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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Just arrived in Mexico. Wifi is spotty. I'll try to post as I can.


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 2

AOO for stretcher bearer: rapier, str/bab, wf: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
AOO for stretcher bearer damage: damage: 1d6 + 2 ⇒ (4) + 2 = 6

Ref saves:
Ref Chell: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Ref Stretcher Bearers: 1d20 + 2 ⇒ (7) + 2 = 9

1d3: 1d3 ⇒ 3
1d4: 1d4 ⇒ 4

I think we are all on our asses.

Chell, caught off guard by the sudden warning, is unable to compensate when the ship crashes back down. But even from the ground she is able to do something. "Repel Boarders!" she cries from the deck. She also draws feather from her pack and focuses on it, charging it with power. It pops into a fan, and with a single wave, the winds die down to something manageable.

Move to draw the feather token and standard to use it to calm the winds. Won't affect the waves but should be easier to hear things.


Evil GM

Ptahh I DMPC'd your RD 2 action.

Chell's veteran hit with his AOO.

Chell and all of her stretcher crew have fallen prone when the wave washes over the front of the ship. She uses her feather token to calm the wind on the ship. Astri's voice is now audible to her allies.


Evil GM

Initiative RD 2 update

Chell - falls prone draws fan feather token
marine/veterans
sahuagin
AStri - IC maintained, attacks and missed sahuain near her.
Sorrin
Bri - navigates ship
Ptahh - stands up (MA), draws weapon and moves (Std)

Enemy:
Note: F:8 is prone and slow.
F:11 - slow
F:12 - slow
A:16 - slow
They each had -1 in relex, AC and attack.

Updated RD 2 Map

*Blue circle = prone. Red dot = slow


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

reflex, stay standing: 1d20 + 9 ⇒ (2) + 9 = 11

Not sure Sorrin's disposition, actually. He missed Rd 1. I'll leave it up to DM. Sorrin is obviously, grabbing a scimitar and heading outside


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 yells: "Sorry about the rough steering guys, but I got four sahuagin up here and a wound to show for it!"


I have a temp connection... round 3 actions.
Full attack on bad guy at F12.
Assumming F12 still alive then 5' Step to G12 to try to set up flank for Astri.

Power Attack: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 2d4 + 18 ⇒ (3, 3) + 18 = 24

Power Attack: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 2d4 + 18 ⇒ (1, 3) + 18 = 22

"SORRIN, get out here!!"


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:

You'll have Inspire Courage as well Ptah. Also Baldwin said we're in difficult terrain with the ship tossing about, so no 5' steps for us. I remember a few months ago when we got 5' steps, it was nice.

As the winds die down Astrianna's beautiful voice can be heard over the aquan chanting of the Sahaugin. She yells to Sorrin and Ptahh. "Embri needs help, and if she can't steer we're in bad shape! Get on the poop deck!"


Evil GM

RD 2: Marines/Veterans

I could have been clearer I was looking for Chell to control the stretcher bearers. sorrin the sailors in the rigging (although they are a non-factor in this battle), and Ptahh to control the marine/veterans on the deck. I will take their actions right now, so to speed this up a bit.

The stretcher bearers all spend the time getting up and moving around the deck.

F; 7 does take two attack of opportunists.

F8, claw, slow,prone: 1d20 + 7 - 1 - 4 ⇒ (16) + 7 - 1 - 4 = 18;damage: 1d4 + 2 ⇒ (3) + 2 = 5

G7, claw: 1d2 + 7 ⇒ (2) + 7 = 9;damage: 1d4 + 2 ⇒ (3) + 2 = 5

midship crew:

AC15 stretcher bearer
HP 27-13 = 14 -5 =9

That stretcher bearer then attacks the prone raider.

rapier, str/bab, wf: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16;damage: 1d6 + 2 ⇒ (6) + 2 = 8

This attack hits and sends the creature into it's blood frenzy.

-------
One marine mid-ship hurries up the aft stairs to join Bri. two others move in to protect Astri's sides.

short sword, str/bab wf: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10;damage: 1d6 + 1 ⇒ (1) + 1 = 2

short sword, str/bab wf: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18;damage: 1d6 + 1 ⇒ (6) + 1 = 7

The second attack (on F11) hits and he launches into a blood frenzy.

Updated RD 2 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:

I get to be Sorrin today! Baldwin you rolled a 1d2 for G7. I'm sorry marine G7 Also the marines get inspire courage +2/+2 yes? please


Evil GM

Yes I just added the IC bonus. the two attacks still hit.

