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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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 brings to tithe more the gift giving altar god who dispenses all the yumming crunchy goodness. Slugging it with more coppers, silver, and a gold piece and the god spits out all it's yellow bagged goodness that was in it's belly. Greedily he picks up the wrapped goodness and stuffs them in his bag.

Marcus will indeed, he is suddenly happy that he brought along 250 gold just for such circumstances. He agrees that the east door is the way to go


M Human

How shameful for a monk to give into such base desires.

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,

Hey, I've done the whole deny desires thing. It's my time now baby

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 to the others:
Sure you want the east door? Seems to be leading back around while the south door may be a single outlier room.

Won't be able to post until late tomorrow. Here are Perception and DD rolls for both doors.

Perception(south door): 1d20 + 14 ⇒ (6) + 14 = 20
Disable Device: 1d20 + 12 ⇒ (1) + 12 = 13 <-- hope there are no traps there

Perception(east door): 1d20 + 14 ⇒ (19) + 14 = 33
Disable Device: 1d20 + 12 ⇒ (15) + 12 = 27


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

"Maybe, but we're not exactly in a normal place anymore. Have to think in three or four dimensions now." Revhi laughs. "And if it's a circle then oh well, we'll try the next door."


Evil GM

Jerome and Marcus gather around the the east door ready to move through it when Dinetta directs her attention to the southern door mentioning it could be an outlier. Revhi looks towards Dinetta and comments about thinking differently right as Dinetta puts her hand near the humming. She neither perceives nor identifies any danger, which is quite unfortunate for her as she feels a jolt of electricity singe her skin.

electric door: 4d6 ⇒ (5, 4, 2, 5) = 16
Fort DC 15 for half damage.


M Human

Zounds!

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)

Fort: 1d20 + 7 ⇒ (14) + 7 = 21
--> is Evasion effective? Fort seems like a strange save for a electricity trap.

The small librarian jumps out of the way, just avoiding getting fried to a crisp.

Well that is shocking.


Evil GM

The module called for fortitude save. I didn't check to see if an errata sheet was put out. I doubt that they put one out. I do see your point on it being a reflex save and it could be typo, so I'll let the evasion apply.

ELECTRIFIED ENTRYWAY TRAP CR 4:

XP 1,200
Type mechanical; Perception DC 25; Disable Device DC 20
Trigger touch; Reset repair
Effect electrical shock (4d6 electricity, DC 15 Fortitude save for half damage)

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)

No problem. Fort just seemed odd for this type of trap. I am good however you rule, but would obviously prefer not getting fried to a crisp.

Having seen what controls the door, Dinetta carefully moves forward and reexamines it hoping to see what is the cause of the shock, and how it can be negated.

Perception: 1d20 + 14 ⇒ (17) + 14 = 31
Disable Device: 1d20 + 12 ⇒ (18) + 12 = 30
--> not sure it there is a bonus since she knows what it is, or if it is even still active

Big trap must hide something.


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

"I ill-like zis place."


M Human

Or maybe they put a big trap on a privy just to mess with people's heads.


M Human

Jerome peers around the other's shoulders to see what is in the room.


Evil GM

Dinetta works her way around the shocking door and she eventually opens it revealing a dazzling variety of incomprehensible alien machinery on the other side of the door.

There are great columns of glass and brass writhe with lightning that seems almost alive. The energy creeps up and down the columns like serpents of liquid energy. Strange crystals pulsate and move. Incomprehensible writing hovers in front of the columns like ghosts. Everything here is so strange and unfamiliar that it defies explanation or comprehension.

This chamber appears to be the heart of a great lightning storm that never ceases. However, you can easily understand one thing. At the very back of the chamber in a small glass cage sits a single blue sapphire of remarkable size and purity.

Updated Map

*What are you going to do?

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,

What the...is going on here Marcus queries to Jerry looking around the chamber in wonder and awe.


M Human

Don't touch anything. Jerome casts Detect Magic on the room, scanning back and forth. *ping ping*
Spellcraft: 1d20 + 9 ⇒ (7) + 9 = 16
Know-Arcana: 1d20 + 9 ⇒ (17) + 9 = 26

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 points across the room at the gem.
Look at that sapphire. It is amazing. Have you ever seen a sapphire like that?

With that, she begins to scan the room for any possible traps.

Perception: 1d20 + 14 ⇒ (19) + 14 = 33


Evil GM

Dinetta you don't see any other traps around the door and as you enter the room you are careful. Everything is strange and each items looks dangerous to you. The gem is dazzling and has your attention.

Are you going in and touching anything?

Anyone with Know Aracana can make a check.


M Human

Made mine.

If we want the gem, we could use our mage hands to yank it over.

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)

Knowledge(arcade)1d20 + 6 ⇒ (13) + 6 = 19

Seems safe, but also something does not seem right here. Place looks very dangerous.


