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

Jean you know the Captain has made certain comments that suggests something funny is up with him, but you are not certain.

Who did you shoot at?


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

Sorry, the Captain. With a 5 foot step back if possible. Jean is curious, but not forgiving.


Evil GM

The golden particles plaster the back of the room, clinging to the wall ceiling and floor. The image of the engineer disappears. Spellcraft check if you have it.

spellcraft DC 18:
You realize that this was some sort of illusion, major image.

blur: 1d100 ⇒ 34
One of Jean's shots hits the mark. The Captain is bleeding vigorously but he is still alive.

markus nimbly moves 5 feet and destroys a brine zombie hitting it repeatedly.

Initiative order: RD 2

Dinetta - withdrawls
Jean - shoots the capt
Jerome - glitterdust at the engineer
The Engineer - disappeared
Markus - steps 5 ft and destroys a brine zombie
Capt
Brine Zombies -
Revhi -

Updated RD 2 Map


RD 2: Capt Riggs

The captain pulls a potion from his a small belt pouch and quaffs it down.

cure critical: 4d8 + 15 ⇒ (3, 6, 2, 7) + 15 = 33

His seeping wounds knit back together.


Evil GM

RD 2 Brine Zombies

All the zombies shuffle forward.

updated RD 2 Map

Markus you get an AOO, 2 if you have combat reflexes.


Evil GM

Marcus you have AOO on T 17 (in front of Revhi) and T 18.
Revhi you are up.


M Human

Spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17

He vanished! Maybe used magic to teleport away.

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 whack the zombies

AOO 1: 1d20 + 10 + 2 - 2 ⇒ (3) + 10 + 2 - 2 = 13 Weapon 1: 1d10 + 8 ⇒ (2) + 8 = 10
AOO 2: 1d20 + 10 + 2 - 2 ⇒ (4) + 10 + 2 - 2 = 14 Weapon 1: 1d10 + 8 ⇒ (8) + 8 = 16


Evil GM

Marcus hits brine zombie but they are still shuffling around.

Revhi you are 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)

Spellchaft: 1d20 + 3 ⇒ (6) + 3 = 9

Where did it go?


Evil GM

Dinetta blinks a few times, and blurts out a response, the others shrug.

Revhi you're 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

Spellcraft: 1d20 + 4 ⇒ (20) + 4 = 24

"It's an illusion spell, don't believe it!"

Will Save to Disbelieve: 1d20 + 9 ⇒ (16) + 9 = 25

Revhi raises her holy symbol and channels to damage the zombies!

Channel Damage: 3d6 ⇒ (4, 4, 5) = 13 DC 16 will save for half damage


Evil GM

BZ 1: 1d20 + 4 ⇒ (4) + 4 = 8
BZ 2: 1d20 + 4 ⇒ (1) + 4 = 5
BZ 3: 1d20 + 4 ⇒ (13) + 4 = 17
BZ 4: 1d20 + 4 ⇒ (16) + 4 = 20
BZ 5: 1d20 + 4 ⇒ (15) + 4 = 19

The two thatMmarkus damaged are now destroyed.

T: 17 and 18 are destroyed.


Evil GM

Initiative order: RD 3

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

RD 3


M Human

Jerome waits until he sees what Dinetta and Jean do.

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)

Seeing the rest of the party decided to stand firm rather than retreat, Dinetta turns around and leaps back into the fray, rolling past Jean and coming up behind the zombie, across from Jean.

Move w/acrobatics: 1d20 + 10 ⇒ (6) + 10 = 16

Attack-flanking-rapier: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 1d4 + 4 + 2d6 ⇒ (4) + 4 + (6, 5) = 19 <-- 2d6 are sneak damage from flanking

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 whack on the one in front of him

Haste Attack: 1d20 + 10 + 2 - 2 ⇒ (12) + 10 + 2 - 2 = 22 Haste Damage: 1d10 + 8 ⇒ (9) + 8 = 17
Flurry 1: 1d20 + 10 + 2 - 2 ⇒ (6) + 10 + 2 - 2 = 16 Weapon 1: 1d10 + 8 ⇒ (10) + 8 = 18
Flurry 2: 1d20 + 10 + 2 - 2 ⇒ (8) + 10 + 2 - 2 = 18 Weapon 2: 1d10 + 8 ⇒ (10) + 8 = 18
Flurry 3: 1d20 + 5 + 2 - 2 ⇒ (18) + 5 + 2 - 2 = 23 Weapon 3: 1d10 + 8 ⇒ (2) + 8 = 10

Fighting Defensively, using Crane Wing on first attack


Evil GM

Dinetta barely moves around the threatened area the brine zombie is occupying, she comes up and strikes deeply felling the salty undead.


Evil GM

Marcus's hands pummel, pummel, pummel, and pummel the undead beast. The creature turns to dust.


Evil GM

Here is an updated map, there is only one zombie remaining, and he is injured form the channel.

