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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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

Round 4

Assuming Chell will busy elsewhere, Sorrin focuses on the immediate threat.

atk1, scimitar, wf, inspired: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33
dmg1, scimitar, inspired: 1d6 + 9 + 2 ⇒ (6) + 9 + 2 = 17
atk2, scimitar, wf, inspired: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
dmg2, scimitar, inspired: 1d6 + 9 + 2 ⇒ (3) + 9 + 2 = 14


Evil GM

sorrin blade flashes as he hacks at his enemy. the gatorman is wounded but still fighting.


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:

Do Astri and Torgue get AoO's on the rat swarm as it moves through their squares?

Excerpts from Core Rulebook wrote:
In order to attack, a swarm moves into an opponent’s space, which provokes an attack of opportunity. A swarm does not threaten creatures in its square and cannot make attacks of opportunity with its swarm attack. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons.

Rats are Tiny, so you can full-damage crush them Torgue!!

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

Round 4

As the rats swarm up the pillar Astrianna sees The Caller beginning to cast another spell. Not wanting to face something a swarm of anything bigger than a rat, she acts reflexively and drops her sword into the water to free a hand for spellcasting.

fortitude save vs filth: 1d20 + 3 ⇒ (9) + 3 = 12 Close.

"Torgue! Some help with these vermin?" She yells, before noticing the wet raven hair that had slipped from her hat was now curving upward in front of her.

reflex save vs lightning: 1d20 + 8 ⇒ (11) + 8 = 19 Wow. This +1 cloak of resistance is doing some work today!

Lightning! Is her only thought that passes through her mind as she grabs her cloak and covers herself with it, the thundering blast merely scorching her thanks to the garment's magical properties.

The vermin that were not blasted are already digging into her boots and causing the bard to clench her teeth in pain. She unfurls her cloak and begins speaking quiet arcane words of power.

Free action: Drop longsword, continue inspire courage (7/16)

Full round action: Cast Silence on H 11-12 I 11-12 center point, 20ft radius effect. Begins next turn, no saving throw, cannot use spells with vocal components, lasts 6 rounds.

Caster level check DC 22, casting inside swarm: 1d20 + 9 ⇒ (15) + 9 = 24

Active effects: Curse of drowning -10 to swim, inspire courage

Phew what a turn. The dice gods are smiling upon me though.


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

which one is the Caller.


Evil GM

You can AOO

Chell the swan boat and human cage blocks your LOS. Remember the cage is above your boat. He is in I:9.


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

Not the one gnawing on your leg... Heehee. He was to the left of the web, barely touching. Should be on an outcropping over there now.


Evil GM

Order: RD 4

Caller - cast spell, rats swarmed
Chell -
Sorrin - hit for 31 HP of damage
Bri -
Gatormen
Astri - cast silence
Torgue


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

Safe. For now. Even with an alligator still threatening her she lets out a sigh of relief. Her eyes pop open and her hair stands on end as there is a deafening boom. Lightning? He has Lightning? And it looked like hers. That meant there was more coming. She cursed under her breath for not preparing the same spell so she could retaliate. Astri was already being menaced by the swarm and didn't need the added threat of lightning. She had gotten good at keeping the alligator at bay and moved around it to see the caller. Her eyes glaze over as she called on Quell's power. She thrusts her hand forward and a fog explodes around the caller from the water nearby.

I will take the AoO to move to H19 or I19 and within line of sight to the Caller. Then Cast Fog Cloud between us and him. Shouldn't need to cast defensively because I already draw the gator's AoO from the move.


Evil GM

AOO on Chell (It can only take 1 AOO on you in a round)

Alligator:

The bite chomps down trying to munch tasty fresh meat.

bite: 1d20 + 6 ⇒ (2) + 6 = 8;damage: 1d6 + 4 ⇒ (4) + 4 = 8

plus grab

CMB v CMD: 1d20 + 6 ⇒ (8) + 6 = 14

Crappy dice.


Evil GM

Chell's movement and spell template

*Astri you don't have LOS for that silence spell now that the fog cloud.


