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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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:
I take it form the posts Sorrin wants to move?

Wanted to, but setup is hosed.


Evil GM

so with the half damage penalty on each slashing attack it looks like you have : 7+7+6 for 20 Hp of damage. Correct me if that wrong.

The shark is severely wounded but it is alive.


Evil GM

I'll DMPC Ptahh's RD 1 action in about an hour, or so, if he hasn't posted by then.


Evil GM

RD 1: DMPC Ptahh

He is hesistant to drop is weapon so he sheathes it carefully (MA), the draws his silver long sword and slashes at the wereshark.

att, UW: 1d20 + 11 - 2 ⇒ (14) + 11 - 2 = 23;damage: 1d8 + 10 ⇒ (1) + 10 = 11
half damage

the blade strike drawing blood.


Evil GM

RD 2: update

Wereshark -
Astri -
Ptahh
Sharks -
Sorrin
Chell
Bri - slumber

RD 2 Map


Evil GM

RD 2: Wereshark in animal form

The shark within range of the half-orc meal attacks,

att: 1d20 + 12 ⇒ (4) + 12 = 16;damage: 1d8 + 3 ⇒ (7) + 3 = 10

The jaws come up empty once again.


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:

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

Haste (6 rounds remain): +1 attack, +1 AC, +1 ref, +30 feet speed, +1 attack on full attack

Bless (6 rounds remain): +1 attack

Round 2

Astrianna cries out in pain as the shark's dagger-like teeth sink into her hips, momentarily interrupting her song. She draws her rapier from its sheath and attempts to stab the fish in the eye.

Free action: Maintain inspire courage (18/23)

Move action: Draw masterwork rapier

Standard action: Attack shark O16

melee, inspired, bless, haste: 1d20 + 8 + 2 + 1 + 1 ⇒ (11) + 8 + 2 + 1 + 1 = 23

damage, inspired: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6


Evil GM

Astri's rapier jabs into the shark punching a hole into the creature.


Evil GM

RD 2: Sharks

The sharks continue to press their attacks, some tasting blood in the water.

@ sorrin

att: 1d20 + 5 ⇒ (3) + 5 = 8;damage: 1d8 + 4 ⇒ (5) + 4 = 9

@ Chell

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

@ Astri

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

All the jaws miss.


Evil GM

RD 2: update

Wereshark - missed Ptahh
Astri - IC, stabbed for 6 HP with rapier
Ptahh
Sharks - missed Sorrin, Chell and Astri,
Sorrin
Chell
Bri - slumber

shark near Chell will save vs slumber: 1d20 + 2 ⇒ (13) + 2 = 15
He is snoozing. 2 of the 4 sharks are slumbering


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 just found out that if you can breathe underwater you don't have to use concentration. I don't know if we have been doing that but for future reference.

Chell takes this opportunity to swim away from the shark and see what lightning underwater does. Please don't kill me...or us.

Lightning damage: 3d6 ⇒ (5, 3, 3) = 11


Evil GM
Chell Silves wrote:

I just found out that if you can breathe underwater you don't have to use concentration. I don't know if we have been doing that but for future reference.

I'm not really sure what this is in reference to?

Is this what you're referring to?

Spellcasting Underwater::
Casting spells while submerged can be difficult for those who cannot breathe underwater. A creature that cannot breathe water must make a concentration check (DC 15 + spell level) to cast a spell underwater (this is in addition to the caster level check to successfully cast a fire spell underwater). Creatures that can breathe water are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM discretion.


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

Yes. I remember I said I could cast a level 1 spell without making a concentration check because my bonus was high enough. Turns out don't need one since we can all breath underwater right now.


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

Whew, got another one.

Bri attempts to sleep hex Astri's shark next.


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 don't think you can 5-foot step. Risky.


Evil GM
Sorrin the Wayward wrote:
I don't think you can 5-foot step. Risky.

Unless you have freedom of movement or a similar ability to move, I don't think you can make 5 ft step.


Evil GM
Chell Silves wrote:

I just found out that if you can breathe underwater you don't have to use concentration. I don't know if we have been doing that but for future reference.

Chell takes this opportunity to swim away from the shark and see what lightning underwater does. Please don't kill me...or us.

I haven't found anything that says lightning bolt won't work underwater. There are some threads saying it move like a fireball than a bolt. They changed this from older editions which had detailed inform on how spells worked underwater. Note: call lightning specifically states it will not work underwater.

reflex save: 1d20 + 5 ⇒ (18) + 5 = 23
What is the DC on the save?

the greenish, white glow of the lightning pops from the Chell's finger tips, into fuzzy ball of energy that smacks into a shark.

which shark? Bri and Chell's is are asleep. Sorrin's is hurt bad and Astri's is injured.