On stretcher bearer:

G7 claw: 1d20 + 7 ⇒ (20) + 7 = 27;dam: 1d4 + 2 ⇒ (1) + 2 = 3

confirm crit:
G7 claw: 1d20 + 7 ⇒ (4) + 7 = 11;dam: 1d4 + 2 ⇒ (4) + 2 = 6

midship crew:

AC15 stretcher bearer
HP 27-13 = 14 -5 =9 -3=6


Evil GM

RD 2: Saughin Raiding Party AFT

-B:18 bends down (MA) and lifts (std) up the fallen marine shifting him to hang over the stern of the ship.

-A:18 and A:18 each claw at the use their coordinated maneuvers to try to break free of the web (std).

CMB: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
CMB: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26

They break free,

The slowed one tries to break free from the web,

CMB: 1d20 + 7 ⇒ (7) + 7 = 14

He is stuck in the web still.


Evil GM

RD 2 Saughin Raiding Party Midship

The prone raider attacks the injured stretcher bearer,

F8 claw, prone, blood frenzy: 1d20 + 7 - 4 + 2 ⇒ (4) + 7 - 4 + 2 = 9;dam: 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6

* missed

G7: Takes a full round attack on the injured stretcher bearer.
G7 claw: 1d20 + 7 ⇒ (2) + 7 = 9;dam: 1d4 + 2 ⇒ (4) + 2 = 6
G7 claw: 1d20 + 7 ⇒ (3) + 7 = 10;dam: 1d4 + 2 ⇒ (4) + 2 = 6

G7 bite: 1d20 + 7 ⇒ (8) + 7 = 15;dam: 1d4 + 2 ⇒ (4) + 2 = 6
The bite hits, the previously injured stretcher bearer wobbles.

midship crew, stretcher:

AC15 stretcher bearer
HP 27-13 = 14 -5 =9 -3=6 -6 =0

----
F:11 and F:12

Both of the raiders attack, F:11 on Astri and he is in a blood frenzy
F11 claw, BF: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15;dam: 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6
F11 claw,BF: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20;dam: 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8

F11 bite, BF: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23;dam: 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6

F:12 attacks the marine at E:12
F12 claw: 1d20 + 7 ⇒ (14) + 7 = 21;dam: 1d4 + 2 ⇒ (2) + 2 = 4
F12 claw: 1d20 + 7 ⇒ (14) + 7 = 21;dam: 1d4 + 2 ⇒ (4) + 2 = 6

F12 bite: 1d20 + 7 ⇒ (13) + 7 = 20;dam: 1d4 + 2 ⇒ (3) + 2 = 5

The marine E:12 falls to the unconscious dying.

Updated Map RD 2


Evil GM

Sorrin is on the ground. He has his RD 2 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

Sorrin gets up, and drawing his blade moves outside.

What the HELLZ! IS ANYONE AT THE HELM?!


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 Sorrin, I'm at the helm with several sahuagin! Be useful and kill something!"


Evil GM

Initiative RD 3

Chell -
marine/veterans
sahuagin
AStri -
Sorrin
Bri -
Ptahh - attacked F:12

RD 3 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

Sah... what?! By the Dawnflower, they're UGLY!


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:

Both FF11 and F12 are Slowed for another 5 rounds and slowed creatures can't take full-round actions, so no full attack correct?

Also which side of the ship did the sailor on the rigging fall off? Can Astri see him?

That dick Sahuagin -C18 is going to toss our marine overboard! Only Chell goes before the baddies so I don't think we can stop it... Maybe Bri can do something?


Evil GM

I missed the slowed on F 11 and 12. So E:12 marine is still standing.

Astri there is so much happening around you, you don't even realize someone went off the rigging. Also you don't really see what is happening above and the at the rear of you on the poop deck.

mid-ship crew:

E:12 HP 14-4=10


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
Astrianna Sparacello wrote:
I get to be Sorrin today! Baldwin you rolled a 1d2 for G7. I'm sorry marine G7 Also the marines get inspire courage +2/+2 yes? please

And, Wow... Combat Reflexes, powerful!


Evil GM

There were two creatures next to the prone veteran as he go up, so he took two separate AOO.


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:

Yeah there's an insane amount going on. Poor sailor, and marine. We aren't going to be able to afford the compensations at this rate lol... I hope Chell has a big 'ol spell up her sleeve and some lucky dice. The feather token already helped immensely. I'm also amazed at how effective Slow is. The bite still hits Astri, which I assume is the main attack.

