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.


3,601 to 3,650 of 14,076 << first < prev | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | next > last >>

Evil GM

Surprise Rd: adriel still has his one action to take:

RD 1:

Initiative Order:

Sorrin - swapped with Shakes, hit Lacedone for 11 HP
Astri - missed attack on lacedon
Shakes -kicks at the lacedone in the water F:3
Bri - burning gaze cast
Adriel
Tulita Lacedons
Jenkie

----
RD 1: Shakes vs F:3 (AC 22 in water)

impr UA: 1d20 + 11 ⇒ (9) + 11 = 20;damage: 1d3 + 3 ⇒ (2) + 3 = 5
impr UA: 1d20 + 6 ⇒ (18) + 6 = 24;damage: 1d3 + 3 ⇒ (2) + 3 = 5

His second kick connect hard to the tulita lacedon's skull.

RD 1 Map updated


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

Surprise Round:

The elf's eyes widen as he sees the udead creatures emerge from the water below and he istinctively activates his FLIGHT HEX, calling a warning, Undead in the water!
In his chittering language the instructs his familiar- Thrasher, attack

Rd 1: Seeing Astri flanked as the undead climb out of the water,

Thrsaher leaps from the shoulder of his master and SUDDEN SWOOPS at the closest undead in I3 (does not provoke) pecking and clawing at the things head to distract the thing.
Aid another target AC10 to improve masters attack: 1d20 + 6 ⇒ (11) + 6 = 17

Releived that he'd made the descision to learn a spell useful against undead after his failings on the ship, the elf falls into his Casting and calls a CHILL TOUCH into his blade,
fliesdown to I2 and spins his feet about the undead head (moving TRHOUGH his square with Acrobatics)
and drops down to just above water level, drawing his weapon as part of the move and uses his ARCANE POOL to enchant his weapon +2 Bonus swift action,
(the undead's head is near his feet in the adjacent square) to hover above falls into his spell and Delivers his Free ACTION Strike casting of CHILL TOUCH at the creatures head with a downward chop.

Acrobatics: 1d20 + 15 ⇒ (3) + 15 = 18
2 handed CHILL TOUCH SPELLSTRIKE, Arcane Pool, Aid another, Flank, Elevated Position: 1d20 + 6 + 2 + 2 + 2 + 1 ⇒ (18) + 6 + 2 + 2 + 2 + 1 = 31
2 hand damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Confirm Crit?: 1d20 + 6 + 2 + 2 + 2 + 1 ⇒ (9) + 6 + 2 + 2 + 2 + 1 = 22
2 hand damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Any undead stuck with a CHILL TOUCH makes a will save DC14 or flee as if PANICKED for 1d4+4 rounds.

A guide to spellstrike and touch spells
I understand alot seems to be going on. For clarification he Casts the spell with a standard (recieving a FREE ACTION touch attack), moves through the undead square (acrobatics to activate Daredevil boots), and Delivers his free action Touch spell via Spellstrike, See the link for a reference.

Panicked


Evil GM

the undead square is water. Going through the square you succeed on your acro check.

the 16 HP of damage destroys the undead.

Updated Map

Thrasher is haloed light blue.


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

Haha. Killing it is cool, I guess but it's the zombie running in panic bit which would be coolest! Next!


Evil GM

Not really that challenging to hit or kill, but their attack if they hit can be problematic. Now an advanced lacedon can really be an issue for you all.


Evil GM

RD 1: Lacedons

They are all muttering the following,

"“Bone…the jawbone…jawjaw…bonnnne…”

The undead creature claws at Astri's heals,

claw 1: 1d20 + 3 ⇒ (6) + 3 = 9;dam: 1d6 + 1 ⇒ (2) + 1 = 3
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (3) + 1 = 4

claw 2: 1d20 + 3 ⇒ (1) + 3 = 4;dam: 1d6 + 1 ⇒ (5) + 1 = 6
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (3) + 1 = 4

No bit attack form this position.

The claws flail around haphazardly.

-----
F:3 on Capt Montgomery

The lacedon tries to pull and scratch the captain.

claw 1: 1d20 + 3 ⇒ (17) + 3 = 20;dam: 1d6 + 1 ⇒ (1) + 1 = 2
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (1) + 1 = 2

claw 2: 1d20 + 3 ⇒ (17) + 3 = 20;dam: 1d6 + 1 ⇒ (5) + 1 = 6
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (1) + 1 = 2

No bit attack form this position.

both claws rake the captain.

