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 Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

So, would I be able to draw my glaive once they announce they are boarding, and still be able to Dazzling Display the first round of combat?


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:

Balls. The dice betrayed my illusions.

Round 1

Astrianna excitedly conjures the image of a beautiful gold and green sea serpent, the monster rushing towards the ship in a spray of mist and foam. As she rears the beast before the bow of the ship, she glances over from her theatrics to stare at the boarding soldiers. They're not even looking! Those plebeians, how dare they!

Posting my actions for round 2

Round 2 Actions

Infuriated, she drops the Illusion and reaches into her pack to pull out her bow. She breaks into an upset mezzo-soprano, her voice full of anger and demanding retribution. The half-elf projects her song across the ship, urging the sailors to win the day.

"Blow 'em down, knock 'em out, drag 'em under the keel! Send their livers home in a box- really make 'em squeal!"

Move Action:Draw Composite Longbow
Standard Action:Begin Bardic Performance, Inspire Courage +1

All allies get +1 to attack and damage rolls, as well as DC versus charm and fear. Don't forget friends!


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

I never play them. But I love a bard in the party.


Evil GM

Darius pulls his galive out and starts to dance with the long armed pole. It's fancy showing of but the hardened marines don't seem impressed.

DC 13 Intimidate barely missed.

RD 1: White Marines

the group presses forward across the plank.

Darious has an Aoo against the marine in D, -2 with your reach weapon.

The first marine levies his attack with his short sword against Darius,

short sword: 1d20 + 6 ⇒ (8) + 6 = 14;damage: 1d6 + 1 ⇒ (4) + 1 = 5

The marines push forward onto the boarding planks.

That concludes whites RD 1 action.

Updated RD 1 Map


Evil GM

Initiative Order: update

Darius - dazzling dsplay
Astrianna - silent image
Marines, Wht - started crossing
Adriel
Dirk
Sath
Embrianna - cast web
Marines, yellow

Updated map

Astrianna I've noted your RD 2 action.


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

As the marines begin to board, Sath sets his mind to battle, and as he moves around Hawkins to reach the rail, he draws his scimitar, he then opens his mind to calling forth nature's might, drawing down the wind to aid him

half move to C0 while drawing weapon as part of the movement, then Sath casts gust of wind at the marines crossing the boarding Plank in the -2 column. DC 15 Fort negates or target needs to make DC 15 Strength check to move and is -4 to perception rolls and ranged attacks


Evil GM

str D1: 1d20 + 1 ⇒ (11) + 1 = 12
str e1: 1d20 + 1 ⇒ (3) + 1 = 4
str: 1d20 + 1 ⇒ (16) + 1 = 17

Sath moves forward draws the wind to him in a sudden rush, the first to on the plank are stymied.

'Get movin' troops forward.' the command from the back of the line barks.

FYI: PFSRD has a nice spell template description with images, so you can see how you can shape your spells.


Evil GM

Initiative Order: update

Darius - dazzling dsplay
Astrianna - silent image
Marines, Wht - started crossing
Adriel
Dirk
Sath - moved drew weapon cast gust of wind
Embrianna - cast web
Marines, yellow-

Actions remaining in RD 1: Adriel, Dirk, Marines (yellow) and I have webs saves.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge

My Action this round quickly –

David takes a 5 Foot Step back to B:-1 to try to at least help protect Embrianna from any attack. Then he draws his sword as part of the Move Action and casts Grease as his standard action on the plank at line -6; hoping to prevent the Imperials from being able to board their ship in multiple places and circle around the people from the back and potentially flank them; also, he hopefully will cause a bottleneck which may make it easier for those on his ship to defend.

Quick Follow-up Question: the person who gave the order to advance – does it look like that’s an officer? And if so – can we see the officer?


Evil GM

The drawing of the weapon is part of the free action since your BAB is +1 or better.

Take 5-Foot Step, PFSRD:

You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance.

You can take a 5-foot step before, during, or after your other actions in the round.

Move, PFSRD:

The simplest move action is moving your speed. If you take this kind of move action during your turn, you can't also take a 5-foot step.

Draw or Sheathe a Weapon:

Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.

If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action.

Quick Draw (Combat):

You can draw weapons faster than most.

Prerequisite: Base attack bonus +1.

Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Dirk steps back drawing his sword and casting his spell at the far plank at the stern of the ship. (C through F, -6). the grease splatters over the entire planking.

the order came from the back of the crowd each squad looks has one person that is leader at the back but not necessarily an officer.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Darius swings his weapon forward in a powerful, low-sweeping arc intended for the soldiers legs.
__________
AoO: 1d20 + 7 ⇒ (6) + 7 = 13
AoO Damage: 1d10 + 13 ⇒ (2) + 13 = 15


Evil GM

Darius swings his weapon low but marine is quicker at foot avoiding the impact..


Evil GM

Adriel, web saves, yellow marines remain in RD 1.