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

Knowledge (arcana): 1d20 + 4 ⇒ (9) + 4 = 13


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

The ranger merely observes.


M Human

So should we try a double Mage Hand gem grab?

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 continues looking around the strange room while munching on his new found treats.

Crunch, Crunch C'mon guys grab the loot and let's get out of here, this place gives me the willies he takes a long pull of water from his skin.

Man, these things sure make you thirsty


M Human

Well if we have no idea what this stuff does, we should leave the gem alone at least until we are ready to leave. No sense makign this place explode.


Evil GM

Dinetta:
The flickering lightning concerns you it looks alive, you suspect it'll zap you if you touch it...or the gem. But you're not 100% certain about that...it's just and educated guess. You also think it's odd that the gem is there, it's certainly not a hiding place, and it could have something to do with how this place works. At least that is what you suspect from your current location.

Marcus's crunching is loud and his shirt is covered with salty crumbs. He is clearly enjoying his snack.

Is anyone doing anything, Mage hand?


M Human

Marcus, use a napkin.

Jerome passes on using Mage Hand unless others really want the gem.

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)

Something tells me that the gem is part of the machine. In addition, look at the lightning. It is as though it is alive.

She then looks to Jerome.

Why not. If it is magic, I doubt I can move it. But, why not try.


M Human

Very well, let us combine our abilities.
Jerome wiggles his fingers and a ghostly hand appears and heads for the gem.


Evil GM

Dinetta and Jerome each step into the room and wiggle their fingers casting the two sets of mage hands near the gem. The hands reach out and touch the gem, which brings about an immediate attack by the one of the living lightning creatures.

I need to update when I get home.


M Human

Well this is not really a surprise.


Evil GM

Initiative:

Jean Phillipe Poulain: 1d20 + 3 ⇒ (15) + 3 = 18
Markus Nightsky: 1d20 + 3 ⇒ (15) + 3 = 18
Jerome 1: 1d20 + 6 ⇒ (1) + 6 = 7
Jerome 2: 1d20 + 6 ⇒ (9) + 6 = 15
Revhi: 1d20 + 1 ⇒ (17) + 1 = 18
Dinetta: 1d20 + 4 ⇒ (7) + 4 = 11
living lightning: 1d20 + 8 ⇒ (18) + 8 = 26

Initiative Order:

Living Lightning
Markus
Revhi
Jean
Jerome
Dinetta

dinetta these creatures resemble what you would've read about - lightning elementals.

Updated map

With blinding speed the room erupts into flashing violence. One of the living lightning creatures attacks the mage hands while the other two balls of force fly towards the intruders.

Attack on Dinetta:
melee: 1d20 + 8 ⇒ (4) + 8 = 12
Add +3 to attack roll if you are wearing metal armor or wielding metal weapon.
damage: 1d6 + 3 ⇒ (3) + 3 = 6,electrical: 1d4 ⇒ 2

Attack on Jerome:
melee: 1d20 + 8 ⇒ (8) + 8 = 16
Add +3 to attack roll if you are wearing metal armor or wielding metal weapon.
damage: 1d6 + 3 ⇒ (1) + 3 = 4,electrical: 1d4 ⇒ 2


M Human

Battle stats
HP 37/37
AC 13/T13/FF11 (17/17/15)
Saves: F5R5W8
In hands
Resources Elemental Ray 3/7
Effects: Mage armor(+4 ac 1 hour),

The fist of lightning brushes back Jerome's face and he mutters a spell to speed the party's actions. Haste 6 rounds

Haste:
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.


Evil GM

are you casting defensively jerome?


M Human

Whoops, yes indeed.

Cast Defensibly: 1d20 + 14 ⇒ (14) + 14 = 28 Level+CHA+Combat Casting Casting DC was 21(15+DOuble spell level)


Evil GM
JeromeCaulflower wrote:

Whoops, yes indeed.

[dice=Cast Defensibly]1d20+14 Level+CHA+Combat Casting Casting DC was 21(15+DOuble spell level)

You see...I am merciful.


Evil GM

Initiative Order: RD 1 Update

Living Lightning - attacked mage hands, Dinetta and Jerome
Markus
Revhi
Jean
Jerome - cast haste
Dinetta

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,

Free Action, Drop Chips Marcus will attempt to move into W-16 and Full-Attack Not sure what square Revhi is in.

If I can: Flurry 1: 1d20 + 10 + 2 - 2 ⇒ (16) + 10 + 2 - 2 = 26 Weapon 1: 1d10 + 8 ⇒ (10) + 8 = 18
Flurry 2: 1d20 + 10 + 2 - 2 ⇒ (12) + 10 + 2 - 2 = 22 Weapon 2: 1d10 + 8 ⇒ (3) + 8 = 11
Flurry 3: 1d20 + 5 + 2 - 2 ⇒ (7) + 5 + 2 - 2 = 12 Weapon 3: 1d10 + 8 ⇒ (9) + 8 = 17

I assume haste goes off after I attack

Fighting defensively, using Crane wing on first attack

If Not: He will hold his position and wait for one or more to come to him


Evil GM

Only dinetta will benefit form haste this round.

