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 13: Gatorman

The beast attacks Sorrin, "Master wants you..."

slam: 1d20 + 13 ⇒ (14) + 13 = 27;dam: 1d6 + 4 ⇒ (3) + 4 = 7

It jaws try to crunch down on bone,

bite: 1d20 + 12 ⇒ (20) + 12 = 32;dam: 1d6 + 2 ⇒ (6) + 2 = 8

Then hoping the witch leaves her defense open and he lashes out viciously with it's tail at her,

tail slap: 1d20 + 10 ⇒ (11) + 10 = 21;dam: 1d8 + 6 ⇒ (8) + 6 = 14

confirm crit:
bite: 1d20 + 12 ⇒ (3) + 12 = 15;dam: 1d6 + 2 ⇒ (4) + 2 = 6


Evil GM

RD 14

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

RD 14


Evil GM

Everyone make sure your profile stat line is updated.

RD 14: The caller

The metal is warm but does not burn either Sorrin or Chell. (spell over)

The wight whacks at Sorrin,

slam: 1d20 + 12 ⇒ (8) + 12 = 20;dam: 1d4 + 7 ⇒ (4) + 7 = 11
DC 16 fort save energy drain 1 level.

Sorrin slips to his hip as the attack misses.


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:

Astri moved to D12

Round 14

Astrianna mutters something about magical kindling and tries the command word of the wand again, a bit more forceful this time.

Wand of Cure light wounds on Chell: 1d8 + 1 ⇒ (6) + 1 = 7

The half-elf breathes a sigh of relief as the wand puts out a stream of positive energy into the cleric. She places her sword on the nearby wooden post and uses her free hand to help the cleric on her feet, slapping her hard on the back to help the Quell worshipper get all the water out of her lungs. "You'll not be joining Quell today, there's too much you can still do in the material plane! Sorrin and Embri need healing, go!"

She spots Torgue coming towards the action and sets her sword down on the nearby wooden post. Reaching into her bandolier, she pulls a potion out of it and passes it off to Torgue as he lumbers through the water. "It's not whiskey but it should hit the spot." Potion of cure moderate wounds 2d8+6

Free Action: Drop longsword

Standard Action: Cure light wounds wand on Chell (+7 hp)

Move Action: Retrieve potion of cure moderate wounds, offer to Torgue as he moves through


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 tries to sleep the gatorman. will dc 17


Evil GM

will save vs slumber: 1d20 + 15 ⇒ (14) + 15 = 29

The hex washes off the wight's senses.

Some one needs to keep hitting it with cure spells from a wand.


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 switches tactics...

atk1, gatorman, scimitar, wf: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20
dmg1, scimitar, spec: 1d6 + 8 ⇒ (5) + 8 = 13

That kill him?


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 tried to sleep the gatorman that just hit me.

Unless of course Sorrin does succede in killing him, then I will doing what you just said.

1d20 + 3 ⇒ (17) + 3 = 20
1d8 + 1 ⇒ (8) + 1 = 9

went ahead and rolled just in case cause i'm about to log for the night


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

HP 14/100(28/114 when raging)
AC 14/T11/FF13 (-2 when raging)
Saves F12/R3/W4 (F14/R3/W6 while raging)
Weapon in hand:Greatclub
Rage used 15/18
Effects: Rage,Grease
Used:Second Wind(2)

Torgue uses Raging Drunk to grab the offered potion and throw it down as a move action
CMW: 2d8 + 3 ⇒ (6, 8) + 3 = 17

He then uses another move action to go to D-11Unless that gets me an AoO then I go to D-11


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

Or, you may want to revive Sorrin! LOL! Gets critical towards the end here... So, with no retcon, taking it step by step.


Evil GM

I thought you were slumbering the wight.

will save gatorman: 1d20 + 9 ⇒ (10) + 9 = 19

Nope

-----
Better you attack the wight with the wand. That did damage but it is still 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

atk2, gatorman, scimitar, wf: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
dmg2, scimitar, spec: 1d6 + 8 ⇒ (2) + 8 = 10


Evil GM

The gatorman falls to Sorrin's attack.

Torgue moves


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 close? Maybe a bow shot from Astrianna? How much HP did this thing have? Yikes!


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

I'll take it, but... Does he explode?


