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

are you coup de grace? or interrogating him?


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:

Letting the others decide this one, but if they don't make a timely decision, Astri will just coup de grace it. Also, unless it's secured, it's just going to swim away.


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

Hopefully she can kill it.

"Its probably just a guardian of some sort. I wonder of the cult did this or know of another way." Apparently Ptahh could wield his falchion underwater quite well so she swims over the to the Longspear and picks it up. Maybe she could try using it? In a pinch. If she was really lucky. Nevermind. Better to keep the shield. "Sorrin, you want this?"


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

Thanks, Chell. But, I can't make effective use of it.

Ptahh, destroy it and let's go.


Evil GM

Sorrin or Ptahh would be best for the coup de grace.


Ptah kneels over the gargoyle and ends its existence.


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:

The gems seem to have vanished directly into Astrianna's coin purse of holding- for safe keeping, of course.

She places her hand on her hips and looks around for anything else that might decide to attack them. "Well, if they fairly poor guardians if that was their function. If there's nothing else to kill here, I'm sure there's plenty in the cave. Do you think we could start advertising ourselves as Sparacello and Company Cult Extermination Services? Maybe? No? 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

Chell smiles as she waves wands and heal wounds. "Why pigeon-hole ourselves to cults. Silves Solutions. You have a problem? We have a solution."

Chell:
CMW: 2d8 + 10 ⇒ (2, 3) + 10 = 15
15

Sorrin:
CMW: 2d8 + 10 ⇒ (4, 1) + 10 = 15
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
31


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

Thanks, Chaplain. Sorrin is appreciative of the healing.


Evil GM

You see the statue garden and then there is the cave entrance, but there no other guardians that you can see. There are eight remaining statue now that one came alive, or was acting as a statue. One of the statues is the serpent that was visible from shore.

Where are you heading?


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 intrigued by Chell's idea. [smaller]"Damn... that's a good one."/smaller] She also does her part with the healing, giving Ptahh a tap with her wand.

CLW on Ptahh: 1d8 + 1 ⇒ (1) + 1 = 2 Freaking wand.

CLW on Ptahh: 1d8 + 1 ⇒ (5) + 1 = 6

She isn't terribly interested in the other statues considering the others aren't spitting gems at them. "Let's head to the cave and get this over with. I'm itching to get back to Shaw."


Evil GM

Sorrin and Ptahh lead the group towards the cave entrance. The water is eerily void of life...

Updated Map

*The yellow haloed tokens are statues.


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

As they get closer, Bri will cast Detect Magic and look at the statues.


Evil GM

Beneath the island lurks a small system of lightless tunnels. With Sorrin and Ptahh leading the way the party swims up the passage where they eventually emerge. This cave is as dark as the passage leading here and almost as damp. The water is stirring is a circular manner.

perception checks, it is dark.

Updated Map


Evil GM
Embrianna wrote:
As they get closer, Bri will cast Detect Magic and look at the statues.

Bri:
You detect magic, which you easily figure out petrified the statues. You figure a stone to flesh spell cast on each could reverse the effects.

Bri inspects:

Statue 1:

A small, daring halfling with expressive bushy eyebrows. He is garbed in stylishly cut leather armor, his cloak billowing as if caught in a breeze; his right hand grips the pommel of a shortsword half-drawn from its ornate scabbard.


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:

The bard notices Embri inspecting the statues. "They looked petrified from a distance, what do you think? I have the silver mirror that we took from Flynn's ship in my haversack if there's some strange aquatic basilisk or something roaming about. Or Calistria forbid, an aquatic medusa." She considers the thought for a moment. "An even worse scenario- Aquatic cockatrice. Entire schools of them, hundreds swimming through the ocean together, swarming on unsuspecting prey..."

-------
In the cave:

Astrianna summons a quad of cool, Dancing Lights to conquer the darkness and cast shadows about the cave. Her partially elven eyes scan for threats in the dark edges of the light she has created.

Perception: 1d20 + 16 ⇒ (16) + 16 = 32


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 shield Lights up too as they enter the cave. "I think they were moved there. Or maybe they are from the ship sunk nearby. Either way you are right. We are probably walking towards something than can petrify and we don't have the spell to reverse it," she warns.

Pereption: 1d20 + 14 ⇒ (16) + 14 = 30


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, they are definitely people turned to stone. Chell, are you able to pray for a stone to flesh spell yet? I think that would counter the effects. Or maybe when we are done here we can take the statues back to port with us and find someone that 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

"No." Chell looks downtrodden at the admission. "Another reason the missing clerics means we are all worse off. I am not sure there is a cleric in the Razor who could besides Alyi'ensi. Finding a scroll of it will be equally difficult."


