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
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
reflex save: 1d20 + 4 ⇒ (16) + 4 = 20
Male Human Rogue6/Clr1 Current Map
You descend into an east-west passageway 10' wide. To the west are niches and to the east it goes off into the darkness.
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
Stowing the sunrod momentarily Natalie makes her way down the ladder. She catches herself as one of the rungs snaps off in her hand. When she reaches the bottom Natalie retrieves her sunrod and takes note of the 2 paths to this journey. She makes sure of no surprises before giving a signal to the rest that it's okay to proceed. She waits for them to descend before deciding which way to go.
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
"Let's go down one at a time. If that ladder's tricky no point us all pushing it."
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 waits for one or two more to descend before joining them. He sends his lights in each direction to grant a further look.
Male Human Rogue6/Clr1 Current Map
Natalie, you can see skeletons in the niches to the west.
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
As the rest of the party gets down one by one Natalie puts her finger up to her mouth to tell them to be quiet then motions points down the west side towards the skellies, warning them about danger.
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 draws his rapier and adjusts the buckler on his arm. He waits to see if all the others are down and ready.
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
Once down, Wexley draws his pistols.
-Posted with Wayfinder
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
Natalie draws her cutlass as quietly as possible when the others get down and start arming themselves.
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
Running up late, Beth eventually glides down the ladder and whispers: "Sorry, got detained up by some one from the Chapter House. I'm ready to go now."
Drawing her scimitar alongside the others, she puts her hand up in the air, muttering a few words and adds her light spell to the group.
Agin, sorry for delaying the game. It should not happen again, but in case, not hesitate to PM me. As for undead fighting/sewer walking, I've got a lot of survival, boots of favored terrain water, detect and delay poison and remove paralysis. I've reserved empty spell spots to cast remove desease/curse, consecrate or lesser restoration.
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
Well then, glad to have you back aboard.
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
Thanks
Trying to get her bearings, Beth replays in her mind the location of the sewer entrance and the sewer grate through which the ring fell.
Survival: 1d20 + 13 ⇒ (5) + 13 = 18
As the sewer entrance is in the west of the Jade, is the grate to the east of our current position?
Seeing the skeletons in the alcove, she asks Wexley: "Do you think these are just plain skeletons or undead?"
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 detects evil, knowing that undead skeletons would have an aura.
If they're within 60ft, and not obviously standing around holding scimitars & such.
Male Human Rogue6/Clr1 Current Map
@Beth You think Jade should be to the east.
@Wexley Yes, they detect evil. No, they are just lying in the niches at present and you see no weapons.
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
"Our way should be opposite the skeletons., says Beth pointing towards the east. "Shall we just let them here or try to get rid of them in case we have to exit quickly. Personally, I'd prefer not to leave potential enemies at our back."
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 rather agree. They lack weapons, but they are indeed evil. Let me see..."
Can I tell how evil? That should tell me something about their approximate CR I would guess.
-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
"I would much rather deal with them if only because some unfortunate might get accosted by them." Silas purses his lips. "Is it not a little strange to just have skeletons, even unarmed ones just standing around down here? They must have a purpose."
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 would guess they were unlucky souls that perished here. They have no weapons, so likely simple vagrants. We used to try to warn them about the sewers, putting up signs and such--" Wexley shakes his head. "A different time."
Male Human Rogue6/Clr1 Current Map
Roll a Knowledge nature Silas. Wexley, there is no Knowledge (all) so you have to decide what knowledge to put that rank in.
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
brvheart wrote: Roll a Knowledge nature Silas. Wexley, there is no Knowledge (all) so you have to decide what knowledge to put that rank in. it's not *a* rank. I have the same bonus in all knowledge skills so I didn't bother to type them all out.
-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
Knowledge: Nature: 1d20 + 6 ⇒ (15) + 6 = 21
Male Human Rogue6/Clr1 Current Map
They appear to be Tulita skeletons.
Male Human Rogue6/Clr1 Current Map
As for how evil, they are base skeletons.
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
"They appear weak to me. Let us clear them out." Wexley says as he directs his dancing lights in an orbit around the party.
