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

Sorrin is anxious to find Jenkie.

He backs the warrior up, in case there's trouble.

Any of you men know Roland Lawrence? Find him, be courteous... Let him know we docked.

You go thru him, then Captain Donovan.


Evil GM

4:30 bells

After Astri firmly raps on the door a large set of lips with gruesome jagged teeth appears on the door. "GO AWAY...we are closed. Failure to do so or face the consequences." The lips stop moving. It's pretty obvious to everyone that this is some arcane spell providing a warning. Bri and Astri realize it's a magic mouth spell.


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 sniffs as the magic mouth tells her off. "Oh no, consequences. I'm going to get told off by the door again." She tempts fate and bangs on the door even louder this time. Maybe I should have Sargas stand in front of me.


Evil GM

Everyone needs to make a Will save DC 24 from everyone. Also roll a separate d6.

Astri defiantly raps on the door again, clearly disregarding the warning, the bard's knuckles trigger the magic and a whitish yellow aura overwhelms the area (60 foot), and your nerves tingle as you drop everything (if you failed your save). The mouth moves again, "GO AWAY, I'm not opened ...yet."

The Party Fun:

Failure results in being stunned for the number of rounds you rolled on your d6.

Stunned

A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).

Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.


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

Just before Astrianna knocks again, a cold shill runs down Chell's spin. She had very bad feeling about this.

Will: 1d20 + 14 ⇒ (5) + 14 = 19
1d6 ⇒ 5

She should have trusted her instincts for now she lay on the ground, unmoving and unable to cry out in pain from hitting her head.


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

Will I am: 1d20 + 3 ⇒ (11) + 3 = 14
d6: 1d6 ⇒ 4


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:

Will vs Enchantment: 1d20 + 9 ⇒ (14) + 9 = 23

1d6 ⇒ 5

Astrianna's teeth clench as she is held in place, silently fuming over the spell's power over her.

When the effect has ended several moments later, she shakes her head and draws herself back up to full height. "This is ridiculous. The whole of Port Shaw is in danger and we can't overcome a damn door."

The bard turns to the rest of the party. "Well either we start throwing rocks at the windows, we keep trying the door, or we do something else."


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

will save: 1d20 + 10 ⇒ (17) + 10 = 27
1d6 ⇒ 1

Bri gives a little giggle as her nerves tingle and then looks around to see if anyone is going to come out and check on the stunned people.

"I'm really not surprised by this. Sam really did seem the type to take his privacy seriously."

"We could consider going through a window. Or maybe a wall. Not many people bother to ward walls you know."


Evil GM

Bri giggles as she thinks about the half orc, Belok, and how she can kill a few hours till the store opens.


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 was very tempted to agree they just break the door. But it might shoot fireballs next. "I am going to check on father Zalen's preparations. We need to make use of the time available since this is happening tonight. Maybe someone else could go check around for Jenkie and Captain Lester. Might get a lead on the cult's base of power here." She then describes the dockside warehouse she saw in her vision as best as possible. "We can meet here when he opens at," she turns to the door looking for a sign or, if not, just asks the door. "When do you open." She then walks briskly to the chapterhouse, happy to be in familiar territory again.


| HP: 84/95 | AC: 29 (16 Tch, 22 Fl) | CMB: +13, CMD: 26 | F: +9, R: +5, W: +3 | Init: +7 | Perc: +9

Luckily Sargas isn't holding anything of value; standing in the street with a drawn greatsword is a delightful way to arouse the interest of the local guards, after all.

Still, he lets out a choked gasp as the magic affects him, his muscles growing clenched as he staggers, and after the spell wears off he presses the base of his palm to his head and looks at the others.

"Tell me again why we think it's such a good idea to annoy the hell out of this Sam?"

When Chell makes her suggestion, he nods warily. "I'll come along and watch your back." Unless she protests, he follows after.


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's," Chell sighs. She wasn't sure she could put the whole story into words but she tries to explain things on the way. "It's complicated and very long. When the entire port isn't in danger I am sure we sill have time to explain things but I'll try to shorten it. Sam's about the only wizard left in town but he is a powerful one. Apparently a thief of great skill left an item in his store that we need. If we don't get it, the whole port will end up like your previous ship, buried in a sea of blood filled with weresharks that are more dangerous than the usual. And that isn't much of a metaphor in this case. Even a monk has been taken by their curse and that shouldn't be possible."


Evil GM

4:45am

Chell an Sargas hurry on back to the Quell Chapterhouse. As they walk Chell fills Sarags in on the situation.

perception Chell: 1d20 + 14 ⇒ (1) + 14 = 15
perception Sargas: 1d20 + 9 ⇒ (7) + 9 = 16

As you get closer to the Chapterhouse you each notice the smell of smoke. You're roughly 200 feet when you see the flicker of flame and hear the first explosion. To Chell's fragile state of mind, it's coming from the Chapterhouse!


