, those using slashing weapons and area effect spells risk cutting ropes accidentally. Every time a character using a slashing weapon standing adjacent to a rope misses an attack against a foe there is a 50% chance they sever the rope near them instead, if their attack roll would hit the rope’s AC. Area spell effect damage is applied to all ropes in the area of the spell.

Clever PCs, like Bri, may seek to make use of spells that can help release the sacrifices or stabilize the structure.

The fallen Hollow God sinks at a rate of 10 feet per round; the townsfolk are bound within various portions of the statue but assume that once it sinks 10 feet everyone begins drowning. The townsfolk all have a 10 Constitution, and since they are all struggling, that means they have 10 rounds after sinking before they start to drown (see the “Drowning” section in Chapter 13, “Environment” of the Pathfinder Roleplaying Game). For simplicity you can assume that once their 10 rounds are up, half of the victims fall unconscious each round and half of any unconscious victims die each round.

Updated Map with Web and Gatormen moving to the ropes

* Bri I moved you to give you a LOS


Evil GM

Someone mentioned earlier if an enlarged person (large size or better) can overcome the the terrain hazzardous ground penalty, and I'd say yes they can. Unless they hit a pit or hooks which would effect their movement anyway.


Evil GM

Updated Map with blue blue lines over cut ropes


Evil GM

Torgue is up in RD 1.

Order: RD 2

Caller -
Chell
Sorrin
Bri
Gatormen
Astri
Torgue

See map above.


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:

Baldwin:
Really? Ha I was just playing Astri as being Genre Savvy (perhaps transitioning into Dangerously Genre Savvy (as she grows more experienced) due to her bardic knowledge. I'm a huge fan of tropes so I guess it works!

Thank you for the compliment, maybe I will. :D After I finish my master's degree in chemistry I really want to GM, at least.

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

Astrianna clicks her tongue as the Caller yells for the sacrifice to begin. "I knew it! They're probably all virgins, even." She exclaims, looking at the cage to see if there was anyone particularly ugly. That one is DEFINITELY a virgin. Excellent drama though, I must applaud the cult leader.

Going to wait a bit for my action. Torgue get out there and POTION UP. If all the ropes get cut I want to see Large Raging Torgue grab a rope and haul everyone back up Hulk style.


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

ropes... 14 AC, they have +12... only a fumble misses. 4hp, +4 damage. designer was a pri... nce. yeah, that's the word.


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

Chell and Torgue, go left! Em... sleep right! Astri, with me... pincushion the far one! Reluctantly, Sorrin drops his best scimitar and draws his bow.

atk C17, mw longbow, inspired: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29
dmg, mw longbow, inspired: 1d8 + 2 ⇒ (1) + 2 = 3

Will move when less congested. Torgue doesn't need to enlarge, even worse AC. He can lose that round later, right now need to eliminate rope cutters.


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

Since the caller now has cover from her web, Bri attempts her slumber hex on the rope cutter on her far right, D,16 Will save DC 17


Evil GM

I'm holding doing The Caller's action until Torgue acts in RD 1.

What you can see about The Caller - he slipped by Bri's webbing - is he is a horrid dead thing shuffling about and leaning on an enormous staff of aged elm topped with a gleaming scythe blade. The thing is emaciated and a blackened robe clings to its bony form. The Caller’s eyes are deep set and leathery skin hangs off its frame like a coat.


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: Bardsong(+2/+2),
Used:Second Wind 2

Knowing that they need to kill those rope cutters now, Torgue froths and fumes and hustles to G-22, lashing out at the gatorman there.

Greatclub,Rage,PA: 1d20 + 14 ⇒ (9) + 14 = 231d10 + 13 ⇒ (4) + 13 = 17


Evil GM

Torgue moves forward and hits the gatorman (H: 21)

Updated Map at the beginning of RD 2


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, I think you're +15. Str 22 while raging, 2H is +9, PA w/2H is +6.


Evil GM

torgue I know you are wearing leather armor, but what do the others have on?


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

Mithral Breastplate x3. It's electric!


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 the delay. I wanted to keep the plan a secret to build suspense.

