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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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 still isn't quite used to having gills in her neck, but their effect is certainly welcome. "We should walk along the bottom of the ocean floor until we find the entrance. Less angles to be attacked..."

She leads everyone into the surf and along the bottom of the ocean, keeping an eye out for caverns and sharks.

Perception, seaworthy: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21


"This isn't going to end well." Ptahh says as he readies his silver long sword and his shield.


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

"Anything we may need that costs 400 or less? I still haven't seen what gifts the waves might bring," she says walking into the water and beginning to feel around for what might come to her hand.


Evil GM

As the group slips beneath the water, Chell's fingers run against the cliff where she finds a small ledge and she finds a longspear with a silver head, but the shaft is broken. Your ability provides that the item has the broken condition.

Chell cast water breathing on herself, Astri, Ptahh, and Sorrin. Bri needs to cast her own spell. I see you have water lung hex that lasts for 1 minute, but do you have anything that lasts longer?


Evil GM

Astri I see your 21 perception, can everyone else or at least a few others roll their perception checks.


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

Please don't waste Sorrin's sweet and rare decent roll!


Evil GM
Sorrin the Wayward wrote:
Please don't waste Sorrin's sweet and rare decent roll!

Your 23 is noted.


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:
Please don't waste Sorrin's sweet and rare decent roll!
Your 23 is noted.

+3, trap. Hidden, secret... However you interpret. Please.


Evil GM

perception, Chell: 1d20 + 14 ⇒ (2) + 14 = 16 +2 on a ship
perception, Bri: 1d20 + 6 ⇒ (3) + 6 = 9
perception, Ptahh: 1d20 + 7 ⇒ (16) + 7 = 23

I have both Astri and sorrin's role

The party slips into the water and is roughly 10 to 15 feet below the surface,when Chell finds her treasure. Bri do you just have your water lung that lasts for 1 minute or do you have another method of breathing under water?

Sorrin, Ptahh, and Astri only:

Far below the churning waves, a collection of statues in all shapes and sizes lies scattered across a small ledge. Roughly eighty feet below the surface, set into the rocky side of the island lurks the entrance to an underwater cave. One hundred feet from the shoreline, the ledge ends in a dark, murky drop. On the ledge, which runs around the eastern
rim of the island and fifty feet northeast of the statues, lies the carcass of a long-dead whale, its ribs jutting up from the sandy bottom.

The water for what you can see and sense is void of life.


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:

If Embri can't continually keep up the water breathing, Astri has a water breathing potion

Astrianna takes in the incredible statue garden- no one had prepared her for this, and it was quite shocking. She peers at the collection curiously, committing it to memory. Is there a creature nearby that can turn other creatures into stone? I would have to get closer to inspect statues and see if they are worked with tools or not.

Astrianna points towards the entrance of the cave. "There, I see the cave! Other than the statues... nothing lives here. It makes sense, if this is the hunting grounds of the weresharks."

The bard starts to usher the group onward to the cave.


Evil GM

knowledge nature or knowledge arcane


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 are +10 for Astri, so Take 10: Knowledge Arcane for 20.


Evil GM

Astri Only:

from this POV, the stone statues look realistic rather than sculptured. But you need a closer look.


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 imparts some wisdom on the others. "Those statues look too realistic to be sculpted... They are likely petrified creatures, which could include the large serpent. Either there is a powerful monster nearby that can petrify anything it wishes, or the cave was once the lair of such a beast. Be wary."


Evil GM

I'm waiting on the some of the others to post.


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

"I...did not prepare for that," Chell remarks. "In fact I don't think we can deal with that. I think we should leave," she warns.


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

A gaggle of aquatic cockatrice-es? I'm with sweetcheeks...

She's sounding reasonable.


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

Water Lung is Bri's only method, but she can keep it up indef. Even in her sleep apparently. :)

"But what else are we going to do? Aren't we limited with our ways in?


Evil GM
Embrianna wrote:

"But what else are we going to do? Aren't we limited with out ways in?

Good question.