----

E:4 on Sorrin

The lacedon tries to pull and scratch an bite he human,

claw 1: 1d20 + 3 ⇒ (4) + 3 = 7;dam: 1d6 + 1 ⇒ (4) + 1 = 5
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (1) + 1 = 2

claw 2: 1d20 + 3 ⇒ (14) + 3 = 17;dam: 1d6 + 1 ⇒ (4) + 1 = 5
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (3) + 1 = 4

bite: 1d20 + 3 ⇒ (9) + 3 = 12;damge: 1d6 + 1 ⇒ (1) + 1 = 2
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (3) + 1 = 4
plus DC 13 fort ghoul fever, dex: 1d3 ⇒ 3;con: 1d3 ⇒ 1
In one day

The assault misses Sorrin.

------

the remaining two alcedon's step up and flank Jenkie

D:2
claw 1: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8;dam: 1d6 + 1 ⇒ (3) + 1 = 4
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (3) + 1 = 4

claw 2: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22;dam: 1d6 + 1 ⇒ (6) + 1 = 7
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (2) + 1 = 3

bite: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22;damge: 1d6 + 1 ⇒ (4) + 1 = 5
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (4) + 1 = 5
plus DC 13 fort ghoul fever, dex: 1d3 ⇒ 3;con: 1d3 ⇒ 3
In one day

D:4

claw 1: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22;dam: 1d6 + 1 ⇒ (5) + 1 = 6
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (1) + 1 = 2

claw 2: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11;dam: 1d6 + 1 ⇒ (4) + 1 = 5
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (2) + 1 = 3

bite: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16;damge: 1d6 + 1 ⇒ (6) + 1 = 7
plus paralysis, Fort DC 13 rds: 1d4 + 1 ⇒ (2) + 1 = 3
plus DC 13 fort ghoul fever, dex: 1d3 ⇒ 2;con: 1d3 ⇒ 2
In one day

The two lacedons viciously harm the first mat (24 HP puts him into the negative.)

Capt fort saves:
fort save: 1d20 + 5 ⇒ (17) + 5 = 22
save: 1d20 + 5 ⇒ (10) + 5 = 15

The captain makes his saves.

Jenkie's fort saves:

save: 1d20 + 1 ⇒ (19) + 1 = 20
save: 1d20 + 1 ⇒ (6) + 1 = 7
-failed save
save: 1d20 + 1 ⇒ (10) + 1 = 11
-failed
save: 1d20 + 1 ⇒ (5) + 1 = 6
-failed

Updated map


Evil GM

RD 1:
Jenkie is in negative numbers and he is paralyzed.


Evil GM

RD 2:

Initiative Order:

Sorrin
Astri
Shakes
Bri -
Adriel
Tulita Lacedons
Jenkie - negative HPs and paralyzed

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:

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

Round 2

Jenkie noooo! We barely knew him...

The bard gives a whoop as Adriel destroys one of the creatures, turning to face the other undead that had flanked her.

Astrianna appears to be dancing as she hops and skips over the claws lashing at her feet, continuing to sing. The jawbone...? Are they after something?

She steps to side, allowing Adriel a clear path towards the undead, swinging her sword at the tulita's head. Her blade skims across the water, and a few curses appear in her song.

Free Action: Maintain Inspire Courage (14/16)

5' step to K4

Standard Action: Inspired Longsword Attack on Lacedone I6.

Longsword: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12

damage: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7


Evil GM

Astri step back five feet and misses her attack on the tulita lacedon.

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

Bri turns her gaze to the ghoul on the other side of her. I,6

fire damage: 1d6 ⇒ 4
Fort DC 15. If hit, make reflex roll or catch fire.


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

RD:2
Adriel points his blade at the Undead across from them and chirrups to Thrasher The eyes, GO FOR THE EYES!

Thrsaher darts hard across to the head of the partially submerged UNdead, skimming the deck as it passed bearly an inch below him.
Aid another target AC10 to improve masters attack: 1d20 + 6 ⇒ (12) + 6 = 18

Adriel, with his slightly elevated position above the water shoots across to H7, twisting aside from reaching claws (moving TRHOUGH a threatend square with Acrobatics) to a flank,
slashing low with his scimitar, at I6.
hopefully connecting and expending another charge from his touch spell.