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

Round 3

Astrianna is amazed at how much is happening all around her, and for a brief moment her mind flashes back to the time the Mother's Blessing was boarded. This thought was interrupted when a row of teeth dig into her other arm.

Spitting curses that would make a whore blush, she hacks at the fish man in front of her. "They're deadly too!" She yells to Sorrin as he exits the officer's bunks. "Where's the Captain?!"

Free action: Maintain IC (13/21)

Standard action: Longsword attack on slowed Sahaugin F11

longsword, inspired: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15

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


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

Yeah I got a spell.

Chell finally gets up and looks around in horror. The things were everywhere, clawing there way up onto the ship. Even as she begins praying to help, one of the marines in her care is slashed and falls to the ground. In an instant the power building towards a positive energy burst switches to an offensive spell. There were only 2 of the creatures holding off 5 marines...4 marines. If they could get through them they could flank the rest and repel the attack.

Chell looks at the one going into a frenzy and then to the sky. Though the winds were calmer the storm still raged and she channeled that power into a single point.

Call Lightning damamge Ref DC18: 3d10 ⇒ (5, 1, 8) = 14

Move to get up and standard to cast Call Lightning which should be d10 damage in this storm. Target frenzy dude.

veteran D9 moves to E9 to attack F9
rapier, str/bab, wf, IC: 1d20 + 5 + 1 + 2 ⇒ (18) + 5 + 1 + 2 = 26
damage, IC: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7

veteran G7 Attacks G8
rapier, str/bab, wf, IC: 1d20 + 5 + 1 + 2 ⇒ (3) + 5 + 1 + 2 = 11
damage, IC: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Veteren at D7 moves to E8 and attacks F9
rapier, str/bab, wf, IC: 1d20 + 5 + 1 + 2 ⇒ (12) + 5 + 1 + 2 = 20
damage, IC: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9

Confirm from above:
rapier, str/bab, wf, IC: 1d20 + 5 + 1 + 2 ⇒ (3) + 5 + 1 + 2 = 11
damage, IC: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Veteran at F5 moves to pull disabled veteran at F8 out of the fight. Double move?


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:

Heck yeah you got a spell! But you'll need a DC 18 concentration check for the spellcasting due to the violent motion. Violent motion DC 15 + spell level.

Also veteran D9 has threat, rapier crit is 18-20/x2


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 Heart of the Sea apply to concentration checks on a boat?

Cocentration DC18: 1d20 + 11 ⇒ (19) + 11 = 30

Concentrated the hell out of that.


Evil GM

HotS applies on concentration checks underwater.

Which frenzied creature? The prone one (F:8) or in front of Astri (F:11), both have been injured and both are frenzied.

reflex, slow: 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 14

To move F:5 up is a move action. To pick-up or pull a heavy object is MA. So he has stooped to pull but he doesn't have movement to actually get the guy out this round.


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

F8 is the only one the stretcher bearers can get to. Okay on the second part.


Evil GM

The lightning hits the prone raider zapping it, but he is still alive after the lightning.

D: 9 (Marine) moves forward but there is crate that Astri and the marines hauled onto the deck.

acro: 1d20 + 2 ⇒ (13) + 2 = 15

He hops on the crate and strikes down on prone man gaining a +1 height advantage.

G: 7 (marine) Missed

F: 8 (veteran) unconscious

D: 7 moves to E:8 (veteran): There is mast directing in front of him. With the +4 cover, the attack on the prone

F:5: (marine): moved to pull out comrade.

You have a mix of marines and veterans so your rolls are off a bit. I'd have to double check but I thought it was 3 marines and 2 veterans.

Update RD 3 Map


Evil GM

RD 3: Sahuagrin Raiders Aft

-B:18 drops the marine overboard and follows it's prey off the ship.

-A:18 attacks the veteran in the web.

bite: 1d20 + 7 ⇒ (6) + 7 = 13;damage: 1d4 + 2 ⇒ (1) + 2 = 3

claw 1: 1d20 + 7 ⇒ (15) + 7 = 22;damage: 1d4 + 2 ⇒ (3) + 2 = 5

claw 2: 1d20 + 7 ⇒ (1) + 7 = 8;damage: 1d4 + 2 ⇒ (1) + 2 = 3

He slashes the veteran who is barely standing.

The second raider in A:18 attacks

bite: 1d20 + 7 ⇒ (8) + 7 = 15;damage: 1d4 + 2 ⇒ (1) + 2 = 3

claw 1: 1d20 + 7 ⇒ (2) + 7 = 9;damage: 1d4 + 2 ⇒ (4) + 2 = 6

claw 2: 1d20 + 7 ⇒ (13) + 7 = 20;damage: 1d4 + 2 ⇒ (2) + 2 = 4

The veteran dies and the raiders salivate at their latest prey.

