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 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

Sounds like a good plan Beth. Unless the cellar is locked. :)
Silas - let's look in the cellar.

@Sandy/Jeq - what are you guys each up for - lookouts, distraction or entry?


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
Jequette Nikkia Stromburgous wrote:
"Beth, if it helps with the plans, I can always recall the Knock spell with the use of my bonded item.

"That's a good back-up if we need it. But if Silas can do it alone, he should be able to do it without drawing attention on him. And do take it personally but most of the wizards I know cannot cast discreetly."


Female Human Wizard (Evoker) 5
Morgan "Hoeroa" Randall wrote:

Sounds like a good plan Beth. Unless the cellar is locked. :)

Silas - let's look in the cellar.

@Sandy/Jeq - what are you guys each up for - lookouts, distraction or entry?

"If no objection I can help with the lookout and add to the distraction if needed."


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 takes off and then replaces his sleeves as his clothes change to be much scabbier and unkempt. No shininess here just almost down and out. He slips out the tools he needs from his bag and secrets them upon himself, then stoops over and starts to shuffle quietly towards the cellar. Once there he looks around then starts to examine the 'door', .

Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Disable device: 1d20 + 14 ⇒ (9) + 14 = 23
Stealth: 1d20 + 12 ⇒ (10) + 12 = 22


Male Human Rogue6/Clr1 Current Map

The cellar doors are typical cellar doors. They are unlocked and do not appear to be trapped. The cellar is dank and smells of brackish salt water.


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 opens the cellar doors slowly and indicates for someone to come over.


Male Human Rogue6/Clr1 Current Map

Make a Survival check Silas.


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 moves over to look as bidden by Silas.


If necessary:
Survival: 1d20 + 5 ⇒ (16) + 5 = 21


Male Human Rogue6/Clr1 Current Map

Morgan, you detect the hint of acid in the air of the cellar.


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

Survival: 1d20 + 2 ⇒ (3) + 2 = 5


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 puts a hand on Silas' shoulder.

"Careful Silas. If there was any...body in there they are most likely swill now." morgan makes a show of sniffing the air, then frowning. "I smell acid!"

Morgan peers in, trying to make out the floor, a keg-ramp or other paraphernalia of a tavern-cellar.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24


Male Human Rogue6/Clr1 Current Map

You see stairs going down straight ahead. You can only see a small section of the floor due to a wall next to the stair.


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 takes a spot where she can see the cellar door, the locked building and the street leading to the tavern main entrance.

As Silas and Morgan move to the cellar, she palms her whistle and whispers: "Remember, one blow, you hide and two, you get out like hell."


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 reaches into his pack and produces a sunrod. He looks to Morgan to see if he has anything better.


Male Human Rogue6/Clr1 Current Map

Upon looking into the cellar you see:
Cellar


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 shakes his head. He winds his harpoon cord around one hand nervously and mimes for Silas to hold the sunrod aloft. Then with an intake of breath he calls on Tohoraha and wavers and blurs, blossom and shrinking in a wave of reality-shaping transformation.

Merge with Tikiman: 1 mana point expenditure.


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

Morgan disappears leaving the grinning manikin Tiki in his place. Tiki descends the stairs to the bottom, peering about.

Perception: 1d20 + 1 ⇒ (13) + 1 = 14

4 rounds left of Merge with Tiki.

Tiki has darkvision and lowlight vision.


Male Human Rogue6/Clr1 Current Map

Tiki obviously needs to wait for his eyes to get adjusted to the light rolling a 1! He doesn't see anything


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 moves down slowly holding the sunrod around slowly to take in the cellar.

Perception: 1d20 + 9 ⇒ (19) + 9 = 28


Male Human Rogue6/Clr1 Current Map

On the north wall behind some stacked barrels, you notice what appears to be a hidden passageway.


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

brvheart - Tiki rolled a 13 actually. I find it somewhat difficult sometimes to read the rolls correctly.


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 indicates to Tiki towards the barrels and slowly, cautiously heads over to them to start clearing a way to the passage.


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

Tiki follows the provided instructions.

I'm guessing that uses 1 round of Merge. Three remaining.


Male Human Rogue6/Clr1 Current Map
Tiki Tohoraha wrote:
brvheart - Tiki rolled a 13 actually. I find it somewhat difficult sometimes to read the rolls correctly.

Oops, yeah I read that backwards, sorry.


Male Human Rogue6/Clr1 Current Map

Tiki only has a str of 9 so he cannot move the barrels himself.


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 moves the barrels quietly to clear a passage initially for the tiki.


Male Human Rogue6/Clr1 Current Map

Silas, you notice an empty barrel with it's bottom removed. It was a DC25 and your check was a 29, but I could not give it to you until you were close enough to it


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

Tiki pads quietly down the now-cleared passageway.