After setting her own defenses up, Torgue ambles past and gives the nearby enemy a sound thwack. She uses that opportunity to go around and the fray and get closer to the precariously perched totem. Then one of the lines snaps and it sags towards the water. Her panic matches those in the cage and lends her limbs strength to get all the way tot edge of the hole. "Don't panic! Shaking it will make it fall faster. I've got it." She keeps her shield aimed at the nearest opponent in case they move in and reaches into her haversack, pulling out...a feather. What was a feather going to do?

I am not sure what square the guy at D21 is but I double move around H21 and head for the edge od the hole at G19. I pull out a feather token as part of one of the moves. I think you guys know which one:) I'll take an AoO if necessary.


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:

Also Torgue had Inspire Courage if he hit, +2 to damage and hit!,

Ooooh feather token! Those are so cool This is going to be awesome.

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

Round 2

Astrianna raises her bow and fires at the far figure that cut a rope, focus-firing with Sorrin. She moves into the spot Chell was at, getting closer to one of the rocks jutting out of the water.

The bard watches the priestess slosh through the room. "Chell! What are you doing?"

Her eyes catch the shriveled Caller on the other side of the room. The old man with the scythe... Clearly undead, is it the source of all those wights? It could be a powerful wight itself?

Free action: Maintain Inspire Courage (9/10)

Move Action: 5' Move to F23

Standard Action: Fire longbow at C17

Longbow attack on C17, inspired: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16

damage, inspired: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9


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

Yea, normally I have +12 to hit for a raging, pa greatclub. I added the inspire bonus to the hit but not damage, so 19 points total damage


Evil GM

RD 2: The Caller

Speaks a few chanted words. :-)


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

Spell craft to recognize anything? 1d20 + 10 ⇒ (1) + 10 = 11


Evil GM

Chell the gatorman is in E:22, with the post for cover, but He won't take the AOO.

The post will keep the AOO from AStri too but the gatorman is within melee range of Astri.

Order: RD 2

Caller - casts spell
Chell - double moves
Sorrin
Bri - tried slumber
Gatormen
Astri - moves and fires hits for 9 hp
Torgue

Updated Map


Evil GM

the webs and death structure are obviously obstructing your vision Bri.

save slumber: 1d20 + 9 ⇒ (10) + 9 = 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

Unable to get a clear shot, Sorrin moves to C23.


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:

Oops I meant H23 not F23! Astri is headed to the pillar at H20. Didn't mean to get in Sorrin's way.


Evil GM

Order: RD 2 Update

Caller - casts spell
Chell - double moves
Sorrin - moved
Bri - tried slumber
Gatormen
Astri - moves and fires hits for 9 hp. I fixed your move on the map
Torgue

Updated map


Evil GM

RD2: Gatormen

The gatorman at C;17 moves and hacks at the fourth rope. Drowning curse Chell.

handaxe: 1d20 + 12 ⇒ (4) + 12 = 16;damage: 1d6 + 4 ⇒ (6) + 4 = 10

The rope is chopped in two and the sacrificial deathtrap sways.

As a free action it will drowning curse Chell. DC 16 will save or -10 swim checks
-----
E:21 5 foot steps to D:22. The have an EX ability Marsh hunter which ignores the difficult terrain. I really like these critters.

Free action: Drowning curse. DC 16 will save or - 10 on swim checks.

It attacks after dropping the hand axe which plops in the water.

slam: 1d20 + 13 ⇒ (6) + 13 = 19;damage: 1d6 + 4 ⇒ (1) + 4 = 5

bite: 1d20 + 12 ⇒ (17) + 12 = 29;damage: 1d6 + 2 ⇒ (4) + 2 = 6

tail slap: 1d20 + 10 ⇒ (10) + 10 = 20;damage: 1d8 + 6 ⇒ (5) + 6 = 11

The bite stings the rogue.

-----
H:21 attacks Torgue and drowning curse on Astri

Free action: drowning curse on Astri. DC 16 Will save or -10 swim.

The creature drops its axe and attacks the barbarian.

slam: 1d20 + 13 ⇒ (9) + 13 = 22;damage: 1d6 + 4 ⇒ (5) + 4 = 9

bite: 1d20 + 12 ⇒ (14) + 12 = 26;damage: 1d6 + 2 ⇒ (1) + 2 = 3

tail slap: 1d20 + 10 ⇒ (15) + 10 = 25;damage: 1d8 + 6 ⇒ (5) + 6 = 11

torgue's flesh is ripped apart as the beast tries to devour the man.