Evil GM

Ptahh and sorrin are 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

Sorrin attacks, trying to finish off his shark.

atk1, silver scimitar +1, bless, haste, inspired, underwater, slashing: 1d20 + 15 + 1 + 1 + 2 - 2 ⇒ (1) + 15 + 1 + 1 + 2 - 2 = 18
dmg1, silver scimitar +1, inspired, underwater, slashing: 1d6 + 7 + 2 ⇒ (4) + 7 + 2 = 13

fumble, dex, haste?: 1d20 + 5 ⇒ (18) + 5 = 23

atk2, silver scimitar +1, bless, haste, inspired, underwater, slashing: 1d20 + 10 + 1 + 1 + 2 - 2 ⇒ (8) + 10 + 1 + 1 + 2 - 2 = 20
dmg2, silver scimitar +1, inspired, underwater, slashing: 1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12


Evil GM

Sorrin finishes off his shark.


Evil GM

RD 2: DMPC Ptahh

Ptahh shifts his grip and draws on his weapon versatility ability using the longsword as a piercing weapon.

att: 1d20 + 11 ⇒ (6) + 11 = 17;damage: 1d8 + 10 ⇒ (7) + 10 = 17

att: 1d20 + 6 ⇒ (8) + 6 = 14;damage: 1d8 + 10 ⇒ (7) + 10 = 17

Both of his attacks miss.


Evil GM

RD 3:

Wereshark -
Astri -
Ptahh
Sharks -
Sorrin
Chell
Bri -

Note: Bri and Chells sharks are slumbering, Sorrin's shark is dead. Astri's shark is injured.


Evil GM

RD 3: Wereshark in animal form

The shark tries to bite Ptahh,

att: 1d20 + 12 ⇒ (1) + 12 = 13;damage: 1d8 + 3 ⇒ (1) + 3 = 4

The snapping jaws miss and few teeth snap off.


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 3

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

Haste (6 rounds remain): +1 attack, +1 AC, +1 ref, +30 feet speed, +1 attack on full attack

Bless (6 rounds remain): +1 attack

Astrianna does not waste the opportunity to finish off the slumbering shark, stabbing get rapier through one of its eyes.

She wonders why the humans on the cave shelf have not reacted, considering the copious amount of blood starting to fill the water.

Free action: maintain indoor courage (17/23)

Full round action: coup de grace on shark adjacent to Astri

crit damage: 2d6 + 2 + 4 ⇒ (5, 4) + 2 + 4 = 15

DC 25 fort save or die I think


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 forgot to put in more info. Swim 5ft from my attacker, the one sleeping, and hit it with lightning. Shouldn't be able to make a reflex save. I wasn't sure what lightning would do underwater so I wanted to back up. Maybe it spreads out, stuns, extra damage. Salt water conducts really well. If it reacts normally then that's fine.

It worked? Well duh its magic. Time to let loose. Four more bolts erupt around her striking every enemy nearby.

Cast Defensively DC 23: 1d20 + 17 ⇒ (11) + 17 = 28
Lightning DC 19 Ref: 3d6 ⇒ (4, 1, 3) = 8

Strike all four remaining targets.


Evil GM
Astrianna Sparacello wrote:

Round 3

She wonders why the humans on the cave shelf have not reacted, considering the copious amount of blood starting to fill the water.

B/c I forgot about them! they are suppose to be peppering the water with bolts/arrows and doing other things.


Evil GM

Astri your shark was the only one still awake or alive. But don't sweat it, I'll give the kill so we can move this forward.

Chell what is the spell source for you lightning bolt? Lightning bolt is different than call lightning. Call lightning DOES NOT work under the water. As I mentioned above, the spell description is clear that it does not work underwater.

Call Lightning:

mmediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).

If you are outdoors and in a stormy area - a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size) - each bolt deals 3d10 points of electricity damage instead of 3d6.

This spell functions indoors or underground but not underwater.


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 there was something up with the humans! Also sorry about the shark, I thought Astri's was asleep. Hopefully a hasted full attack would have had the same effect.


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

It works indoors but not underwater? Sorry, I missed that. I am using the Lightning Lord ability which is based off of Call Lightning. Icicle then.

Icicle Touch Attack: 1d20 + 6 ⇒ (1) + 6 = 7
damage: 1d6 + 3 ⇒ (1) + 3 = 4

Or not. That is some karma right there.


Evil GM

RD 3: DMPC Ptahh

Ptahh continues drawing on his weapon versatility ability using the longsword as a piercing weapon.

att: 1d20 + 11 ⇒ (19) + 11 = 30;damage: 1d8 + 10 ⇒ (2) + 10 = 12

att: 1d20 + 6 ⇒ (17) + 6 = 23;damage: 1d8 + 10 ⇒ (8) + 10 = 18

confirm crit:

att: 1d20 + 11 ⇒ (16) + 11 = 27;damage: 1d8 + 10 ⇒ (4) + 10 = 14

Ptahh draws quite a bit of blood.

-------
RD 3:

Wereshark - missed Ptahh
Astri - killed shark
Ptahh - hit twice 44HP
Sharks - dead
Sorrin
Chell - missed wereshark
Bri -


Evil GM

RD 3: Hasted Ptahh

att: 1d20 + 11 ⇒ (16) + 11 = 27;damage: 1d8 + 10 ⇒ (2) + 10 = 12

he hits but the creature is still alive.