Evil GM

4:35 am: Sorrin, Astri and Bri

When Sargas and Chell decide to head back to the chapterhouse, Bri mentions she wants to look for the window that Chell described in her vision. The three of you get to an alley and see a single window up high (10 high) and it fits the description of what Chell described, although you don't see anything around to climb on. You realize a cat burglar of some talent could be bold enough to scale the wall and enter the window.


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, had never considered himself a burglar...

I think I can get up there. Worth a try?

He fiddles with a rod than he twists and clicks until it resembles a grapnel.


Evil GM

Note that I have two slightly different times based on the group splitting up. Each group is aware of only what is assigned to their current location. So Astri, Bri, and Sorrin are not aware of the smoke or explosion.


Evil GM

Sorrin tosses his grapple over a storm pipe roughly 30 feet up and he is able to shimmy up the wall to the window.

Sorrin, what are you going to do? Bri and Astri what are you going to do once Sorrin begins to climb?


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

"Oh no," Chell gasps. The first though to come to mind was that the chapterhouse was burning. She desperately hoped she was wrong but sprinted in that direction anyway.


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 blows air through pursed lips. Well, if Sam doesn't want to do things the nice way... She nods to Chell and Sargas as they leave. "Send my regards to Zalen."

The bard looks up at the window and shakes her head. "Sam seems too paranoid to leave that window unwarded, unless... it's specifically a drop off point for Jalia or other persons with sticky fingers. Well, we can deal with the repercussions later."

She first touches Sorrin, casting a spell of invisibility over the rogue. "That will last 9 minutes... bring back the bag if you can. We'll ward off any nosy Nancies."

Astiranna waves to Embrianna to press herself against the wall. The bard casts a Silent image over the area around her, making two illusionary walls matching the surrounding stonework appear to her left and right. It would now appear the alleyway is blocked to sight and passage.


Evil GM

4:46 am Chell and Sargas

Suddenly Chell dashes off towards the Chapterhouse but a second rumbling boom pierces the night air. The distinctive odor of alchemy fire singes your nostrils. Panic erupts in the street. Flame flickers and bursts through windows as the holy ground burns. People scramble outside, some from the chapterhouse while others arrive from the docks. Shouts for a fire brigade ring out.


Evil GM

Sorrin - Astri makes you invisible and you have no trouble scaling the wall, what are you doing? Roll perception, traps. Are you able to disable magical traps? Just checking :-)


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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

"Oh Quell!" Chell gasps as she rounds the corner. The chapterhouse was burning. "Of this is one the day I forget Create Water. I need to do something. Think. Think." Chell thumps her head with here hands, hoping to dislodge an idea. "Oh!" It must have worked. Chell gets as close as she dares and starts casting. A circle of light appears before her and from its depths a monolith of water appears. When it fully breaches the circle it takes a more fluid and humanoid form. A water elemental. "Go, put out all the flames you can," Chell commands.

Summon Monster IV for a medium water elemental.


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 1, traps: 1d20 + 10 ⇒ (18) + 10 = 28
perception 2, traps: 1d20 + 10 ⇒ (4) + 10 = 14
perception 3, traps: 1d20 + 10 ⇒ (10) + 10 = 20

Magical traps, sure... Scout doesn't give that up. Gérard as a Knife Master, could not. Poor Gérard!


Evil GM

Summon monster is a full round action unless you have an ability/fet to get around that.

Chell prays trying to enunciate each word with precision, it was no time to fumble words, when an old man in a burning night shirt drops to the ground rolling to put out the flame.

Sargas what are you going to to be doing.


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

Posting will be a little slow. Visiting in-laws for a few day.

Bri waits down below as Sorrin begins his climb up, ready to take action if something blasts him off of the house.


Evil GM

Sorrin you get to the window and notice there is an alarm spell on it, you also notice that the inside latch has already been picked or opened. You figure either Sam left the window open for Jalia or alternatively, she never locked the window when she left in Chell's vision. You recall that Jalia did pick Astri's bandoleer - a thought that makes you smile - so you know she is a thief of some talent.

What are you going to do?


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 almost forgot a vital piece of communication, quietly casting Message.

The bard's voice floats into Sorrin's ears. "If you need any other magical assistance, let me know."


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

Damned wizard probably pissed someone off and got himself killed...

disable device: 1d20 + 13 ⇒ (14) + 13 = 27


Evil GM

Sorrin thinks he disarmed the alarm.


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
baldwin the merciful wrote:

Summon monster is a full round action unless you have an ability/fet to get around that.

Chell prays trying to enunciate each word with precision, it was no time to fumble words, when an old man in a burning night shirt drops to the ground rolling to put out the flame.

Sargas what are you going to to be doing.

I know. Are we in combat?


Evil GM

No combat Chell. I just wanted to make sure the length of time to move and cast was in perspective.


| HP: 84/95 | AC: 29 (16 Tch, 22 Fl) | CMB: +13, CMD: 26 | F: +9, R: +5, W: +3 | Init: +7 | Perc: +9

Sargas races forward alongside Chell, jaw clenched, knowing that fire within a crowded city can be lethally contagious. As he runs, he roars out to passerby's, "Come on! Follow! We all need to help!"

