Baldwin the Merciful's: Razor Coast (Inactive)

Game Master baldwin the merciful

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.


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Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin charges the closest creature, as the two earlier zombies disintegrate to ashen dust around him.

atk, scimitar +1, silver, scout's charge: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26
dmg, scimitar +1, silver, sneak: 1d6 + 7 + 1 - 1 + 2d6 ⇒ (5) + 7 + 1 - 1 + (1, 3) = 16

AC 22.


Evil GM

Woot woot....12,000 + posts!

The closest zombie is destroyed as Sorrin slashes it.


Reflex: 1d20 + 6 ⇒ (15) + 6 = 21

"Chell, figure something out quick! This thing is throwing out some serious flames and I don't like fire much."


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

"I got it." I think. Chell grabs the carpet and moves over to the fireplace. She hesitates for a moment though. Every haunt was different. And the solution to each one was unique to the situation and the spirit haunting the place. But seeing as the sphere of fire was a child's head and it came out of the fireplace, Sorrin's guess was a fair bet. So she begins tossing anything that looked like bone onto the carpet to take it outside and bury it.

Unless the pieces are small enough in which she just grabs them. Up to you what the actions are to get them outside.


Evil GM

Chell you notice it's mostly fine ash but there are some small fragments of bone, like the jawbone and teeth mentioned earlier. She scoops up the remains she can find and scurries outside to start bury it. Once outside she hears a loud screeching sound form above.

percpetion: 1d20 + 18 ⇒ (8) + 18 = 26

Starled by the sound she glances up and notices two wyrens perched on the top of the lighthouse. Then the closest dive bombs towards her.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Seeing how easily Sorrin took down one of the new zombies, Bri steps back and just stands ready for anything new and will allow him to deal with the second one when he gets a chance.

Totally not worth wasting a spell on just one easily killed zombie when there is so much still left on the island to deal with...


Perception for those inside to hear the wyverns?


Evil GM
Ptahh wrote:
Perception for those inside to hear the wyverns?

Sure DC 15 and above and hear the screech. If you want you could have escorted her outside, although she didn't really state her intent to those in the room. You could have followed her though.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Astrianna is quite surprised as her wand works, momentarily banishing the haunt. Huh. I didn't think that would work. I'm a better priest than I thought!

The half-elf watches as Chell scoops up the remains of the child in the rug and hustles outside. Well, seems like she has it under control. I wonder if there is anything valuable left in the house?


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

perception: 1d20 + 6 ⇒ (9) + 6 = 15

"What they hell? Was that a Wyvern out there?

Oh why the hell would they just run on out knowing what's around here. Geez, I hope it is just one of them....

Bri will move to the doorway if she can and look out of it.


Didn't realize the haunt was temporarily banished. I likely would have followed her out, but will make the perception check in any event.

Perception: 1d20 + 7 ⇒ (10) + 7 = 17 good enough!

Upon hearing the screeches of the wyverns, Ptahh runs outside and takes a defensive posture between Chell and the wyverns on the lighthouse. Seeing just two of them, he takes a few quick peeks about the sky in different directions to see if he can locate the third.

"Where is the third wyvern? I'm sure it heard the screeches just as we did!"


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Astrianna perks up at the sound of the wyverns. "My, they're quite noisy aren't they? We should be safe in here though."

She considers how to bury the remains of the child, assuming Chell and Ptahh come back inside. "There is more than one way to send off a spirit. We could build a pyre in the fireplace and have a legitimate funeral for the child."


Evil GM

Razor Coast Initiative:

Chell: 1d20 + 2 ⇒ (3) + 2 = 5
Sorrin: 1d20 + 5 ⇒ (7) + 5 = 12
Bri: 1d20 + 2 ⇒ (1) + 2 = 3
Ptahh: 1d20 + 2 ⇒ (19) + 2 = 21
Astri: 1d20 + 2 ⇒ (4) + 2 = 6
Wyvern: 1d20 + 5 ⇒ (16) + 5 = 21

Initiative Order: RD 1

Wyvern
Ptahh
Chell

Nobody else was outside, so you don't really know what is happening other than the screeching sound.