-----
Alligator:

The gator swims closer to Chell and bites

bite: 1d20 + 6 ⇒ (9) + 6 = 15;damage: 1d6 + 4 ⇒ (5) + 4 = 9

plus grab

CMB v CMD: 1d20 + 6 ⇒ (10) + 6 = 16

The bite fails to tear flesh.

----
The gator in the web tries to escape.

CMB v spell DC: 1d20 + 6 ⇒ (17) + 6 = 23

The gator breaks free and dives under the mucky water.


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

HP 76/100(90/114 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: Bardsong(+2/+2),
Used:Second Wind 2

Torgue starts beating on the gatorman near him
Greatclub,PA,Rage,Inspire: 1d20 + 14 ⇒ (4) + 14 = 181d10 + 15 ⇒ (1) + 15 = 16
Greatclub,PA,Rage,Inspire: 1d20 + 9 ⇒ (17) + 9 = 261d10 + 15 ⇒ (5) + 15 = 20


Evil GM

The gatorman has taken a beating from Torgue but he is sill up and fighting.


Evil GM

Order: RD 3

Caller -
Chell -
Sorrin
Bri -
Gatormen
Astri -
Torgue


Evil GM

RD 3: Caller

A swarm of rats appears in I/J: 16/17, it then double moves and lands on Astri's hex. (cast last round)

swarm damage: 1d6 ⇒ 6
plus disease Fort DC 12

filth fever effects:

dex: 1d3 ⇒ 1;con: 1d3 ⇒ 2

The caller concentrates on on the swarm.

Updated Map RD 3


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

FLASHBACKS! FLASHBACKS!


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 knew I should have silenced him last round. A swarm in an environment where fireballs can collapse the building and fire attacks are nearly impossible? Well played... well played.

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

Round 3

Will save vs drown curse: 1d20 + 6 ⇒ (8) + 6 = 14

Astrianna feels the weight of the curse on her- suddenly she has a fear of the water, of drowning in this ancient temple. The image of the dead adventurer in the pit flashes in her mind- How easy it was to end up that way.

The half-elf's crisis is suddenly interrupted as a horde of terrifying squeaking rats tumble over each other in the water and swarm on her position. She screams bloody murder and sweeps her arm out in front of her to smash the leading part of the swarm with her buckler, but they simply latch on to her arm and start biting through her leathers. "Rats! RATS! Get them off of me!"

She wades through the swarm flailing her arms and twisting, managing to out-pace the vermin and skirt around the gatorman Torgue was punishing. Climbing up the debris to get out of the water and away form the rats, Echo is drawn from its sheath and she menaces the gatorman in an effort to help Torgue put it down.

fort save: 1d20 + 3 ⇒ (16) + 3 = 19

Free Action: Inspire courage (8/16)

Move action: 15' move H23->I23->J22->J21

Move action: 10' move J21->J20->I20, climb debris and draw longsword for threaten, flank gator-man H21

climb: 1d20 + 5 ⇒ (15) + 5 = 20

Active effects: Drowning curse, -10 to swim checks


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

We are in the water, why not a swarm of piranha? :)

Bri moves up a few feet and tries to sleep the closer of the gators. J17


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 now drops his bow, drawing a common scimitar to defend himself.

atk, scimitar, wf, inspired: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
dmg, scimitar, spec, inspired: 1d6 + 9 + 2 ⇒ (6) + 9 + 2 = 17


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

Will vs curse: 1d20 + 12 ⇒ (11) + 12 = 23

I hope this works.

I hope this works. Chell places the feather in the water even as an alligator surges up to her side. It snaps at her but she is able to keep the shield between them. For now. As the feather floats away she focuses her attention on it. In her mind's eye, she see's a lock on it and she has the key. Unlocking the token releases its power and it is able to assume the form given by the wizard that created it.

A large boat appears beneath the hollow god in the form of majestic...swan? Yep. Foiled the baddies with a giant swan boat. That had to annoy them.

Standard: Use the swan boat beneath the hollow god to prevent it from sinking. Don't use move.


Evil GM

Chell the swan boat enlarges and drifts under the sacrificial jaws of death. The boat also blocks line of sight between The Caller and your group. Guess you aren't using that boat to get out of the swamp. The trip home could be fun.