Evil GM

Order: RD 4

Caller - cast spell, rats swarmed
Chell - moved and cast fog cloud
Sorrin - hit for 31 HP of damage
Bri -
Gatormen
Astri -
Torgue


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)(13/11/12 with rage and haste)
Saves F12/R3/W4 (F13/R3/W6 while raging)
Weapon in hand:Greatclub
Rage used 7/18
Effects: Bardsong(+2/+2),Rage,Haste (+1 AC/Reflex/Attack +20 move)
Used:Second Wind 2

Torgue moves to E-22 to finish off the gatorman, since crocs and rats don't bite ropes
Greatclub,rage,pa,haste: 1d20 + 15 ⇒ (8) + 15 = 231d10 + 15 ⇒ (8) + 15 = 23


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:

Can I keep my saves from the previous post?

Round 4, redux

Leaping from the crumbled stone and splashing through the water in an attempt to get away from the rat swarm, Astrianna manuevers around the trashing croc and brings her sword down on its back. "I see you're not afraid of the crocodiles anymore!" She comments, bloodied but still confident. "The boat is clever! I hope it holds. Everyone else is moving up and around, where are you going?"

She attempts to keep the croc at bay with her cold iron blade. "We could move through the fog and try to surprise that undead- you could disintegrate him with some healing spells!"

Free action:Continue inspire courage (7/16)

Move action:10' move to G19

Standard action: Longsword attack on gator H17

Longsword, inspired: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27

Damage, inspired: 1d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10

threat: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19

Damage x2: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9

19 total

Active effects: Curse of drowning -10 to swim, inspire courage


Evil GM

Sure you can keep the saves.

I'm going to hold off some to give Bri a chance to post ahead of the gatormen and gators.s


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 moves up into the room. F19

She will try to sleep the gator next to Chell. dc17


Evil GM

Bri it is difficult terrain so you only have 15 ft of movement. I put you behind Torgue.

will, slumber: 1d20 + 2 ⇒ (6) + 2 = 8


Evil GM

RD 4: Gatormen and Gators

Determined to carry forth the Caller's Order a gatorman moves to D:13 and hacks a the rope.

axe: 1d20 + 12 ⇒ (18) + 12 = 30;damage: 1d20 + 4 ⇒ (4) + 4 = 8

A sixth rope is now severed. the weight of the structure increasing the risk ot the other ropes.

20% for ropes snapping: 1d100 ⇒ 19

The sound of a deep whipping sound happens across the way near Chell as 7th rope snaps.

-------
The beast fighting Sorrin attacks with all it's might sensing it's own morality.

slam: 1d20 + 13 ⇒ (17) + 13 = 30;damage: 1d6 + 4 ⇒ (2) + 4 = 6

bite: 1d20 + 12 ⇒ (9) + 12 = 21;damage: 1d6 + 2 ⇒ (1) + 2 = 3

tail slap: 1d20 + 10 ⇒ (15) + 10 = 25;damage: 1d8 + 6 ⇒ (8) + 6 = 14

The nimble warrior avoids most but now all of the attacks. (6 HP)

------
The gator that was previously under the webs (he escapped a couple rounds ago) double moves up near Bri. E:21


Evil GM

AOO on Toruge:

torgue moves up to attack the gatorman when jaws of an alligator bite at him.

bite: 1d20 + 6 ⇒ (17) + 6 = 23;damage: 1d6 + 4 ⇒ (4) + 4 = 8

plus grab

CMB v CMD: 1d20 + 6 ⇒ (10) + 6 = 16

The jaws grab hold but torgue is able to withstand being pulled under the water.