Initiative Order:
Wyvern
Ptahh
Sorrin
Astri
Chell
Bri


Evil GM

RD 1: Wyvern

The winged dragon swoops down then does a circle around the lighthouse tower. It's still a good 30 feet high.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

"Ha!" Chell cries in surprise seeing a large dragon-like creature diving towards her. Instinct told her to run but before she could act it circled around the tower. Odd reaction. She steps back towards the doorway but not inside. That might cause the haunt to manifest again. Maybe now was a good time to talk. She looks to the sky and focuses her energies into a soothing wave. It was similar to her channel which stimulated regeneration but the positive energy was focused on the mind to stimulate the release of chemicals to balance emotion.

Move back to the door and standard to cast Calm Emotions. 40ft diameter so maybe it can get both if the lighthouse is less than 70ft.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Round 1

Astrianna blows some lingering positive energy off of the end of her wand, and puts it back in her haversack with a flourish. I should write a song about that. Astrianna, ghostbane. Astrianna, nightfiend's terror...? Astrianna- actor, singer, fiddler, adventurer, necromancer's bane?

She places her hands on her hips and looks down the hallway, watching Sorrin cut up zombies like they're made of ribbon. The screeches of the wyverns are certainly non-conducive to her entertainment however. "Why are those damn wyverns making a fuss?"

Move action: Stow wand of cure light wounds


Evil GM

wyvern will: 1d20 + 8 ⇒ (4) + 8 = 12

The creature breaks from it's descent but it continues to circle the lighthouse above.


Evil GM

sorrin there is another Zombie shuffling in the hallway and you hear move noise from inside that side room.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Does Bri get to act since I stated she was moving towards the doorway to look outside? Not exactly outside, but should have los on something or other.


Evil GM

Sure you can Bri.


Evil GM

DMPC Ptahh:

The half orc takes the Wyvern's pulled up descent as a sign of good fortune. He quickly moves back inside the lighthouse, but not before guidling the cleric in first. He slams the door shut.

Bri were you going to do anything?


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Sorry, busy days. Was going to pull my usual Sleep Hex hijinks if either Wyvern was closing in on Chell to attack her. Will save DC 19


Evil GM

Bri shoots off her sleep hex but it doesn't faze the wyvern all. It dawn on Bri that this dragon is immune to sleep.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin deals with the zombie threat.


Evil GM

the next zombie is destroyed with ease.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Chell shrugs off Ptahh's attempt to pull her in. She is still looking up at the Wyvern and seems to be concentrating. The spell is concentration, 1/round per level. "Bury the bones. We should be fine," she says to the fighter. "Hurry. Astrianna," she turns her head slightly to call into the lighthouse. "You want to work something out now is the time. It's settled for a few seconds. Hopefully long enough to bury the bones."

Busy day yesterday. I learned a valuable lesson. Do not paintball in 90 degree weather.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin listens to see if anything else will shuffle out. If not, he peeks in.

Ptahh, some help...

Perception, shuffling out?: 1d20 + 7 ⇒ (3) + 7 = 10


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Astrianna takes a breath and slowly exhales, blowing the air from between her lips. She reaches into her haversack to find the fine spirits plundered from Flynn, pops open the skin, and takes a gulp.

Wiping her mouth off, she puts the wineskin back into her haversack and makes for the door. That was quite good. Hopefully not my last. They want me to parley with a dragon...? I could understand if it were a metallic dragon, but a wyvern? We'd be better off beating it until it agrees. She comments to the psuedodragon sitting on her hat- "Best hang on. I might have to dart back inside if it gets pissed."

