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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Male Human Rogue6/Clr1 Current Map

This is the location of the enemy and the barge after their moves barge2. The red area is where the fireball hit. Remember though that the fireball was 5' further north so I left the squares on the barge that where hit the same. Fires on the barge are now out.

Sandman, Silas, Morgan and Obi are now up.


The masked Tulita reaches into his pouch and retrieves a small vial of sand. He pours in into his hands and anoints himself with it, leaving even more dark swatches of color on his skin.

And he grows.

Striding forward he expands until he is nearly twice the size of a man.

Move forward 30 feet, potion of Enlarge Person.

His massive club, bearing terrible runecarved faces on it's head, carved furrows in the dock as he dragged it behind him.

A reckoning had come for these men. If they did not run, they would soon wish they had.

Current AC 16 (10 +4 Mage Armor, +2 Scarshield, +1 Tiki, -1 size)


Male Human Rogue6/Clr1 Current Map

Where are you Sandman? If you moved 30' this would put you 30' from the barges original location, but from which direction? If from the west you are still off the map 10'.


Male Human Rogue6/Clr1 Current Map


Initiative Order
Jequette cast fireball
Beth moved up total defense
Pushers/Smugglers pushed off missed Beth
Sandman moved up cast enlarge
Silas
Obi
Morgan
Dragoons will roll on round 2


I'm fine with still being off the map 10 feet. I'm not entirely sure where I am, so of the map is appropriate.


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

If Sandman is in range (15 ft.) of any bad guys, and if there is no collateral damage/allies in the cone, Morgan will cast burning hands via Tiki.

5d4 ⇒ (3, 4, 4, 2, 1) = 14

Otherwise Tiki hangs on tight!!!


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

Sandman, you are hasted for 4 rounds, so you movement is 60 feet, not 30


Male Human Rogue6/Clr1 Current Map

Beth is correct and with 60' of movement of coming in from the same direction as Beth Sandman could get almost anywhere he wished. This would affect whether Tiki is in range of any pushers to do the burning hands. For example he could get to squares L3-M4 and put Tiki in great position for it!


Fantastic! Thanks folks. I'm having trouble opening the map on my work computer so I'm just kinda winging it.

When in doubt, I'll defer to Morgan's judgement on where I should end up.


Male Human Rogue6/Clr1 Current Map

reflex Smuggler2: 1d20 + 8 ⇒ (14) + 8 = 22 Evades
reflex Smuggler3: 1d20 + 8 ⇒ (6) + 8 = 14 Takes 14 HP
reflex Enforcer1: 1d20 + 5 ⇒ (17) + 5 = 22 Saves for 1/2 Takes 7 HP
reflex Enforcer2: 1d20 + 5 ⇒ (3) + 5 = 8 Takes 14 HP


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

I'm looking at the .xls, but I can't see any of us - not even Beth who has apparently "moved up".
[EDIT - oh, there she is. I just had to scroll the map up...]

Anyhoo - yep, L4 is a fine position. Beth is gonna get creamed if someone doesn't help her...


Male Human Rogue6/Clr1 Current Map

Beth is at G2. Perhaps the blue color is causing a problem?


Male Human Rogue6/Clr1 Current Map

AOO on Tiki Smuggler1: 1d20 + 13 ⇒ (20) + 13 = 33 damage Smuggler1: 2d4 + 9 ⇒ (3, 1) + 9 = 13
Aoo on Tiki Smuggler2: 1d20 + 13 ⇒ (15) + 13 = 28 damage Smuggler2: 6d4 + 27 ⇒ (3, 3, 4, 1, 2, 2) + 27 = 42


Male Human Rogue6/Clr1 Current Map

roll to confirm Smuggler2: 1d20 + 8 ⇒ (16) + 8 = 24


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

What AoO's? Aren't they on a barge and there is 5' space between barge and dock?

I'm so confused. They are attacking a necklace? ;)


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

Also can you be clearer on the attacks (weapon?) and dice (sneak attacks/crit etc?)


Male Human Rogue6/Clr1 Current Map

Tiki needs to make a concentration check of DC 66 (10+1 level of spell + damage dealt 55 in order to get the spell off.