-------

I previously forgot the deaththrow on the dead gatorman (H:21) (last round):

torgue: 2d6 ⇒ (2, 6) = 8

astri: 2d6 ⇒ (2, 4) = 6

rats: 2d6 ⇒ (3, 5) = 8

DC17 reflex for half damage.
rats: 1d20 + 5 ⇒ (12) + 5 = 17

------
Torgue's hit on the gatorman near Sorrin topples him. the creature goes into the death throws.

sorrin: 2d6 ⇒ (5, 2) = 7

torgue: 2d6 ⇒ (5, 5) = 10

gator: 2d6 ⇒ (2, 6) = 8

Reflex 17 for half damage

gator reflex: 1d20 + 4 ⇒ (20) + 4 = 24


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:
The nimble warrior avoids most but now all of the attacks. (6 HP)

20 HP, the 25 hits. I realized over the weekend that I was over Max Dex Bonus. So, AC 25 with Cat's Grace. Oh the price of honesty and integrity, even in a game!

the reflex, evasion: 1d20 + 11 ⇒ (7) + 11 = 18


Evil GM

Astri's attack on the gator last round would have woken it from the slumber.

Order: RD 5

Caller -
Chell -
Sorrin -
Bri -
Gatormen
Astri -
Torgue

Rat swam moves on top of Chell. Chell gets an AOO.

bites: 1d6 ⇒ 4
plus filth fever DC 12
dex: 1d3 ⇒ 11d1d3 ⇒ 3

RD 5 Map

*I already moved the rats on top of Chell.


Evil GM

RD 5 The caller

All you hear is a strange language.

You don't know if he has moved or stayed in the same position.


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 ropes have enough length so that Sorrin could retie them to a closer post?


Evil GM

the blue lines over the ropes is where the cut is located. theoretically, the two that you are between [C:20 and E:21] could be tied to the post at E:20


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

No weapon, no AoO from me. No point either. Swarms are immune to weapon damage.

Astrianna Sparacello wrote:

Leaping from the crumbled stone and splashing through the water in an attempt to get away from the rat swarm, Astrianna manuevers around the trashing croc and brings her sword down on its back. "I see you're not afraid of the crocodiles anymore!" She comments, bloodied but still confident. "The boat is clever! I hope it holds. Everyone else is moving up and around, where are you going?"

She attempts to keep the croc at bay with her cold iron blade. "We could move through the fog and try to surprise that undead- you could disintegrate him with some healing spells!"

Fort vs Filth Fever: 1d20 + 5 ⇒ (11) + 5 = 16

Chell grunts in effort as she braces against another rush from the alligator. "They are...rather predictable. Wouldn't want to face it without a shield though. Eep." After the rush she is forced to duck under its powerful tail. Good thing she could still breath underwater. Opened up options.

"I do have some high level spells left. Are you sure he was undead?"

Swim: 1d20 + 16 - 4 - 10 ⇒ (19) + 16 - 4 - 10 = 21

Chell ducks beneath the water to avoid the rats and moves closer to the group as a whole. She then reaches for the Pearl of Power tied to her belt and draws in its energy, using it to cast a spell she had earlier.

Move to H20 and take the AoO from the gator.

Standard: Use Pearl of Power to cast Bless again. Should be within range of everyone.

Are the rats swimming? Can I avoid them underwater?


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:

Swarms composed of fine and diminutive creatures are immune to weapon damage, tiny ones are not. This is a rat swarm, composed of tiny creatures. Slashing and piercing is half damage, and bludgeoning causes full damage. You can move through swarms and they do not provoke AoO. They should disappear before the beginning of next round unless the Caller has some beefed up Summon Swarm spells.

Core rulebook wrote:
A swarm does not threaten creatures in its square and cannot make attacks of opportunity with its swarm attack. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons.

Reflex save half damage: 1d20 + 8 ⇒ (19) + 8 = 27

Astrianna nods as Chell asks about the Caller. "Yes the one with the scythe is clearly undead- possibly a powerful wight."

The half-elf watches Chell dive under the water. "Wait, where are you going?! You're just leaving me here? I could use some healing!" The priest is already underwater by this point, leaving her to deal with the gator and the rat swarm. "Shit."

I learned my lesson last round, I'll wait for everyone else to go. :p


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 moves up beside Astri and uses her heal hex on her. "Try harder not to die.

"I wish we could see that damn caller."

Move to F,20 and Heal Astri

hh/cmw: 2d8 + 6 ⇒ (4, 3) + 6 = 13


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

You already broke its back. I bet the alligator is one shot away from death. And I have no weapons out. Also I did not see you were at 13, sorry.