Acrobatics: 1d20 + 15 ⇒ (5) + 15 = 20
2 handed CHILL TOUCH SPELLSTRIKE, Arcane Pool, Aid another, Flank, Elevated Position, Inspire Courage: 1d20 + 6 + 2 + 2 + 2 + 1 + 2 ⇒ (20) + 6 + 2 + 2 + 2 + 1 + 2 = 35
2 hand damage: 1d6 + 3 + 2 + 2 ⇒ (1) + 3 + 2 + 2 = 8
Any undead stuck with a CHILL TOUCH makes a will save DC14 or flee as if PANICKED for 1d4+4 rounds.

Confirm Crit?: 1d20 + 6 + 2 + 2 + 2 + 1 + 2 ⇒ (10) + 6 + 2 + 2 + 2 + 1 + 2 = 25
2 hand damage: 1d6 + 3 + 2 + 2 ⇒ (3) + 3 + 2 + 2 = 10

Don't mar those pretty faces ladies, it would be a tragedy.
I am finding it ironic I get two crits in a row on mooks. I am gonna have a flurry of wiffs when we fight a boss

EDIT: just noticed Bri set it on fire, if that was enough to kill it, instead Adriel would have flown to E2 and attacked F3, flanking with Sorren for the same bonuses.


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:

So... many... +'s....

Round 2

Astrianna laughs as the elf flies about, destroying undead. "Great work Bladedancer!"

The bard points towards the Vintage. "Head towards the sloop, that kid got ripped from the rigging! I'm going to come around on the other side of the dock with my bow!"


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 presses on... Jenkie! Someone HELP!

He tries to move to a defensive position above the fallen youth.

Round 2
atk, scimitar, inspired: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
dmg, scimitar, inspired: 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9

AC 25 - Mobility, no Nat 20s on the 2 AoOs, please. Occupy Jenkie's square. All heroic like.


Evil GM

fort save Bri: 1d20 + 2 ⇒ (16) + 2 = 18

he doesn't take the damage form the gazing eyes.

Adriel twist and turns and finds himself cleaving another undead dropping it/


Evil GM

sorrin's deadly slice destroys the undead tulita in front of him.

updated map rd 2


Evil GM

RD 2:

Initiative Order:

Sorrin - destroyed undead
Astri - missed attacke
Shakes
Bri - missed gaze
Adriel - flew and destroyed undead
Tulita Lacedons
Jenkie - negative HPs and paralyzed


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

Sorry, boss. I moved to stand above Jenkie.


Evil GM
Sorrin the Wayward wrote:
Sorry, boss. I moved to stand above Jenkie.

So you are moving through and out of a threatened hex?


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

Yessir, probably 2 AoOs/swipes/bites, one from each lacedon. So many people talk the talk... I gotta walk the walk. :)


Evil GM

RD 2: Shakes vs F:3 (AC 22 in water)

He continues to kick at the undead,

impr UA: 1d20 + 11 ⇒ (5) + 11 = 16;damage: 1d3 + 3 ⇒ (3) + 3 = 6
impr UA: 1d20 + 6 ⇒ (10) + 6 = 16;damage: 1d3 + 3 ⇒ (2) + 3 = 5

Both of his kicks go wide.


Evil GM
Sorrin the Wayward wrote:
Yessir, probably 2 AoOs/swipes/bites, one from each lacedon. So many people talk the talk... I gotta walk the walk. :)

It will be two AOO, but I wanted to double check.

AOO 1 vs Sorrin:

claw 1: 1d20 + 3 ⇒ (18) + 3 = 21;dam: 1d6 + 1 ⇒ (6) + 1 = 7
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (2) + 1 = 3

I believe this may hit you.

AOO 2 vs Sorrin:

claw 1: 1d20 + 3 ⇒ (2) + 3 = 5;dam: 1d6 + 1 ⇒ (3) + 1 = 4
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (4) + 1 = 5


Evil GM

RD 2: Lacedons

The two flanking lacedons viciously claw and bite a the human meat, all while moaning..."Bone…the jawbone…jawjaw…bonnnne…”

D:2
claw 1: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23;dam: 1d6 + 1 ⇒ (3) + 1 = 4
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (4) + 1 = 5

Ouch...

claw 2: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7;dam: 1d6 + 1 ⇒ (5) + 1 = 6
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (3) + 1 = 4

bite: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24;damage: 1d6 + 1 ⇒ (6) + 1 = 7
plus paralysis, Fort DC 13 rds: rds: 1d4 + 1 ⇒ (1) + 1 = 2
plus DC 13 fort ghoul fever, dex: 1d3 ⇒ 1;con: 1d3 ⇒ 2
In one day

Munch, munch...guud jawbone."