-Posted with Wayfinder
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
"As ye wish matey. The sooner the better I say." She looks back at the party to make sure their ready then cautiously approaches the skeletons with the rest of the party her sword at the ready and sunrod in the other hand.
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 around for a path to the skeletons.
Male Human Rogue6/Clr1 Current Map
Ok, here is the corridor Sewer1..
The skeletons are lying in the niches at present not acting. You can see quite a few, but cannot count their numbers at present.
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
Whenever it's her turn to act, Beth plans to move forwards 40' (that's her normal move) which will put her right in the center of the corridor. Once there, she channels energy (radius 30') for 3d6 ⇒ (6, 4, 6) = 16 to harm the skeletons with positive energy (Will save DC12 for half damage).
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
Move forward 30' and ready an action to attack the first skeleton to enter her threat zone.
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
Should we not try and pick off at range and see if they respond? Has anyone got an area effect spell if they bunch up? I always like a map that ends with bone portculis :) Silas draws his dagger just in case and if the others move up he will move to protect them and ready for a flanking position.
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
Silas Frey wrote: Should we not try and pick off at range and see if they respond? Has anyone got an area effect spell if they bunch up? I always like a map that ends with bone portculis :) Silas draws his dagger just in case and if the others move up he will move to protect them and ready for a flanking position.
Without Leialoha, we are quite weak on AoE spells and that sorts of worries me if we encounter swarms. For the skeletons, they should go down with positive energy channellings. I also realize we are weak on cold iron/silver.
Male Human Rogue6/Clr1 Current Map
The party moves up and with Beth channelling all hut three of the undead crumble into bones and dust (they only had 4 hp!).
Male Human Rogue6/Clr1 Current Map
At the end of the ossuary, a portcullis constructed entirely of bones cuts off the area ahead. Skulls glare at approaching adventurers menacingly.
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
Are the skulls moving or is it just an atmospheric glare?
Male Human Rogue6/Clr1 Current Map
Skulls glare at approaching adventurers menacingly, but do not appear to me moving as of yet. (Note the edit above. Three of the skeletons were out of range on Beth's channel.)
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
Beth Macara wrote: Without Leialoha, we are quite weak on AoE spells and that sorts of worries me if we encounter swarms. For the skeletons, they should go down with positive energy channellings. I also realize we are weak on cold iron/silver. As per discussion, we each now possess a vermin repellent, so that is a definite plus. I can also cast burning hands several times, though it's no fireball I admit. Finally, for silver & cold iron, all of my bullets are cold iron and I carry 6 mithral daggers (and mithral bypasses DR/silver).
"Nice work Beth. I suspect we can handle those few remaining."
Can I simply fire on the remaining skeletons, or are they going to get up and chase us first, or...?
Male Human Rogue6/Clr1 Current Map
I think you can handle three skeletons without playing it out:) Beth brought down the bulk of them with her channel.
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
Glad to hear it.
"Well that's that then. I'm a bit wary of this door though..."
Detect Evil, concentrating
Male Human Rogue6/Clr1 Current Map
The portcullis does not detect as evil. It just looks that way!
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
"Well it's not some kind of horrible undead. I'd wager it could well be trapped however." Wexley concludes.
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
"It may well be. That said, if I'm correct, our target is on the opposite direction.", replies Beth, pointing eastwards. "If you all agree, we should move that way. I guess there are a lot more undead behind that portcullis and while I'm for putting them to rest, as long as they stay behind that door, we can deal with them later."
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 now the guards are dealt with that removes the immediate threat I suppose."
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
Natalie looks around at whats left of the skeletons and the party. "With this here job done we be headin down the otha way now?" She points her sunrod in the direction they had come from.
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 are we sure that the gate is safe to just leave?"
Male Human Rogue6/Clr1 Current Map
Well, I did pick up Bill Webb's Book of Dirty Tricks at NTRPGCon!
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 think it will be alright. Let's remember what we came for."
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
Silas Frey wrote: "Well are we sure that the gate is safe to just leave?" "Honestly, I don't know. But I don't see any mean to do it unless we get in and I'd prefer to explore the rest of the sewers right now."
Should we use our vermin repellent (lasting 4h), because I don't think you can apply it on the spot"
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
"Let's move on then.
Sounds good if we're moving into less solid areas.
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
|