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 8 update

Caller - cast spell heat metal and moved
Chell -
Sorrin - hacked open cage
Bri -
Gatormen
Astri -
Torgue -


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:

Now that it's on its side Sorrin can shake the cage and they'll all spill out like jellybeans!

Also holy crap hold person WORKED.

Round 8

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

Will save: 1d20 + 8 ⇒ (13) + 8 = 21

Spellcraft: 1d20 + 6 ⇒ (15) + 6 = 21

Astrianna notices her breastplate getting warm as the wight casts a spell, and after listening to the prayer recognizes the effects. "A Heat Metal spell..." She murmurs to herself as she moves along the pillar. The feeling of warmth dissipates as quickly as it started however; she was able to counter the spell over Jak's fine mithral breastplate.

She shouts to the warrior on top of the cage he rest of the group. "Sorrin you idiot, it's not safe yet! Get over here!"The half-elf notices his breastplate starting to change color as it heats up, and she laughs cruelly. Part of her is tempted not to tell him what is about to happen, but she'd rather have his help. "You'd best jump into the water or you'll be sorry you went up there, your armor is about to cook you like a sweet bun."

Does Chell have her mace out? I don't think she does, therefore she cannot coup de grace this round because it's a full-round action, drawing the mace would be a move action. If she does have her mace out feel free to coup de grace instead if Chell would do so. The bard makes it to the end of the pillar, turning to Chell. "Finish it Chell! Just smash it in the... gods, where's your mace?" She sighs and decides to take care of the matter herself, hoping the spell will hold.

If the gatorman fails their second DC 17 will saving throw:

Astrianna drops her longsword and knocks an arrow into her bow, firing the barb directly into the gatorman's beady eye.

Free action: maintain inspire courage (3/16)

Full-round action:Coup de grace on gatorman I12

longbow crit x1, point-blank, inspired: 1d8 + 1 + 1 + 2 ⇒ (5) + 1 + 1 + 2 = 9
longbow crit x2, point-blank, inspired: 1d8 + 1 + 1 + 2 ⇒ (7) + 1 + 1 + 2 = 11
longbow crit x3, point-blank, inspired: 1d8 + 1 + 1 + 2 ⇒ (8) + 1 + 1 + 2 = 12

32hp total, DC 42 fortitude save or die

Active effects:Bless, inspire courage, -10 to swim

If Chell can coup de grace or the gatorman get his second saving throw Astri will have to do something different.


Evil GM
Astrianna Sparacello wrote:


She shouts to the warrior on top of the cage he rest of the group. "Sorrin you idiot, it's not safe yet! Get over here!"The half-elf notices his breastplate starting to change color as it heats up, and she laughs cruelly. Part of her is tempted not to tell him what is about to happen, but she'd rather have his help. "You'd best jump into the water or you'll be sorry you went up there, your armor is about to cook you like a sweet bun."

I'm crying here envisioning Astri in this situation.


Evil GM

will save #2 for gatorman: 1d20 + 9 ⇒ (16) + 9 = 25


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

HP 25/100(39/114 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 10/18
Effects: Bardsong(+2/+2),Rage,
Used:Second Wind 2

Torgue smashes at the cage, using Smasher to ignore hardiness
Club,Rage,Inspired,pa: 1d20 + 14 ⇒ (17) + 14 = 311d10 + 15 ⇒ (6) + 15 = 21
Club,rage,inspired,pa: 1d20 + 9 ⇒ (17) + 9 = 261d10 + 15 ⇒ (4) + 15 = 19


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 it was too much to ask for a second spell to work. What the hell is with these gatormen they have +8 or 10 to every save!

I'll wait for chell to go first before I redo my 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

Should have listened to me about the ropes! Not... leaving... 'til... they're... FREE!


Evil GM

Gatormen:

they are tough critters. The non-advanced ones saves are: F +5, R +8, W +9. They are pretty tough creatures. When in their environment they are difficult. they even have an ability that has not come in to play: Smells Lies - basically they can't be deceived and bluff checks autofail (except when used in combat - like feinting.)


Evil GM

Torgue smashes open the wicker gator jaws so the other prisoners and try to get out.


Evil GM

RD 8 update

Caller - cast spell heat metal and moved
Chell -
Sorrin - hacked open cage
Bri -
Gatormen
Astri -
Torgue - smashes the prisoners cage.

I'll hold up for Chell and Bri, before the gatorman.


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:

Gatorman doesn't get any normal actions- it's a full-round action to make a will save vs Hold person. It's just not helpless when Astri's turn comes around, so she can't coup de grace it. Hold Person

Astrianna yells at Sorrin from below- "WHAT DO YOU THINK YOU'RE SAVING THEM FROM?! SITTING IN THE BOAT?! YOU ARE A MILK-SUCKING, GOBLIN-BRAINED, CHILD!"

