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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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)

After dodging the zap from one creature, and despite knowing that it is dangerous, Dinetta decides to shift over and help Marcus with his elemental since one dead and one healthy is always better than two injured, a standard saying among adventurers who survived multiple battle.

5-foot move between the elementals

Full Attack

Attack-rapier: 1d20 + 9 - 2 + 1 ⇒ (15) + 9 - 2 + 1 = 23
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Attack-dagger: 1d20 + 9 - 2 + 1 ⇒ (14) + 9 - 2 + 1 = 22
Damage: 1d3 ⇒ 2

Attack-haste: 1d20 + 9 - 2 + 1 ⇒ (19) + 9 - 2 + 1 = 27
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Confirm Crit: 1d20 + 9 - 2 + 1 ⇒ (19) + 9 - 2 + 1 = 27 <-- that sucks, just realized that crits don't work on elementals, oh well
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

All three jabs are accurate. Despite the small size of her weapon, the attacks have an effect.


Evil GM

Dinetta shifts her position and destroys the elemental battling Marcus, leaving only one LL remaining.


M Human Sorcerer 6 HP27/37,Init+6,F5R5W8,Per+8,AC13T13FF11

HP 37/37
AC 13/T13/FF11 (17/17/15) +1 from haste
Saves: F5R5W8 +1 R from haste
In hands
Resources Elemental Ray 3/7
Effects: Mage armor(+4 ac 1 hour),Haste(5 rounds)

Jerome steps west and tries threading the needle as a Line of frost leaps from his finger to the elemental
Elemental Ray,PBS,Haste,Melee,Touch: 1d20 + 6 + 1 + 1 - 4 ⇒ (3) + 6 + 1 + 1 - 4 = 71d6 + 3 ⇒ (3) + 3 = 6


Evil GM

Jerome's ray misses.


Evil GM

Initiative Order: RD 2 update

Living Lightning - hit markus of 4 plus 3 electric
Markus - hits
Revhi
Jean
Jerome - missed
Dinetta - hits and destroys one

There is only one left.


Evil GM

Revhi and Jean you are up. If they don't post soon, I'll DMPC.


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

attack1: 1d20 + 11 ⇒ (15) + 11 = 26dam1: 1d8 + 2 ⇒ (3) + 2 = 5arrow 2: 1d20 + 6 ⇒ (5) + 6 = 11dam2: 1d8 + 2 ⇒ (3) + 2 = 5 Poulain lightly grunts.


Evil GM

One of Jean's arrows hits the ball of lightning but it is still fighting.


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 pulls out her crossbow and fires at the last one!

Attack (into melee): 1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20
Damage: 1d8 ⇒ 5


Evil GM

RD 3:

Revhi's attack hits the LL but it still surges ahead to try to defend the room, choosing to attack:

marcus 1 or Dinetta 2: 1d2 ⇒ 1

The zappaping creature assaults Marcus,

melee: 1d20 + 8 ⇒ (15) + 8 = 23
Add +3 to attack roll if you are wearing metal armor or wielding metal weapon.
damage: 1d6 + 3 ⇒ (2) + 3 = 5;electrical: 1d4 ⇒ 2

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 3

Marcus feels the zap of the pesky creature and returns the favor in full

Haste Attack: 1d20 + 10 + 2 - 2 ⇒ (13) + 10 + 2 - 2 = 23 Haste Damage: 1d10 + 8 ⇒ (5) + 8 = 13
Flurry 1: 1d20 + 10 + 2 - 2 ⇒ (8) + 10 + 2 - 2 = 18 Weapon 1: 1d10 + 8 ⇒ (8) + 8 = 16
Flurry 2: 1d20 + 10 + 2 - 2 ⇒ (17) + 10 + 2 - 2 = 27 Weapon 2: 1d10 + 8 ⇒ (1) + 8 = 9

Fighting Defensively, Using Crane Wing on first attack


Evil GM

Marcus destroys the last of the LL creatures. You don't see any other obvious threats within the room, but there is strange equipment and the gem.


M Human Sorcerer 6 HP27/37,Init+6,F5R5W8,Per+8,AC13T13FF11

Hopefully this will be worth it. Jeome is still wary about approaching 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)

Dinetta looks across the room, her eyes growing as she looks at the gem.
We wouldn't want to leave that gem here unguarded. Someone might steal it.

She will carefully move across the room to see if she can get the gem.

Perception: 1d20 + 14 ⇒ (6) + 14 = 20 <-- searching for traps

--> she also has Trap Spotting ability


M Human Sorcerer 6 HP27/37,Init+6,F5R5W8,Per+8,AC13T13FF11

Jerome swipes the chips. If we can find some cook that can make these, we can get some good cash.


Evil GM

Dinetta you think the trap was the LL which you've disposed of. As you get close to the weird equipment and the gem, you get an idea. What would happen if a wand was placed near the pulsating energy? Acting on the hunch you put your CLW on the equipment. Speeding this up a bit.

recharge: 2d12 ⇒ (1, 11) = 12

Your wand regains 12 charges.


