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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The father actually steps forward rather than backwards. Darius, he actually frowns at you when you speak. Darius occupies L: 11 as the father moves up to K:11

RD 1: Zalen

he casts defensively and steps up to K:11.
cast defensive: 1d20 + 13 ⇒ (10) + 13 = 23

"Quell let your soothing spirit guide us. It is not the time to make rash judgments."

All but one blue kids plus all the PCs need to make Will save DC 16.

Calm Emotions:

This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.

This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.


Evil GM

Calm emotions:

dirk will save: 1d20 + 4 ⇒ (6) + 4 = 10

dirk takes a deep breath and relaxes a bit

J:10
will: 1d20 + 0 ⇒ (5) + 0 = 5
Failed

J:11
will: 1d20 + 0 ⇒ (18) + 0 = 18
Saved
I:10
will: 1d20 + 0 ⇒ (17) + 0 = 17
Saved
I:11
will: 1d20 + 0 ⇒ (3) + 0 = 3
Failed
H:10
will: 1d20 + 0 ⇒ (2) + 0 = 2
failed
G:11
will: 1d20 + 0 ⇒ (1) + 0 = 1
Failed


Evil GM

RD 1: initiative order

Red Thugs - dumped the beaten man in the ditch
Darius moved up
Zalen - stepped up cast calm emotions
Adriel
Bri - cast web unless she has calm emotions blocking the kids on the side
Dirk - calm
orange and pink kids
Astri
Sath
blue kids


Evil GM

Darius dazzling display is a full round action, so you can't move and perform the action in the same round. You also have a reach weapon so you need to have space to twirl the glaive. If there is a rule to the contrary let me know. FYI: There is a fighter: polearm master build that permits use of polearms within 5 ft but it's at a penalty.

Reach:
You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.

Full-Round Actions:

A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.


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:

Calm emotions is such a good spell

Will Save: 1d20 + 8 ⇒ (13) + 8 = 21

Astrianna feels the magic attempt to sink in on the edges of her mind, but it finds no hold thanks to her elven heritage. The bard almost makes a comment to the priest about not trying to control her, but she holds her tongue, instead focusing on her spellcasting.


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

Will Save: 1d20 + 3 ⇒ (18) + 3 = 21

Forgot it was a full round action, my bad. However, I do not see anywhere that the feat applies your weapons reach to the area you do the display in. If you want it to work that way, ok. Just lemme know.

Darius notes the priests words and feels a bit of magic attempt to seap into his mind, but shakes it off. Now is not the time to become distracted.


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: 1d20 + 7 ⇒ (14) + 7 = 21

Made it. Though I would have argues that our Web and Grease spells should still have gone off because I view those as purely defensive actions since they are not designed to harm or attack, merely to prevent a foe from reaching us. Since you stated in the spell that: "Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. "
I know that I made the save, but am just trying to argue my case in case it comes up again in the future. :)


Evil GM

I think you need the space to fully twirl and display the 7 foot weapon that's the purpose of the dazzling with a reach weapon. Basically, showing your prowess and the danger of approaching. If you had polearm fighter build I'd probably let you do it, since one of the abilities is to use a reach weapon at closer distances. I'll reconsider if you find some clarification for me.


Evil GM

Bri as long as the web was between you and the kids and not including the kids I would agree. That would be defensive similar to a wall. Including the kids in the web itself becomes hostile.


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

Ok, I can go with that one. :)
Bri will go ahead and just try to make it a wall between the two house then if possible. If not, I will go ahead and trap any if I have to get the web up since I passed.

How about the Grease on the bridge then since no one is on it yet?


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

My picturing the Dazzling Display is spinning the weapon around myself, typically holding the shaft of the weapon near the middle. Thus that leaves about 3.5 feet on either end actually moving about. But for clarification for later instances: will I need 1 square clear around me in all directions or 2?


Evil GM

You will need 5 ft (1 hex) that will assume are utilizing some of your hex in your display.


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

Will Save: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20

Sath hears the father's words and feels his calming magic slide off her mental defenses- "Hmmmmmm, might need to have a word with him later about trying to ensorcell me," she thinks.

Drawing upon the spirits of the earth and the planets, Sath causes the vegetation in the area to grow, seeking to Entangle all those in the area of effect.

Cast Entangle, centered on D10, 40ft. radius spread, should cover D2-d18 at the edge of the map and reach as far towards our group as L9 and L10. DC 14 Ref save or are entangled, area is treated as difficult terrain.


"Stay calm there is no reason for approach boys, just stay calm. Clearly nobody wants trouble here, we are simply passing through." His calming voice eases most of the boys hostility..