As Torgue rips through the cage like a hot knife through butter, she growls. "There! Does flopping around in the bloody water meet your f@$@ing safety standards? Oh wait! Excuse me prisoners, let my swordsman get you some blankets before he battles this evil spell-flinging wight trying to kill us all!"


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

East out of room, south across pit then west, north! Torgue barks at the escapees.


"Huh?"


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

Still trapped... Consequences to decisions, Songbird. You scratch my back...


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

Escape that way!


"Which way?"


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

East! Swim south over pit! West passageway! North over slide! Er.....West?


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: 1d20 + 12 ⇒ (5) + 12 = 17

Chell senses magic at work yet again, this time in her armor! But before it can get to the point it causes discomfort she focuses on the line of power from him to and, with a slash of her hand, severs the bond. In the same motion, she freezes some water splashed up from her rising hand. It solidifies in her hand and she brings it down into the frozen gatorman behind her. "HAAAA!"Why are the fighters in the back?

Icicle is probably a piercing weapon. If Astri can do it with a bow I should be able to do it with a sharp bolt of ice. Fluffed as me stabbing it in the eye. Boom.

If so:Coup de Grace: 2d6 + 6 ⇒ (5, 4) + 6 = 15

Full-Round Coup de Grace.


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 can Bri still double move across her ruins or are they impassable?


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
The Winds of Fate wrote:
So can Bri still double move across her ruins or are they impassable?

Still just difficult terrain was the DM call...


Evil GM

Icicle is not a melee weapon, but a bow/cross is specifically included for the CdG.

Coup de Grace:

As a full-round action, you can use a melee weapon to deliver a coup de grace (pronounced "coo day grahs") to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.

Chell does hit with her attack and does damage. I won't make you roll at to-hit but you can't CdG with a spell.

Bri difficult terrain for the rubble.


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

Ok, going with my idea to move across the difficult terrain then. Half move still?


Evil GM
Embrianna wrote:
Ok, going with my idea to move across the difficult terrain then. Half move still?

correct difficult terrain means double movement per hex. So 15 ft of hex for 30 ft of movement.


Evil GM

Bri and astri have action left. the gatorman used a full round to break the hold.


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

Ok, double moving to D,17

Also glad that I do not wear any metal armor for when I get to that area.


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:

Clever, never thought to try a coup de grace with a ranged touch attack before.

Round 8

As the gatorman breaks her magic Astrianna jumps down into the water with a splash. She flanks the creature with Chell and lashes out with her sword. "We don't need them, Chell. We can do this ourselves if we work together."

Move Action: 5' move to I13

Standard Action: Longsword attack on gatorman I12

Longsword attack, inspired, bless, flank: 1d20 + 6 + 2 + 1 + 2 ⇒ (17) + 6 + 2 + 1 + 2 = 28

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


Evil GM
Astrianna Sparacello wrote:

Clever, never thought to try a coup de grace with a ranged touch attack before.

You can't CdG with a spell. It's limited to a melee weapon and bows/crossbows. I just didn't make her roll a to-hit and let her do the damage.


Evil GM

RD 9

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

Battle Map


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 speaks in a odd language of sonorous tones, clicks, and chirps.

Aquan to Astri:
"No we can't. If its focus wavers from us it will attack the civilians. Sorrin's a fool not to see it and he isn't going to listen. So go help him. We are all wounded. We need to draw its attention to escape. I can blind it and occupy it. Kill the wasps before they get to the people and get them out of here. Maybe I can get one more attack on it and force it too retreat."


Evil GM

RD 9 The Caller

the swarm once again stings the shyte out of torgue.

stings: 2d6 ⇒ (2, 6) = 8

Fort save DC 13

Poison (Ex):

Swarm—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Dexterity damage; cure 1 save. The save DC is Constitution-based.

----
Meanwhile the Caller moves 15 ft and then calls his lightning down on Bri.

damage: 3d6 ⇒ (3, 3, 3) = 9
Reflex save DC 19 half damage.
You all thought I forgot about that previously cast spell. :-)

chell heat metal: 1d4 ⇒ 3
sorrin heat meal: 1d4 ⇒ 3


Evil GM

Update RD 9 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:

Chell takes 1/2 damage from Heat Metal because she's in the water I believe.

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

Round 9

Astrianna responds to Chell as she takes another swing at the gatorman, but she forgoes the subtly of speaking in Aquan. "Your martyrdom is fitting, but where do you expect us to go? I'm sure you don't intend for us to swim across the swamp in the dark and be eaten by crocodiles while being chased by a wight druid? How about we blind it then destroy it." She puts her bow around her neck to leave a hand free for spellcasting.