Bri which gangplank are you casting your web around?


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

The one closest to me. Along the 2 axis right infront of the yellow group.


Evil GM

I'm actually going to put the web back at G/H and 1/2 point that way it will attach to two mast beam, the foredeck, and side of the ship.

DM rolls:

Front to back , left to Rt DC 16
reflex: 1d20 + 4 ⇒ (11) + 4 = 15 failed F, -1
reflex: 1d20 + 4 ⇒ (16) + 4 = 20 saved F,1
reflex: 1d20 + 4 ⇒ (2) + 4 = 6 failed f, 2
reflex: 1d20 + 4 ⇒ (7) + 4 = 11 failed G,-1
reflex: 1d20 + 4 ⇒ (18) + 4 = 22 saved G,1
reflex: 1d20 + 4 ⇒ (8) + 4 = 12 failed G,3
reflex: 1d20 + 4 ⇒ (10) + 4 = 14 failed H, 2

The sticky goo attaches to the two masts and strings across the ship.


Evil GM

Updated RD 1 Map with spell templates


Evil GM

The version of maptools at my house has many more tokens and pieces to use than what I have a the office. i swapped out the spell templates: grease and web with tokens. It's a better visual.

Map Update


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

Whatever works best to trap them. :)


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 love maptools- especially all the work they've done with LOS and lighting. Thanks for making these maps by the way, they're great!


Evil GM

I can't take credit for those two ships, I snagged them off of dunjinni. RC did not give a good selection of detailed ship maps. I haven't have time to create any myself. Good setting, poor maps.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4
Adriel Mistleaf wrote:

Not yet threatend by the soldiers to his front, Adriel falls into his casting.

He uses a move action to draw his weapon with a flourish and casts Flaming Sphere directly at the top most point of the sail (where the top of the cloth currenty is) and lets gravity do the rest.
It's an evocation spell with 140ft range so I can make the ball appear where I want it on the initial casting. The ball should roll/fall down on the dudes in G1 or G2 next round. The skull and Shakles books note this spell can start a fire on a ship. I am hoping to set the sail on fire, up out of reach.
[dice=DC15]3d6

He then guestures at the soldiers with his blade.
Come to your death friend, I'll make it quick.

His casting complete, uses a swift action to pop his wand of SHIELD into his other hand, ready for their advance.

Baldwin, I already posted this action. I am setting THEIR sails on fire


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

Ooohhh, will it set the web aflame too? :)


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

It's in the air at the top of the sails. Will fall next round to about the intersection at G1, G2 and I can move it again as a move action. It will set a web on fire


Evil GM

I'll take the yellow marines actions. I'll DMPC him at the end of the RD if he hasn't posted.

The marines start to yell, "get the damn caster on deck."

The two marines that are not entwined with the webbing each pull out a dagger and begin to cut webbing away. (E/F 1/2 area) and (G/F 1)

The others are grappled and make CMB attempts to break free.
vs D 16

CMB: 1d20 + 5 ⇒ (13) + 5 = 18 free F, -1 next round
CMB: 1d20 + 5 ⇒ (13) + 5 = 18 free f, 2
CMB: 1d20 + 5 ⇒ (6) + 5 = 11failed G,-1, next round
CMB: 1d20 + 5 ⇒ (2) + 5 = 7 failed G,3
CMB: 1d20 + 5 ⇒ (3) + 5 = 8 failed H, 2

That is yellows complete action in RD 1.


Evil GM

I so missed your action! I do apologize for holding up the pace.


Evil GM

Initiative: RD 2

Darius
Astrianna - already posted action, Inspire Courage +1 Att/Dam
Marines, Wht
Adriel
Dirk
Sath
Embrianna
Marrines, yellow

Map Rd 2


Evil GM

Marines...Marine...casters get off your arses and on deck she aint no fat merchant." the cry goes out from the stern deck.


Evil GM
Adriel Mistleaf wrote:
Astrianna Sparacello wrote:

Astrianna takes up a spot on the forecastle, holding her cloak close with one hand. The other is poised to cast two spells as soon as the boarding planks move....

I need to head to bed- The second the gang-planks move, if not given any kind of signal to stop by the captain, Astrianna will cast Ghost Sound to create the rising sound of water being split near the bow, similar to the rush of a ship going through the waves. This will increase to maximum intensity (16 humans shouting worth) throughout the duration. She will immediately follow it with Silent Image, and 560 feet out a massive green and gold Sea Serpent (8 10' long cubes, so 160 feet long) will break through the waves which she will cause to charge high speed towards the enemy ship, its mouth agape and a torrent of mist following it. She will make stop in front of the ship and rise up high and mighty, crackling electricity slowly forming in its mouth and aiming at the ship, holding it there until most of them realize it's an illusion.

After that, Inspire Courage, pull out bow, start shooting.