Evil GM

Bri I think you are down to 21 HP after that tail slap.

Chell you received 7 HP last round from Astri and that would have stabilized you.

RD 15

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

RD 15


Evil GM
Sorrin the Wayward wrote:
I'll take it, but... Does he explode?

yep!

exploding damage everyone within 5 ft: 2d6 ⇒ (3, 6) = 9
DC 17 reflex for half damage. Torgue you didn't move up befroe it exploded so you aren't hurt. It's just Bri and sorrin


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, 'splosion, EVASION: 1d20 + 10 ⇒ (16) + 10 = 26

Embrianna... I need help to keep standing! Torgue is on the way... The warrior seems spent.

I'll take Evasion for 0 damage, Alex. Also, does using a wand (to heal warriors) provoke AoOs?


Evil GM

RD 15 The Caller

The wight tries to slam Bri again, angered about the positive energy.

slam: 1d20 + 12 ⇒ (11) + 12 = 23;dam: 1d4 + 7 ⇒ (1) + 7 = 8
Fort DC 16, 1 level

Bri gets whacked again.

She is dangerously close to being in negative. Explosion plus damage from the slam, and possible -5 Hp if she loses the level.


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

I'd thought if the gator went down she'd heal Sorrin... why would you do 9hp damage and he gets a Save for 4 hp? Not complaining, just wondering... and not asking for a retcon. Honestly, or heal herself!

Or withdraw as Torgue approaches.


Evil GM
Sorrin the Wayward wrote:


Also, does using a wand (to heal warriors) provoke AoOs?

Activation of wand::
Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for non-humanoid creatures) and point it in the general direction of the target or area.

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:
Also, does using a wand (to heal warriors) provoke AoOs?
** spoiler omitted **

Thanks, Sir... Edit above.


Evil GM
Sorrin the Wayward wrote:

I'd thought if the gator went down she'd heal Sorrin... why would you do 9hp damage and he gets a Save for 4 hp? Not complaining, just wondering... and not asking for a retcon. Honestly, or heal herself!

Or withdraw as Torgue approaches.

She used the cure wand against the wight, she's the only one doing damage to it with the positive energy.


Evil GM

RD 15

Caller - hit Bri
Chell -
Sorrin - withdraws
Bri -
Gatormen - dead
Astri -
Torgue

Updated RD 15 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, nearly exhausted. Will The Dawnflower allow this?

BRI! NO!!

atk1, wight, scimitar, wf: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
dmg1, scimitar, spec: 1d6 + 8 ⇒ (3) + 8 = 11

atk2, wight, scimitar, wf: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
dmg2, scimitar, spec: 1d6 + 8 ⇒ (2) + 8 = 10

crit in case 26 hit, wight, scimitar, wf: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
dmg2, scimitar, spec: 1d6 + 8 ⇒ (5) + 8 = 13

Sorrin doesn't withdraw... are you kidding me? I was suggesting Bri withdraw... avoid AoO and save herself, last round.


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

HP 31/100(45/114 when raging)
AC 14/T11/FF13 (-2 when raging)
Saves F12/R3/W4 (F14/R3/W6 while raging)
Weapon in hand:Greatclub
Rage used 15/18
Effects: Rage,Grease
Used:Second Wind(2)

Almost at the end of his rope, Torge moves to D-9 and SMASHES
Greatclub,Rage,PA: 1d20 + 12 ⇒ (13) + 12 = 251d10 + 13 ⇒ (7) + 13 = 20


Evil GM

Torgue D: 9 is not available, I thought Sorrin withdrew from his earlier post. I'm not sure if Bri is down, or if she isn't down, if she is withdrawing.


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

Did Sorrin hit with 26?


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's slow rise to consciousness is hastened by the slap on her back. Not only does it rattle her aching head but also causes the burns on her back to explode in pain. "AH," she cries out as her vision blurs temporarily. If it hadn't been for Astri's helping hand she would likely be back in the water. "Wha?" She coughs up vile water as she tries to speak, the action sending more spikes of pain through her head and chest. Maybe death would have been better.

Then she sees the thing Sorrin and Embrianna are fighting. Dead flesh melting off of decaying bone covered in mushrooms and moss. A horrifying creature with a horrible purpose. She didn't hear Astrianna but she knew what to do. Keep them alive long enough to kill it.

