Baldwin the Merciful's Razor Coast: Black Spot (Inactive)

Game Master baldwin the merciful

"The Black Spot" An adventure of extradimensional depravity for four to six 5th level PCs Explore the wreck of The Flying Fortune, a ship impaled on the exposed tip of an underwater mountain with a waterfall of gold coins spilling from her shattered hull. Unravel the mystery of her vanished crew—the bloodstains, the shredded decking. Discover a dank and gaping hole in the stone peak that pierces the Fortune. Is it a natural opening? Or a tunnel crafted by arcane engines? It leads down, that much is clear. Down inside a hollow, underwater mountain—all the way to the ocean floor.


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Female Human Cleric 6 | AC 19, Touch 11, FF 17 | HP 46/46 | F +5, R +2, W +9 | Init +1 (Jerome rolls twice) | Perc +5
Resources:
Positive Channel 8/8 | Negative Channel 8/8

Revhi looks around to see if there's a torch. "Does anybody have a torch?"

Perc: 1d20 + 5 ⇒ (10) + 5 = 15


Evil GM

Jean reaches the deck below, its a bit uneasy there as he is standing on pile of rubble, he waits for light source. As he waits the librarian lands softly next to him. Her balance is better than Jean.

The two of you hear quite a bit of scratching that is moving towards you. You're pretty certain the scratching equate to rats. There is also some muffled grunting that's at a distance towards the aft of the ship.

"Why?? Stop it...get out of my head. Ok...ok..sorry."


Evil GM

RD 6: Initiative Order

Capt Riggs - acted.

rats -
Revhi -

Jean -

Marcus -

Dinetta -


Evil GM

RD 6: Capt Riggs

The Capt acts but you can't see him or what he is doing, you suspect he is the source of the grunting and mumbling and his voice is moving away from you. Jean and Dinetta do not see Davkas, it is obvious that the Captain is dragging him or carrying him.


Evil GM

RD 6: Rats

It sounds like thousands of rats are surrounding you, it is quite spine tingling. If you only had light. You can make out the leading edges of rat swarms as the begin to roll over the debris.

Lower hold map

Silver Crusade

Active Effects:
Human Unchained Monk 8 HP: 76/76 | AC: 20(23) | T: 20(23) | FF: 18(21) | Fort: 10 | Ref: 10 | Will: 8(+2 vs enchantment spells and effects) | Move 50 | Swim 20 | Init +3 | CMB: 12| CMD: 24
Skills:
Climb:14, Perception:15, Pro: Sailor:16 Sense Motive:15.,Swim:16,

ROUND 6, INIT 12

Marcus downs a potion CLW: 1d8 + 1 ⇒ (3) + 1 = 4 and heads down the rope


Evil GM

Marcus gulps his potion and nimbly descends the rope, where he stands next to Jean. Does anyone have a sunrod or torch to shed some light? The humans are at a distinct disadvantage and even those with low light vision are going to have a tough time.


Evil GM

Actions remaining.
Revhi -

Jean -

Dinetta -


Fort:+8 Refl:+8 Will:+5 Init: +3 (+7 underground, +5 water) Perception +10 (+14 undergound, +12 water) Human (Galt) HP 31/46, BAB +6/1, AC 20 (17 flat, 14 touch) Ranger/Warden 5/Fighter 1

Jean-Phillipe spits out a curse, having forgotten he had a lantern, and lights it.


Evil GM

The glow of the lantern shines, Jean wonders if darkness would have been better, as thousands of beady tiny eyes sparkle with hunger - rat swarms.

Updated map with light

You can see two swarms of rats approaching.

The angle is steep (hazardous terrain so no 5 ft steps) The aft fo the ship is flooded but the bow of the ship is high and dry. You are on a pile of debris form the collapsed deck above and the devastation of smashed and rotten cargo. You are in the lower hold. You notice the tail of the captains grey blue long coat disappearing through a breach on the port side, near the aft.