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:
Embrianna wrote:

"But what else are we going to do? Aren't we limited with out ways in?

Good question.

A man is, too, allowed to show fear! I'm just agreeing with the Chaplain. It's somewhat her story arc. Petrification would suck.


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 there a tide situation? Where perhaps the cave mouth would be accessible during low tide without the need to be underwater?

Then again, if the statues aren't in swimming postures, perhaps that's also when the petra-beast comes out?


Evil GM

Yes there is tide but it's not going to do much for you, this is 80 feet deep.

Profile view

*Of course the cave opening is at the bottom.


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 is not amused with the talk of retreating. "We did not come all the way out here just to be known as those that turned tail at the threat of petrification. We don't know what we're up against yet. Given the weresharks still operate these waters, they probably killed whatever did this long ago. Now let's get diving and check out the cave entrance."


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

Very well, but then I suggest stealth and that those with the keenest senses lead. Or we'll walk or swim...

...right into trouble.


Evil GM

Astri's angry air bubbles gurgle to the surface, as he feet kick the water.

Are you heading more or less directly towards the cave opening?


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

Sure :)


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:

Yes. Are there any statues around the cave opening that can be inspected?


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

Hm. It made since that the creature that did this might be dead. It would be just as dangerous to the weresharks. Then again, maybe they knew another way in. "If you see movement don't look directly at it then."


Evil GM

Astri:

You figure the plateau once stood above sea level but it was eventually swallowed by the sea. Two are somewhat close to the cave entrance, they are by no means in the cave.

You count 9 statues that look in tact, there are others littered about but they look weathered.


Evil GM

Are you still heading directly to the cave entrance?


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 looks at the plateu as they descend into the waters. "This cave was once above water by the looks of it... Everything here could be very, very old."

Yup to the entrance!


Evil GM

perception, Chell: 1d20 + 14 ⇒ (14) + 14 = 28 +2 on a ship
perception, Sorrin: 1d20 + 7 ⇒ (2) + 7 = 9
perception, Bri: 1d20 + 6 ⇒ (19) + 6 = 25
perception, Ptahh: 1d20 + 7 ⇒ (6) + 7 = 13
perception, Astri: 1d20 + 16 ⇒ (19) + 16 = 35

DM:

kapoacinth, stealth: 1d20 + 23 ⇒ (5) + 23 = 28

Astri, Chell, and Bri:

As you descend you notice skeleton whale is fast closing the gap towards you.

Astri and Chell:

You see one of the statues move and there are two medium figures trying to blend in the water and rocky floor.

Astri, taking 10:

You believe the two creatures could be kapoacinth, also known as, underwater or aquatic gargoyles. They are really hard to see on the rocky floor, they nearly blend in plain sight.


Evil GM

Razor Coast Initiative:

Chell: 1d20 + 2 ⇒ (1) + 2 = 3
Sorrin: 1d20 + 5 ⇒ (4) + 5 = 9
Bri: 1d20 + 2 ⇒ (18) + 2 = 20
Ptahh: 1d20 + 2 ⇒ (3) + 2 = 5
Astri: 1d20 + 2 ⇒ (13) + 2 = 15
skeleton Whale: 1d20 + 6 ⇒ (7) + 6 = 13
kapoacinth: 1d20 + 3 ⇒ (15) + 3 = 18

Razor Coast Initiative Order:

Bri
Kapacointh
Astri
Skeleton Whale
Sorrin
Ptahh
Chell

I need to create a battle map.


Evil GM

The game is lacking on battle map for this so I put this together.

Statue Garden and Cave entrance

You are swimming from the upper left down to the lower right dark cave opening.

The skeleton Whale is in the lower left swimming up towards you. It is haloed in white.

The Kapacointh are medium sized and haled in red, but they are really hard to actually see.

The yellow haloed items I made large to represent statues (which are actually medium and smaller sixed but I wanted you to be able to see them on the floor). I only put three on the map to keep it uncluttered, these yellow statue have not moved.


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

Flank if you want to live...


