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

Well, at least he still sparkles prettily now even if he can see. Just like a Twilight vampire.


Evil GM

Yeah...he's not hiding anytime soon.

Everyone make sure you update your HP line.


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 9

Sorrin slowly and deliberately, with no sudden movements retrieves and drinks a potion.

csw potion: 3d8 + 5 ⇒ (3, 5, 5) + 5 = 18


Evil GM

Sorrin don't add those HP back yet because you are going ot the subject of the next attack...you're pretty low on HP and may be down.


Evil GM
Sorrin the Wayward wrote:

Round 9

Sorrin slowly and deliberately, with no sudden movements retrieves and drinks a potion.

[Dice=csw potion]3d8+5

sorrin's RD 9 action


Evil GM

RD 9 update

Caller - wasp sting torgue and lighting hits Bri
Chell -
Sorrin - climb,swung and jumped onto post
Bri - glitterdust
Gatormen

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

Torgue - swim to I:18


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 Wayward wrote:

Round 9

Sorrin slowly and deliberately, with no sudden movements retrieves and drinks a potion.

[Dice=csw potion]3d8+5

sorrin's RD 9 action

My bad, thought move was Rd 8


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

dice=Reflex: 1d20 + 3 ⇒ (10) + 3 = 13


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
Torque2 wrote:
dice=[dice=Reflex]1d20+3

Torgue, alternatively... You're allowed a Strength Check vs Entangle to muscle your way through.


Evil GM
Sorrin the Wayward wrote:
Torque2 wrote:
dice=[dice=Reflex]1d20+3
Torgue, alternatively... You're allowed a Strength Check vs Entangle to muscle your way through.

initially it's a reflex check. Entangled creatures can be strength check.


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

Time to chug healing potions while getting groped by vines


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, help Astrianna... she's about to get shredded.


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

Whack the gator?

Ref: 1d20 + 5 ⇒ (6) + 5 = 11

Since I am stuck I might as well.

Whack a gator: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Damage: 1d6 + 2 ⇒ (5) + 2 = 7


Evil GM

RD 9 Gatorman

Snaps at the cleric ,

bite, pen for entangle: 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23;daamge: 1d6 + 2 ⇒ (4) + 2 = 6

He will use a move action to try to muscle through the entanglement.

str: 1d20 + 4 ⇒ (10) + 4 = 14

DC 15

he is still stuck.

Entangled condition:

The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Note Chell you have a penalty on your dex.


Evil GM

RD 10

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

RD 10 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

Which means he hits by one.


Evil GM

RD 10: The Caller

the wasp move over the prisoner that remain in the cage stinging them.

dam: 2d6 ⇒ (5, 6) = 11
dam: 2d6 ⇒ (6, 3) = 9
dam: 2d6 ⇒ (2, 3) = 5
dam: 2d6 ⇒ (2, 2) = 4

the other prisoners made it into the water and underneath to avoid the stings.

Two are slumped down the other two are hurt badly.

------
heat metal sorrin: 2d4 ⇒ (3, 1) = 4
heat metal chell: 2d4 ⇒ (2, 1) = 3

-----
the the blast of lightning on sorrin's head,

lightning: 3d6 ⇒ (5, 6, 6) = 17
reflex DC 19
If you make your reflex you don't take damage correct?

He then moves to C:8

"YES JOYOUS DEATH TO THOSE LESSER BEINGS!!!"


Evil GM

Updated RD 10 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

the reflex, evasion: 1d20 + 10 ⇒ (6) + 10 = 16


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 double moves to D,10. She's out of any long range spells. And she draws out her sickle just in case she needs to get physical.


Evil GM

Bri you don't have any healing spells or hexes? Ouch.

Updated RD 10 Map

RD 10 update

Caller - lightning on sorrin
Chell -
Sorrin - potion csw 18 HP back
Bri - double moved to D:10
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

Oh I never had any healing spells memorized for the day. And I still have a couple healing hexes left. I know I haven't healed Chell with any today. I still have 30 some charges on my clw wand and I got some cure potions left too. We will be fine. :P


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

Can you dismiss web last round so it isn't a factor this round? It isn't affecting anymore enemies.

"NO!" Chell cries in anguish as the wasps descend on the unarmed prisoners. "STOP IT!"

Strength: 1d20 ⇒ 17

Fear and adrenaline give her strength and she manages to pull herself from the grasping vines. She had nothing to that could kill the wasps and no healing left except that which she could channel through contact. So she pushed forward to them as fast as she could.

Move to break free and move to G12. I have gotten to lucky with these rolls to stay in the entangle. So I am getting out. Hopefully Sorrin and embri can take down the wight and torgue can whollop the last gatorman.


Evil GM

Chell's up, the the gatorman, Astri and Torgue.


Evil GM

dismissing the web is a standard action Chell and I try to avoid recon. Bri cast glitterdust in RD 9 and dbl moved in RD 10. The web may not be useful to your group but the wight has been using it in his defense positioning.

moving into G:12 will take you through the web and you need to the make a combat maneuver check or Escape Artist check as part of you move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.


Evil GM

RD 10 Gatorman

the creature bites at Astri then he will try to pull himself out of the entangled area.

bit, entangle penalty: 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29;damage: 1d6 + 2 ⇒ (1) + 2 = 3

str: 1d20 + 4 ⇒ (16) + 4 = 20

he pulls himself free from the entanglement.


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

Oh. Thought it would be a free action. Can I get to G13 diagonally and avoid it entirely? Or underwater with a swim?


Evil GM

Sure I'll let you swim underneath it.

Chell dives underwater leaving Astri to fend for herself against the gatorman.