Fort:+8 Refl:+8 Will:+5 Init: +3 (+7 underground, +5 water) Perception +10 (+14 undergound, +12 water) Human (Galt) HP 31/46, BAB +6/1, AC 20 (17 flat, 14 touch) Ranger/Warden 5/Fighter 1

Poulain casts Feather Step and sprints towards the captain.


Evil GM
Jean-Phillipe Poulain wrote:
Poulain casts Feather Step and sprints towards the captain.

You can do that next turn, you already did you action of taking out the lantern and lighting it.


Fort:+8 Refl:+8 Will:+5 Init: +3 (+7 underground, +5 water) Perception +10 (+14 undergound, +12 water) Human (Galt) HP 31/46, BAB +6/1, AC 20 (17 flat, 14 touch) Ranger/Warden 5/Fighter 1

Yeah. I'm just gonna be slammed tomorrow.


Evil GM

Revhi and Dinetta have actions.

Liberty's Edge

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Female Halfling Rogue(unchained)/5 -- Fighter(lore warden)/2 -- Halfling Opportunist/2 -- Warrior/1 -- (HP: 71/81 | AC25; FF19; T18 | F+12, R+13, W+7/+9 | Perc: +14/+16, Init +5)

Dinetta groans:
Damn, figured it would be a few, not this many.

With that, she reaches into her pouch and pulls out a small flask of pink flecked liquid. Without a pause, she tosses the flask into the closest swarm of rats where it bursts into an inferno which quickly lights a number of the rats aflame.

Move: Draw Alchemist Fire
Standard: Attack with Alchemist Fire: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 ⇒ 6 + burn <-- I think it is 1.5 damage against a swarm


Evil GM

The explosion of the fire bomb splatters the scurrying critters.

9 HP of damage.

Revhi are you going to take your action? if you aren't I'll just have you go do the rope.


Evil GM

Capt Riggs acts in RD 7 but from your point of view you can't see him.

RD 7: Initiative Order

Capt Riggs - acted.

rats -
Revhi -

Jean -

Marcus -

Dinetta -

I'll put up the rats action tomorrow morning. this will give Revhi time to act in RD 6. I'll update the map at that time.


Evil GM

Revhi you see a flash of light coming from below...fire...an explosion.


Evil GM

RD 7 Map

I assumed Revhi climbed down the rope.


Evil GM

RD 7: Rat Swarms

The two masses of rats converge on the adventurers. One group is ablaze from the alchy fire. They do not try to put the flame out.

flaming swarm, damage on Revhi and Dinetta: 1d6 ⇒ 2

secnd swarm damage on Marcus and Jean: 1d6 ⇒ 1

Everyone but Marcus needs a fort save DC 12

disease:

Disease (Ex)

Filth fever: Swarm—injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.


Evil GM

Updated RD 7 Map of lower hold


Evil GM

Dinetta don't forget to roll your damage for alchemical fire.

Liberty's Edge

Female Halfling Rogue(unchained)/5 -- Fighter(lore warden)/2 -- Halfling Opportunist/2 -- Warrior/1 -- (HP: 71/81 | AC25; FF19; T18 | F+12, R+13, W+7/+9 | Perc: +14/+16, Init +5)

Do we get AoO for the swarm moving into people's squares?

Cursing in a rather in librarian like manner, Dinette draws a second pink flecked flask from her pouch, steps back and then tosses it at place where the two swarms intersect.

No clue whether I can hit both, or just one. She is aiming for the unburned swarm to set it ablaze as well. Hopefully the companions will not take too much damage.

Burn damage from last rounds flask.
Damage (swarm 1 burning): 1d6 ⇒ 1

5-foot step out of swarms

Attack-flask: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d6 ⇒ 2 <-- +1 splash damage to teammates or the other swarm if within 5'

Confirm Crit: 1d20 + 9 ⇒ (15) + 9 = 24
Crit Damage: 1d6 ⇒ 5 <-- pretty sure you can have a crit with a splash weapon and against a swarm.

While the prior flames seem to quickly sputter out, the new flask bursts just at it enters the squares containing the swarms coating the multitude of rats in a blaze of horrid smelling burning rat flesh, fur and feces.