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:

Oh I was just rping it's fine! She's wasn't going to go in the negatives unless that gator gets really lucky.

Astrianna was in the middle of complaining when Bri came by and restored some vitality to her. "Ah! Thank you Bri... That undead had it out for me. We can't see what it's up to but we can handle whatever it throws at us."


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

HP 50/100(64/114 when raging)
AC 14/T11/FF13 (-2 when raging)(13/11/12 with rage and haste)
Saves F12/R3/W4 (F13/R3/W6 while raging)
Weapon in hand:Greatclub
Rage used 7/18
Effects: Bardsong(+2/+2),Rage,Haste (+1 AC/Reflex/Attack +20 move)
Used:Second Wind 2

Reflex: 1d20 + 4 ⇒ (1) + 4 = 5

Torgue mashes on the gator
Greatclub.PA,Rage,Haste,Inspired,Bless: 1d20 + 16 ⇒ (18) + 16 = 341d10 + 15 ⇒ (4) + 15 = 19
Hasted Greatclub: 1d20 + 16 ⇒ (2) + 16 = 181d10 + 15 ⇒ (8) + 15 = 23
Greatclub secondary: 1d20 + 11 ⇒ (13) + 11 = 241d10 + 15 ⇒ (7) + 15 = 22


Evil GM

Chell so you are going to stay inside the swarm by moving only to H:20 or did you want to go to G:20? As far as the avoiding the rats underwater I think that will depend on depth that you go. There are thousands climbing and swimming on each other gasping for air, so the water is thick with them right now. If you were maybe 7-10 feet below the surface i'd say you could avoid them but the water depth here is not that deep.

Chell casts bless.

Astri normally I'm not that much of a stickler but this is the grand finale and most of the critters are intelligent.


Evil GM

RD 5: Gators and Gatormen

The gatorman moves five feet and hacks at the 8th rope,

axe: 1d20 + 12 ⇒ (6) + 12 = 18;damage: 1d8 + 4 ⇒ (2) + 4 = 6

dice=20% snapping chance: 1d100 ⇒ 2

The axe slices through one rope then the weight snaps a second rope.

-----

Gator E:21 bits and slaps at Torgue

Alligator:
bite: 1d20 + 6 ⇒ (15) + 6 = 21;damage: 1d6 + 4 ⇒ (5) + 4 = 9

plus grab

CMB v CMD: 1d20 + 6 ⇒ (4) + 6 = 10

tail slap: 1d20 + 1 ⇒ (13) + 1 = 14;damage: 1d10 + 2 ⇒ (5) + 2 = 7

causing damage but not grabbing the man for an underwater snack.

----
H:18 on AStri

bite: 1d20 + 6 ⇒ (1) + 6 = 7;damage: 1d6 + 4 ⇒ (6) + 4 = 10

plus grab

CMB v CMD: 1d20 + 6 ⇒ (17) + 6 = 23

tail slap: 1d20 + 1 ⇒ (1) + 1 = 2;damage: 1d10 + 2 ⇒ (2) + 2 = 4

The attack is wild.

----
torgue crushes his gator.


Evil GM

Order: RD 6

Caller -
Chell -
Sorrin -
Bri -
Gatormen
Astri -
Torgue

RD 6 The Caller

As loud humming sound can be heard near the north end of the temple and the fog cloud, then suddenly horror strikes as two large swarms of wasp sweep around towards the group.

I only moved them 40 feet, I figured I'd prolong your misery for bit:-).

Anyone with know religion can make an check.

----

RD 6


Evil GM

I've already taken the action and put up the map but I forgot Atri held her action. Go ahead and act. I still need to take the Rats RD 6 action but if Astri kills them, i won't need to post that.


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

How high is the ceiling in here?


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

Better question, how far apart are the two swarms?

Basically, I want to know if i can Fireball them together.


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:

Sorry, forgot to take my action last night.

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

Round 5

Astrianna attempts to finish off the pathetically flailing croc, plunging her sword into its body.

