Razor Coast Texas Style!

Game Master brvheart

Razor Coast, a devil’s paradise, where a man’s fortune can bleed out quicker than a spitted pig, and where the dawn sky blazes across endless oceans. Oceans that for centuries hid a lost people of whom legend whisper were born into these wild reaches as the sons of sharks. Here, within in the kraken’s clutches, law means little while gold breaks all boundaries and blood, pearls, and rum pay for all sin.

The Veiled Isle
Roll20 Map Site
Lighthouse


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"Nope"


Male Human Rogue6/Clr1 Current Map

sense motive


Male Human Bard (Sandman) 10; HP 78, Init +3, AC: 24 T: 17 F:20 ; Fort:+6, Ref:+11/14 vs traps, Will:+10; Per: +12; BAB: +7/+2 CMB: +10, CMD: 23

Sense Motive: 1d20 + 8 ⇒ (4) + 8 = 12


Male Human Rogue6/Clr1 Current Map

Miserable roll, but as Garreg is not attempting to bluff I will give it to you. He is not lying. He is not connected to Barrett or his operation. Whatever Barrett is doing seems unrelated to the "deal". Garreg is still under the influence of Sandman's 27 intimidate so a new roll is not necessary. There is a tell tale smell of fear on him, so to speak. He would sell out his mother for 2 CP at this point.


"If ya wants, I'll take ya to where da deal is going down. I have the 100 GP needed for the bag of smoke."


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Switching back to Tulita, Beth takes out a wand from her belt.
"So who's up to jump a dragonsmoke deal tonight? If they come into a barge, we could either jump them from the docks or some of you could come with me. I've got a small canoe we could use to jump them from behind as well. Last idea would be that while some of us blast them from the docks, we fish one with your harpoon, Hoeroa and make off with the canoe. With a barge, they can't catch us and we'll have one of them to interrogate about this Bonegnaw."

Pointing to Silas and Obadiah with her wand, she adds: "Is any of you still injured? I can patch you up before we go."


Male Adopted Sugalo Tulita Fighter (Harpoonist) 1/ Yohunga 4; HP 42/42, AC 17 T: 13: FF 15; Fort +6; Ref +4; Will +6; Init +2; Per +5; CMB +6, CMD 18

Morgan is up for midnight fishing.

He takes 10 minutes to cast make whole on Tiki Tohoraha

4d6 ⇒ (6, 1, 3, 1) = 11

and another 10 minutes to cast it again:

4d6 ⇒ (5, 4, 2, 6) = 17


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Tiki feels much better...


Obi nods. "I'm still a bit of a mess. I mean, I'd prefer to not have a big gash in my flesh, really. It makes me clothes get matted and all blood stained. People will think I've been involved in some kind of barroom scuffle like a drunkard.". The crazy man seems oblivious to the fact that has statement was just shy of spot-on.

Obi is down 12 HP


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

@Obi, are you still down 12 HP after the 13 HP heal from channel energy? If so, I'll use my wand of CLW.


Yep. After counting back over all of combat, I had taken 25 points of damage. So yeah...probably could use some healin' still.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Beth uses her wand on Obadia twice, thanking Quell each time.

1d8 + 1 ⇒ (1) + 1 = 2, 1d8 + 1 ⇒ (8) + 1 = 9 for 11 HP


Male Human Rogue6/Clr1 Current Map

Beth per my house rule on healing, reroll the 1 on the first CLW.
8) Cure spells: If the die/dice are all natural 1's, reroll.


Male Human Rogue6/Clr1 Current Map

Beth, I am showing Silas down 9 hp also if you are doing healing.

It is 11:30. You just have time to get to the docks to arrive just before midnight.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Reroll for Obadiah first dice: 1d8 + 1 ⇒ (2) + 1 = 3

Silas healing: 1d8 + 1 ⇒ (1) + 1 = 2 and 1d8 + 1 ⇒ (5) + 1 = 6, reroll for the first 1d8 + 1 ⇒ (4) + 1 = 5

In total, with 4 charges, both Silas and Obi are at full HP


Male Human Rogue6/Clr1 Current Map

You should decide whether you are going to go straight there or inform a Dragoon patrol on the way.