Silver Crusade

Active Effects:
Human Unchained Monk 8 HP: 76/76 | AC: 20(23) | T: 20(23) | FF: 18(21) | Fort: 10 | Ref: 10 | Will: 8(+2 vs enchantment spells and effects) | Move 50 | Swim 20 | Init +3 | CMB: 12| CMD: 24
Skills:
Climb:14, Perception:15, Pro: Sailor:16 Sense Motive:15.,Swim:16,

Marcus will move as quickly as possible (20') ? towards the captain. Stomping on rats as he goes.


Evil GM

swarms and AOO:

In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. A swarm can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.

Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking.


Evil GM

The librarian with her slippers on is able to move 5 feet on the debris. She tosses another canister of deadly concoction which explodes with vigor - splashing the second swarm and a little on the first swarm.

If Jean remains where he is standing to fight the swarm he takes take 7 burn damage. Markus moved out of the area.


Evil GM

dinetta don't forget to role your fortitude save against disease.

Jean and Revhi both have fort save to make.

Everyone update their HP totals.


Evil GM

As the Dinetta is about to toss another flaming canister, Marcus dashes away trying to get to the fleeing Captain.

Marcus make a perception check.


Female Human Cleric 6 | AC 19, Touch 11, FF 17 | HP 46/46 | F +5, R +2, W +9 | Init +1 (Jerome rolls twice) | Perc +5
Resources:
Positive Channel 8/8 | Negative Channel 8/8

Fort: 1d20 + 5 ⇒ (12) + 5 = 17 I'm going to write the rest of my post assuming that makes the save, correct me if I'm wrong.

"Bah, little bastards!" A surge of negative energy flies out from Revhi, blasting the swarm but flowing around her allies without harming them.

Damage: 2d6 ⇒ (1, 5) = 6*1.5=9

Using my channel surge feat to increase the damage, screw swarms.

Silver Crusade

Active Effects:
Human Unchained Monk 8 HP: 76/76 | AC: 20(23) | T: 20(23) | FF: 18(21) | Fort: 10 | Ref: 10 | Will: 8(+2 vs enchantment spells and effects) | Move 50 | Swim 20 | Init +3 | CMB: 12| CMD: 24
Skills:
Climb:14, Perception:15, Pro: Sailor:16 Sense Motive:15.,Swim:16,
Quote:
Marcus make a perception check.

Perception: 1d20 + 12 ⇒ (2) + 12 = 14


Evil GM

It's only a DC 12 fort save against the disease.

The negative energy washes over the two swarms, most of the critters die, and the remainder break apart. Swarm combat is over.


Evil GM

Marcus:
You see a breach in the side of the ship where the seamount pierced it. Fortunately, the stone is wedged tightly against the hull and there is no water seeping in at that location. Oddly enough the stony rock is hollow and the tunnel it creates extend well beyond your vision. You do see a nice looking shortspear, a light cross bow and back pack next to the opening and you recognize that these items belong to Davkas.

Updated map
*I'll take the rats off the board at the next update

Dinetta, Revhi and Jean can each make a perception check now that the rats are dispersed.


Female Human Cleric 6 | AC 19, Touch 11, FF 17 | HP 46/46 | F +5, R +2, W +9 | Init +1 (Jerome rolls twice) | Perc +5
Resources:
Positive Channel 8/8 | Negative Channel 8/8

Perc: 1d20 + 5 ⇒ (15) + 5 = 20


Evil GM

Revhi:
You see that the back of ship is flooded and with the faintest glitter you notice a square object just under the surface rough 20 feet away.

Dinetta are you actually going to light one of your torches?


Female Human Cleric 6 | AC 19, Touch 11, FF 17 | HP 46/46 | F +5, R +2, W +9 | Init +1 (Jerome rolls twice) | Perc +5
Resources:
Positive Channel 8/8 | Negative Channel 8/8

"Hmm." Revhi thinks out loud. First she scans the area with detect magic, and if nothing suspicious comes up she goes to retrieve the shiny object.