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

If they have reach weapons then I don't think Sandman would have moved to L4... L3 would suffice. It is strange you telling me it's a fantastic position, then making AoO's.... ;)


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

Again - what AoO's? And no, I don't think I can quite manage a 66...unless the dice are open-ended. ;)


Male Human Rogue6/Clr1 Current Map

The enforcers are wielding ranseurs which are reach weapons so while yes there is 5' in between they are entitled to an AOO against Tiki as the spell is being cast through him. There is no sneak attack but Smuggler 1 rolled a natural 20 so it is a threat. Yeah, I typed it as Smuggler2 so sorry for the confusion. The weapon does 2d4+9 damage and is x3 crit. So a critical is 6d4+27.

As far as Beth, the Dragoons are coming from that direction next round.


Male Human Rogue6/Clr1 Current Map
Tiki Tohoraha wrote:
Again - what AoO's? And no, I don't think I can quite manage a 66...unless the dice are open-ended. ;)

I add +10 for a natural 20 on the check, but unlikely at level 5 he could make that high a DC which means the spell would not go off. It was a lucky hit. To be honest I didn't look up their weapons until the spell went off or I would have had the AOO in the right order. Sorry it is late here and I need sleep.


Male Human Rogue6/Clr1 Current Map
Tiki Tohoraha wrote:
If they have reach weapons then I don't think Sandman would have moved to L4... L3 would suffice. It is strange you telling me it's a fantastic position, then making AoO's.... ;)

I did not look at the weapons, but I will allow you to reposition Sandman and cancel casting the spell. It was my error and I will correct it. It was not intended.


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

You never specified what weapons they had. Just not sure Sandy would have moved into range of those guys so Tiki could fire a spell - if Sandy can't get the smugglers he's basically standing there allowing himself to be targeted...

If his Enlarged state allows him to hit them then fine. Let's just roll with this hot mess....

By the way - E is enforcer, and S is smuggler? What are they wearing/wielding each?

Also: Why roll burning hands damage for them if they got in hits first making the Concentration check necessary? ;) [EDIT - oh, then ok!]

Just to be clear: Not trying to be difficult here.


Male Human Rogue6/Clr1 Current Map

Both have studded leather. The enforcers have ranseurs and the smugglers have light crossbows and short swords.

I know you are not trying to be difficult. I had presumed that their weapons were normal 5' reach when I made the suggestion, then I looked it up.

As I said you can reposition Sandman and start that over if you wish.


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

Ok. Thanks for correction.

IF Sandman can hit them from L4 then let's leave it - they wailed on Tiki and that's fine.

IF NOT, then keep Sandman at L3 and spell works.

Sandman - I think you really need to see the map to work out where you want to be based on what you want to do. There are four "groups" of bad guys, a boat, a barge and lots of options....


Male Human Rogue6/Clr1 Current Map

And with Sandy enlarged he has a 10' reach also.


Male Human Rogue6/Clr1 Current Map

Let's back Sandy up 5' to L3 but it will miss S2. No AOO.


Male Human Rogue6/Clr1 Current Map

On that note it is late and I am going to bed!


There is absolutely no way I would move up within melee range without having an action myself. Ideally I'd put myself 15 away from them, so they'd be in Burning Gabds range, but still need to move 10 feet to engage me (thus negating any full-attack options they might have).


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

Sandman, the final position decided is fine according to what you said. You are 15 feet away and if they can't make a 5 foot step to attack you unless they jump into the water (difficult terrain)


Male Human Rogue6/Clr1 Current Map

Silas you are up


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 will move in to flank with someone if possible seeking to trip an opponent if not. Can't see any numbers to be able to identify rows or anything on the map.

Rapier: 1d20 + 8 + 1 + 1 + 2 ⇒ (15) + 8 + 1 + 1 + 2 = 27
Damage: 1d6 + 1 + 2d6 ⇒ (4) + 1 + (5, 3) = 13


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

If you move to I1, you'll flank one of the punters with Beth


Male Human Rogue6/Clr1 Current Map

Silas cannot flank the pusher moving to I1 or any other square as Beth is in G2. There is a wall behind him as the docks are multi-leveled with stairs going down from level to level about every 60'. So Silas you can reroll and attempt to trip or just take the 5 points of damage to the pusher.