Stealth: 1d20 + 11 ⇒ (14) + 11 = 25

Perception: 1d20 + 3 ⇒ (5) + 3 = 8 (lowlight vision, darkvision 60 ft)

I have also decided to add +2 to Tiki's Perception because the Tiki rules say

"Alertness (Ex): While an animate tikiman is within arm’s reach , the master gains the Alertness feat."

Merge with tikiman says you "perceive through its (the tikiman's) senses..."

As Morgan is merged with Tiki, and thus using his senses, I thought it appropriate. But not to use Morgan's Perception score. Up to you brvheart - if you disagree then take 2 off Tiki's Perception roll. ;) I'm cool either way, just let me know for future reference.


Male Human Rogue6/Clr1 Current Map

The passageway goes 15' and dead ends.


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 carefully tries to open the barrel if it will open whilst also being careful to check for traps.

Don't know if you want another perception roll for me on that.


Male Human Rogue6/Clr1 Current Map

Underneath the barrel you find 600 gp, a fake eye made from a sapphire of exquisite quality, an emerald brooch, a silver and mother of pearl signet ring of the Church of Quell with the initials “A. N.” engraved on the inside of the band, three pearl necklaces, and a thick gold bracelet.


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 carefully collects the items to take back to the others. 'Poor Barrett losing out on what he's taken.' He places the barrel back and heads down the tunnel after the tiki quietly.

Perception: 1d20 + 9 ⇒ (2) + 9 = 11


Male Human Rogue6/Clr1 Current Map

Silas doesn't see anything more than Tiki. Make a Bardic Knowledge roll.


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 don't have bardic knowledge. I have world traveller instead.


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

Morgan/Tiki waits patiently, his deep carved features seeming deeper and moodier in the hard light of Silas' sunrod.

One round remaining of Merge.


Male Human Rogue6/Clr1 Current Map

Check your notes then.


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 you are referring to this POST I have and it doesn't help me much. I'd say the stuff Silas found has the initials of the missing Quell cleric Noeliss, but beyond that I don't know why this passageway is a dead end.

Does the passageway lead toward the storage building?

Morgan will resume his normal form and search the passageway and more particularly the end wall.

Perception: 1d20 + 7 ⇒ (4) + 7 = 11 Fan-f*(king-tastic.


Male Human Rogue6/Clr1 Current Map

I can't help the low die rolls! That would be the post. And if your supposition is correct, what does that tell you?


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

Basically that one of the barrels is full of acid-and-cleric. Which is a kind of dead end I guess.
Seeing as Morgan could smell acid before from outside, now that we are closer, is the acrid stench of acid more pungent anywhere within the cellar?


Male Human Rogue6/Clr1 Current Map

Down the dead end passageway it is stronger.


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

Based on direction sense given we've turned back on ourself can we hypothesise it's going towards that other building?

And yeah I had figured the ring, but I suppose I should have said to the others even ooc.


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

Perception: 1d20 + 9 ⇒ (10) + 9 = 19

Silas has one last look around to see if they can find a way through from this side.


Male Human Rogue6/Clr1 Current Map

You think there is some sort of door there, but you can't quite figure it out.


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 indicates to Morgan to head back out. He heads back up the stairs out towards the others, looking around as he exits the cellar, closing the door quietly behind them for now, but not locking it.

Once back with the others he quietly begins, "I've found some items that prove what we wanted, but I think there's more to find. I'll show those later, but for now there's a tunnel which we can't find the door at the other side for. I think it goes to that building over there. There's a strong smell of acid coming from it, which I guess is definitely not a good sign. I would say we try again with some coming through the tunnel whilst the rest look at going in via whatever door there is up here. Is there a way we can share a message between the two groups?" He looks to Jequette and Beth as the ones who might be able to sort that.


Female Human Wizard (Evoker) 5

"I do not have any spell to aid in communication in my books to study. I would need to defer to Beth on this issue. What is your plan?"


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

"Well the obvious idea is to come into the building from two directions. Better if it happens at the same time to catch whatever might be in there offguard.


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 afraid I don't know how to do it either. Besides, I think it's easier if we go together through the same route. Who knows if there are locked doors on each way and you're the only one able to open them."

If what you think about is the message spell, it's a wizard cantrip, but it is blocked by 3 foot of stone


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 I should take a look at that building from up here."

Silas shuffles down into his stoop and heads over to the other building looking for a way in.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Massage doesn't have to travel in a straight line. Glass isn't on the list of things that block it, so if there's any windows, even if they're closed, or any cracks or keyholes in the doors, Message will get through just fine. It's an amazingly versatile spell for a Cantrip.


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 takes a moment to turn back into Tiki.

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