Fort:+8 Refl:+8 Will:+5 Init: +3 (+7 underground, +5 water) Perception +10 (+14 undergound, +12 water) Human (Galt) HP 31/46, BAB +6/1, AC 20 (17 flat, 14 touch) Ranger/Warden 5/Fighter 1

percep: 1d20 + 12 ⇒ (20) + 12 = 32fort: 1d20 + 8 ⇒ (12) + 8 = 20


Evil GM

Jean:
The aft of the ship is flooded with water, you clearly see a barnacle covered crate or chest that is lined with gold trim roughly 20 feet away just under the water.

Revhi:
You don't see any magic in the area other than your companions gear.

Silver Crusade

Active Effects:
Human Unchained Monk 8 HP: 76/76 | AC: 20(23) | T: 20(23) | FF: 18(21) | Fort: 10 | Ref: 10 | Will: 8(+2 vs enchantment spells and effects) | Move 50 | Swim 20 | Init +3 | CMB: 12| CMD: 24
Skills:
Climb:14, Perception:15, Pro: Sailor:16 Sense Motive:15.,Swim:16,

Marcus gives a shrill whistle. The bastard went this way Marcus indicates the breach


Fort:+8 Refl:+8 Will:+5 Init: +3 (+7 underground, +5 water) Perception +10 (+14 undergound, +12 water) Human (Galt) HP 31/46, BAB +6/1, AC 20 (17 flat, 14 touch) Ranger/Warden 5/Fighter 1

"Librarian. Gold-lined box. Investigate." Poulain points it out while sprinting after the traitor.

Liberty's Edge

Female Halfling Rogue(unchained)/5 -- Fighter(lore warden)/2 -- Halfling Opportunist/2 -- Warrior/1 -- (HP: 71/81 | AC25; FF19; T18 | F+12, R+13, W+7/+9 | Perc: +14/+16, Init +5)

Sorry - Thanksgiving with the family.

Fort: 1d20 + 7 ⇒ (11) + 7 = 18

Seeing the scorched swarms of rats disperse, Dinette pulls a halfling sized torch from her pack and lights it on one of the still smoldering rats.

Lets see what this strange ship holds. Those rats had to have eaten something as there is not much on this rocky spire in the middle of the ocean.

With that, she begins to move forward toward where the captain was last heard.

Perception: 1d20 + 11 ⇒ (3) + 11 = 14


Evil GM

Marcus, Jean, and Dinetta are all standing by the breach in the hull, there they can see a large tunnel within the surmount rock it open up at the breach. There is room enough to walk around the hole and you see some of Davkas' gear" his backback, his shortspear, and light crossbow. There is no sign of either the Captain or your comrade. You can see plenty of foot and hand holds cut into the stone, but you do not see the bottom on the tunnel which does have a few twists and turns.

Revhi spends her time walking over to the partially submerged chest. The item is barnacle encrusted as if it's been under water for quite some time, it looks like a captain's sea-chest. There is a gold inlaid of initials CR". You don't see a lock on the chest but it appears to have a small slide bolt.

What is everyone going to do. We are out of initiative.

Silver Crusade

Active Effects:
Human Unchained Monk 8 HP: 76/76 | AC: 20(23) | T: 20(23) | FF: 18(21) | Fort: 10 | Ref: 10 | Will: 8(+2 vs enchantment spells and effects) | Move 50 | Swim 20 | Init +3 | CMB: 12| CMD: 24
Skills:
Climb:14, Perception:15, Pro: Sailor:16 Sense Motive:15.,Swim:16,

Marcus will wait to see what the box contains before climbing down

Take 10 for 21

Liberty's Edge

Female Halfling Rogue(unchained)/5 -- Fighter(lore warden)/2 -- Halfling Opportunist/2 -- Warrior/1 -- (HP: 71/81 | AC25; FF19; T18 | F+12, R+13, W+7/+9 | Perc: +14/+16, Init +5)

Dinette carefully moves over and examines the chest making sure that it is not trapped.