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

"We could perhaps check amongst the Tulita. Perhaps they would have someone that could do it."


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 can cast it starting at 11th level, Bri. Stone to Flesh

Astrianna's mind briefly wanders to a cruel place, where they use the stone to flesh spell, but don't give the victims any water breathing abilities. Free gear!

She agrees with Embrianna that, at some point, it would be worth it to help the people in the statue garden. "It pains me to say this, but... I bet Sagacious Sam could restore them to flesh. Not that he'll care enough to do it for free, and not that we'll pay his prices." She sighs. "Xander Brim could have easily done it as well. Shame that ship sailed. Perhaps we can return one day ... might want to leave that serpent be though."


Evil GM

At the rate you are gaining experience what are a few more days to those that are stone. It's not like they are going anywhere. Besides perhaps you can pull them up and take them with you. Just a thought.

So you stopped for a quick inspection and conversation about the statues...well at least the one that Bri looked at. Are you ready to continue? If so, I will continue on with Astri's dancing light spell and the perception checks.


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:

We're good to go, I don't think there is anything we can do with the statues right now. Might take the statues with us on the ship, but we'll have to get to that later.


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

Wave Riders? Or are they all accounted for?


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

"Let's deal with one crisis at a time. Cult today. The wreck tomorrow."

I thought we were in the cave already. That is what my perception was for.


Evil GM

Your perception is for the cave. But Bri posted she was going to detect magic on one, so I had everyone stop for that so she can reveal what she learned. You would not have been able to have a conversation in the cave....at least not yet.

I have noted Chell and Astri's perception.


Perception: 1d20 + 7 ⇒ (4) + 7 = 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

perception. +3 hidden/trap: 1d20 + 7 ⇒ (20) + 7 = 27


Evil GM

The glow of the Astri's dancing lights act like a beacon in the cool damp cavern.

Sorrin, Astri, and chell:

the first thing you notice is the cause of the circular water rotation are four large sharks and one hybrid swimming in the waters that you are in. As you breach the the surface there is a gotto with a rocky ridge that contains stacked crates and barrels stacked and there are four humans milling around.

Note: I scaled back by half how many sharks were in the water.

I need to get a map in order but won't be able to do that for bit.


Evil GM

Razor Coast Initiative:

Chell: 1d20 + 2 ⇒ (5) + 2 = 7
Sorrin: 1d20 + 5 ⇒ (4) + 5 = 9
Bri: 1d20 + 2 ⇒ (1) + 2 = 3
Ptahh: 1d20 + 2 ⇒ (16) + 2 = 18
Astri: 1d20 + 2 ⇒ (17) + 2 = 19

sharks: 1d20 + 0 ⇒ (10) + 0 = 10
wereshark: 1d20 + 7 ⇒ (15) + 7 = 22

Wereshark
Astri
Ptahh
Sharks
Sorrin
Chell
Bri

Entry Cave Battle 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

I'm offended! Why scale back? Seriously though, are we under powered, mal-equipped, or was this meant to be a TPK (designer silliness)?


Evil GM

The fodder has numbers on you and environment. You're the proper level, you've have much better gear than the those you fighting, your attack and damage output is better than theirs. Your greatest hinderance is the envirnment. other than water breathing hyou don't really have methods of dealing with underwater damage restrictions. Although the group has access to level four spells, which would provide freedom of movement.


Evil GM

RD 1: Wereshark

The unusual blackish grey shark swim in fast and snaps it's jagged maw Ptahh. Ptahh is flat footed this round. It's keen sense knows of intruders are in the cavern.

bite: 1d20 + 12 ⇒ (5) + 12 = 17;damage: 1d8 + 3 ⇒ (5) + 3 = 8;sneak: 2d6 ⇒ (3, 4) = 7

The massive jaws snap shut but without prey.

RD 1 Updated 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:

Round 1

Active effects:

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

Haste (7 rounds remain): +1 attack, +1 AC, +1 ref, +30 feet speed, +1 attack on full attack

Astrianna's eyes do not take long to adjust as her magical lights pierce the darkness. She gasps as the hybrid shark begins to swim for them, the other sharks beginning to circle. She notes the humans milling about and dives her head back under the water to shout to her companions. "Five Sharks! Watch the grey one, it's a wereshark!"

She begins and inspiring song and weaves a quickening spell, dilating time for all her companions.

Move action: Begin Inspire Courage (19/23)

Standard action:Cast Haste on the group


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

Figuring the sharks will have less ability to resist her hexes, Bri starts putting the normal sharks to sleep. dc 19


Evil GM

RD 1: update

Wereshark - moved and attacked Ptahh but missed
Astri - IC +2, casts haste
Ptahh
Sharks
Sorrin
Chell
Bri - casts slumber (I'll make the save after the sharks go.)


