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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Evil GM

roll damage marcus

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)

If you use the "7" he rolled on his initial d10 attack, that should work.


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

arrow: 1d20 + 10 ⇒ (16) + 10 = 26damage: 1d8 + 1 ⇒ (3) + 1 = 4"Such is my intention."


Evil GM

Jean your arrow hits.

Marcus roll out your damage.


Evil GM
Dinetta Cillara wrote:
If you use the "7" he rolled on his initial d10 attack, that should work.

Good idea, I'll just use the 7.


Evil GM

Initiative Order: RD 4 update

Killer Chest: pinned Dinetta
Marcus - 7 Hp
Dinnetta: failed escape artist
Revhi
Jean - shot with bow 4 HP

Revhi you are up.


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 casts divine favor on herself.


Evil GM

Initiative Order: RD 5

Killer Chest:
Marcus -
Dinnetta:
Revhi
Jean

RD 5


Evil GM

RD 5: Killer Chest

More wounds knit back together as the chest begins to shuffle backwards dragging it's pinned meal beneath the water.

CMB: 1d20 + 9 + 5 ⇒ (5) + 9 + 5 = 19

It uses it's action to move and submerge below the the surface.

Pinned:

A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.

Updated RD 5 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 5, INIT 21

Marcus seeing the helpless librarian being dragged below puts an air crystal in her mouth.

Perhaps the water will weaken the bond between them

Chew it librarian, we'll get you out of this mess

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)

Now beginning to truly fear that she will never again be able to curl up with a good book, Dinetta increases her struggle to get free from the sticky monster.

Escape Artist: 1d20 + 8 ⇒ (15) + 8 = 23 <-- maybe?


Evil GM

The desperate twists and pries herself free from the killer sea chest's sticky hold.

Per the creature's specific write up an "opponents so grappled cannot get free while the mimic is alive without removing the adhesive first." You would have either kill the thing or use "Strong alcohol or universal solvent dissolves the adhesive,..." That being said, I'll let you use escape artists especially given your health status but you'll take some damage by ripping off skin.

skin left behind: 1d3 ⇒ 2


Evil GM

Initiative Order: RD 5

Killer Chest: moved Dinetta into the water
Marcus - gave Dinetta a water crystal
Dinnetta: Freed herself
Revhi
Jean


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 cringes at the removed skin and quickly moved forward to heal her comrade.

CSW: 3d8 + 5 ⇒ (1, 6, 7) + 5 = 19


Evil GM

Jean you are up.


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

bow: 1d20 + 10 ⇒ (2) + 10 = 12damage: 1d8 + 1 ⇒ (8) + 1 = 9


Evil GM

Jean's arrow flies off wildly.

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 cries in pain as her skin is torn off by the adhesive. Fortunately the discomfort is short lived as Revhi's magic flows through her mending the missing skin and repairing some her her broken bones.

Just for color since the chest is up.


Evil GM

As you can see, I don't try to kill PC's. Challenge them yes, kill no. Especially, in a situation where you didn't do anything bring about such a deadly encounter.


Evil GM

Initiative Order: RD 6

Killer Chest:
Marcus -
Dinnetta:
Revhi
Jean


Evil GM

RD 6: Killer Chest

The angry creature emerges from below the surface, heading directly towards Marcus. It double moved.

RD 1, after the chest moves

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 21

Quote:
As you can see, I don't try to kill PC's. Challenge them yes, kill no. Especially, in a situation where you didn't do anything bring about such a deadly encounter.

Now I know where "The merciful" comes from

Marcus having seen what this thing did to our friendly librarian, wants nothing to do with it.

He will back away to X-14, 2 squares left of the "21" on the map. The squares are 10' correct

He will ready his X-bow


Evil GM

use the grid coordinates rather than the squares. The grid coordinates are are 5 ft.

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, not wanting anything to do with this strange creature, also retreats back.

Move to T-10.

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:
use the grid coordinates rather than the squares. The grid coordinates are are 5 ft.

Marcus moves to X-13, again wanting nothing to do with it.

Poulain, we got an escape route that way?