Perception: 1d20 + 12 ⇒ (8) + 12 = 20 <-- searching for traps
Disable Device: 1d20 + 12 ⇒ (7) + 12 = 19


Evil GM

Dinetta your inspection reveals that this is a sea-chest, and the initials you'd suspect belong to the Captain, the chest has barnacles on it which would suggest that it's been here for quite some time. This makes sense to you given the overall condition of the ship.

As Dinetta begins to disable the non-trapped slide bolt a thick slimy powerful adhesive oozes out, attempting to hold fast her fingers when she touches it, but her fingers are too quick to get stuck.

slam: 1d20 + 10 ⇒ (3) + 10 = 13


Evil GM

Perception:

Jean Phillipe Poulain: 1d20 + 10 ⇒ (3) + 10 = 13
+4 underground/+2 in water
Markus Nightsky: 1d20 + 12 ⇒ (9) + 12 = 21
Revhi: 1d20 + 5 ⇒ (10) + 5 = 15
Dinetta: 1d20 + 11 ⇒ (7) + 11 = 18

Dinetta:
You are startled by the oozy sticky subtance that you did not previously detect. You can make knowledge dungeoneering check.

Markus:
You hear sounds echoing from inside the surmount tunnel.

Jean and Revhi you don't sense any additional threats at but the entire situation is creepy. The Captain betraying you, essentially leading you all to this point, is quite startling.

Liberty's Edge

Female Halfling Rogue(unchained)/5 -- Fighter(lore warden)/2 -- Halfling Opportunist/2 -- Warrior/1 -- (HP: 71/81 | AC25; FF19; T18 | F+12, R+13, W+7/+9 | Perc: +14/+16, Init +5)

Sorry about the delay in posting. Read the prior post on Friday, but did not have time to post and with nobody else posting, I forgot to go back and post my actions.

Dinetta jumps back as the strange substance oozes from the chest.
Hmmm. Don't see that in the library usually.

She then steps carefully forward to see if she can determine what exactly the substance is.

Knowledge(dungeoneering): 1d20 + 6 ⇒ (13) + 6 = 19 <-- maybe she has read about this stuff?

Silver Crusade

Active Effects:
Human Unchained Monk 8 HP: 76/76 | AC: 20(23) | T: 20(23) | FF: 18(21) | Fort: 10 | Ref: 10 | Will: 8(+2 vs enchantment spells and effects) | Move 50 | Swim 20 | Init +3 | CMB: 12| CMD: 24
Skills:
Climb:14, Perception:15, Pro: Sailor:16 Sense Motive:15.,Swim:16,

Marcus hold his hand up in a gesture to remain quiet.

I hear some sounds coming from down the tunnel He says indicating the surmount tunnel


Female Human Cleric 6 | AC 19, Touch 11, FF 17 | HP 46/46 | F +5, R +2, W +9 | Init +1 (Jerome rolls twice) | Perc +5
Resources:
Positive Channel 8/8 | Negative Channel 8/8

Revhi stays silent, trusting their monk to handle the scouting. She looks at him expectantly.


Evil GM

Dinetta:
You've read in one of your duty tomes about strange aberrations, or shapeshifters, that can mimic nondescript forms. These odd creatures often secret oozes to act like venus fly traps to catch prey.

Liberty's Edge

Female Halfling Rogue(unchained)/5 -- Fighter(lore warden)/2 -- Halfling Opportunist/2 -- Warrior/1 -- (HP: 71/81 | AC25; FF19; T18 | F+12, R+13, W+7/+9 | Perc: +14/+16, Init +5)

Dinetta looks at the chest with a wary eye.
Not sure this is even a chest. Might be a creature that disguises itself as a chest. Strange that it would have taken up home in this deserted shipwreck.

With that, Dinetta will step back, drop a stone into her sling and fire at the chest to see if it is a chest or actually a creature.

Attack-sling: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d3 ⇒ 1
--> if Sneak because of flatfooted -- Sneak Damage: 2d6 ⇒ (1, 1) = 2

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