Stepping out beyond the door, Astrianna looks up to see the wyvern circling... very close. It reminded her of the chimera they fought in Bonegnaw'scove, but it was much more dragon-like. Best way to a dragon's heart is through flattery...But we can't appear weak snacks.

The half-elf calls up in perfect draconic:

Draconic:
"Dragon of Beacon Island, I ask for your audience. I am Astrianna, one of the mighty Daredevils of Port Shaw- a group of adventurers, hunters, and spellcasters that have a list of deeds recorded in a multitudes of songs. Though we are mighty, we recognize your dominance of this island, apologize for our trespass, and wish to parley. Let us speak on even ground, about a foe we may have in common."

Diplomacy to influence attitude: 1d20 + 17 ⇒ (17) + 17 = 34


Evil GM

The circling dragon glares with contempt at the heads poking out from the doorway.

draconic:

"You with the fancy titles and boastful claims are intruding on my island, why should I not eat you and your friends to my brood?" He glances up and stares at your ship with an evil grin. "Many meals we can make out of your mates, what toll are you willing to pay for the privilege of stepping on my island?"

Those in the doorway see:

A second wyvern on the horizon scooping in near the treetops it has something dangling from his mouth.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

That reminds me. We need to pick up some goats / farm animals to keep on the ship to serve as tribute to some of the nastier sea beasties.

Astrianna glances to the horizon to see the second wyvern swooping in. Tao said all the deer are gone... that better not be one of our crew from the jolly or there will be hell to pay.

She clears her thoughts and continues to negotiate with the dragon speaking to her.

Draconic:
"Again, we apologize for the intrusion, O Scaled One, but we are hunting the shark-men that infest the underbelly of your island. You may have no use for the caverns that lie beneath the soil, but when we finish with them you will be the true, undisputed rulers of the land, the stone, and the sea."

She proceeds to ask for a deal, but keeps an eye on the wyvern coasting across the treetops. "We will provide you a service- the complete eradication of the shark-men. In exchange, all we ask is safe passage from your brood for ourselves, our ship, and our mates. The Remora cleans the parasites from the underbelly of the Orca and is allowed to pass freely, we simply ask the same."

Diplomacy, request: 1d20 + 17 ⇒ (12) + 17 = 29


Evil GM

draconic:

"You offer me nothing...I don't already own. Your ship's crew looks tasty, perhaps a snack when you explore below."You think you notice an evil smile on it's face. "Treasure to line my nest, then food to fill our bellies."


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Draconic:

Astrianna scoffs, and places hands on her hips. "We offer you the opportunity to avoid a conflict you will not win, dragon. We have hunted beasts of your size for sport- do not trifle with us or our crew, or this island will belong to the carrion feeders." Calistria preserve me, what am I doing...

Intimidate: 1d20 + 9 ⇒ (16) + 9 = 25

She spreads her hands wide. "I know you have wisdom to accept our offer. If you and your brood leave us be, we will share some of our treasure taken from the shark-men after the job is done... but not before."


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

"Is it going well? Should I use some lightning? I have a lot now." Chell maintains focus on the spell to calm the wyvern for as long as possible but eventually it will end. When it can feel again it might be best that the first feeling be fear. She said they needed to show a strong front. Wait, hiding in the lighthouse probably looked weak.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Bri just listens to the byplay and readies herself for action if need be. Preferably something that would actually work on the creatures......


Evil GM

Draconic:
Astri's proclamation causes the creature to hesitate. He then circles the lighthouse once again before flying upward and perches near the unlit beacon.

"Payment and food." Is all it says.

At this point he seems very agitated hostile again.

Chell's - calm emotion last 8 RDs. Diplomacy takes at least 1 minute to negotiate. The spell would have ended before the initial diplo to influence it's attitude. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Ahhh didn't consider that. Well it almost worked. Thankfully that intimidate rolled high or it probably would have attacked.

Draconic:
Astrianna notices the mood change in the dragon, and frowns. "You will receive your payment and food after we deal with the shark-men. We do not have anything suitable on our persons, but we will soon."