Evil GM

spellcasters keep track of your used spells/healing resources. Resources may get a bit tight depending on the length of day before you rest.

Dinetta, Marcus and Revhi quickly retreat towards the archer, who is standing before breach in the hull. The Killer Chest quickly returns to the water disappointed that it's meal got way.

Through the hull breach the comrades can see the the escape route the treacherous used. It looks like the seamount burst up through the side of the ship and there is tunnel below leading deep into the seamount itself. The walls to the tunnel look as if they were clawed and gouged repeatedly, some of the markings looking newer then others. Attached to one wall via three pitons is a silk rope, which you figure is what the Captain used to descend. It looks like the tunnel itself twists and bends and you figure it's at least 80 feet deep.

What are you going to do? the Killer Sea Chest has gone back into the water so combat is over.


Evil GM

Profile View of the Ship and Seamount

Here is a profile view. You guys are located at P-1

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 test the rope to make sure it is secure.

Let's go get this treacherous bastard

If the rope is secure he will begin a careful descent head


Evil GM

The rope looks a bit frayed as if it's been there for some time, but otherwise feels secure when Marcus tests it. The rope is knotted, at least as far as you can tell, which provides added security.

Are you all climbing down one at a time, if not, how much space are you leaving between climbers? Also provide me with a climbing order.

Everyone can make 5 climb checks thatI will use as needed.


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

Can we take 10 on the climb checks?

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)

Not knowing what will be faced next, Dinetta takes a flask from her pouch and downs it, causing her battered body to heal.

Quaff CMW: 2d8 + 3 ⇒ (4, 4) + 3 = 11

She then looks at the rope.

I can lower a torch to see what is down there.

Using her gloves, she casts Mage Hand and then lowers a torch down next to the rope to see what lies below.

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,

After the light descends,if all looks good Marcus will head on down.

If we can take 10, Marcus gets 21, if not...

Climb: 1d20 + 11 ⇒ (4) + 11 = 15
Climb: 1d20 + 11 ⇒ (12) + 11 = 23
Climb: 1d20 + 11 ⇒ (18) + 11 = 29
Climb: 1d20 + 11 ⇒ (14) + 11 = 25
Climb: 1d20 + 11 ⇒ (3) + 11 = 14


Evil GM
Revhi wrote:
Can we take 10 on the climb checks?

Although you have a rope it's not exactly a non-pressured situation. It's quite distracting

The torch moves down the tunnel descending farther and farther. It goes way deeper than 40 feet, but the way the tunnel bends you can not see the bottom or where the torch goes.


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

Climb: 1d20 + 1 ⇒ (15) + 1 = 16
Climb: 1d20 + 1 ⇒ (11) + 1 = 12
Climb: 1d20 + 1 ⇒ (18) + 1 = 19
Climb: 1d20 + 1 ⇒ (18) + 1 = 19
Climb: 1d20 + 1 ⇒ (16) + 1 = 17


Evil GM

Tthe light descends to it's limit of 35 feet with the mage hand, it pierces the darkness below, and the tunnel appears to have no end in sight. Marcus leads the way, followed by the Revhi, Dinetta, then Jean pulling up the rear.

How much distance between climbers are you leaving?

Marcus:

You get down 35 feet and the light is shining, you can begin to make out an descending bend and second rope strapped to the wall. There are bits of torn clothing and quite a bit of blood at the bend.


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

5 feet sounds good.

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)

25 feet between people. I don't want more than 2 on the rope at a time if it looks a little frayed. Obviously Dinetta weighs a lot less than anyone else in the party.


Evil GM

Revhi and Dinetta peer over the edge and into the hole. The glow of the light illuminates the monk 35 feet below. Revhi drops to her knees, grasping the knotted rope and begins her descent offering a quick smile to Dinetta and Jean.

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)

Climb: 1d20 + 5 ⇒ (20) + 5 = 25 <-- she climbs like a spider
Climb: 1d20 + 5 ⇒ (9) + 5 = 14
Climb: 1d20 + 5 ⇒ (19) + 5 = 24
Climb: 1d20 + 5 ⇒ (15) + 5 = 20
Climb: 1d20 + 5 ⇒ (9) + 5 = 14

Assume that is enough.