M Human Sorcerer 6 HP27/37,Init+6,F5R5W8,Per+8,AC13T13FF11

Once Jerome is informed of it. Now this is a find.If we can come back and recharge our wands later, perhaps run a wand recharge buisness.

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,

This place isn't so bad, we got a charging station for wands and a healing place.


Evil GM

Does anyone else have any wands?

What are you going to do next? Or where are you heading?


M Human Sorcerer 6 HP27/37,Init+6,F5R5W8,Per+8,AC13T13FF11

Jerome tries recharging his wand of CLW 45/50.

Let us head through the east door.


Evil GM

Unfortunately it doesn't recharge. You sense that perhaps this is a limited each day. When you grab the gem and tug it out everything powers down, the lights go off, and the portal exiting the room won't open when you put your hand on the strange hand pad. A few moments later an eerie green glow bathes the entire room in a phosphorous twilight.


M Human Sorcerer 6 HP27/37,Init+6,F5R5W8,Per+8,AC13T13FF11

Huh. I guess the gem has something to do with all of this. Jerome puts it back.


Evil GM

Putting the gem back results in flickering lights and then the humming sound of everything powering back up.

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 replaced gem with interest.
Strange. Perhaps we could take it with magic. Lets remember where it is so that we can come back if we need to recharge things.

She then heads out of the room and proceeds to examine the next door.

Perception: 1d20 + 14 ⇒ (5) + 14 = 19

DD: 1d20 + 12 ⇒ (15) + 12 = 27


Evil GM

Dinetta you find that the portal is unlocked and it slides open as soon as you wave your hand by the pad. This large compartment is dominated by a large vat of inky black liquid set into the floor. A curving path traverses over the liquid, which roils as if is stirred by some unseen agent.

On the other end of the path you see the Captain. Who is standing ready for battle. More menacing at the back of the long room is a large hideous creature, The Engineer, you suspect. It possesses a large bulk of green flesh that scuttles around on six insectoid legs. Two surprisingly prehensile claws emerge from its central mass and a great ring of razor teeth hiss and rasp. It has countless eyes on the fore of its body, each black and pupil-less. Bulging semi-transparent brain sacs adorn the back of its bulk. Every one of them is currently occupied by a pulsing human brain vivisected from a sailor the Engineer lured to its doom on the rocks of the Trident.

Perception:

Jean Phillipe Poulain: 1d20 + 10 ⇒ (3) + 10 = 13
+4 underground/+2 in water
Markus Nightsky: 1d20 + 13 ⇒ (14) + 13 = 27
Jerome: 1d20 + 8 ⇒ (20) + 8 = 28
Revhi: 1d20 + 5 ⇒ (7) + 5 = 12
Dinetta: 1d20 + 12 ⇒ (4) + 12 = 16

Markus and Jerome:
You notice a small green gem on the far norther wall.

Updated Map


M Human Sorcerer 6 HP27/37,Init+6,F5R5W8,Per+8,AC13T13FF11

HURG! Jerome gags as the creature comes fully into sight. There is a small green gem on the north wall.


Evil GM

Dinetta only:
You hear scrapping coming from behind the portal that is directly to your right. The portal itself is closed.


Evil GM

There is musky odor coming from the Engineer.


Evil GM

Initiative:

Jean Phillipe Poulain: 1d20 + 3 ⇒ (20) + 3 = 23
Markus Nightsky: 1d20 + 3 ⇒ (13) + 3 = 16
Jerome 1: 1d20 + 6 ⇒ (12) + 6 = 18
Jerome 2: 1d20 + 6 ⇒ (10) + 6 = 16
Revhi: 1d20 + 1 ⇒ (3) + 1 = 4
Dinetta: 1d20 + 4 ⇒ (20) + 4 = 24

brine zombies: 1d20 - 1 ⇒ (11) - 1 = 10
capt: 1d20 + 9 ⇒ (1) + 9 = 10
The Engineer: 1d20 + 7 ⇒ (10) + 7 = 17

Initiative order:

Dinetta
Jean
Jerome
The Engineer
Markus
Capt
Brine Zombies
Revhi

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 steps to the side and speaks:
Whatever it is, it is not good. There is also something behind that door. Motioning her head to the door on the right.

Lets shoot him, or make him come to us. I don't trust those black pools.

With that, she sheathes her rapier and draws and loads her sling.
Pretty sure she cannot also fire this round.