Female Human Wizard (Evoker) 5

"I can hang back and use ranged magic to back you up and if you become worse for ware, I can go get the local authorities. I would reduce the number of people and make it easier for you to get a better drop on the smugglers?"

Will cast mend on Morgan, Obi's and Silas' clothing to cover the tears. Will cast prestidigitation to remove any of the blood stains on both.

"Can't have my men looking all bested before the next go-about."

Thinking about it, it would not look good for the 'deal' for Garreg to be in the same condition, so will cast both on him also. Don't want to raise concern before we have too.


Male Adopted Sugalo Tulita Fighter (Harpoonist) 1/ Yohunga 4; HP 42/42, AC 17 T: 13: FF 15; Fort +6; Ref +4; Will +6; Init +2; Per +5; CMB +6, CMD 18

"I have an idea - I can merge with Tiki and hang around Garreg's neck for quite a while*. That way I can get in close AND make sure he plays his part or [stares at Garreg] I'll burn him a new facehole."

@Jequette - Morgan was never harmed - his Tiki took all the punishment. Thanks for the thought though!

@All - If he didn't before, Morgan now considers all the Dragoons corrupt, and will not propose to alert them. He won't stop anyone else from doing so, though he will advise heavily against it.

* Can merge for 4 rounds per mana point, has 6 remaining.


Male Human Bard (Sandman) 10; HP 78, Init +3, AC: 24 T: 17 F:20 ; Fort:+6, Ref:+11/14 vs traps, Will:+10; Per: +12; BAB: +7/+2 CMB: +10, CMD: 23

I would prefer to let the Dragoons know, if only so we can establish if they are actually connected to the dragonsmoke or to be able to use if for our advantage later


Male Human Rogue6/Clr1 Current Map

If you inform the Dragoons, they will send a patrol, six including the Sergeant, to accompany you on the raid. They are not fond of the smugglers.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

"I'm with Silas with informing the dragoons. For the moment, we should not encourage them to be suspicious about us. And even if I'm sure some of them are corrupted, some of them are not and our actions will appeal to them.", says Beth as the group debates whether calling in the dragoons or not.


Male Human Bard (Sandman) 10; HP 78, Init +3, AC: 24 T: 17 F:20 ; Fort:+6, Ref:+11/14 vs traps, Will:+10; Per: +12; BAB: +7/+2 CMB: +10, CMD: 23

"Then if no one has any objections we let the dragoons know and go stop the drop."


Male Human Rogue6/Clr1 Current Map

Six dragoons fall in behind the party in formation, four of them with muskets. They will approach the dock from the south.


Male Human Rogue6/Clr1 Current Map

Shortly before midnight, ten dragonsmoke pushers
arrive and wait. At precisely midnight, a refuse barge floats
in from the harbor and docks.

Docks1.


Sandman hadn't taken his mask off while they waited at the docks, and with it donned he was a completely different person. His sense of justice was firmly in place, but gone was any sense of kindness or empathy.

He'd been quiet while they waited, only the words scolling wetly across his scars communicating anything to anyone.

At the barge rolled in, Sandman preached into his pouch and pressed his hands against his chest. Pale sand swirled outward to paint his body, weaving in between his scars and cementing into yet another layer of swirls and symbols.

Casting Bear's Endurance and Mage Armor


Male Human Rogue6/Clr1 Current Map

Here is the map of the dockside area again Dockside


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Welcoming the dragoon's presence, Beth takes the time to say a few words to the patrol leader as they move towards the drop location.

As the barge floats in, in mirror actions to Sandman, she casts two spells before taking her position to rush the barge.

The first one bathes everyone (all the characters plus the dragoons) in a warm air current that lifts everyone spirits. The second conjures a swirling wind barely visible around her.