Astrianna posted her first action already

I saw this post Adriel, I didn't see your next post/


M Gnome Expert/bard

The crew of Mother's Blessing hears the call for reinforcements and casters, their ruse was up. She's not a simple fat merchant ship fleeing Westcrown.

"Get her sails, then lets make a run!"


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

Sath draws a flask of Acid from his haversack and then, following the Captain's orders, pitches it forward at the mast of the other ship.

Pitching Acid Flask: 1d20 + 7 ⇒ (16) + 7 = 23

I added the +1 strike from inspire courage


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Already on it, Captain.
Adriel watches the ball rolling down the sail towards the web spell.

Waiting for my turn


Evil GM

Sath heaves the flask high and straight.

roll your damage, Sath

Adriel unless you are attacking the white marines or the area by Darius go ahead and take your turn.


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

Damage: 1d6 + 1 ⇒ (2) + 1 = 3 plus 1 pt. splash to everyone in 5ft. of mast


Evil GM

center mast I take it? taht's the one by the white marines.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Darius spins around with the momentum of his blow, stepping back a bit as he does, and uses the extra force to take a swing at the man's head. "I believe you gentlemen should consider leaving us be!"
__________
5' step to B,-2. Attack marine in D,-2.
Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d10 + 13 ⇒ (3) + 13 = 16


Evil GM

Updated RD 2 Map

The fighting on the stern deck intensifies, the first mate is shouting orders. The clash of steel rages on.


Evil GM

Darius connects with a wicked blow, slice a chunk of flesh away from the first man across.

I'm having a dickens of time with the spelling of yoru name. I keep wanting to make it Darious.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Hehe, noticed, but didn't wanna make a big deal of it. :-P
Edit: Did you move Hawkins instead of me on the map?


Evil GM

Rd @: Whit marines.

Getting a break when the the pole arm warrior stepped back the seasoned troops press on.

acro to B, 0 through threatened squares: 1d20 + 6 ⇒ (2) + 6 = 8
* Darius, Sath and Dirk have an AOO on the marine that tumbled to B,0.

That was B, 0's complete action.

Two other marines land in on the ship. (C, -2, -1)

The attack:

C, 1 on Sath

short sword: 1d20 + 6 ⇒ (5) + 6 = 11;damage: 1d6 + 1 ⇒ (5) + 1 = 6

C, -2 on Dirk

short sword: 1d20 + 6 ⇒ (18) + 6 = 24;damage: 1d6 + 1 ⇒ (4) + 1 = 5

The punch of the jab pierces the enemy.


Evil GM
Darius Rotarion wrote:
Hehe, noticed, but didn't wanna make a big deal of it. :-P

Take it as my apology. I'll shorten it to Dar soon enough. :-0


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

Embrianna moves up towards the railing. 0,C Then she will cast her Slumber Hex at one of the marines coming across the plank, hoping to send a sleeping marine toppling into the ocean. E,-2 I guess?


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

Sath prepares to call up a thick cloud of fog to cover their escape. allowing the ship to avoid being skewered with ballista bolts. But, in the meantime...

AoO Scimitar strike: 1d20 + 8 ⇒ (6) + 8 = 14

Damage: 1d8 + 3 ⇒ (6) + 3 = 9
He strikes out at the marine trying to board the ship.

After that, Sath draws once more upon the power of nature and calls out to the elemental place of fire, drawing forth a young elemental onto the deck of the sloop

spontaneous casting of Summon Nature's ally, loses Chill Metal preparation and depositing a small fire elemental on the naval sloop, just to really ruin their day.


Evil GM
Darius Rotarion wrote:

Hehe, noticed, but didn't wanna make a big deal of it. :-P

Edit: Did you move Hawkins instead of me on the map?

You are moved to B, -2. Dirk stepped back last round.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Seeing a marine leave himself open, Darius comes overhand with his glaive and tries to bring it down on the man's shoulder. "Not going to take my advice? That's too bad..."
__________
Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d10 + 13 ⇒ (5) + 13 = 18


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

You haven't commented on the fall of the Flaming Sphere, so I am assuming
The sail set on fire and the ball fell into either G1, G2 setting the web on FIRE!

The magus points his sword at the ball and, as a move action directs it to leap 30 ft to the large Main Sail. Setting that ablaze. He than casts SHIELD from his wand as a standard action.
AC21

Mid and forward sails are burning captain!
DC15 fire to sail: 3d6 ⇒ (4, 6, 4) = 14


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Oops, missed that. Nothing to see here...move along...haha.


Evil GM

[Rd 2:

the two white marines in the webbing one got free and move. the other is still tied up.

Updated Map Rd 2


Evil GM

The web is burning and the men caught under the flame scream.

fire: 1d6 ⇒ 5


M Gnome Expert/bard

Get those damn sails up Malt!" the clash of steel intensifies. "Henk hold 'em off, scurvy git yer arse over here".

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