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

To try to hit a body you'd need to make an attack roll, you get +1 for height.


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

body 1: 1d20 + 8 ⇒ (6) + 8 = 14
body 2: 1d20 + 8 ⇒ (20) + 8 = 28


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 is ready to move forward, after suggested precautions.


Evil GM

Chell you drop the the sling balls and they each thunk the dead bodies. You don't see the first one move at all, but the second one seems to flinch when you hit it but it is dark in the cellar and it could ahve been body moving due to the impact.


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

Ptahh, can you brace a rope? I'll climb down. On second thought...

Sorrin produces his any-tool which he leaves in the shape of a grapnel at the end of a length of rope.

Just don't let it slip.

climb dc10?, rope master: 1d20 + 11 ⇒ (1) + 11 = 12


Evil GM

there is a ladder in place.

Sorrin descends easy enough. The light from above casts a dim shadow, you see the two bodies nearby. There are crates and barrels stacked high which obstruct your vision of mos of the room. In fact, you realize the cellar is larger than it looked from above.


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

Perception, signs of movement, +3 hidden/trap: 1d20 + 7 ⇒ (10) + 7 = 17


Evil GM

Razor Coast Initiative:

Chell: 1d20 + 2 ⇒ (5) + 2 = 7
Sorrin: 1d20 + 5 ⇒ (2) + 5 = 7
Bri: 1d20 + 2 ⇒ (3) + 2 = 5
Ptahh: 1d20 + 2 ⇒ (6) + 2 = 8
Astri: 1d20 + 2 ⇒ (11) + 2 = 13
baddie: 1d20 + 8 ⇒ (15) + 8 = 23
minor baddies: 1d20 + 0 ⇒ (19) + 0 = 19

RD 1
Baddie
minor Baddies
Astri
Ptahh
Sorrin
Chell
Bri

RD 1 map

the set-up here is this:

Ptahh was getting ready to descend the ladder when Chell stopped him to toss a couple sling bullets. She does so, then Sorrin stepped up and descended to the cellar floor, he is followed closely by Ptahh who is still on the ladder. The others are still up.

Surprise Rd:

Baddie
Minor baddie
Ptahh
Sorrin


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 looks at the one that flinched suspiciously. "I know Sorrin did well against the other creatures but I would still rather take this cautiously. I think the one on the left moved and given the amount of evil I sensed from this hole I'd guess everything down there is dangerous. Astrianna, can you shoot one in the leg?" She asks the last part loudly enough that it should carry to the bodies on the ground.

Edit: um...so what about this? Wrote it while you were posting I guess?


Evil GM

Surprise Rd:

The two corpse on the floor grab at Sorrin's ankle and legs.

#1 zombie
slam: 1d20 + 4 ⇒ (1) + 4 = 5;dam: 1d6 + 4 ⇒ (4) + 4 = 8

#2 zombi
slam: 1d20 + 4 ⇒ (7) + 4 = 11;dam: 1d6 + 4 ⇒ (6) + 4 = 10

Two shuffle closer form around the crates.

---
Then another creature moves (yellow haloed), quicker to the end of the crates. He doesn't have the shuffle of the zombies and it has a tangle of discolored entrails clings to its lurching skeleton's torso and winds upward to loll from its jaw like a clawed tongue. Ptahh and Sorrin you know it's undead but your not exactly sure what it is.

I'll let Ptahh and Sorrin act in the surprise round. Remember you only get a single move or standard action during a surprise RD.

Surprise RD

*Ptahh you are 5 feet high and on the ladder.


Evil GM
Chell Silves wrote:

Chell looks at the one that flinched suspiciously. "I know Sorrin did well against the other creatures but I would still rather take this cautiously. I think the one on the left moved and given the amount of evil I sensed from this hole I'd guess everything down there is dangerous. Astrianna, can you shoot one in the leg?" She asks the last part loudly enough that it should carry to the bodies on the ground.

Edit: um...so what about this? Wrote it while you were posting I guess?

yeah it looks like we were posting on top of each other. I'll go with the surprise round as referenced.

Sorrin and Ptahh descend as Chell mentions shooting one in the leg.


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

Religion: 1d20 + 9 ⇒ (20) + 9 = 29 On the new one.


Evil GM

chell you need to get on the ladder to get a better view inside the cellar. The crates and barrels made the cellar look a lot smaller than it is, and the creature's location is still out of view from above. I will use your roll when you get a better view.


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:

Round 1

Astrianna's eyebrows raise as the dead come spring to life as they sense flesh. "I was expecting that, but not with so much gusto."

She casually pulls out her bow while replying to Chell. "Sure, I can shoot one in the leg. How about the one trying to gnaw on Sorrin?" The half-elf says completely deadpan, knocking an arrow and sending it down into the basement at the undead nearest Sorrin.