Evil GM

Initiative order: RD 1 update

Dinetta -sheaths weapon, draws sling/loads
Jean
Jerome
The Engineer
Markus
Capt
Brine Zombies
Revhi

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 charges the traitorous captain. You and your friend will pay for your treachery

Charge: 1d20 + 10 + 2 - 2 ⇒ (5) + 10 + 2 - 2 = 15 Weapon 1: 1d10 + 8 ⇒ (5) + 8 = 13

He will fight defensively and use crane wing, He will take a -2 on though from the charge


M Human Sorcerer 6 HP27/37,Init+6,F5R5W8,Per+8,AC13T13FF11

Battle stats
HP 37/37
AC 13/T13/FF11 (17/17/15)
Saves: F5R5W8
In hands
Resources Elemental Ray 2/7
Effects: Mage armor(+4 ac 1 hour),

Marcus pulls his Rod of Lesser Extend and casts haste on the party (12 rounds) Bonuses here


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: 1d20 + 11 ⇒ (15) + 11 = 26dam1: 1d8 + 2 ⇒ (5) + 2 = 7shot2: 1d20 + 6 ⇒ (19) + 6 = 25dam2: 1d8 + 2 ⇒ (6) + 2 = 8shothaste: 1d20 + 11 ⇒ (20) + 11 = 31damhaste: 1d8 + 2 ⇒ (2) + 2 = 4critconf: 1d20 + 11 ⇒ (19) + 11 = 30critdam: 2d8 + 4 ⇒ (6, 5) + 4 = 15Poulain quickly sends three arrows into the traitor.


Evil GM

Jean quickly fires off arrows at the Capt Riggs.

Jerome casts haste (extended)

The Engineer in the back of the room begins to glow and electrify as the creatures appears to be energizing.

Initiative order: RD 1 update

Dinetta -sheaths weapon, draws sling/loads
Jean - arrows 34 HP
Jerome - spell extended
The Engineer - something nasty about to happen
Markus - charges
Capt
Brine Zombies
Revhi


Markus charges blindly ahead as he gets on the curving path he realizes the error of his way as the collapses quickly into the inky solution.

Make a relfex save Markus.

"You should have fled, when you had the chance, you should have fled" The Captain utters. "He's too clever...powerful." With his speech the Captain grimaces in pain.

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,

Reflex: 1d20 + 8 ⇒ (15) + 8 = 23


Evil GM

Marcus as you begin to dash across the path it begins to crumble under your feet, you sense the error in your path and quickly change direction.

forward 1, backward 2: 1d2 ⇒ 2

You are able to stop your momentum and grab onto the edge. Your feet barely missing the inky substance, you notice all the movement within the foul liquid....LEECHES!


RD 1: Capt Riggs

The Captain's rapier hisses as he slices the air, he mumbles "Alessandra and I will cut you down...as...as...the Engineer demands." He twirls his blade in a figure 8 fashion. Then he drinks out of vile and his image becomes fuzzy.


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

I have returned. Should I wait for the brine zombies to go before taking my action?


Evil GM

Revhi you can go. I'll take the zombies action if I can get on tonight. bit busy.


Evil GM

Revhi you can go. I'll take the zombies action if I can get on tonight.


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 puts a ring on Marcus and barks out a spell, then grins. "Go hard Marcus. My god watches over you."

Shield other. +1 deflection to AC and +1 resistance bonus on saves, and you take half damage from all sources (the rest of the damage gets transferred to Revhi). Stay within 35 feet of me.


Six zombies shuffle through the door towards the closest heroes, eager to feast on an arm or leg.

Brine Zombies


Evil GM

Initiative order: RD 2

Dinetta -
Jean -
Jerome -
The Engineer -
Markus -
Capt
Brine Zombies -
Revhi -

RD 2 Map


M Human Sorcerer 6 HP27/37,Init+6,F5R5W8,Per+8,AC13T13FF11

Might want to pull back through the door!

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 moves down(T-18) and beats on the closest zombie

Haste: 1d20 + 10 + 2 - 2 ⇒ (9) + 10 + 2 - 2 = 19 Weapon 1: 1d10 + 8 ⇒ (8) + 8 = 16
Flurry 2: 1d20 + 10 + 2 - 2 ⇒ (7) + 10 + 2 - 2 = 17 Weapon 2: 1d10 + 8 ⇒ (3) + 8 = 11
Flurry 3: 1d20 + 5 + 2 - 2 ⇒ (16) + 5 + 2 - 2 = 21 Weapon 3: 1d10 + 8 ⇒ (6) + 8 = 14

Fighting Defensively, using Crane Wing on first attack

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 nods.
I would love to let the zombies come to us. But we all need to pull back. We can't leave anyone behind though.

Dinetta, hoping the others follow, steps back through the doors.

Withdraw action to U-16.


M Human Sorcerer 6 HP27/37,Init+6,F5R5W8,Per+8,AC13T13FF11

Don't forget haste!

Jerone tosses a Glitterdust at the nasty monster at the back of the room, hoping to blind it so they can pull back.
DC 16 or be blinded

Jerome then moves to V-15


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

perception is the captain under control: 1d20 + 14 ⇒ (3) + 14 = 17shot1: 1d20 + 11 ⇒ (16) + 11 = 27dam1: 1d8 + 2 ⇒ (6) + 2 = 8shot2: 1d20 + 6 ⇒ (10) + 6 = 16dam2: 1d8 + 2 ⇒ (6) + 2 = 8

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