Move to D10 and Cast Cure Serious on Sorrin or Embri if she is dieing.

CSW: 3d8 + 7 ⇒ (7, 4, 3) + 7 = 21


Evil GM

bri has some saves: reflex 17 for have exploding damage 9/4; Fort save DC 16 for lose 1 lv and that is 5 negative HP that the wight gains, plus the damage form the slam attack 8. If all goes wrong Bri will be at 22 Hp of damage so she'd be (-1). Alternatively if all goes right with her saves, then she has suffered only 12 HP. If that helps you decide who get the healing Chell.


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

If she won't die in the worst then all of it goes to Sorrin. I will have one spell left after and that will bring her back even from -5


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

Hopefully it isn't a load-bearing boss. But if it is, then Torgue will hold up the ceiling while others run out. As the last drop of liqueur passes into his throat, he will whisper the name of his beloved, Clarisse, and the entire structure will fold in on itself.


Evil GM

I'm waiting on Bri's saves before doing anything else. Hope here kids are feeling better.


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

reflex: 1d20 + 4 ⇒ (10) + 4 = 14
fortitude: 1d20 + 2 ⇒ (19) + 2 = 21

Sent the child off to school today, Hopefully I don't get any calls to pick him up.

Looks like i failed the reflex and made the fort?


Evil GM

Bri was at 22 HP then she took the slam for 8 HP bringing her down to 13 HP. The exploding gatorman reduced her another 9 HP so she is currently at 5 HP.

It looks like Chell is going to heal sorrin 21 HP, since Bri is still alive.

Torgue is itching to get in the fight with the wight and Sorrin stayed put, so are you withdrawing Bri, so Torgue can fill the spot?


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

damn that was quick. school has already called for him to be picked up. fever spike again


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

Yes, Bri will withdraw and hopefully use the wand on herself.
1d8 + 1 ⇒ (6) + 1 = 7


Evil GM

withdrawing is full round action, so no healing wand this round Bri.

Sorrin's attack hits the wight but he is still up, then Torgue steps in to plug the line and hits the wight which destroys the creature.

If you want to know. Don't look if you think it will spoil your fun...seriously:

The Caller's AC was 27, plus he had barkskin for +3. He was a 6th level druid. But since you all were having serious issues hitting it in melee and all were near death, I did some DM creative licensing. Positive energy and RTA/TA were the way to go.


Evil GM

I need 2 appraise checks, and bunch of detect magic + spellcraft checks.

Someone propped up a large shark skull as a temporary altar against the far wall of this chamber. Scattered around this and liberally doused in sacrificial blood are the following: 2120 sp, 1304 gp, 77 pp a pair of fine jet gemstones:

gem stone appraise DC 11:

worth 150gp each)

There are some dead, mummified crows, 11 corn dolls and a fine enameled picture held in a platinum case depicting a rosy complexioned beauty and inscribed “To KC – Loved”

picture DC 13 appraise:

(worth 500 gp)

There are two wands crossed on the altar, one is a pale ivory the other is aqua blue ash wood.

detect magic + spell, ivory DC 17:

wand of identify (13 charges)

detect magic + spell, blue ash DC 18:

Cure moderate wound wand (21 Charges) 2d6+10

-----
there is light blue potion propped under the wands

DM/SC DC 18:

water breathing potion

----
There are 11 arrows set up like a tinder.

DM Sc DC 16:

8 are +1 arrows
3 are adamanitine.

-----

Lastly buried under the arrow tinder are two headbands:
the first one has an opaque hue to it.

DM +SC DC 18, opaque:

Headband of intellect +2

The last one has appears to be flashy with hues of gold, red, green and blue depending on how the light reflects.

DM +SC, multi-color, DC 18:

Headband of Alluring Charisma


----
Finally the wight had a a weathered knobby elm staff of insect plague (6 charges) (someone I think Chell saw him use this item), he also had Msw sickle on his back.

SC+DM DC 19:

+2 hide armor

and a single ring on decaying finger.

DM +SC DC 16:

+1 ROP


Evil GM

It's going to take you quite some time to identify each item, what are you going to do. I know most of the casters are depleted of spells. :-)
There really isn't anywhere dry per-say to say, although there is rubble that you can climb 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

Sorrin spits, disgusted with himself mostly... thanks his companions on his way to cutting the villagers free with his sea knife.