AFt Guard HP Status:

Veteran: 27 HP - 7 = 20 HP -6 =14HP -6 = 8HP - 12= (-4)
AC 15

---
The last raider on the aft deck tries once again to free himself. (STD)
CMB, slow: 1d20 + 7 - 1 ⇒ (1) + 7 - 1 = 7

he fails miserably


Evil GM

RD 3: Sahuagin Raiders Midship

F:11 (in Frenzy) attacks AStri

bite, slow, BF, FE: 1d20 + 7 - 1 + 2 + 1 ⇒ (10) + 7 - 1 + 2 + 1 = 19;damage, BF, FE: 1d4 + 2 + 2 + 1 ⇒ (1) + 2 + 2 + 1 = 6

F: 12 attacks Ptahh

bite, slow: 1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24;damage: 1d4 + 2 ⇒ (4) + 2 = 6

He hits the half-orc for 6 HP

-----
F:9 (Frenzy) attacks the unconscious veteran

bite, slow,BF, FE: 1d20 + 7 - 1 + 2 + 1 ⇒ (17) + 7 - 1 + 2 + 1 = 26;damage, BF, FE: 1d4 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7

The unconscious man's flesh is torn.

midship status:

Veteran F:7 is at (-7) Hp

After his attack he stands up drawing an AOO from the man on the crate (E:9) and the man behind the mast (E:8)

G:8 attacks G:7.

The creature attacks the marine.

bite, FE: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10;damage, FE: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4

claw1, FE: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14;damage, FE: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6

claw2, FE: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21;damage, FE: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4

marine G:7:

AC: 12, HP 14-10=2 -2(fe) =0

BF = blood frenzy
FE= Favorite enemy human

Edit: I edited the HP status


Evil GM

Updated RD 3 Map


Evil GM

RD 3:

Astri's attack misses the raider.


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:

RD 3:

Astri's attack misses the raider.

Even with the -2 AC from Frenzy? Thought it might help.


Evil GM

RD 3: Marines under Ptahh control

One moves up the stairs.

Two others marines attack F:11

short sword, str/bab wf: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14;damage: 1d6 + 1 ⇒ (5) + 1 = 6

short sword, str/bab wf: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20;damage: 1d6 + 1 ⇒ (6) + 1 = 7

After E:12 attacks he moves back so Sorrin has room to move in.

I'm not having the crew take the spot light or locations for the players to attack from.

Updated RD 3 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 lashes out at the nearest Sahaugin... nearly dropping his weapon.

atk1, scimitar, inspired: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17
dmg1, scimitar, inspired: 1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14

dex, fumble: 1d20 + 5 ⇒ (20) + 5 = 25

atk2, scimitar, inspired: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
dmg2, scimitar, inspired: 1d6 + 7 + 2 ⇒ (2) + 7 + 2 = 11

I should be able to hit soon, if the trend continues.


Evil GM
Sorrin the Wayward wrote:
baldwin the merciful wrote:

RD 3:

Astri's attack misses the raider.

Even with the -2 AC from Frenzy? Thought it might help.

They have 17 AC against humans. I forgot the frenzy penalty so yes that one hit.

Their favorite enemy bonus humans is actually +2 att/dam. I only did +1. The +1 is their defense when fighting humans


Evil GM

The rain hits sorrin and his blade nearly slides form his hand.

Ptahh hits F:12 for 24 Hp and that sends that creature into a blood frenzy.


Evil GM

Initiative RD 3

Chell - lightning
marine/veterans - attack
sahuagin - attacked
AStri - hit for 9 HP
Sorrin - nearly dropped his blade
Bri -
Ptahh - attacked F:12 hit for 24 HP


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 wanted to kill one, step and kill the other. So I attacked and was waiting to see what the result was... Unfortunately, it was a fumble. So I resolved the fumble to see if he still had a weapon for the second attack. Ho hum.


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

concentration check: 1d20 + 12 ⇒ (10) + 12 = 22

Bri attempts to Burning Hands the 3 fishmen near her. Those in 16 and 17 I think

She flings out one hand to throw the flames while keeping the other on the wheel.

damage: 5d4 ⇒ (4, 2, 1, 3, 2) = 12 reflex save dc 16 for half
I guess the webbing also catches fire, don't know if it does anything additional.