Move action: Draw longbow

Standard action: Fire longbow at zomboid L20

longbow, point-blank: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14

damage, point-blank: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7


Evil GM

Surprise RD:

Actions remaining: Ptahh and Sorrin

RD 1:

Baddie
minor Baddies
Astri - fires long bow
Ptahh
Sorrin
Chell
Bri

Astri - I may switch who you fired at pending on what happens in surprise round and then the top of the RD 1


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

Okay, if I channel will I hit everything on the 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:

Sounds good Baldwin.

Chell I'd recommend saving the channel, Sorrin and Ptahh should have this under control if they have a surprise round.


Evil GM

Chell - a channel is a burst effect. Burst don't extend around corners or things with total cover. From your current position the creature (which you don't currently know exists) has total cover, so no you would not hit everything in the cellar.


Evil GM

We'll Sorrin is indisposed for the day, so I'll DMPC his action. Ptahh is up

Surprise RD: sorrin

He slices down at one of the zombies trying to make a meal of hi calf.

MW Scimitar: 1d20 + 15 ⇒ (3) + 15 = 18;damage: 1d6 + 7 ⇒ (5) + 7 = 12
*-4 AC to prone defender.

He hits and the creature is destroyed.


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 just waits up top for now while they wait and see if the men have the zombies down there under control.

Stupid undead.


Ptahh hurls his long sword at the other zombie before preparing to leap off the ladder to battle the grotesque undead creature.

I think throwing the long sword is a -4 to hit, please adjust as necessary.

ThrownLongSword: 1d20 + 9 + 1 + 2 - 4 ⇒ (18) + 9 + 1 + 2 - 4 = 26 +BAB +Mwrk +Dex
Damage: 1d8 + 5 ⇒ (7) + 5 = 12


Evil GM

Ptahh splits the zombie with his sword.


Evil GM

RD 1 Baddie

The creature steps up (5 ft) and attacks Ptaah, and unleashes a furious attack on the half-orc's lower body.

slam 1: 1d20 + 15 ⇒ (5) + 15 = 20;damage: 2d8 + 5 ⇒ (1, 7) + 5 = 13
plus grab grab: 1d20 + 15 ⇒ (17) + 15 = 32

slam 2: 1d20 + 15 ⇒ (18) + 15 = 33;damage: 2d8 + 5 ⇒ (8, 2) + 5 = 15
plus grab grab: 1d20 + 15 ⇒ (1) + 15 = 16

tongue, touch att: 1d20 + 10 ⇒ (15) + 10 = 25
paralysis mins: 1d4 ⇒ 1
Dc 21 fort save to negate.

the second slam attack hits, and the tongue touch attack hits home.

-----
RD 1 zombies

L:20 (prone) attacks Sorrin

dice, prone: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14;dam: 1d6 + 4 ⇒ (3) + 4 = 7

The second zombie near the crates attack Sorrin,

dice: 1d20 + 4 ⇒ (12) + 4 = 16;dam: 1d6 + 4 ⇒ (3) + 4 = 7


Evil GM

Astri shots her long bow, the arrow hits but the zombie is still alive.


Evil GM

RD 1: update

Baddie: one slam hit Ptahh 15 HP, tongue hit for possible paralysis (1 min) DC 21 Fort.
minor Baddies - att Sorrin and missed.
Astri - fires long bow
Ptahh
Sorrin
Chell
Bri


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

Nice move, big guy! Sorrin is impressed by the throwing of the longsword.

The scout attacks the more troublesome of the undead.

atk1, the licker, silver scimitar +1: 1d20 + 15 ⇒ (12) + 15 = 27
dmg1, the licker, silver scimitar +1: 1d6 + 7 ⇒ (2) + 7 = 9

atk2, the licker, silver scimitar +1: 1d20 + 10 ⇒ (11) + 10 = 21
dmg2, the licker, silver scimitar +1: 1d6 + 7 ⇒ (5) + 7 = 12


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

As soon as the first undead reared up Chell was ready to channel some positive energy. But seeing the first two fall quickly she rethinks that. Something else was down there though. Something tougher. But she couldn't quite make it out. So best to play it safe. She blasted the one attacking Sorrin with Lightning.

Damage: 3d6 ⇒ (5, 1, 6) = 12 DC = 10+1/2 cleric level+Wis= 19 Ref


Evil GM

DMPC Ptahh's RD 1

The half-orc feels the sticky cold tongue slap his chin, it's suddenly feels as if his bones have rusted like cheap steel, but the he fights through the reaction.

fort save: 1d20 + 12 ⇒ (13) + 12 = 25

*save made.

He hops off the ladder, draws his falchion and hacks at the undead that hit him.

att: 1d20 + 13 ⇒ (12) + 13 = 25;damage: 2d4 + 18 ⇒ (3, 1) + 18 = 22

*crit range: 15-20

He hits for 22 HP of 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

Pretty please, set up the flank.