Casts Bless on everyone, +1 attack and fear saves
then casts shield of faith on herself for +2 deflexion, duration 5 minutes for both


Male Human Bard (Sandman) 10; HP 78, Init +3, AC: 24 T: 17 F:20 ; Fort:+6, Ref:+11/14 vs traps, Will:+10; Per: +12; BAB: +7/+2 CMB: +10, CMD: 23

Silas had taken the time to switch clothes back to his normal garb, though slightly darker. His rapier was ready hidden beneath his cloak in case of a light catching on it. As they got ready to pounce he got ready to cast his own spell, palming a bit of wool from his pocket.

Readying to cast ghost sound as a direction away from where we're coming in


Obi mumbles quietly, working a bit of his own magic, a thin film of magic coating his body, before dimming into almost non-existence. He stretches, flexing and making sure that there wasn't any binding areas. Mage Armor

He somewhat nervously toys with his one long earring, not particularly in his element for once.


Male Adopted Sugalo Tulita Fighter (Harpoonist) 1/ Yohunga 4; HP 42/42, AC 17 T: 13: FF 15; Fort +6; Ref +4; Will +6; Init +2; Per +5; CMB +6, CMD 18

Morgan appears calm, as if stalking an animal. He calls upon the might of Tohoraha, and then, once protected, checks Tiki is secure around his neck. He invokes his mystic power - his form wavers and fades, shrinking into the little Tikiman.

Casts shield on self.
Merges into Tikiman. 4 rounds left


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Tiki climbs up onto Sandman's transfigured form before attaching himself by clasping around his neck and under the Nightmare Mask.

Casts Haste on Silas, Obi, The Nightmare Mask and Beth. (Double speed, +1 to attack, AC and Reflex saves plus when making a full attack, get one extra attack at highest Attack Bonus)
4 rounds left.
Merge: 3 rounds left.


Male Adopted Sugalo Tulita Fighter (Harpoonist) 1/ Yohunga 4; HP 42/42, AC 17 T: 13: FF 15; Fort +6; Ref +4; Will +6; Init +2; Per +5; CMB +6, CMD 18

(If we are waiting for talking or discussion between Garreg and smugglers then scratch the merge and haste - I was under the impression folks just wanted to wail on the evil drug dealers. Shield lasts for 4 minutes, so that's a definite.)


Male Human Rogue6/Clr1 Current Map

Garreg would have let you know that would be no discussion. The smugglers immediately exchange a small bag for 100 GP each. They will only be there a matter of a few minutes at most.

Are you coming in from the West or North? I think Beth said something about possibly being in her canoe? You guys need to decide where you are at. Put the encounter distance a foot at 60' and 90' if in the water. The dragoons will arrive from the south in round two.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22
brvheart wrote:

Garreg would have let you know that would be no discussion. The smugglers immediately exchange a small bag for 100 GP each. They will only be there a matter of a few minutes at most.

Are you coming in from the West or North? I think Beth said something about possibly being in her canoe? You guys need to decide where you are at. Put the encounter distance a foot at 60' and 90' if in the water. The dragoons will arrive from the south in round two.

I had understood there would be no time to get to the canoe and back. So we went on foot. I vote we come from the North, and start with Jequette dropping something on them if she can.


Male Adopted Sugalo Tulita Fighter (Harpoonist) 1/ Yohunga 4; HP 42/42, AC 17 T: 13: FF 15; Fort +6; Ref +4; Will +6; Init +2; Per +5; CMB +6, CMD 18

I agree with Beth.


Male Human Bard (Sandman) 10; HP 78, Init +3, AC: 24 T: 17 F:20 ; Fort:+6, Ref:+11/14 vs traps, Will:+10; Per: +12; BAB: +7/+2 CMB: +10, CMD: 23

I'm fine with that. Which way do we want the distraction from?


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

"From the water, it's their escape route and a noise coming from there will certainly attract their attention.", replies Beth


Male Human Rogue6/Clr1 Current Map

Jequette emailed me that he is at work, but Jequetta can definitely light up the barge 'so to speak' as something to get their attention! She pulls out a bit of fur and mixes in a little bat guano...