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

climb: 1d20 + 6 ⇒ (8) + 6 = 14
climb: 1d20 + 6 ⇒ (16) + 6 = 22
climb: 1d20 + 6 ⇒ (10) + 6 = 16
climb: 1d20 + 6 ⇒ (18) + 6 = 24
climb: 1d20 + 6 ⇒ (4) + 6 = 10

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,

We got a second rope here and looks like some torn clothing and blood

Marcus relays to those above.
Does the clothing resemble a certain missing mage/

Marcus will test the rope for climability. If it is safe he will continue, if not he will attach a rope to a piton and climb down

Climb: 1d20 + 11 ⇒ (10) + 11 = 21
Climb: 1d20 + 11 ⇒ (4) + 11 = 15
Climb: 1d20 + 11 ⇒ (4) + 11 = 15
Climb: 1d20 + 11 ⇒ (10) + 11 = 21
Climb: 1d20 + 11 ⇒ (1) + 11 = 12


Evil GM

The blood looks fresh and the torn cloth resembles the missing mage's color palate. The second coil of rope appears strong then the first, less worn at least. Without light you can't see how far down it descends though. You are able to move form the first rope the the second without incident and this does ease the stress on the first rope.

You can hear Revhi grunting and cursing under her breath as she descends.

Dinetti's small feet begin to dangle over edge as she begins her turn.

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 will follow Revhi down. She will use Mage Hand to carry the torch just below her.


Evil GM

As the group works it's way down, it becomes obvious that the wide tunnel was created by something burrowing out of the rock. The passage is definitely not natural. You notice the walls are wet and slick.

Marcus is the first to see a wide ledge at roughly 100 feet...the rope suddenly ends, but it's clear that tunnel continues. As you dangle from the rope you see the area has plenty of seaweed growing there.

Updated Map

What are you going to do? the rope is at an end, to go further down the tunnel you'll need more rope. The ledge can easily fit everyone and there seems to be places to secure another rope.

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,

Since it appears as though our kidnapper has gone no deeper and I am in no hurry to meet whatever made this tunnel, perhaps we should search the ledge for alternative exits

Once on the ledge Marcus begins searching.

If I can take 10, that's a 22 if not

Perception: 1d20 + 12 ⇒ (5) + 12 = 17


Evil GM

As Marcus lands on the ledge, Revhi arrives a little later. The sound of Dinetta and Jean following offers a soft echo.

Yes taking 10 is an otion here.

As Markus and Revhi search the area Dinetta arrives. Marcus notices two areas of seaweed move. I'll update the map when I get home this afternoon. I'll add an initiative then.

Dinetta make perception check as you get near the ledge.


Evil GM

Profile view

I'm going to create a quick battlemap and put up the initiative.


Evil GM

Initiative:

Revhi: 1d20 + 1 ⇒ (4) + 1 = 5
Dinetta: 1d20 + 4 ⇒ (5) + 4 = 9
Marcus: 1d20 + 3 ⇒ (15) + 3 = 18
Jean: 1d20 + 3 ⇒ (20) + 3 = 23
Strangleweed: 1d20 + 0 ⇒ (16) + 0 = 16

Initiative Order

Jean
Marcus
Strangleweed
Dinetta
Revhi

Jean and Dinetta are still on the rope descending. Dinetta is only a move action away from reaching the ledge. Jean is a complete round from reaching the ledge.

I did not have "rope" for token but I did have chain so I used that for Jean and Dinetta.

Map RD 1

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)

Perception: 1d20 + 11 ⇒ (10) + 11 = 21


Evil GM

Dinetta Only:
As you hang on the rope for dear life you hear fluttering almost mechanical sound near the opposite wall (across the tunnel and out of range from a melee attack). Staring at the area you finally spot it, it's a tiny winged bar that has something green stuck to it's head. It doesn't look living from your POV.

Know: arcana or engineering which ever one is higher.

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