Evil GM

RD 10 update

Caller - lightning on sorrin
Chell - dives under web swims to G:13
Sorrin - potion csw 18 HP back
Bri - double moved to D:10
Gatormen - bit Astri and broke free of entanglement.
Astri -
Torgue

Updated RD 10 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

Sorry. At least Torgue's on his way.


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 12/18
Effects: Bardsong(+2/+2),Rage, Bless(+1 hit save v. fear)
Used:Second Wind 2

Torgue attempts to muscle his way out

Str: 1d20 + 6 ⇒ (1) + 6 = 7
Looks like I am staying right where I am

Torgue gulps a potion of clw after that abyssmal show

CLW: 1d8 + 1 ⇒ (6) + 1 = 7


Evil GM

Torgue's massive body lacks the energy to muscle through the stingy weeds, so he takes a moment and quaffs down a healing potion.

You only have CLW potions?

AStri your are up to conclude the round.


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

Up early for breakfast! Yep, drank the CSW potion I got earlier and I think a CMW potion


Evil GM

I'm just waiting on Astri's RD 10 action, before moving 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

Is he a good Master? Are you slave, pet or puppet?

Your strength, your power and control is here... But, we could make a deal. Extend your reach, sooner. The Kraken.

Sorrin isn't lying.


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

...pave the way... bring their time sooner, so proud.


Evil GM

The Caller cackles back in a half crazed tone. "Dajobas showed himself to me....I am his chosen servant to pave his way."


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:

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

Round 10

Astrianna hisses as the gatorman snaps at her, hanging on to her arm. She yanks it away as Chell dives under the water, leaving her alone... again. After this is over we are all going to have a long discussion about teamwork. "Chell, kill the wight, you have to stop this!"

She is absolutely baffled as Sorrin begins babbling nonsense. The last crack of lightning must have already fried his jellied brain. "Sorrin, shut up and destroy the damn thing. You can't reason with it."

Seeing Torgue floundering around in the weeds, she determines the best course of action is to hold the gatorman in place while the others deal with the wight. She has to note with a tinge of morbidity that the screams of the prisoners being stung to death by wasps makes a beautiful melody to her bardic song, at least.

The bard pulls herself free of the entanglement long enough to cast a spell with her free hand, holding the gatorman off. Six grinning copies of the bard appear out of thin air.

Free action: Maintain inspire courage (1/16)

Move action: Attempt to escape entanglement

escape artist: 1d20 + 6 ⇒ (18) + 6 = 24

Standard Action:Cast defensively: Mirror Image

concentration check: 1d20 + 10 ⇒ (18) + 10 = 28

mirror image: 1d4 + 2 ⇒ (4) + 2 = 6

Reflex save for remaining in entangle: 1d20 + 8 ⇒ (5) + 8 = 13

Active effects: inspired, mirror image x6, -10 to swim curse, entangled


Evil GM

the site is super wonky today.

RD 11

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

I have to update the map when I get home.


Evil GM

RD 11: the Caller

Thw wasp settle just above the water and get on of the prisoners as they emerge.

stings: 2d6 ⇒ (4, 6) = 10

Panic continues.

----
heat metal chell: 2d4 ⇒ (2, 2) = 4
heat metal sorrin: 2d4 ⇒ (3, 4) = 7

-----
The caller tries to blast Sorrin one more time with lightning,

dam: 3d6 ⇒ (6, 5, 6) = 17
DC 19 reflex


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

Figureing that her hexes won's work on the wight, Bri moves up and tries to touch the wight and cast her healing hex upon it.

touching attack: 1d20 + 3 ⇒ (20) + 3 = 23

healing: 2d8 + 6 ⇒ (4, 2) + 6 = 12


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

Crit Threat!


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'll go ahead and post a confirm, but would that spell crit?

1d20 + 3 ⇒ (18) + 3 = 21


Evil GM

That will confirm the threat. roll your damage.


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

Attack Roll plus HP damage should mean Crit-able.


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

2d8 + 6 ⇒ (8, 8) + 6 = 22
2d8 + 6 ⇒ (4, 8) + 6 = 18
rolled separately because I wasn't sure if it was x2 or x3

Glad to see I at least successfully did something after all that damn walking to get to him.

I also bet he won't be happy with me. :(


Evil GM

It's 2 X dice but it gets a will save for half damage. similar to channel

will save: 1d20 + 15 ⇒ (4) + 15 = 19

17 HP of damage (6 +11)

Nope he is not happy.


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

Since I am swimming underwater right now I assume Heat metal will do half damage?

Chell gets around the webbing before realizing she can do nothing to help the wounded in the cage. She has no spells that will kill the wasps and getting closer would only lead to her own useless demise. Even now the heated metal of her breastplate was causing awful blisters on her skin. Only the swamp water helped cool the burning skin. With little choice left to her she moves towards the wight. The only way to save them was to kill it. Coming around the pillar Sorrin was crouched on she raises her hand to fling another bolt of ice, only to realize that would be about as effective as the burst of sound earlier. She doubted she could harm it so that left one option. Relying on Sorrin.

Wow. I am practically impotent right now. Immune to cold because undead and immune to non-lethal. Worst domains ever for undead. Move to D13 and Cast Cure Serious on Sorrin.

CSW: 3d8 + 6 ⇒ (5, 4, 8) + 6 = 23

"Please you have to stop it or their all dead."


Evil GM

Chell that is the best move you could have possible done for the party. Everyone is near critical stage with the HP, helping the fighter/rogue is the best chance to destroy it.

Sorrin you still have a DC 19 reflex save.

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