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 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

Once they are away from the Viscount, Silas turns to Wexley. "Anything to divulge? A secret past of sewer delving or have you been... smuggling?" He smirks. "Just teasing. So do we go looking in the sewers or get ready to go out to the cove?"


Leialoha barely stifles a grin at Silas's good-natured ribbing. "Given how the Dragoons seem to feel about people in the sewers, I'd say it has to be for some nefarious purpose. Maybe its where Wexley hides the bodies. I think we should go to this cove first. Let's stick to our original plan. This Viscount can wait for his ring."


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

"I hide no bodies. I leave them in the gutter." Wexley then realizes the sewer is basically the gutter. "Wait... I mean..."

-Posted with Wayfinder


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 lets the joke lie after Wexley's response. "Then if we're going to the Cove we need a plan of attack and how to deal with the creatures there."


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

Know(local): 1d20 + 8 ⇒ (14) + 8 = 22 What is "the Cove" and what creatures are there?


Male Human Rogue6/Clr1 Current Map

You don't need to go far for that Gather Information Wexley. Your party will explain they are Dragonsmoke smugglers.


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

Leading everyone off to somewhere quieter and more secure to talk, Silas lays out what we know.

"The cove is the source of the Dragonsmoke smugglers. Run by a gnoll called Bonegnaw. We have a contact who will lead us to it, but I'd expect strong opposition. The cove is well protected with one entrance and our contact knows the password. It is about 300' across with a beach with some caves. The caves are where the creatures are; a Cockatrice and a Chimera. There's about 8 -10 other guards there as well."


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

I should hope I don't have to go very far, since Knowledge checks come from my head.
"I've not chased smugglers in a while. This should bring back old memories." Wexley cracks a smile as he speaks, reminiscing on his youth.


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' face is blank at the reference. 'Well if you were chasing smugglers round here you weren't fast enough to get me,' he thinks to himself.


Male Human Rogue6/Clr1 Current Map

Lol Silas!


Priceless!


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

Listening to the banter between Silas and Wexley, Beth smiles. This Wexley may turn to be likeable after all. If Silas has his way with him.

Then, as the group seems to be undecided, she chips in. "Even if we want to go after the smugglers, I suggest we still start with a walk in the sewers. We haven't worked together for a long time and don't realy know each other fighting style. It would be a good rehearsal to start with that.", she proposes.


Female Human Swashbuckler 7; HP 62/62, Init +4, AC: 23 /T: 17 /F: 17 ; Fort:+4/ Ref:+9/ Will:+4; Per: +11; BAB: +7, CMB: +7, CMD: 24; panache - 3/3, charmed life - 4/4

Either place sounds good to me ears. But the sewers might be more appropriate if what she says is right.


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

"I believe this one speaks with wisdom. We should heed her advice."


"Sewers it is then. I won't miss a chance to stick a thumb in the eye of the Dragoons."


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 suggest we want to prepare if we are going into the sewers for any period then. Can't imagine a ring will just float by."


Male Human Rogue6/Clr1 Current Map

Now why would you want to do a silly thing like that Silas? Just because my other group got bounced in the sewers three times for going in unprepared means nothing. They were, uh unlucky... yeah that's it!


"You think something to prepare against disease or other preparations Silas?"
Knowledge (local) for any rumors Leialoha might have picked up about the sewers 1d20 + 14 ⇒ (4) + 14 = 18


Male Human Rogue6/Clr1 Current Map

The sewers below the city link to a section of ancient catacombs rumored to once have been the den of a long-dead necromancer named Tarath-Vreen. Entering the sewers is illegal, not to mention dangerous. The winding, crisscrossing tunnels can prove difficult to navigate, and many curious adventurers who entered the sewers never returned.


"You know...I've heard a little about the sewers. They're supposed to be confusing and disorienting. And its rumored that some parts connect to a very old section that used to be home to a necromancer. Perhaps we'd better be prepared for undead in case we find that area."


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

"Does anyone have exploration magics?"
know direction perhaps?

-Posted with Wayfinder


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

"Not me. I think we should prepare for diseases and how to get about down there. Especially if someone needs to go diving to retrieve a ring."


"Maybe the priest does Wexley. Perhaps some wards against disease and something to allow breathing underwater then."
Are we 5 right now? Assuming we can find and afford them. 5 vials of antiplague @ 50 gp for 250 gp and 5 air crystals @ 50 gp each for 250 gp for a total of 500 gp?