Evil GM

There were 13 prisoners: 4 appear to be dead.

60% chance of death to those down: 1d100 ⇒ 39
dead...dead
60% chance of death to those down: 1d100 ⇒ 98
60% chance of death to those down: 1d100 ⇒ 68
60% chance of death to those down: 1d100 ⇒ 76
The other three can be healed.


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 most of the prisoners made it.

spellcraft ivory DC 17: 1d20 + 10 ⇒ (4) + 10 = 14 no

spellcraft blue ash DC 18: 1d20 + 10 ⇒ (20) + 10 = 30 yes

spellcraft DM/SC DC 18: 1d20 + 10 ⇒ (11) + 10 = 21 yes

spellcraft DM Sc DC 16: 1d20 + 10 ⇒ (17) + 10 = 27 yes

spellcraft DM +SC DC 18, opaque: : 1d20 + 10 ⇒ (16) + 10 = 26 yes

spellcraft DM +SC, multi-color, DC 18 : 1d20 + 10 ⇒ (3) + 10 = 13 no

spellcraft SC+DM DC 19:: 1d20 + 10 ⇒ (9) + 10 = 19 yes

spellcraft DM +SC DC 16: 1d20 + 10 ⇒ (9) + 10 = 19 yes


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

There is a boat. And it will last for 24 hours, even move itself. I guess is balances that every time you rolled for a rope breaking it broke but most of the people are alive.

As soon as the fight is over, the priestess hops, swims, and trudges through the water to the boat. Please let them be okay. She chants the words over and over hoping against all odds that someone lived through that. She makes the edge of the swan boat and flops into it, letting out a hiss of pain. The water kept her burns from flaring too badly but out of the water they grew warm and then painful. But physical pain was a secondary concern at this point. A mild discomfort compared to the clawing panic as she scanned the unmoving forms. She circles to the opening and clamors in to check the first of the prisoners and...

Alive. They're alive. Tears of joy run unnoticed down her face, the pure water mingling with the dirty water of the swamp, and washing it away. Immediately she sets about treating the worst of the injuries, her own discomfort taking a back seat to theirs. The tears continue as well as the joy in knowing they all...

With a touch she can tell not all had made it. The skin was cold to the touch. No rise and fall of the chest. No pulse. No life. One didn't make it. His back was covered in angry red bumps that oozed a clear liquid. Poison from the wasp stings. There were so many of them. But underneath him was a woman with eyes wide in panic. She had a few stings herself but not nearly as many. He had protected her.

She looked into the cleric's eyes, hoping, denying the truth. She said something in the Tulita tongue but Chell didn't understand. She said something else and shook the man on top of her. Again and again she shook him, saying something. A name perhaps. But he wouldn't move. Chell reached and touched the woman's hand. She froze instantly. As she looked up Chell shook her head. That's when the screaming started.

It was some time later before Chell could see to the wounds of all the prisoners. Some were still unconscious but they should survive. Only after they were seen to, including the ones in the water, did she return to the others. She approaches Sorrin first. "Take off the armor. I need to see to the burns before they get infected."

Do I need heal checks for the prisoners? How many charges of healing kit to see to everyone? Also want to dismantle the cage to make room on the boat. Imagine we are staying here for the night.


Evil GM

12 alive prisoners if you are checking each one so a use per person on the healing. No need for health checks unless you want to RP it. They are all in various stages of fatigue, dehydrated and malnourished.

The boat was seriously damaged. (I thought I had post on that...I'd have to find it but it is still floating.) You'll be able to get the cage remains off the decking.


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

After seeing to Sorrin she pulls Astrianna aside. "Can you...can you help me get my breastplate off?" she asks nervously. "And my shirt? And help with he bandages? I can barely lift my arms right now."

She is also unconcerned with the magic items right now but if there is time later:

spellcraft ivory DC 17: 1d20 + 9 ⇒ (13) + 9 = 22 yes

spellcraft multi-color, DC 18: 1d20 + 9 ⇒ (7) + 9 = 16 no


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

Embianna has mending.


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:

Only one died? That is far better than what I thought would happen.

It will be more efficient for Chell to heal us all up with Channels tomorrow, I figure.