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 want to try lightning but if the sharks move too close to use then she will think it too dangerous. So bless again. Will wait for a little longer on Ptahh and then sharks.


Evil GM

RD 1: Sharks

the four sharks move in and attack their ravenous jaws snapping for a morsel of fresh meat. Chell and Bri are flat footed

@ sorrin:

att: 1d20 + 5 ⇒ (15) + 5 = 20;damage: 1d8 + 4 ⇒ (8) + 4 = 12

@ Astri:

att: 1d20 + 5 ⇒ (20) + 5 = 25;damage: 1d8 + 4 ⇒ (6) + 4 = 10

The bard's flesh is scarred once again.

@ Chell:

att: 1d20 + 5 ⇒ (6) + 5 = 11;damage: 1d8 + 4 ⇒ (7) + 4 = 11

@ Bri:

att: 1d20 + 5 ⇒ (10) + 5 = 15;damage: 1d8 + 4 ⇒ (7) + 4 = 11

Bri does a 15 hit you flat footed?

----

Bri tries to use her hex to slumber the giant beast that is attacking her.

will save: 1d20 + 2 ⇒ (13) + 2 = 15

The witch lolls the beast to sleep.


Evil GM

RD 1: update

Wereshark - moved and attacked Ptahh but missed
Astri - IC +2, casts haste
Ptahh
Sharks - attacks. One hits Astri for 10HP
Sorrin
Chell
Bri - casts slumber effecting one.

Updated RD 1 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

Who is threatening with the longspear? With Haste, can I move 6 squares?


round 2
(posting now because if my kids my laptop I won't get it back for hours)

15 is my current flat footed ac

Bri will try to sleep the shark on Chell next if it is still up when she gets her attack.


Evil GM
Sorrin the Wayward wrote:
Who is threatening with the longspear? With Haste, can I move 6 squares?

Chell picked it up and offered it to Sorrin. You refused it, so she still has it.

Link to post


Evil GM

Ptahh, Sorrin, and Chell are up.


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

How deep is this section of the cave?


Evil GM

Well the tunnel comes up from below but the location you are at is about 35 feet deep. You are at the surface.

profile crossview


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

Had a neat idea but the water is too deep. Control Water to drain the cave. Would have been awesome to watch the sharks loose their terrain advantage.

Can't fail the concentration check to cast defensively. DC 17. My bonus is +17 underwater.

Another glow of light and the weapons of her companions of her companions gain some divine guidance. Cast Bless.


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

Thanks! Hasted, can I move 6 squares?


Evil GM

Sorrin that depends on if you are swimming as a MA (1/4 = 7.5 feet) speed or full action(1/2 = 15 feet) speed. Then add the 15 feet for the haste bonus.

So,
if a MA: 4.5 squares
if a FA: 6 squares

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.


Evil GM

RD 1: Alright Ptahh and Sorrin are up. I take it form the posts Sorrin wants to move?

RD 2: update

Wereshark -
Astri -
Ptahh
Sharks -
Sorrin
Chell
Bri

RD 2 Map, but it may change if sorrin 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

Sorrin attacks the nearest shark.

atk1, silver scimitar +1, bless, haste, inspired, underwater, slashing: 1d20 + 15 + 1 + 1 + 2 - 2 ⇒ (11) + 15 + 1 + 1 + 2 - 2 = 28
dmg1, silver scimitar +1, inspired, underwater, slashing: 1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14

atk2, silver scimitar +1, bless, haste, inspired, underwater, slashing: 1d20 + 10 + 1 + 1 + 2 - 2 ⇒ (18) + 10 + 1 + 1 + 2 - 2 = 30
dmg2, silver scimitar +1, inspired, underwater, slashing: 1d6 + 7 + 2 ⇒ (6) + 7 + 2 = 15

haste, silver scimitar +1, bless, haste, inspired, underwater, slashing: 1d20 + 15 + 1 + 1 + 2 - 2 ⇒ (1) + 15 + 1 + 1 + 2 - 2 = 18
dmg, silver scimitar +1, inspired, underwater, slashing: 1d6 + 7 + 2 ⇒ (2) + 7 + 2 = 11

crit, silver scimitar +1, bless, haste, inspired, underwater, slashing: 1d20 + 10 + 1 + 1 + 2 - 2 ⇒ (5) + 10 + 1 + 1 + 2 - 2 = 17
dmg2, silver scimitar +1, inspired, underwater, slashing: 1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12

fumble, dex, haste?: 1d20 + 5 ⇒ (12) + 5 = 17

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