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

Tiki quickly runs after Silas, grinning his inscrutable grin up at the man.

Silas:
You get the almost imperceptible feeling the little mannikin .... likes you. Quite apart from the human merged within, that somehow Tiki, like a little dog, is genuinely excited to be sneaking around the docks up to who knows what. With you.


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 looks a little bemused, but touched by the look from the Tiki. He gets himself ready again and gets the lockpicks out again and heads over to the other building's door.

Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Disable Device: 1d20 + 14 ⇒ (11) + 14 = 25


Male Human Rogue6/Clr1 Current Map

The lock seems to be a good quality steel padlock. He is not able to open it.


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

Will you allow me to keep trying to open the lock as it's definitely doable?


Male Human Rogue6/Clr1 Current Map

You can retry, but taking a full two minutes would most likely cause you to be spotted by someone.


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

Even stealthed?

Stealth: 1d20 + 12 ⇒ (8) + 12 = 20


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

Tiki stands lookout while Silas fiddles with the padlock:

Perception: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17


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

With the news brought back by Silas, Beth perks up from her observation point, checking if anyone was observing Silas or herself or if a dragon patrol was coming to interrupt them.

Perception: 1d20 + 10 ⇒ (11) + 10 = 21


Male Human Rogue6/Clr1 Current Map

Keep rolling and let's see how long it takes, DC 30.


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

disable device: 1d20 + 14 ⇒ (16) + 14 = 30


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

Nice one Silas!!!!


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

My tabletop group did it second time as well. Except they rolled a natural 20 :)


Male Human Rogue6/Clr1 Current Map

OK, you need to decide who is going in which door.


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

Have we not decided we're all going in the one door especially as Silas and Morgan failed to find the other way in?


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 don't mind waiting in the cellar with say Sandman... Or, we stick together. I'm easy either way...


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 we don't know of any other entrance for sure, I am for going to together.


Male Human Rogue6/Clr1 Current Map

Ok, if you are all going in the one door let me know when you open the door and I will put up a map.


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

Seems we are going in as one.. Probably safest.


Male Human Rogue6/Clr1 Current Map

BB3.


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

Tiki nimbly skitters inside, moving along the platform/floor to the south of the biggest cauldron/vat stopping in line with the middle of the cauldron/vat before shimmering and disappearing, replaced by the familiar shape of Morgan.


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 makes a sour face, whether from the acrid stench of acid or the inopportune moment to transform back to his normal form and immediately pulls his shirt over his nose and mouth in an impromptu scarf/kerchief.

He scans the chamber, noting the pipes, the cauldrons/vats and whatever else he can make out.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9

I'm assuming North is the top?
Is the blue strip in the top right a chute or water?
Can Morgan see it?
Is the dashed box also in the top right visible to Morgan?
Is the air here poisonous?


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 crosses the street, checking if anyone is observing the group entrance.

Perception to spot any observer: 1d20 + 10 ⇒ (6) + 10 = 16


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

Once inside, Beth carefully makes her way around the platform, looking for potential traps. she also takes the time to look in the different vats to check their contents.

Perception: 1d20 + 10 ⇒ (15) + 10 = 25


Male Human Rogue6/Clr1 Current Map

I'm assuming North is the top? yes
Is the blue strip in the top right a chute or water? water
Can Morgan see it? yes
Is the dashed box also in the top right visible to Morgan? no
Is the air here poisonous? no


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 keeps his tools close to hand and stops any playacting, before moving in with his crossbow loaded. He carefully follows the others, his nose wrinkling at the smell of acid again, and looks around to figure his surroundings.

Perception: 1d20 + 9 ⇒ (4) + 9 = 13


Male Human Rogue6/Clr1 Current Map
Beth Macara wrote:

Once inside, Beth carefully makes her way around the platform, looking for potential traps. she also takes the time to look in the different vats to check their contents.

[dice=Perception]1d20+10

You see a trap door in the NE corner. You will also see a valve on the north wall.


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

Perhaps the trapdoor leads to the cellar... ;)


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

True to his name, Sandman had actually been napping while they waited for the scouts to return.

His eyes snapped open as his little brother returned and he smiled and yawned, hefting himself to his feet and lifting his club. He was the last one in. At the smell in the air he dipped his fingers into one of his pouches and smeared a thick sea-grean paste beneath his nose and eyes.

Can I identify the acid, or what it is being used for, or anything of that nature?
Alchemy: 1d20 + 15 ⇒ (13) + 15 = 28


Male Human Rogue6/Clr1 Current Map

The scent of grog tinged with the burning, afterreek of some alchemical substance fills this spacious room below.

As for what it is used for, Sorry I am not Walter White! It doesn't appear to have anything to do with making grog however.


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

"That could be the issue you were looking for Morgan and Silas, did you check the roof of the tunnel?", says Beth pointing at the trapdoor.

Beth looks closely at the trapdoor before opening it.