D:4

claw 1: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23;dam: 1d6 + 1 ⇒ (5) + 1 = 6
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (3) + 1 = 4

Rips, slash, tear.

claw 2: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8;dam: 1d6 + 1 ⇒ (1) + 1 = 2
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (2) + 1 = 3

bite: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24;damage: 1d6 + 1 ⇒ (2) + 1 = 3
plus paralysis, Fort DC 13 rds: rds: 1d4 + 1 ⇒ (2) + 1 = 3
plus DC 13 fort ghoul fever, dex: 1d3 ⇒ 1;con: 1d3 ⇒ 3
In one day

"jawbone...tasty...mmm"


Evil GM

Sorrin didn't I think you are down 27 HP from the AOO and last round but double check my math.

RD 3:

Initiative Order:

Sorrin -
Astri -
Shakes
Bri -
Adriel -
Tulita Lacedons
Jenkie - negative HPs and paralyzed

RD 3 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

AoO vs AC 25 (+4 mobility), both miss. That said and with all due respect, you SUCK! 20 damage, total.

The young man tries to fight off the unholy effects deposited by multiple lacerations.

D2
Fort, claw paralysis: 1d20 + 9 ⇒ (16) + 9 = 25

Fort, bite paralysis: 1d20 + 9 ⇒ (17) + 9 = 26
Fort, bite fever: 1d20 + 9 ⇒ (1) + 9 = 10

D4
Fort, claw paralysis: 1d20 + 9 ⇒ (4) + 9 = 13

Fort, bite paralysis: 1d20 + 9 ⇒ (18) + 9 = 27
Fort, bite fever: 1d20 + 9 ⇒ (11) + 9 = 20


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 Active: +2 attack/damage/save vs fear and charm

Round 3

Astrianna briefly considers jumping the gap between the two docks, but it's dark and she does not want to accidently end up in the water with those things.

Taking the long way around, she slides her sword back into its sheath and pulls her bow out of its case. The bard knocks an arrow as she reaches the other end of the dock and puts her cheek to the fletching, aiming at the undead on the sloop.

She watches with concern as Sorrin leaps in the middle of the ghouls to protect Jenkie, and becomes ghoul chew-toy. This man is all bravery and no brains...

Free Action: Maintain Inspire Courage

Move Action: 30' move to L7, sheath Longsword

Double Move Action: 30' move to F7, ready Longbow

I'm assuming Adriel flies out of the way with my move.


Evil GM

You are one lucky person statistically speaking with all those saves!A little ghoul fever is it, although you don't know you will get that...at least not yet.


Evil GM

sheathing a weapon is a move action in itself. That would be in addition to the 30' ft movement.

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.

Essentially, you can draw a weapon if you have BAB +1 or higher, but you don't get to sheath a weapon. Sheathing a weapon is not combined with a combined action.


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:

Oh wow thank you, I thought you could also sheath while moving, I have been lying to myself for a long time! Astri is not the type of person to simply drop her weapons on the ground very often.

In that case she will do a double move while drawing her bow, and will sheath her sword for a move action next round.


Evil GM

I learn something new nearly everyday.


Evil GM

RD 3:

Initiative Order:

Sorrin -
Astri - dbl moved to F:7, drawing bow.
Shakes
Bri -
Adriel -
Tulita Lacedons
Jenkie - negative HPs and paralyzed

Updated RD 3 Map


Evil GM

""Bone…the jawbone…jawjaw…bonnnne…”


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'll save the boy, rest is up to you! Time to bare our SOULS!

Raising his scimitar, the man crouches to place the fingers of his free hand to touch the fallen youth's face, pale in the moonlight.

DAWNFLOWER watch over you, child! His voice resonates...

And in the darkness of night for a nigh imperceptible instance, there is a glow the pours from the nomad warrior's eyes and mouth. An inner Sun, brought with him half way around the world.

His blade hangs in the air in an effort to fend off the coming onslaught.