Astrianna motions for Chell to get a move on. "I hope you're skilled at quick funerals, because it's rather pissed. I'd hurry before it changes its mind."


Ptahh stands at the ready with his weapon drawn but in a non-threatening manner.


Evil GM

What are you doing next? going outside? Heaing up the stairs or exploring the cellar door?


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Going outside to bury the child, then exploring the rest of the house starting with the unexplored room where the multiple zombies came out.


Evil GM

You are only able to get a few feet away from the lighthouse to bury the child, you sense anything beyond that will result in a full fledged attack. But you do fine a nice open space near some flowering shrubbery a little color on an otherwise bleak island. Chell speaks a few words offering peace to the soul taken too young. Satisfied and a bit nervous about the two dragon's which you can see (one perched on the lighthouse, the other in the trees), you move back inside the building.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Astrianna gives a sigh of relief after they are safely back inside the lighthouse. She's slightly surprised to still be alive. "That went as well as could be expected. I can now add dragon negotiation to my ever-growing list of skills." All modesty.

She walks through the house, stepping over the shambling corpses that Sorrin sliced up earlier and looking into the room they came form. If no danger is present, she does a quick search.

perception: 1d20 + 16 ⇒ (13) + 16 = 29


Evil GM

I'll update the map when I get home this evening.

Inside the large masonry tower leading to the light, a spiraling wooden stairwell climbs towards the dragons. There is a closet located beneath the bottom of this stairwell. You find the closet is empty save for some rain clothes and boots.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Astrianna looks up the tower and frowns, having no desire to approach the dragons so near its nest. If they come back up this way, they might take a peek and see if the wyvern's nest is up top... and see what's for the taking. "Not much in here. Hopefully we have driven the haunt from this place and permanently rid it of undead."

She approaches the trap door, picking up the rug and tossing it to the side. "Let us enter the ant lion's den. Everyone have your silver ready Tao, tell us when you see Saegen. We will spare him, and Chell will attempt to lift Dajobas' curse."

The bard thinks for a moment. "Also, I have an important task for you Tao. You have a nose for tasty fish... tell me if we get close to the wereshark's food stores so we can collect them and feed the wyverns. Of course, I'll let you have the choicest morsels for a reward."


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

I didn't think "payment and food" was an agreement.

After laying the child's charred bones to rest, Chell is happy to see the fire place no longer spouts angry fire. That happiness is snuffed out when she realizes they now have to descend into the whole that radiated more evil than she had ever sensed in a person or place. That did comfort her in that she wouldn't need to hold back against whatever was down there. Only the monk. And that still confused her. But if they could change Jalamar then a monk was just as likely. So she opened the trapdoor again and waved a torch over the opening. "Whose going first?"


Evil GM

why not, sound like terms to the dragon. It wanted treasure to line his nest and food for his belly.

Map of stairwell

*I'll update the map again later for the cellar and the description. I'm busy now.


Evil GM

The wooden door groans when it is opened, the hinges creak. As you peer into the opening there is ladder that descends into darkness. Two bodies lay prone at the bottom of the ladder, apparently the remains of previous visitors.


Ptahh moves to the top of the stairs and peers down at the bodies. "I would gueess they are the victims of the zombies, but can't be too sure."

Ptahh sheaths his falchion and draws out his silver long sword while securing his shield to his offhand.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Astrianna looks down the ladder at the bodies below. "I'm guessing the weresharks don't use this passage, or those bodies would not be there. Hopefully we can take them by surprise."

She encourages Ptahh to go first, and follows behind him.


Ptahh nods at Astrianna and descends the ladder.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

"Hang on." Chell holds hand out to stop Ptahh. She then grabs a sling bullet from a pouch at her side and drops one on each of the bodies. The last dead bodies they saw got up. These might too. If they do nothing she lets him go.

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