Evil GM

We are still in RD 3, but I'm adding the initiative for the next round.

land crew: 1d20 + 8 ⇒ (20) + 8 = 28

Next RD 4 Initiative Order:

Land crew
wereshark
Astri -
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

Sorrin tries to get around the wereshark and flank.

atk1, silver scimitar +1, bless, haste, inspired, underwater, slashing: 1d20 + 15 + 1 + 1 + 2 - 2 ⇒ (16) + 15 + 1 + 1 + 2 - 2 = 33
dmg1, silver scimitar +1, inspired, underwater, slashing: 1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12
sneak, if flanking: 2d6 ⇒ (2, 1) = 3

Draws AoO from wereshark, but Haste & Mobility make AC 29.


RD 3: Wereshark AOO on Sorrin

As Sorrin moves into position the wereshark attacks,

att: 1d20 + 12 ⇒ (7) + 12 = 19;damage: 1d8 + 3 ⇒ (2) + 3 = 5

Bri you still have your RD 3 action.


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

Totally missed that we were even at 3 yet.

Bri will Evil Eye the Wereshark to make him less likely to hurt her friends.

evil eye for -2 to attacks, will save dc 19


Evil GM

will save: 1d20 + 7 ⇒ (11) + 7 = 18

the wereshark missed it's save.

RD 4 Initiative Order:

Land crew
wereshark
Astri -
Ptahh -
Sorrin
Chell -
Bri

RD 4 Map


RD 4: Lank crew

The four on the shore spend their time transforming into hybrid weresharks, getting ready for invasion. the transformation process appears horrid and painful as the creatures lash out.

RD 4: wereshark

The wereshark bits at Ptahh again.

att, EE: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28;damage: 1d8 + 3 ⇒ (5) + 3 = 8

Teeth finally sink into flesh spilling more blood into the water.


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:

Active effects:

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

Haste (5 rounds remain): +1 attack, +1 AC, +1 ref, +30 feet speed, +1 attack on full attack

Bless (5 rounds remain): +1 attack

Round 4

Astrianna removes her rapier from the shark's flailing body, swimming over to be next to Chell and the final sleeping shark. "I'll take care of this one Chell. You have any surprises for the weresharks on the ledge?"

Swim check to move: 1d20 + 5 ⇒ (16) + 5 = 21

move action:10' move to M20


Evil GM

Astri tugs hard to free her rapier form the innards of the shark with one last heave she manages to pull it free.


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 target two of the land crew with a fireball.

Going for C 11 and 14 as my targets.
damage / reflex save 18 for half: 8d6 ⇒ (6, 3, 1, 4, 3, 6, 4, 2) = 29

Let's see if that interrupts their transformations


Evil GM

By the time Bri's fireball flies the "fel lycanthropes" (RC version of were-creatures) have shifted (std action).

C11, ref: 1d20 + 14 ⇒ (5) + 14 = 19

C14, ref: 1d20 + 14 ⇒ (19) + 14 = 33

the fireball bursts but their reactions are fast enough to shield themselves from some of the burn.

(DC 18 correct?)


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 gets +2 flanking. Need to know if he downs the critter.


Evil GM

RD 4: DMPC Ptahh

The half-orc keeps his grip ready to inflict piercing damage underwater.

att, flank: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26;dam: 1d8 + 10 ⇒ (5) + 10 = 15

att, flank: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22;dam: 1d8 + 10 ⇒ (7) + 10 = 17

Haste:

att, flank: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17;dam: 1d8 + 10 ⇒ (3) + 10 = 13

Two of the attacks hit and the tip of the blade wiggles in the beasts stomach. It begins to roll over on it's back.

As an FYI, in a 3d world most of this fighting is actually taking place under the water rather than on the surface. That's just super hard to show on a 2d 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 tried to gain solid ground, having had enough water sport.

Move to land, take an AoO if needed.

swim: 1d20 + 9 ⇒ (7) + 9 = 16


Evil GM

sorrin are you heading to the closest land: E:14?


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

affirmative.


As Sorrin swims to shore he notices that the creatures size has doubled, making them large in stature.

claw: 1d20 + 12 ⇒ (2) + 12 = 14;damage: 1d6 + 3 ⇒ (3) + 3 = 6

Rd 4 Map Update

Cruddy dice.


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 forget. How far down are we?


Evil GM

RD 4 Initiative Order: update

Land crew - changed to hybrid wereshark
wereshark - attacked Ptahh and hit for 8 Hp
Astri - moves to M:20
Ptahh - killed wereshark
Sorrin - swam to shore
Chell -
Bri - fireball 14 HPs each

RD 4 Map

- chell you are up


Evil GM
Chell Silves wrote:
I forget. How far down are we?

You were swimming towards the surface, so 5 to 10 ft.

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