As the wight is destroyed, Astrianna gives a sigh of relief. The danger was over. She leans against the nearby wooden support and catches her breath.

Second wind: 1d4 + 1 ⇒ (2) + 1 = 3

The bard gathers her belongings, sheathing her sword and handing her wand off to Chell to bring the prisoners back from the brink. It has 23 charges left "You doing all right Chell? Okay, good. Take care of them. They've been through a lot today. I honestly expected them to be already dead, it's fortunate we arrived when we did. Their families, and Hargrove, will be quite happy."

Seeing Sorrin and Chell have the prisoners covered, Astrianna moves over to the wight, poking it with her boot to make sure it's not going to animate again anytime soon. Satisfied, she says a cantrip and begins to detect magic, scanning the nearby area for valuables- both material and historical.

Appraise gem DC 11: 1d20 + 6 ⇒ (12) + 6 = 18

The altar is a beautiful treasure trove- The sight nearly brings a tear to her eye. Not that anyone could tell, because she's soaking wet and covered in swamp gunk, her raven hair a matted mess. The bard inspects the fine gemstones, and whistles. She gestures to Bri. "Look at this, Bri... Imagine these set in a tiara, this is something a duchess would wear! Worth at least 150 gold pieces each." She slips them into her coin purse of holding.

Appraise painting DC 13: 1d20 + 6 ⇒ (15) + 6 = 21

The mummified cows and corn dolls are... interesting, but the shiny platinum catches her eye. "This is very well made... to KC? Who is KC? This could be a memento of the wight's former life... I may have to look into this. Worth about as much as the gemstone."

She begins to gather up all of the magical items and places them on a nearby rock, centralizing the loot and moving it away from the evil altar.

spellcraft Ivory wand DC 17: 1d20 + 6 ⇒ (8) + 6 = 14

Neither Embrianna or Astrianna can figure out the wand- the bard puts it to the side in the "unidentified" pile.

Blue ash wand

Astrianna says a prayer to Shelyn when Embrianna identifies the wand of Cure Moderate Wounds. "This is the most beautiful thing I've seen all day. We desperately need one of these, Chell will be very pleased."

Blue potion

The half-elf nods her head when Embri expertly identifies the potion as water breathing- not too surprising, and very useful.

Arrows

The pile of arrows has Astri looking over Bri's shoulder as she identifies them- it didn't take any magic to tell three of them were adamantine, and she claps her hands together excitedly when the rest are enchanted. These are immediately put nto a quiver she had emptied out over the course of the day.

Opaque headband

"We have been finding a lot of headgear today, haven't we?" She remarks to the witch when she figures out the aura of the headband of intellect +2. "This one is just your style too- though if you get any smarter you're going to quit and start a job teaching magic than staying with us." She teases Embri.

Multi-color headband

Spellcraft multi-colored headband DC 18: 1d20 + 6 ⇒ (3) + 6 = 9

She shrugs, and places it in the unidentified pile. They could take a look at it again in the morning. It's quite pretty though...

Wight's belongings

Astrianna drags the wight's body over to a rock and starts to strip the body,... there are liberal castings of prestidigitation to clean the thing. "Ugh. Disgusting... Hm, where did its staff go? I saw wasp swarms come out of it, clearly a great magical find. Ah.. there it is."

When they finish gathering everything up, they have a +2 hide armor, a +1 ring of protection, a masterwork sickle, and a staff of insect plague.

Surveying the pile of valuables, Astrianna smiles. "Well that was certainly worth the effort Bri, wouldn't you agree? We'll figure out those other two items in the morning."

She returns to the rest of the group, wand in hand, to find Chell treating Sorrin's wounds. "Chell, we found a wand of Cure Moderate Wounds, figured you'd want to have it now." She extends the wand to the priestess. "Ah... heard some screaming earlier, are the prisoners all right?"


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

Yes, with a lot mending castings, can I make any better?

Bri will do what she can to shore up the swan boat and make it a bit safer to sleep in for the night.

sailor: 1d20 + 10 ⇒ (19) + 10 = 29

Bri also settles the opaque headband upon her brow.


Evil GM

Sort of cruel to kill off too many prisoners. Dice rolls favored survival.

Sense motive check please anyone who is actually helping with the prisoners.

Yes mending will a help with the boat.

Astri sees the staff floating in the water near where the combat occurred.

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