Standard action, Sacred Touch <<< linkified. Stabilize.


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

RD:3
Adriel levels a blade towards Sorrin and chirrups to Thrasher We have to save the small stupid fighter.

Thrsaher flaps hard in a charge towards the boat and pecks and claws and rakes!
Aid another target AC10 to improve masters attack: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18

Adriel, was thoroughly pleased at taking Sorrin on. He seems happy to get sliced for the benefit of all. Moving TRHOUGH a threatend square with Acrobatics to a flank, C5 or C6, grid does not line up
He two handed swings his empowered Scimitar at the lacedon in D4.
hopefully connecting and expending another charge from his touch spell.

Acrobatics: 1d20 + 15 ⇒ (17) + 15 = 32
2 handed CHILL TOUCH SPELLSTRIKE, Arcane Pool, Aid another, Flank, Elevated Position, Inspire Courage: 1d20 + 6 + 2 + 2 + 2 + 1 + 2 ⇒ (3) + 6 + 2 + 2 + 2 + 1 + 2 = 18
2 hand damage: 1d6 + 3 + 2 + 2 ⇒ (2) + 3 + 2 + 2 = 9
Any undead stuck with a CHILL TOUCH makes a will save DC14 or flee as if PANICKED for 1d4+4 rounds.


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

Crap. I might have missed


Evil GM

The underlying base map had grid lines on it, so when I added the coordinates on maptools they did not line up.

Adriel hits the ghoul in D:4 at the end of the pier, but the ghoul is not panicked by the chilly touch.

will save: 1d20 + 5 ⇒ (13) + 5 = 18


Evil GM

RD 3: Shakes vs F:3 (AC 22 in water)

He continues to kick at the undead,

"Git away from my boat!

impr UA: 1d20 + 11 ⇒ (20) + 11 = 31;damage: 1d3 + 3 ⇒ (1) + 3 = 4
impr UA: 1d20 + 6 ⇒ (7) + 6 = 13;damage: 1d3 + 3 ⇒ (3) + 3 = 6

confirming kick:

impr UA: 1d20 + 11 ⇒ (16) + 11 = 27;damage: 1d3 + 3 ⇒ (3) + 3 = 6

The undead creature's head pops off from the force of the kicks.


Evil GM

RD 3:

Initiative Order:

Sorrin - stabilizes Jenkie
Astri - dbl moved to F:7, drawing bow.
Shakes - destroys ghoul
Bri -
Adriel - flies over and injures one undead
Tulita Lacedons
Jenkie - negative HPs and paralyzed

Updated RD 3 Map

Bri and Lacedons remain to act in RD 3


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

Going to bed so posting now
RD:4
Adriel admonished himself for missing before and flies back 10feet to reassess his target then foreword 10 again to try once mpre to separate head from body.

Thrasher Aid another target AC10 to improve masters attack: 1d20 + 6 ⇒ (12) + 6 = 18

He two handed swings his empowered Scimitar at the lacedon in D4.
hopefully connecting and expending another charge from his touch spell.
Acrobatics: 1d20 + 15 ⇒ (14) + 15 = 29
2 handed CHILL TOUCH SPELLSTRIKE, Arcane Pool, Aid another, Flank, Elevated Position, Inspire Courage, Boots: 1d20 + 6 + 2 + 2 + 2 + 1 + 2 + 2 ⇒ (18) + 6 + 2 + 2 + 2 + 1 + 2 + 2 = 35
2 hand damage: 1d6 + 3 + 2 + 2 ⇒ (4) + 3 + 2 + 2 = 11
Any undead stuck with a CHILL TOUCH makes a will save DC14 or flee as if PANICKED for 1d4+4 rounds.

You DO make a wonderful target Sorrin, glad to have you with us.

Confirm Critical: 1d20 + 6 + 2 + 2 + 2 + 1 + 2 + 2 ⇒ (20) + 6 + 2 + 2 + 2 + 1 + 2 + 2 = 37
2 hand damage: 1d6 + 3 + 2 + 2 ⇒ (2) + 3 + 2 + 2 = 9


Evil GM

Adriel you hit D:4 last time, you just didn't destroy it.


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 will turn her gave upon another ghoul. D,2

damage if fails: 1d6 ⇒ 3


Evil GM

save vs burning gaze: 1d20 + 2 ⇒ (5) + 2 = 7

Finally one takes damage, now for the reflex save...

reflex: 1d20 + 2 ⇒ (4) + 2 = 6

it is on fire.