Evil GM

Sorrin appreciates that situation he and Ptahh are in with the latest undead with the tongue, so he focuses his attack on that creature. He hits once.

A bolt of lightning hits the undead that is flanking sorrin (M:20)

reflex: 1d20 + 0 ⇒ (17) + 0 = 17

it sizzles the creature, but he is still up.


Evil GM

Bri is up.

Updated map RD 1


Evil GM

Bri can take her RD 1 action when she logs on, I have no idea what she would cast. slumber wouldn't effect the undead and it's a bit tight down there with a fire spell. No idea what is in those crates and barrels.

RD 2:

Baddie: .
minor Baddies -
Astri -
Ptahh
Sorrin
Chell
Bri

RD 2 Map


Evil GM

RD 2: Baddie

The lead undead continues to attack Ptahh,

slam 1: 1d20 + 15 ⇒ (2) + 15 = 17;damage: 2d8 + 5 ⇒ (2, 1) + 5 = 8
plus grab grab: 1d20 + 15 ⇒ (3) + 15 = 18

The attack missed.

slam 2: 1d20 + 15 ⇒ (10) + 15 = 25;damage: 2d8 + 5 ⇒ (7, 7) + 5 = 19
plus grab grab: 1d20 + 15 ⇒ (17) + 15 = 32

He hits and grabs. He has grabbed Ptaah.

tongue, touch att: 1d20 + 10 ⇒ (15) + 10 = 25
paralysis mins: 1d4 ⇒ 1
Dc 21 fort save to negate.

His tongue hits again and the half orc needs another Fort DC 21 save.

------
rD 2: Zombies

Zombie baddies go sorrin,

att, flanking: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19;dam: 1d20 + 4 ⇒ (7) + 4 = 11

att, prone: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7;dam: 1d20 + 4 ⇒ (5) + 4 = 9

both attacks miss.


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

Waiting on an invitation?! Sorrin nearly vomits at the monstrosity turned inside out.

atk1, the licker, silver scimitar +1: 1d20 + 15 ⇒ (3) + 15 = 18
dmg1, the licker, silver scimitar +1: 1d6 + 7 ⇒ (4) + 7 = 11

atk2, the licker, silver scimitar +1: 1d20 + 10 ⇒ (11) + 10 = 21
dmg2, the licker, silver scimitar +1: 1d6 + 7 ⇒ (2) + 7 = 9

If it grabs, does it have the grappled condition, AC-wise?


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:

Round 2

Astrianna grins as Ptahh throws his sword and decapitates a zombie. By Shelyn, these stories write themselves.

She squarely plants her feet on the edge of the cellar trapdoor and unleashes a barrage of arrows on the zombies surrounding Sorrin.

Full Round Action: Rapid fire on zombies, starting with L20 and attacing M20 if L20 is destroyed.

Longbow #1, point-blank, rapid fire: 1d20 + 10 + 1 - 2 ⇒ (1) + 10 + 1 - 2 = 10

damage #1, point-blank: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Longbow #2, point-blank, rapid fire: 1d20 + 10 + 1 - 2 ⇒ (1) + 10 + 1 - 2 = 10

damage #2, point-blank: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9

Longbow #3, point-blank, rapid fire: 1d20 + 10 + 1 - 2 ⇒ (8) + 10 + 1 - 2 = 17

damage #3, point-blank: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Wow.

Fumble #1: 1d20 + 2 ⇒ (3) + 2 = 5

Fumble #2: 1d20 + 2 ⇒ (14) + 2 = 16

Sigh.


Evil GM

He is just grabbing and holding, like he tried last round.

Grab:

If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.


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 is still just holding her action for now. She can't really cast anything that is either safe enough or that would affect undead.


Ptahh roars at the undead creature and swings his falchion with all his might.

PowerAttack: 1d20 + 14 ⇒ (8) + 14 = 22
PA2ndAttack: 1d20 + 9 ⇒ (10) + 9 = 19

DamagePA: 2d4 + 18 ⇒ (3, 4) + 18 = 25
DamagePA2: 2d4 + 18 ⇒ (1, 2) + 18 = 21

EDIT: Sorry. First post was eaten and forgot the fort save when I retyped it.

Fort: 1d20 + 12 ⇒ (15) + 12 = 27


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

Com'on big guy, don't let him rattle you... Step back, this way.

Mind, not muscle...


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

Ptahh's not doing so good.

Chell really wished they had been a little more cautious about this. She couldn't get down there with them crowding the ladder and couldn't quiet see what was attacking Ptahh. Maybe...

Climb: 1d20 + 4 - 1 ⇒ (8) + 4 - 1 = 11

Chell climbs part way down the ladder I assume there is a ladder. and grabs her holy symbol, catching all the undead in a burst of positive energy.