UPDATED RD 3 MAP

Initiative order: RD 3

Dinetta - rolled and destroyed BR
Jean -
Jerome -
The Engineer - illusion
Markus - destroyed BZ
Capt
Brine Zombies -
Revhi -


Evil GM

RD 3; Jean and Jerome 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

1d20 + 11 ⇒ (17) + 11 = 28dam2: 1d8 + 2 ⇒ (8) + 2 = 10
Poulain moves to have a shot at the healed traitor.


Evil GM

Jean roll a d100 percentage shot. 20 and below it misses the blurred capt.


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

1d100 ⇒ 100


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

[Ooc]!!!!!!!!!!!!!!!!!! [/dice]


An arrow hits the Captain and he glares at the archer.


M Human

Jerome moves up so he can see the captain and casts Hydraulic Push to knock him into the leech pit.
Bull Rush: 1d20 + 9 ⇒ (4) + 9 = 13


The water barely trickles over the captain as he withstands the bull rush. He brushes off some of the water with a flick of his gloved hand and then he moves to the back door, it opens and he moves through, the door closes behind him but not before you hear a mechanical gear sound.


Evil GM

The last brine zombie will lash out with it's bladed hands at Dinetta.

bladed hand: 1d20 + 5 ⇒ (7) + 5 = 12;damage: 1d6 + 2 ⇒ (1) + 2 = 3

It misses.


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
baldwin the merciful wrote:
salty undead

Jean, could you please put what your maximum HP is in your header? Your current HP doesn't mean a lot to me if I don't know how much you're missing :P

According to everybody's headers there's no serious injuries, so I won't be healing this round. Correct me if I missed something.

Revhi casts magic vestment on Jean.

Your AC increases by 1 for the next 6 hours.


M Human

Jerome holds up his healing wand. Anyone hurt?

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 attempts to remove the last zombie.

Haste Attack: 1d20 + 10 + 2 - 2 ⇒ (12) + 10 + 2 - 2 = 22 Haste Damage: 1d10 + 8 ⇒ (2) + 8 = 10
Flurry 1: 1d20 + 10 + 2 - 2 ⇒ (19) + 10 + 2 - 2 = 29 Weapon 1: 1d10 + 8 ⇒ (6) + 8 = 14
Flurry 2: 1d20 + 10 + 2 - 2 ⇒ (3) + 10 + 2 - 2 = 13 Weapon 2: 1d10 + 8 ⇒ (6) + 8 = 14
Flurry 3: 1d20 + 5 + 2 - 2 ⇒ (13) + 5 + 2 - 2 = 18 Weapon 3: 1d10 + 8 ⇒ (5) + 8 = 13

Quote:
Jerome holds up his healing wand. Anyone hurt?

I am down 7 pts.


M Human

CLW on Marcus: 1d8 + 1 ⇒ (5) + 1 = 6

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 at the room the zombies came out of.
I doubt there is anything within, but lets check it and then proceed.

She will move over and examine the door before moving through,

Perception(find traps): 1d20 + 14 ⇒ (5) + 14 = 19


M Human

Jerome bravely advances with most everyone else ahead of him!


Evil GM

Markus easily destroys the last zombie. The group quickly scouts the side room which is a general storage room, obviously a place where the Engineer keep his pet projects. From the look of the destroyed zombies you safely assume they are the remnants of various crews that have befallen the doom of this terror.

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,

Let us go get our treacherous captain and his new friend, be careful on the bridge. It's pretty slippery


M Human

Aye.

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.
I can go first and take a rope across. I have fairly good footing on tricky surfaces.

She has Feather Step Slippers (ignore difficult terrain) and a +10 on acrobatics.

Dinetta, holding the rope, will carefully make her way across the walkway.


Evil GM

Dinetta when you get to the bridge you can see there that 15 feet of it has fallen away. So it will require leaping over the opening. Given the slipperiness of the surface it's a 17 DC acro check to get across without falling into the leech pool.


M Human

What a day not to have chosen flight as a spell.


Evil GM
JeromeCaulflower wrote:
What a day not to have chosen flight as a spell.

I'm all smiles.


M Human

So are we going to risk leaping over?


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

"Hell no. I'll grow a beard before I make that jump."

I have a -3 to acrobatics, so only a nat 20 would be a success.

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 takes a deep breath, sprints across and then leaps the chasm, just clearing it.

Acrobatics: 1d20 + 10 ⇒ (7) + 10 = 17 <-- she has the Feather Step Slippers, so the slippery (difficult terrain) should not effect her (I hope)


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 wrote:
"Hell no. I'll grow a beard before I make that jump."
Dinetta Cillara wrote:
Dinetta takes a deep breath, sprints across and then leaps the chasm, just clearing it.

"Hope you have fun over there by yourself, cus' I'm sure as hell not coming."


M Human

Well, maybe there is a way to drain it, or she can find something to make the bridge go back 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

I have a spelunking kit ...is the pool far down enough that we could swing and climb?


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

Just remembered I can roll twice for acrobatics. So here goes!acrobatics roll 1: 1d20 + 3 ⇒ (16) + 3 = 19roll 2: 1d20 + 3 ⇒ (6) + 3 = 9[ooc]Woohoo!
Poulain grunts with effort as he leaps across the gap.

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,

Anyplace to tie the rope off so us less dexterous folks could climb over, I have extra if needed

Marcus says

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