Perception for traps on the trapdoor: 1d20 + 10 ⇒ (19) + 10 = 29


Male Human Rogue6/Clr1 Current Map

You do not notice any traps on it.


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

Opening the trap, Beth peers down.


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 over to look at the valve.

Perception: 1d20 + 9 ⇒ (20) + 9 = 29


Male Human Rogue6/Clr1 Current Map

@Beth The trap door leads to a set of stairs down.

@Silas The valve is attached to pipes that are connected through the floor.


Female Human Wizard (Evoker) 5

Waiting till the last to move into the building, slowly moving along the planks up to the rest of the group.

Alchemy Craft 1d20 + 11 ⇒ (18) + 11 = 29 on the contents.


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 think the interesting bits are down there" calls Beth as she takes a copper coin out of her purse.

Raising a hand in the air, she calls for Quell's lighting to ignite it. A small bolt seems to fly down from her raised hand to the coin who burst into a blue white light.

Casting light on the coin

Throwing the coin downstairs, she waits before descending as stealthily as possible, looking for any danger.

Stealth: 1d20 + 7 ⇒ (7) + 7 = 14 Perception: 1d20 + 10 ⇒ (13) + 10 = 23


Male Human Rogue6/Clr1 Current Map

As you descend the stairs
Still the acrid scent, hanging in the air, assaults nostrils and sears throats. Above, a wrought iron landing starts at the west wall and extends out over the numerous vats resting on the floor ten feet below. The vats contain frothing blackish green liquids, which roil, and seethe, hissing like nests of angry serpents.

A small worktable rests on the landing, alchemical equipment strewn about it. A successful DC 15 Craft (alchemy) check determines that the equipment makes the powerful acids roiling in the vats below. Besides the equipment, several linen facemasks lie on this table.


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

Are the face masks used to protect from the fumes?

Beth calls upstairs, "There isn't anyone down here. But it reeks acid. Maybe it's better if only two of us explore here. If we get hurt by a trap or the acid, the others can come down and help."


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 still stands where he was on the upper platform, ready to alert the others if anyone comes in. He hears Beth's call.

"Sounds good Beth. I wouldn't relish being down there if the vats explode, tip or otherwise open… Let me know if you guys need Tiki's help - small spaces, rats to bite, friends to make...."

If the last person in hasn't shut the door to the outside Morgan will do so.

I'm assuming Obi has wandered in too?


Male Human Rogue6/Clr1 Current Map

The scent of grog tinged with the burning, afterreek of some alchemical substance fills this spacious room. Over a dozen casks of ale stand by the south wall, and three huge open metal drums rest in the room’s middle. A churning, bubbling sound echoes from within. Polished steel piping sprouts from the drums and curls in spirals, dripping condensation. A spigot extends from each pipe, extending over a pile of open barrels and casks against the north wall.

With Beth and Morgan's comments, Barrett grabs his axe. (He was out of sight on the other side of the room.) Roll initiative you two.

Barrett Initiative: 1d20 ⇒ 20


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

initiative: 1d20 + 4 ⇒ (15) + 4 = 19


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

Who two? Beth obviously and ...Silas? I thought only Beth was downstairs? Unless Morgan has sight to the space below... and can see Barrett....? If you meant Morgan I'll roll initiative just in case...

Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

Is that bad enough to fall backwards through time?


Male Human Rogue6/Clr1 Current Map

Lol, no it just puts you on a 1.

Barrett moves to the NW corner of the room and readies and action.


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

Round 1

Init 19
Beth is on the last part of the steps (D1, with A1 being the NW corner)

"Belay that",replies Beth with a form of urgency in her voice. "Our friend Barret the murderer IS down there."

She says, drawing her scimitar and raising her off hand to cast a spell at the dwarf.

A whisp of smoke escape her hand as the spell takes form and shoots towards Barrett, curling around him like a second skin.

Casts hold person on Barrett: DC 15


Male Human Rogue6/Clr1 Current Map

Will Save: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24


Male Human Rogue6/Clr1 Current Map

Morgan, you are up and then the rest of you can roll Initiative for round 2.


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 jumps down to the level below, then shimmers and merges into the Tiki at his throat...
Move action: Jump!
Acrobatics: 1d20 + 2 ⇒ (10) + 2 = 12

Standard Action - Merge into Tikiman.

Regardless of roll, any damage from fall?


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

Tiki smiles and bares his fangs, staring at Barrett...


Male Human Rogue6/Clr1 Current Map

Yes, you will take a d6 damage from the fall from not making the DC 15, but what is worse you take an AOO from the half-orc you jumped through his threat zone!
Blister attack in B6: 1d20 + 8 + 4 ⇒ (1) + 8 + 4 = 131d6 ⇒ 5
Nevermind, he rolled a 1 so you only took 5 from falling but are now prone Tiki.

Tiki is in B5, Blister is in B6.


Female Human Wizard (Evoker) 5

Initiative Roll 1d20 + 4 ⇒ (14) + 4 = 18

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