Channel: 4d6 ⇒ (5, 6, 6, 1) = 18 Will DC 19.


Evil GM

Ptahh's makes his save but his two attacks miss.

Astri nearly drops her bow but he hangs on and hits L:20 but the creature is still up.

Chell climbs down a few steps then unleashes her holy energy. the energy destroys both zombies.

leader will save for half dam: 1d20 + 9 ⇒ (1) + 9 = 10

Chell you now see the leader (using your earlier check):

Chell:
its a Mohrg. You know their tongues cause paralysis if the victim fails it's fortitude.

Those who slay many over the course of their lifetimes, be they serial killers, mass-murderers, warmongering soldiers, or battle-driven berserkers, become marked and tainted by the sheer weight of their murderous deeds. When such killers are brought to justice and publicly executed for their heinous crimes before they have a chance to atone, the remains sometimes return to unlife to continue their dark work as a mohrg.

Undead things caring less for life than they did before their own deaths, mohrgs exist solely to wreak havoc on the living. Sometimes mistaken for skeletons or zombies, they are far more dangerous than those mindless abominations, retaining some semblance of their own memories—and the delight they once took in hearing the screams of the dying.

When possible, mohrgs gather in small groups, seeking out lone targets much as they did in life. If faced with capable foes, a mohrg attempts to incapacitate them one by one, starting with divinely empowered characters first, both to protect itself from holy wrath, and to make the task of paralyzing and devouring the others that much easier.

Some mohrgs retain enough of their former memories that they return to the favored locations of their pasts, “haunting” old hideouts and sometimes even resuming the depredations of murderers long dead, falling back on means of death and mayhem that were more comfortable in their breathing days. Such mohrgs are even more insane than most undead beings, and can sometimes be found wandering the streets of a city or town in cowls and cloaks, carrying on their old life's work of slaughter and murder as best they can.

Of course, since those slain by a mohrg rise soon thereafter as undead themselves, the murders of a mohrg do not go unnoticed for long, even when they take extra care to prey only upon society's dregs. A sudden uprising of undead in the streets is the inevitable result of a mohrg's attentions. Since these zombies remain under the mohrg's control, and since the mohrg itself possesses a hateful and cruel intelligence, it often holds its undead army in reserve, even commanding it to lie motionless until several weeks or months have passed and the local graveyard is filled with the sleeping dead. Then, when the time is right, the mohrg calls upon its army to rise and aid it in finishing the slaughter.


Evil GM

RD 2: update

Baddie: hit ptahh for 19 hp.
minor Baddies - miss sorrin
Astri - hits once for 4 hp
Ptahh - missed the baddie twice

Sorrin - missed twice

Chell - climbed down part way and channeled destorying the two zombies and causing 18 HP on the baddie.

Bri - held


Evil GM

RD 3:

Baddie:
minor Baddies - Destroyed
Astri -
Ptahh -

Sorrin -

Chell -

Bri

RD 3 Map


Evil GM

RD 3: Baddie

the undead continues his assault on Ptahh. If he grabs he is not grappling just holding.

slam 1: 1d20 + 15 ⇒ (9) + 15 = 24;damage: 2d8 + 5 ⇒ (8, 1) + 5 = 14 = 8
plus grab to hold: 1d20 + 15 - 20 ⇒ (6) + 15 - 20 = 1

slam 2: 1d20 + 15 ⇒ (7) + 15 = 22;damage: 2d8 + 5 ⇒ (3, 2) + 5 = 10 = 8
plus grab to hold: 1d20 + 15 - 20 ⇒ (14) + 15 - 20 = 9

Two attacks hit for 16 HP

1d20 + 10 ⇒ (15) + 10 = 25
paralysis mins: 1d4 ⇒ 4
Dc 21 fort save to negate.


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

Good day, Chaplain! Disgusting beast, really...

Sorrin feeling inept, tries again.

I'm certain we'll bore it to final death... Conserve!

atk1, the licker, silver scimitar +1: 1d20 + 15 ⇒ (9) + 15 = 24
dmg1, the licker, silver scimitar +1: 1d6 + 7 ⇒ (2) + 7 = 9

atk2, the licker, silver scimitar +1: 1d20 + 10 ⇒ (17) + 10 = 27
dmg2, the licker, silver scimitar +1: 1d6 + 7 ⇒ (4) + 7 = 11


Evil GM

sorrin hits twice but the beast is still up and fighting.


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

"More than you know," she says from the ladder. "It's a Morhg. Aim for the squirming bits. Silver isn't any better than steel."

Can I gauge how badly damaged it is. Thinking of using Searing Light or just hoping down and CLW. Some quick math over the last few rounds tells me I won't get to even act most likely.


Evil GM

The creature is battered but he is still kicking, he has roughly 1/3 of HP remaining.

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