Free action: Maintain inspire courage (2/16)

Move action:Put away longbow

Standard Action: Longsword attack on gatorman I12

Longsword attack, bless, inspired, flank: 1d20 + 6 + 1 + 2 + 2 ⇒ (15) + 6 + 1 + 2 + 2 = 26

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

Active effects: Bless, inpired, -10 to swim


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

HP 17/100(31/114 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 11/18
Effects: Bardsong(+2/+2),Rage,
Used:Second Wind 2

Torgue can't take anymore and dives underwater and starts swimming to I-18
Swim: 1d20 + 13 ⇒ (6) + 13 = 19
Fort: 1d20 + 13 ⇒ (4) + 13 = 17


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

The warrior continues his assault on the cage...

Torgue!

atk1, scimitar, wf, inspired: 1d20 + 12 + 1 + 2 ⇒ (5) + 12 + 1 + 2 = 20
dmg, scimitar, spec, inspired: 1d6 + 8 + 2 ⇒ (4) + 8 + 2 = 14

atk2, scimitar, wf inspired: 1d20 + 7 + 1 + 2 ⇒ (7) + 7 + 1 + 2 = 17
dmg, scimitar, spec, inspired: 1d6 + 8 + 2 ⇒ (4) + 8 + 2 = 14

fortitude, wasp poison: 1d20 + 9 ⇒ (10) + 9 = 19

Looks like one more round with this enemy, he's cagey!


Evil GM

Sorrin, the cage was already opened enough for the people to get out. I mentioned that with Torgue's attack last round.


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:
Sorrin, the cage was already opened enough for the people to get out. I mentioned that with Torgue's attack last round.

Oh, thought there was more HP left. And the spoiler said destroyed before everyone could escape.

Can we stand on those round pillar things with the ropes tired to them?


Evil GM

Bri A refelex DC 19 for half damage. 9/4

Sorrin you can do another action if you want to rather thab hitting the open cage.

The wasp are buzzing around just beyond the cage angrily. The prisoners are panicking; they want to get off the boat but the wasp block their way to the exit.

RD 9 update

Caller - wasp sting torgue and lighting hits Bri
Chell -
Sorrin -
Bri -
Gatormen

Astri - hit the gatorman for 10 more HP, the creature looks plenty healthy enough.

Torgue - swim to I:18

Updated RD 9 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

Can we stand on those round pillar things with the ropes tired to them?


Evil GM

Yes they are roughly 3 feet out of the water. DC 10 climb.


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 sheathes his scimitar, slipping it into his enchanted scabbard... Then he leaps his way to perch not unlike a bird of prey, atop a near by pillar.

Where is everyone? All talk, per usual...

acrobatics, E12: 1d20 + 13 ⇒ (19) + 13 = 32

Prince of Persia, baby! Who needs to climb, when you can fly?


Evil GM

Using his rope mastery Sorrin swings and pounces onto a post coming up close to the enemy of death. The evil creature's crimson eyes hunger for powerful sacrifice to appease Dajobas as it fixates on Sorrin. "Yes...it's worth more than 13 miserable souls in the cage."


Evil GM

Chell, Bri, Gatorman 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

Yikes! No, the Cleric of Quell!


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 casts Glitterdust on the caster, attempting to blind him and make him unable to target people. Will save dc 16

reflex vs lightning: 1d20 + 4 ⇒ (15) + 4 = 19


Evil GM

♪♫ ♪She'll be tasty too, right after you.
don't get blue, cuz I'm making a stew.
♪♫ ♪


Evil GM

will save: 1d20 + 15 ⇒ (5) + 15 = 20


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 counters with a song of her own-

"You don't want that one
His brain is all rotten
Your plan is undone
Time to be forgotten"

Also, Sorrin's breastplate is about to turn into a toaster. He'll take half damage and make a nice sauna if he gets in the water.


Evil GM
Astrianna Sparacello wrote:

Astrianna counters with a song of her own-

"You don't want that one
His brain is all rotten
Your plan is undone
Time to be forgotten"

Also, Sorrin's breastplate is about to turn into a toaster. He'll take half damage and make a nice sauna if he gets in the water.

I think half damage is if underwater, she's in water that is waist deep on her, she is not submerged underwater.

heat metal:

If cast underwater, heat metal deals half damage and boils the surrounding water.


Evil GM

FYI:

Torgue you swam in an entangled area so I need reflex save.

Chell and Astri have to save again since they stayed in the area. I did not see that you attempted the second save.

entangle:

This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

reflex gatorman for staying in area: 1d20 + 8 ⇒ (17) + 8 = 25
DC 17 reflex


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:

Duly noted, thanks for the correction on both accounts!

Reflex DC 17: 1d20 + 8 ⇒ (4) + 8 = 12 Entangled nooo

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