Male Human Rogue6/Clr1 Current Map

Leiloha, when everyone is here now the party is now 7 as Obi is back. Sandman is sometimes in and out.


Oh excellent! Wasn't sure if he was actively lurking or back. I guess its 700 gp then, though we might be better off only buying one or two air crystals which would make it 400-450 gp.


I've been lurking, trying to get back into the swing of things, but work and health have been crazy. Of course, there will be just a wee bit of change in the ol' boy.


Male Human Rogue6/Clr1 Current Map

Whatever you can handle is fine Obi! Glad to see you back:)


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

Does anyone have any skills/spells they think will be of particular use in the sewers?

Lieahola's antiplague and water breathing suggestions seem good.

I can probably sneak around and got alterself to help with darklight or infravision if needed.


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

Spider Climb? Knock? Burning Hands? That's all I have.


Killing things ;-) Nothing special for sewers. I'll have haste and summon monster II for utility in addition to the usual flame and wrath spells.


Male Human Rogue6/Clr1 Current Map

When you are all ready to go into the sewers let me know


Male Human Rogue6/Clr1 Current Map

I am presuming that the party is going to attempt to go into the sewers at night. The entrances is a rusty iron storm grate that is locked.


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

Does everyone have ways of illumination or seeing in the dark?


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

I can prep dancing lights. That should work fine. Might bring some torches for if I die.

-Posted with Wayfinder


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

Got some sunrods.


Female Human Swashbuckler 7; HP 62/62, Init +4, AC: 23 /T: 17 /F: 17 ; Fort:+4/ Ref:+9/ Will:+4; Per: +11; BAB: +7, CMB: +7, CMD: 24; panache - 3/3, charmed life - 4/4

Got some sunrods as well.


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

then I suppose we're ready

-Posted with Wayfinder


Male Human Rogue6/Clr1 Current Map

Ok, who is going to check out the grates?


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 shambles forward, looking for all the world like some vagrant. He haunches over and looks like he collapsed, but quietly if anyone else was looking. Once down and able to look at the grate he makes an examination.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Disable Device: 1d20 + 10 ⇒ (13) + 10 = 23


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

Wexley stands back and watches for inquisitive eyes.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10


Male Human Rogue6/Clr1 Current Map

It is badly rusted, but it appears that he can unlocked it or the bars can be broken.


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 gets to work on the lock as he lays dishevelled on the floor.

Disable device: 1d20 + 10 ⇒ (11) + 10 = 21


Female Human Swashbuckler 7; HP 62/62, Init +4, AC: 23 /T: 17 /F: 17 ; Fort:+4/ Ref:+9/ Will:+4; Per: +11; BAB: +7, CMB: +7, CMD: 24; panache - 3/3, charmed life - 4/4

While silas starts to work on the entranceway to gain access to the sewers Natalie keeps a keen eye and ear looking for any trouble that might be trying to surprise this adventurous group holding overhead her sunrod.
perception: 1d20 + 6 ⇒ (13) + 6 = 19


Leialoha helps to keep watch and gets ready to cast a light spell once we are all safely out of sight of any dragoons.
Perception 1d20 + 7 ⇒ (11) + 7 = 18


Male Human Rogue6/Clr1 Current Map

Sorry guys, I was at NTRPGCon all weekend. I just got back. It was only at the last minute did I confirm that I was able to go.

Silas is able to open the lock and sees a narrow access tunnel going down with ladder rungs on the wall.


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 sidles back to the rest. "There's a ladder down. Who wants to go first?"


Female Human Swashbuckler 7; HP 62/62, Init +4, AC: 23 /T: 17 /F: 17 ; Fort:+4/ Ref:+9/ Will:+4; Per: +11; BAB: +7, CMB: +7, CMD: 24; panache - 3/3, charmed life - 4/4

"Me matey I care not who goes first. If you want I could go first to test the waters."


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

"Ladies first I suppose." Wexley shrugs and sends orbiting rings of light down the tunnel.


Leialoha smiles knowingly and then falls in behind the others. "Just remember to give me some room to burn any attackers out before jumping in there." He closes the gate behind, leaving a gap so that we hopefully don't need to unlock it on the way out if we're in a hurry.


Male Human Rogue6/Clr1 Current Map

random on decent Natalie: 1d100 ⇒ 9

One of the rungs snaps as you descend. Roll a reflex save DC (15)

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