Evil GM

Bri's attack:

A 16, slow: 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 17
9 HP

A 18: 1d20 + 7 ⇒ (5) + 7 = 12
17 HP

minus A 18: 1d20 + 7 ⇒ (18) + 7 = 25
9 HP

web on fire: 1d6 ⇒ 5

On Bri's orders the marine grabs the wheel to hold steady as she casts her spell.


Evil GM

Initiative RD 4

Chell -
marine/veterans -
sahuagin -
AStri -
Sorrin -
Bri -
Ptahh

RD 4 Map


RD 4 Marines/vetran on the Aft deck

The veteran (-B:15) continues to steady the wheel in order to free up the navigator's hands.

The second marine (A:15) moves past Bri and stabs at the slowed raider that is in the burning web.

short sword, str/bab wf: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5;damage: 1d6 + 1 ⇒ (1) + 1 = 2

He fails miserably but has put himself between the enemy and the navigator.

A marine (-B:14) moves up from the waist deck onto the poop deck steps.

A veteran moves from the bow of the the ship to waist deck (D:12).

Updated RD 4 map


Evil GM

Waiting on Chell before I take the sahuagin raiders on the waist deck's actions

The sahuagin raiders on the aft deck use the burning webs to free themsvles and the fallen veteran. The slowed one slides back over the side of the rail and into the waves. (A:16). While his two companions snatch the veteran and haul him over the rail and into the water. Leaving the aft clear of any foes at this time.

Updated RD 4 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

If I understand the make up of the five I have, the marine at F7 pulls the heavily wounded Veteran at F8 back to the Priestess before returning to the front, weapon ready. The other three attack the closest target while Chell blasts the frenzied one again.

Call Lightning DC18: 3d10 ⇒ (4, 5, 2) = 11

Marine 1
short sword, str/bab wf+IC: 1d20 + 2 + 1 + 2 ⇒ (18) + 2 + 1 + 2 = 23
damage: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6

Marine 2
short sword, str/bab wf+IC: 1d20 + 2 + 1 + 2 ⇒ (15) + 2 + 1 + 2 = 20
damage: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9

Veteran 1
rapier, str/bab, wf+IC: 1d20 + 5 + 1 + 2 ⇒ (15) + 5 + 1 + 2 = 23
damage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5

They all attack the closest target. I believe the down one is a veteran and the one dragging him is a marine so that leaves 2 marines and a veteran to attack.


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

Crit threat Marine 1:
short sword, str/bab wf: 1d20 + 2 + 1 + 2 ⇒ (8) + 2 + 1 + 2 = 13
damage: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7


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:

Bleh hate being stuck in melee. I swear Astri uses her sword more than spells/bow.

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

Round 4

Astrianna attempts to finish off the fish-man Sorrin and Ptahh are working on so they can move up further on the deck. Go down you bastard!

Free action:Maintain Inspire courage (12/21)

Standard action: Longsword attack on F13

Longsword attack on F13, inspired: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27

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


Evil GM

Chell's results:

Prone raider:

reflex, slow: 1d20 + 7 - 1 ⇒ (6) + 7 - 1 = 12

Another jolting bolt of electricity singes the prone seaman. It squirms but is still up after it hits.

The one on the crate (D:9) get an additional bonus for the height and he hits the prone foe. He also crits the prone creature...this extra sting makes it unconscious.

The veteran (E:8) slashes down on the fallen creature to makes sure he it is dead.

The marine (G:7) stabs with his short sword and hits the sea creature in G:8. This makes the creature flying into a blood rage.


Evil GM

RD 4: Sahuagin Raiders Waist Deck

G:7 in his blood rage attacks the marine at G:8

bite, BF, FE: 1d20 + 7 + 2 + 2 ⇒ (13) + 7 + 2 + 2 = 24;damage: 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5

claw1, BF, FE: 1d20 + 7 + 2 + 2 ⇒ (8) + 7 + 2 + 2 = 19;damage: 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5

claw2, BF, FE: 1d20 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12;damage: 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8

rend: 1d6 ⇒ 6
The marine bleeds out falling over dead.

----
F:11 attacks marine in E:10 next to Astri

bite, BF, FE, slowed: 1d20 + 7 + 2 + 2 - 1 ⇒ (5) + 7 + 2 + 2 - 1 = 15;damage: 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6

He gnaws a chunk of flesh.

F:12, slowed attacks Ptahh

bite, BF, FE: 1d20 + 7 + 2 + 2 - 1 ⇒ (19) + 7 + 2 + 2 - 1 = 29;damage: 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Shredding the orcs forearm with its fangs.

half orc is still considered human for favored enemy correct? If not, take 2 off the attack.

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