Evil GM

Sath I'll have to put the spell template up when I get home.

Red thugs reflex saves

H: 5
reflex: 1d20 + 6 ⇒ (17) + 6 = 23
save
H:6
reflex: 1d20 + 6 ⇒ (9) + 6 = 15
save
F:6
reflex: 1d20 + 6 ⇒ (1) + 6 = 7
failed
D:5
reflex: 1d20 + 6 ⇒ (1) + 6 = 7
failed
D:6
reflex: 1d20 + 6 ⇒ (11) + 6 = 17
save

The man in the filthy water and ditch is entangled since he was unconscious.

The blue kids all either entangled or calm now.

Bri has the web blocking some kids.

the last group of kids (pink) scatter knowing they are out matched.


Evil GM

Will save Adriel

will: 1d20 + 7 ⇒ (14) + 7 = 21

He did his previously posted action.


Evil GM

RD 1: the pink and orange kids would scatter running.

RD 2: initiative order

Red Thugs -
Darius
Zalen -
Adriel
Bri -
Dirk - calm
orange and pink kids - ran
Astri
Sath
blue kids

I'll update map later.


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:

Did Astrianna's illusion in round 1 do anything Baldwin? Is that why the Pink kids scattered? My action is 5th from last on pg 49


Evil GM
Astrianna Sparacello wrote:
Did Astrianna's illusion in round 1 do anything Baldwin? Is that why the Pink kids scattered? My action is 5th from last on pg 49

The kids ran for many reasons. Dragoons in this area is an exceptionally rare sight.

thugs:red will save:

save: 1d20 + 1 ⇒ (20) + 1 = 21
save: 1d20 + 1 ⇒ (15) + 1 = 16
save: 1d20 + 1 ⇒ (13) + 1 = 14
save: 1d20 + 1 ⇒ (1) + 1 = 2
save: 1d20 + 1 ⇒ (20) + 1 = 21


Evil GM

RD 2: initiative order

Red Thugs -
Darius
Zalen -
Adriel
Bri -
Dirk - calm
orange and pink kids - ran
Astri
Sath
blue kids

RD 2 Map


Evil GM

RD 2: Red Thugs

The thugs are in a commotion, Damn thickets and look dragoons...damnit, you're gonna pay priest."

Three move out of the area and use their full round action to dart between buildings.

EA: 1d20 + 8 ⇒ (4) + 8 = 12
EA: 1d20 + 8 ⇒ (1) + 8 = 9

Both fail to get loose.

Updated RD 2 Map


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

So is there anyone left that we can see that is currently threatening us in any manner and not calm or entangled?


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 2

Astrianna looks at the stuggling thugs who are just begging to become target practice. "Are we killing these thugs or not? They aren't children, they've made their choice."


Evil GM

Bri everyone is either calm or entangled. there is the man in the ditch that is unconscious entangled with his face in the water.


RD 2: Zalen

The cleric says, "Quell close the gap." [std) He steps and reappears amidst the entangling overgrowth and the man in the ditch. He kneels down (move action). The vines don't appear to have any effect on the cleric. He did not answer Astri's question nor does he seem concerned about the the proximity of entangled thugs.

Anyone with Spellcraft or Know religion can make check if they want.

He did release the calm emotion spell but the blue boys seem pretty nervous and they raise their hands. Waving off any trouble. Dirk is no longer under the effects of calm emotion.


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 watches the priest from a distance, keeping the illusion of the Dragoons active. Her eyes flicker between the thugs- they appear to be cowed, for now.

Spellcraft: 1d20 + 6 ⇒ (8) + 6 = 14

Take 10 Knowledge: Religion 10+8 = 18


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

"Astri, I say we leave that choice to Father Trafalgar. He's more familiar with this city than us and would know better what the ramifications of that action would be."

Bri holds off on any action until the Father says anything, though she will ready to sleep hex anyone who attempts to attack her or any member of her group, including the Father and will move as necessary.


Evil GM

Astri you don't really know how he moved from one spot and all the way into the ditch which is a good 40 foot in distance. Although you understand he has a travel deity and it must be a gift from his god. The man certainly has talent.


Evil GM

RD 2: initiative order

Red Thugs - still entangled
Darius
Zalen - hopped over to the drowning man in ditch
Adriel
Bri -
Dirk - calm
orange and pink kids - ran
Astri
Sath
blue kids


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

David sees the man that was beaten and flung into the ditch. He knows the man has little time before he chokes to death in the water...

He glances at his companions, and in a calm manner he takes a Double Move to K:4; his weapons out and ready...


Evil GM

Dirk moves to K: 4 setting up a defense from the between some shack.