One of my big complaints about modules is the 10 ft/hex they use to save space and costs. I understand the why but it's frustrating when using the pdf.

Marcus steps into the room and unleashes a flurry of blows on the living lightning creature. two of his attacks hit and the ball is destroyed.

Updated RD 1 Map


Evil GM

Initiative Order: RD 1 Update

Living Lightning - attacked mage hands, Dinetta and Jerome
Markus - stepped into the room and destroyed one of the LL
Revhi
Jean
Jerome - cast haste (if these are destroyed by the time it's your turn, I'll let you save the spell)
Dinetta


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

Awww you remembered to roll initiative twice for Jerome, I'm so proud!

Revhi takes a 5 foot step back, both to get some distance and to allow the melee folks more room. Than she barks out a word and points at the closer elemental. "Turn on your ally!" She commands.

Murderous command, DC 16 or spend its next round attacking its nearest ally.


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

shot1: 1d2 + 11 ⇒ (1) + 11 = 12damage1: 1d8 + 2 ⇒ (3) + 2 = 5shot2: 1d20 + 6 ⇒ (1) + 6 = 7dam2: 1d8 + 2 ⇒ (7) + 2 = 9 Uncertain if arrows can even hurt such creatures, Poulain nonetheless fires at the leftmost one.


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

... wow ...

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 calls out.
They are sort of elementals. Lightning elementals to be exact.

Not sure how much I can do.

Despite the unsureness in her voice, the small librarian dashes in and jabs with the creature with her dagger and rapier.

5-foot step to the left to make it easier for the others to attack.

Attack-Rapier: 1d20 + 9 - 2 + 1 ⇒ (13) + 9 - 2 + 1 = 21 <-- +1 Haste, -2 TWF
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

Attack-Dagger: 1d20 + 9 - 2 + 1 ⇒ (4) + 9 - 2 + 1 = 12
Damage: 1d3 ⇒ 1

Attack-Rapier-Haste: 1d20 + 9 - 2 + 1 ⇒ (5) + 9 - 2 + 1 = 13
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

Unfortunately, her attacks are wade of their mark due to not knowing the exact nature of the creature and where it can be harmed.


Evil GM

will save vs murdous command: 1d20 + 1 ⇒ (17) + 1 = 18


Evil GM

Jean's arrows fly wildly missing it's targets but nearly taking Markus's left ear off.

Dinetta does hit with one of her attacks causing a some damage, but the creature presses on.


Evil GM

Initiative Order: RD 2

Living Lightning -
Markus -
Revhi
Jean
Jerome -
Dinetta

RD 2 Map


Evil GM

RD 2: LL

The enemy continues to press on dinetta trying to zap the life out of her.

melee: 1d20 + 8 ⇒ (2) + 8 = 10
Add +3 to attack roll if you are wearing metal armor or wielding metal weapon.
damage: 1d6 + 3 ⇒ (1) + 3 = 4,electrical: 1d4 ⇒ 3

The one attacking the mage hands flies over to Marcus and attacks,

melee: 1d20 + 8 ⇒ (15) + 8 = 23
Add +3 to attack roll if you are wearing metal armor or wielding metal weapon.
damage: 1d6 + 3 ⇒ (1) + 3 = 4,electrical: 1d4 ⇒ 3

Updated RD 2 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 2

Marcus full attacks the creature who dares to have interrupted his snacking session.

Haste Attack: 1d20 + 10 + 2 - 2 ⇒ (3) + 10 + 2 - 2 = 13 Haste Damage: 1d10 + 8 ⇒ (7) + 8 = 15
Flurry 1: 1d20 + 10 + 2 - 2 ⇒ (2) + 10 + 2 - 2 = 12 Weapon 1: 1d10 + 8 ⇒ (3) + 8 = 11
Flurry 2: 1d20 + 10 + 2 - 2 ⇒ (20) + 10 + 2 - 2 = 30 Weapon 2: 1d10 + 8 ⇒ (2) + 8 = 10

Confirm: 1d20 + 10 + 2 - 2 ⇒ (1) + 10 + 2 - 2 = 11 Extra Ouch: 1d10 + 8 ⇒ (2) + 8 = 10
Flurry 3: 1d20 + 5 + 2 - 2 ⇒ (16) + 5 + 2 - 2 = 21 Weapon 3: 1d10 + 8 ⇒ (1) + 8 = 9

Fighting defensively, using Crane wing on first attack


Evil GM

Two of the Marcus's attacks hit but the creature is still fighting.

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