Getting to the burning edifice, he glances around, taking in the scene as quickly as he can, and then starts roaring as if he were back on the deck of his ship, giving orders to the gaping crowd, trying to set up a bucket chain and weave a firefighting force out of those gathered around.

Intimidate: 1d20 + 4 ⇒ (4) + 4 = 8


Evil GM

Sorrin are you popping open the window and climbing inside Sam's house of horrors shop?

Astri taps her foot impatiently.


Evil GM

Sargas begins to bark orders, a few concerned residences follow along trying to organize their compatriots. Several others shake their head negatively mumbling that they aren't risking their lives.

Chell gains her wits long enough to cast a spell and a water elemental appears from the dock area, it obeys her command weakening some as it moves on land.

A third and fourth explosion rocks the area as the chapter house is engulfed in flame. So far, Zalen nobody has seen Zalen.


Evil GM

What is everyone doing?

Astri, Bri, and Sorrin you have not heard explosions remember you are a few minutes behind.


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:

Just waiting on Sorrin. She's communicating with him via Message, so if he needs anything he can tell her.


Evil GM

4:42 am

Sorrin PM'd me that he is having a tough time posting from work these days but he mentioned his action.

The burglar opens the window and breaks out a sunrod to glance inside the building. He is careful not break the plane with his body. The glow of the light reveals interior of the shop. There are rows ans rows of trinkets, strange jars of liquids and petrified creatures and body parts, and there are several strange stuffed game within. From your current location you do not see the jawbone or the fancy purse described by Chell.

What are you going to do?


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 hanging out, trying to look nonchalant as they wait for word from Sorrin.


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

Tossing the sunrod into the room, Sorrin prepares to enter.


4:44am

The sunrod drops with a loud thump to the floor - the light casts eerie shadows off the shelf's and items within. A voice echoes - Sorrin looks at a great bear standing guard at the back of the room - the voice appears to be coming from the bear. "Your not actually a good burglar are you...now? Announcing your arrival is such a spectacle...Banging on my door, not once but twice...then entering through a window with a spotlight."


Evil GM

4:47am - Chell and Sargas

The street around the chapterhouse is now chaos as people struggle to get out of the exploding and burning building. The nearby shops and residences come to life, many people leading Sargas a helping hand to others more concerned about their own safety and property.

Chell's spell brings forth a water elemental that quickly moves to the entry way dousing flames as it goes.

The sound of heavy boots marching in quick order reverberate the ground at leastsquads of dragoons are hurrying to the scene.


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

Once the elemental is acting, Chell joins Sargas in organizing the people. The elemental can douse fires quickly but would only be around for about a minute. It would hamper the fire but probably not put it out. The real danger here was the explosions and the possibility of more. "Stay back until the fire crews get here. There might be more explosions. Douse the surrounding buildings to prevent spread or we'll loose the whole waterfront." Mentioning there livelihoods should get them moving.

Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25

Playing good cop to Sargas bad.


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 chuckles, listening to the talking bear.

Sam, is that you? We came to ask for help and conduct business.

Or do we have to go to Xander or Aeron? Maybe they are better... We've come to you.


"Should I just turn you into stone now...boy? Will that stop you from sneaking halfarse burglarizing in my shop?" He stops for a second and the bear motions for you to climb into the shop. "Bring your cohort's in crime, He mumbles loudly, "Hope you at least had the forethought to bring the pretty women with you." He sneers, "You're not a real good burglar are you...you need night glasses at the very least. You are like a lighthouse with those torches.


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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

Thank you! You're right, Sam... I'm not made for skullduggery.

We came to ask for and pay for your help. This apparent treachery is merely for expediency's sake. And yes, the... eye-candy is at the door.

Sorrin is glad he didn't draw the wizard's ire. He prepares to leap down.


Evil GM

Sorrin jumps down just as the front door opens: on it's own. Astri and Bri you hear the door unlock and open. Sorrin you are still not sure if Sam is the bear, you are sure the voice is coming from the bear and it does appear to move.


Evil GM

4:45 am Sorrin, Astri, and Bri

As the door opens and others are let into Sam's shop the first explosion trembles the ground. A few items on the shelves shake and rattle. The bear sniffs the air.


Evil GM

4:49 am Chell and Sargas

The two comrades start to bring some order to the chaos. Sargas grimaces and forces his will on folks to help out, while Chell cajoles and reassures the frighten people. Together they get a water bucket brigade working. More people exit the chapterhouse as the elemental douses the flames, the roof is near collapse as one corner of the building is clearly blown to bits.


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 easily shifts to maintain his footing,What was that?! You keep giant demons in the cellar?

You'd think eventually, things would get better!


"Sounds like an alchemy fire explosion. Well, that could explain the mystery of the shortage in port." no sooner does the first explosion rattle the ground, it's followed by a couple more. All focused in the same area. "Hmpptt, at least it's not wide spread." He unemotionally states.

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