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

Sorry for the previous comment, I just misremembered the flanking rules


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

What about whoever Sandman was attacking?

How are people figuring the positioning on the map?


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

If you download the map as an xls file, you'll get the positions. Otherwise, start from the top left. Columns are letters and rows are numbers.
Sandman is enlarged in LM 2-3 and not engaged in melee with anyone. Last night he was wrongly put in reach of the enforcers 1 and 2 on the barge because they have reach.
One last option for you would be to combine with Obi to flank.


Male Human Rogue6/Clr1 Current Map

Combining with Obi would be difficult but not impossible. One of them would have to do an Acrobatics check to jump down the 10' from the higher level. I am going to include the location of the ramps on the next maps. Hadn't thought of the necessity of it. Actually the inset map shows them as ladders. Port Shaw4


I just wanted to pop on for a sec, and say that ol' Obi has VERY good Acrobatics...and with that, I'm off for the night, hopefully to get some sleep.


Male Human Rogue6/Clr1 Current Map

Acrobatics Obi: 1d20 + 8 ⇒ (19) + 8 = 27 DC 15


Male Human Rogue6/Clr1 Current Map

Initiative Dragoons: 1d20 + 5 ⇒ (3) + 5 = 8


Male Human Rogue6/Clr1 Current Map

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


Male Human Rogue6/Clr1 Current Map

Per the question on ramps and ladders I asked Lou, "accurate observation. the ladders are there permanently. mobile ramps get raised/placed from dock up, as needed when boats unload, but its a detail of commerce we missed mentioning.
Now that I think of it ('cause you raised it), I wish I'd put in some block and tackle boom cranes to pull cargo up to street level. Boom cranes are very fun battle environments."

So they are ladders! Obi and Beth need to make DC 15 Acrobatic checks for jumping down. Sandman was by the ladder so he could have climbed down or jumped.
Jequette's stated action was to move behind the dragoons and fire magic missiles at the three pushers, but they have yet to arrive so she is still topside and will fire them from there.

magic missile: 1d4 + 1 ⇒ (1) + 1 = 2
magic missile: 1d4 + 1 ⇒ (4) + 1 = 5
magic missile: 1d4 + 1 ⇒ (4) + 1 = 5


Male Human Rogue6/Clr1 Current Map

barge3


Male Human Rogue6/Clr1 Current Map

Beth is up. The dragoons would be just off the map to the north.


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 her companions move to her help, Beth instantly moves from defence to offence. Spinning on her heels, scimitar parallel to her body, she extend her arm twice to deliver two blows to the surrounding drug dealers.

Full attack versus the punter in H1
attack 11d20 + 9 + 1 + 1 + 2 ⇒ (10) + 9 + 1 + 1 + 2 = 23, damage 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8
attack 2 vs the same one or the other if the first one is down.1d20 + 9 + 1 + 1 + 2 ⇒ (17) + 9 + 1 + 1 + 2 = 30, damage 2 1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12

Then, with a half bow, she takes a step back to H3, shooing the punters off with a flick of her weapon. "Told you to get away, didn't I?"


Male Human Rogue6/Clr1 Current Map

The 1st one went down with the first blow. The second blow injured the second one severely.


Male Human Rogue6/Clr1 Current Map

acrobatics check to jump to barge: 1d20 + 2 ⇒ (4) + 2 = 6
The smugglers push the barge off another 10' off to the east. The four pushers to the south run along with Garreg. Two pushers move to attack Silas and Obi, the wounded pusher retreats 10' north.
pusher2: 1d20 + 2 ⇒ (3) + 2 = 5
pusher3: 1d20 + 2 ⇒ (12) + 2 = 14


Male Human Rogue6/Clr1 Current Map

Pusher goes swimming! The other two attacks miss.
barge4

Sandman up


Male Human Rogue6/Clr1 Current Map

Pushers. These are not punters, but pushers. They are the small time drug dealers that sell the dragonsmoke to the customers.

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