Free action:Continue inspire courage (6/16)

Standard action: Longsword attack on gator H17

Move Action: If the gator is dead, 10' move to F21

Longsword attack, inspired: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22

damage, inspired: 1d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10


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:

This is going to be a glorious fireball or burning hands Bri!

Take 10 Knowledge: religion 10+9 = 19

As the loud buzzing begins Astrianna perks up and looks around to find the source of the new, threatening sound. She recoils in horror at the sight of the massive wasp swarm. "The Savored Sting, my Mercurial Lady Calistria, deliver me from your chosen Pets, so my Sting may find others Deserving instead." The half-elf says a prayer to herself, and hopes Calistria takes some favor to her today. Mainly favor against a swarm of deadly wasps.

That session with Thalios Dondrel had to have garnered some kind of otherworldly attention from the goddess!


Evil GM

Bri the swarms are touching. the different swarms are touching.

Astri Know rel check:

You realize these are inspect plagues! Pretty advanced spell and you'd guess perhaps the staff the wight was holding is the source.


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

Ooooo a magic staff. If I can't get underneath them then yes , move to G20. Is the alligator finally dead?

K:Religion: 1d20 + 6 ⇒ (1) + 6 = 7 Durr bugs.


Evil GM

Both alligators are now dead.

the rats move on top[ of chell and Bri.

bite chell: 1d6 ⇒ 3

bite bri: 1d6 ⇒ 3

Each need a fort save DC 12

Chell:
dex: 1d3 ⇒ 1;con: 1d3 ⇒ 3

Bri:
dex: 1d3 ⇒ 3;con: 1d3 ⇒ 2


Evil GM

RD 6 update

Caller - wasp swarms
Chell -
Sorrin -
Bri -
Gatormen
Astri -
Torgue


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

fort: 1d20 + 2 ⇒ (17) + 2 = 19

Do i still take the dex and con damage if i pass the save?


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:

Hopefully the gator is dead!

Astrianna realizes the insect plague summoned in front of them is an advanced form of clerical prayer... The scythe wielded by the wight could be a powerful magical item. "These wasps are a magical Insect Plague, Chell should be familiar with the prayer. I suspect the source is the wight's scythe... It should be disarmed as soon as possible." The next time I see on that bastard I'll make it drop the staff.


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

Round 6

fort vs filth fever: 1d20 + 5 ⇒ (18) + 5 = 23

Another pair of snaps caused Chell to wince as the cage and boat sank lower. The boat would last for 24 hours but she wasn't sure it could hold that much weight. Of more dire concern was the caster in the back. He might just decide that if he couldn't sacrifice them, he might as well kill them out of spite. Time to go distract him then. "I am going to distract the caster." As the only one left mostly unharmed and in armor she was the only one capable of holding it off until they finished off the wasps and the last gatorman. One last time she musles through the swarm of swimming rats, it was odd how they didn't bother here so much right now, and moved through the fog. Once she foundhim she would dismiss it.

Double move to I14. If you allow it I would like to dismiss the fog once I close in on the caster.

Affects: Shield of Faith AC 24


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

Can Sorrin reach a rope and climb/ ropemaster atop the cage?


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 approve, but she doesn't stop the priestess. "Be careful Chell, you don't want to end up like the warrior in the sinkhole..."


Evil GM

No dex or con dam if you make the save.


Evil GM
Sorrin the Wayward wrote:
Can Sorrin reach a rope and climb/ ropemaster atop the cage?

some of them you could reach and climb easily enough.


Evil GM

The screaming is magnified by the panicked sacrificial lambs dangling in the cage of death.

RD 6 update

Caller - wasp swarms
Chell - Moves into the fog cloud.
Sorrin -
Bri -
Gatormen
Astri -
Torgue -

RD 6 updated Map

*I placed a red dot on the rat swarm. The two other swarms are the wasp.


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 the nearest rope, risking any obstacle and climbs toward the captives.

climb, rope master: 1d20 + 6 ⇒ (18) + 6 = 24

Complicated situation, leaving it to DM license to decide how he has to move and through what, swarms and what not. Objective is to use rope master to move as quickly as possible to the cage.

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