Male Human Bard (Sandman) 10; HP 78, Init +3, AC: 24 T: 17 F:20 ; Fort:+6, Ref:+11/14 vs traps, Will:+10; Per: +12; BAB: +7/+2 CMB: +10, CMD: 23

Silas nods to Beth. "Then let's go." He incants the phrase for the spell and casts the piece of wool into the air as a loud boom the equivalent of the sound of a roaring lion issues from the water.


Male Human Rogue6/Clr1 Current Map

Initiative Beth: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Silas: 1d20 + 4 ⇒ (2) + 4 = 6
Initiative Sandman: 1d20 ⇒ 9
Initiative Morgan: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Jequette: 1d20 + 4 ⇒ (20) + 4 = 24
Initiative Obi: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Pushers/Smugglers: 1d20 + 6 ⇒ (4) + 6 = 10


Male Human Rogue6/Clr1 Current Map

Initiative Order
Jequette
Beth
Pushers/Smugglers
Sandman
Silas
Obi
Morgan
Dragoons will roll on round 2


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Tiki/Morgan is hanging on for dear life to Sandman/The Nightmare Mask's neck. So he''ll move with TNM, but act on his own round.

@ Don't forget Obi, Silas, Beth and TNM you are hasted. Double speed, AC bonus, and extra melee attack on full round action for 4 rounds.

@ Sandy/TNM Tiki is on an Amulet of Nat Armor +1 - may not stack with what you have going on, but for what it's worth, while he's on you, there it is...


Male Human Rogue6/Clr1 Current Map

Ok I guess I should roll for Tiki then.
Initiative Tiki: 1d20 + 6 ⇒ (2) + 6 = 8


Male Human Rogue6/Clr1 Current Map


Initiative Order
Jequette
Beth
Pushers/Smugglers
Sandman
Tiki
Silas
Obi
Morgan
Dragoons will roll on round 2


Male Human Rogue6/Clr1 Current Map

Jequette Fireball: 5d6 + 2 ⇒ (5, 6, 6, 4, 4) + 2 = 27 DC 17


Male Human Rogue6/Clr1 Current Map

Reflex Smuggler1: 1d20 + 8 ⇒ (1) + 8 = 9 Takes 27 points of damage.
Reflex Smuggler2: 1d20 + 8 ⇒ (3) + 8 = 11 Takes 27 points of damage.
Reflex Smuggler3: 1d20 + 8 ⇒ (10) + 8 = 18 Evades
Reflex Smuggler4: 1d20 + 8 ⇒ (9) + 8 = 17 Evades
Reflex Enforcer1: 1d20 + 5 ⇒ (3) + 5 = 8 Takes 27 points of damage
Reflex Enforcer2: 1d20 + 5 ⇒ (17) + 5 = 22 Takes 27 points of damage
Reflex Pusher6: 1d20 + 6 ⇒ (20) + 6 = 26 Evades


Male Human Rogue6/Clr1 Current Map

Beth, you are up. Remember everyone you start 60' from the nearest pusher.


Male Human Rogue6/Clr1 Current Map

Forgot one Reflex Smuggler5: 1d20 + 8 ⇒ (14) + 8 = 22 Evades


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

As Jenette fires her fireball, frying some of the drug dealers, Beth rushes forwards, feet barely touching the ground and moves past the first Punter (F3) to reach G2 still in reach of him she stops, scimitar ready to fend off any offensive action.

Move action: movement is 70 foot, Standard action: total defense AC=19+1(Haste)+2 (Shield of Faith)+4 (total defense)=26

"Move away, you all, if you value life.", she yells at the punters, "We're only here for the barge."


Male Human Rogue6/Clr1 Current Map

The pusher in H2 moves to I1 and flanks Beth. He and the pusher in F3 attack Beth with daggers.

pusher I1: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
pusher F3: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17

Most of the rest of the pushers scatter north and south.
Smugglers 1,2 and 5 take their actions to put out the fire on the barge caused by the fireball. Pushers 3 and 4 push the barge off the dock managing to get it 5' east.
Enforcer 1 moves to K6 to defend the barge. Both ready actions.
Garreg delays action until the party acts.

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