Evil GM

RD 3: Lacedons

One lacedon swats at thrasher pecking at hit's head,

claw 1: 1d20 + 3 ⇒ (20) + 3 = 23;dam: 1d6 + 1 ⇒ (5) + 1 = 6
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (1) + 1 = 2

I think that is going to hit the dive bomber.

claw 2: 1d20 + 3 ⇒ (2) + 3 = 5;dam: 1d6 + 1 ⇒ (6) + 1 = 7
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (1) + 1 = 2

bite: 1d20 + 3 ⇒ (10) + 3 = 13;damage: 1d6 + 1 ⇒ (2) + 1 = 3
plus paralysis, Fort DC 13 rds: rds: 1d4 + 1 ⇒ (1) + 1 = 2
plus DC 13 fort ghoul fever, dex: 1d3 ⇒ 1;con: 1d3 ⇒ 1
In one day

The other attacks sorrin,

claw 1, flank: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18;dam: 1d6 + 1 ⇒ (5) + 1 = 6
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (2) + 1 = 3

claw 2, flank: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10;dam: 1d6 + 1 ⇒ (4) + 1 = 5

it does not confirm.
plus paralysis, Fort DC 13 rds: RDs: 1d4 + 1 ⇒ (2) + 1 = 3

bite, flank: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12;damage: 1d6 + 1 ⇒ (4) + 1 = 5
plus paralysis, Fort DC 13 rds: rds: 1d4 + 1 ⇒ (2) + 1 = 3
plus DC 13 fort ghoul fever, dex: 1d3 ⇒ 3;con: 1d3 ⇒ 2
In one day

These attacks miss Sorrin

Confirm crit on thrasher:

claw 1: 1d20 + 3 ⇒ (5) + 3 = 8;dam: 1d6 + 1 ⇒ (6) + 1 = 7


Evil GM

Thrasher owes a fortitude save or his crashed down to the ground paralyzed.

RD 4:

Initiative Order:

Sorrin -
Astri -
Shakes -
Bri -
Adriel - already used attack, will modify pending on thrasher's save.
Tulita Lacedons
Jenkie - negative HPs and paralyzed

RD 4 Map

The lacedon in D:2 is on fire.
The lacedon in D:4 is looking ragged.


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 Active: +2 attack/damage/save vs fear and charm

Round 4

I hope that ghoul stops being on fire after it's destroyed, considering it's on the sloop...

Astrianna flinches as a bright light flashes from the sloop, averting her eyes. She takes a moment to slide her blade back into its scabbard, and takes an arrow in hand. Stepping into a prime archery position at the end of the dock, she aims at the surprisingly combustible ghoul behind Sorrin and looses an arrow while continuing her soft, mournful song.

Free action: Maintain Inspire Courage 12/16

Move Action: Sheath Longsword

Standard Action: Fire Longbow at Lacedon D2

Inspired, Point-blank, Composite Longbow: 1d20 + 6 + 2 + 1 ⇒ (10) + 6 + 2 + 1 = 19

damage: 1d8 + 1 + 2 + 1 ⇒ (7) + 1 + 2 + 1 = 11

Not sure if Thrasher provides soft cover for ghoul D2 or not considering he's flying... or falling, depending on the save.


Evil GM

Regardless of cover astri your arrow hits home on the low AC creature.

The ghoul behind Sorrin (D:2) is now destroyed there is a mound of burning rot on the sloop. You'll need to extinguish the flames.


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:

Lol... Oh dear Bri. We'll have to keep that in the mind in the future.


Evil GM

Shakes is going to stay back for the time being to see if anyone else kills the lacedon near 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

Now, you have my full attention!. Sorrin rises, skewering upwards.

atk, scimitar, flank, inspired: 1d20 + 10 + 2 + 2 ⇒ (9) + 10 + 2 + 2 = 23
dmg, scimitar, sneak, inspired: 1d6 + 6 + 2 + 1d6 ⇒ (1) + 6 + 2 + (3) = 12


Evil GM

The last lacedon is destroyed by sorrin's attack.

3,601 to 3,650 of 14,076 << first < prev | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Baldwin the Merciful's Razor Coast All Messageboards

Want to post a reply? Sign in.