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 is unprepared for what happens next. She was looking for glowing eyes in the murky water to turn her into a statue. Not for the statues to come alive and the whale to be undead. Definately not prepared. "Look ahead. The dead whale approaches. And the statues are moving. And...something else behind them. I can't tell what. Looks like they aren't as petrified as we thought." On her turn she holds out the spear for Ptahh who stands behind her. It would work better in the water than his weapons. And then she blesses all their weapons for greater accuracy.

Move to give Ptahh the spear? I think it can also be masterwork sonce my price limit is 400gp. Also can we assume she spent at least 10 min mending it beforehand? No one really uses sunder so 10 min to make it not broken is probably enough. Standard to cast Bless.


Evil GM

Sure you can could have spent 10 minutes mending the spear. Using your air. Bwahhhhhhh


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

I can handle 10 min off of 4 hours.


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 will attempt a sleep hex upon one of the water gargoyles. DC 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:

Round 1

Astrianna's eyes widen at the sight of the skeletal whale fast approaching. This actually stings quite a bit in the ocean water, causing her to flinch and squint- just in time to see two Kapacointh scuttle about. "Undead whale and two gargoyles! Kapacointh to be precise. They can't all be Kapacointh, but this place is clearly evil..."

She weaves a spell while bubbling tune in Aquan that was said to be popular on the elemental plane of water- fitting, given the circumstances. No one hears the effects of the sonic blast except the skeletal whale as the bard attempts to rattle its bones.

Move Action: Begin Inspire Courage (20/21)

Standard Action: Ear-piercing Scream on the skeletal whale, DC 16 Fort save for half damage, if failed dazed for 1 round and full damage.

Ear-piercing scream, sonic damage: 4d6 ⇒ (6, 1, 6, 5) = 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

My uncle had a saying... "My, what big teeth you have!"

Not certain he ever had occasion to say it underwater, being desert folk and all.


Evil GM

Bri you are roughly 80 ft or so from the closest Kapacointh, so it's out of your range for you slumber hex. Instead I will have you swim half your speed as a full round action. That should get you 15 feet closer.

swim: 1d20 + 5 ⇒ (5) + 5 = 10

Swim:

Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.

If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the Swim check depends on the water, as given on the table below.


Evil GM

RD 2: kapacointh

both of the water gargoyles swim and you notice they glide and cover great distances in the water.

F:8 moves to -F:7 (55 ft).

F:6 moves to -C:4 (45ft).

Note: they have 60 ft swim speed.

------
Astri's scream doesn't have an effect on the undead skeleton whale.

Undead are immune to any effect requiring a fort save (unless the effect also works on objects or is harmless).


Evil GM

Razor Coast Initiative Order:

Bri - full round swim move 15 ft
Kapacointh - moved closer
Astri - ineffective EPS agaisnt skeleton whale
Skeleton Whale
Sorrin
Ptahh
Chell


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 that about undead and fort saves, but I could have swore Ear-piercing scream could also be used on objects so I thought it would work. Of course, it doesn't, and the target is one creature. A great waste of a spell slot.

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


Evil GM

I always look at it as this is how characters learn.


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

That is why I didn't use Sound Burst in the swamp. Useless. I am going to find out what lightning does underwater though.


Evil GM

RD 1: Shamu

The whale swim towards the group and uses it's reach to bite at Astri,

bite: 1d20 + 17 ⇒ (1) + 17 = 18;damage: 2d8 + 15 ⇒ (5, 2) + 15 = 22

seriously!

dex: 1d20 + 2 ⇒ (3) + 2 = 5

Two of it's bony teeth snap, but fortunately for the Astri, Shamu has plenty of extra.


Evil GM

Razor Coast Initiative Order:

Bri - full round swim move 15 ft
Kapacointh - moved closer
Astri - ineffective EPS agaisnt skeleton whale
Skeleton Whale - moved and missed it's bite on Astri
Sorrin
Ptahh
Chell

RD 1 Update


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, around it... I need an assist.

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