Updated RD 2 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 2

Astrianna purses her lips at the man's powers, thinking for a moment about Quell and the god's power over travel. Impressive. This man must be truly blessed by his god....

She turns her head to Embrianna. "I think this scuffle is over, the thugs value their lives more than our coin."

The bard flicks her wrist and dispels the illusion of the dragoons, walking across the bridge to cover Hawkins with her bow. Those two other thugs were still behind the shacks... "Got your back, Sawbones."

Move Action: 30' move to L7


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

While the father looks after the man lying in the ditch, Sasth scans the area to make sure that the 3 thugs that fled are not circling back to ambush the group.

Perception: 1d20 + 12 ⇒ (14) + 12 = 26


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

Edit: Bri will move over to L7, that way she will be closer in case the Father needs any assistance.


Evil GM

Sath you see a few people peeping out of flabby doors or loose shutters but nobody threatening. The blue boys drop their sticks and mutter, "We're fine....no issue 'ere."

Updated Map
Bri I changed your destination point since that would have been on top of Astri.


Evil GM

If nobody is going to attack the two thugs they will make another escape artist check to free themselves and double move out.

EA: 1d20 + 8 ⇒ (20) + 8 = 28

EA: 1d20 + 8 ⇒ (12) + 8 = 20

the each get away and boogie on out of Dodge. No threats remain.

Meanwhile the cleric will cast a healing spell on the gravely injured man.


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

"Father, do you need any assistance?"


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
baldwin the merciful wrote:
Meanwhile the cleric will cast a healing spell on the gravely injured man.

David will make a fast dash to the fallen man.

Escape Artist to get through the tangles to the man...
1d20 + 4 ⇒ (18) + 4 = 22

Seeing that priest has called on his god to aid the man, he drops a knee adjacent to the cleric.

"Status?" he asks Father Zalen, his weapons still out as he scans the surrounding area to make sure no threats are coming toward 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:

Astrianna keeps her bow in hand, and doesn't hustle over to where the group is gathering about the ditch. She walks with Embrianna. "That went extremely well. It's good to know the people in the Outskirts are just poor, not stupid."


"Beaten severely but quite alive." He is holding the man's head above the water.


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 turns to Adriel and Sath, the only remaining members of their entourage on this side of the ditch. "Let's cross, better to all be on the same side in case any of these punks decide to do something foolish."

He then makes his way across the bridge and takes up a protective stance on the opposite side of the women.


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

"Well, glad this was so easily resolved, with no permanent harm to anyone involved." Sath comments as she crosses over the bridge to join the rest of the group there.


Evil GM

Other than crossing the bridge and getting the beaten man are you doing anything else?


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

Rd2: Sorry I am late. Had to take kids to school.Adriel was glad he did not have to harm any chidren it seems, he takes a double move to J6, holding his Sap out threateningly and lined up for a charge, should the vines be dispelled.
Lay down or you're gonna hurt.

After they flee: Drop the spell so we can reach the padre.

His bickering with Hawkins not forgotton and loathe to waste a good spell, Adriel keeps his sap in hand, the cold energy from his held spell frosting the leather weapon.
He tells Thrasher Fly High and tell me if there are any more predators

Baldwin can you tell me what Thrasher sees?
Thrasher Perception: 1d20 + 10 ⇒ (10) + 10 = 20


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Zalen Trafalgar, Quell Cleric wrote:
"Beaten severely but quite alive." He is holding the man's head above the water.

David nods, his eyes studying the man intently.

"Can we move him out of the water?" he asks with a brisk tone as he studies the man for any signs of suffocation or choking from possibly swallowing any water.

As David talks he pulls his cloak off his shoulders and balls it up to make a crude pillow for under the man's head - at least until he knows more details on his condition...


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

Without turning his eyes from their surroundings, Darius responds to Sath, "Agreed."


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 utters the word of dismissal, return the local foliage to its normal form.


The man is coughing loudly and whatever water was in his lungs have cleared.

"He can be moved. Steady now, no harm will come to you." The cleric soothing voice reassures the man. "Can anyone do anything about this overgrowth?'

Edit; Sath it looks like we where posting at the same time.


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

The man is coughing loudly and whatever water was in his lungs have cleared.

"He can be moved. Steady now, no harm will come to you."

David steps back a bit to give the man some room. Seeing that the priest seems to have everything in hand, he pulls back a little and sheathes his weapons; his eyes on the surrounding buildings, studying them intently for any potential threat.

"Where to, then?" he asks Zalen as he watches the buildings.


Evil GM

the man scramble up onto the bank he looks around nervously, "Where are they? Are they gone?"

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