Chell you made the saving throw from the drowning curse.

------
Sorrin hacks at the gatorman hitting him hard

Sorrin you owe a Will save to avoid the drowning curse.

-----
Bri since you did not specify where you were moving up to I put you closer to Sorrin since he is out on his own flank right now.

Will save: 1d20 + 9 ⇒ (12) + 9 = 21

Update RD 3 Map


Evil GM

RD 3: Gatormen and Alligators

Following instructions the gatorman in C:19 moves back to C: 15 and hacks at the safety line.

axe: 1d20 + 12 ⇒ (10) + 12 = 22;damage: 1d6 + 4 ⇒ (6) + 4 = 10

the rope is sliced in two and the death chamber swings and creaks.

-----
D:22 Attacks Sorrin

The gatorman's tongue flicks out tasting the coppery scent in the air.

slam: 1d20 + 13 ⇒ (13) + 13 = 26;damage: 1d6 + 4 ⇒ (1) + 4 = 5

bite: 1d20 + 12 ⇒ (14) + 12 = 26;damage: 1d6 + 2 ⇒ (4) + 2 = 6

tail slap: 1d20 + 10 ⇒ (11) + 10 = 21;damage: 1d8 + 6 ⇒ (4) + 6 = 10

It slams and bites Sorrin but it's powerful tail misses.

----
H:21 Attacks Torgue and Astri

The beast's punches and bites at Torgue

slam: 1d20 + 13 ⇒ (11) + 13 = 24;damage: 1d6 + 4 ⇒ (1) + 4 = 5

bite: 1d20 + 12 ⇒ (4) + 12 = 16;damage: 1d6 + 2 ⇒ (1) + 2 = 3

Spilling more blood in the water. While it's massive tail bashes the vocalist.

tail slap: 1d20 + 10 ⇒ (13) + 10 = 23;damage: 1d8 + 6 ⇒ (7) + 6 = 13

------

The alligator continues to chomp and thrash at it's prey, Chell.

bite: 1d20 + 6 ⇒ (9) + 6 = 15;damage: 1d6 + 4 ⇒ (4) + 4 = 8

plus grab

CMB v CMD: 1d20 + 6 ⇒ (6) + 6 = 12

tail slap: 1d20 + 1 ⇒ (7) + 1 = 8;damage: 1d10 + 2 ⇒ (10) + 2 = 12


Evil GM

Updated RD 3 Map

*Torgue you 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

will i am, yikes: 1d20 + 2 ⇒ (14) + 2 = 16


Evil GM

It's a DC 16, you made the save Sorrin.


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

HP 68/100(82/114 when raging)
AC 14/T11/FF13 (-2 when raging)
Saves F12/R3/W4 (F13/R3/W6 while raging)
Weapon in hand:Greatclub
Rage used 7/18
Effects: Bardsong(+2/+2),
Used:Second Wind 2

Torgue tries to finish off the gatorman
Greatclub,pa,rage,inspired: 1d20 + 14 ⇒ (9) + 14 = 231d10 + 15 ⇒ (4) + 15 = 19
If the croc goes down, he uses Raging Drunk to use a potion of haste without drawing an AoO


Evil GM

Torgue's blow bashes the creature's skull in and it topples into the water.


Evil GM

Order: RD 4

Caller -
Chell -
Sorrin
Bri -
Gatormen
Astri -
Torgue

RD 4 Map

Everyone hold off going until The Caller acts. He has loads of options available to him that I need to sort through.


Evil GM

RD 4:

The rats move and scurry up the post Astri is on nipping and biting at her feet and shins.

bite: 1d6 ⇒ 6

*fort Save DC 12

filth fever:

dex: 1d3 ⇒ 2;con: 1d3 ⇒ 1

I'm still working on what the Caller will do.


Evil GM

RD 4: The Caller

The Caller climbs up the finger of rubble,

climb: 1d20 + 5 ⇒ (12) + 5 = 17

Once on the higher ground (I:9) he calls upon the power of Dajobas which sends a crack of lightning bursts forth on top of Astri.

electrical damage: 3d6 ⇒ (1, 2, 3) = 6

Reflex DC 19 for half damage

rats reflex save: 1d20 + 5 ⇒ (7) + 5 = 12

The rats get shocked and few dead one float in the water.

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