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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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

Astri


Evil GM

Here are some of the comments on how to play Xander:

To gain the archmage’s trust, the PCs must prove their intentions are wholesome and their actions beyond reproach – at least as far as Xander is aware.

The following kinds of action repel Xander and make it difficult for the party to gain his trust and friendship:

Use magic for selfish gain or as a mere display of self aggrandizing power.

Display ignorance about magic.

Belittle wizards or praise sorcerers (Brim unfairly blames sorcery for his current straits).

Display overly chaotic tendencies or behave in an incredibly rude or crass manner.


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

We are not the most wholesome of groups.

Also, if you see a rogue application with two-handed fighting, wouldn't you assume it was a melee character?


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:
Embrianna wrote:
Astri

F'in right they can be!

Baldinw wrote:

Here are some of the comments on how to play Xander:

To gain the archmage’s trust, the PCs must prove their intentions are wholesome and their actions beyond reproach – at least as far as Xander is aware.

The following kinds of action repel Xander and make it difficult for the party to gain his trust and friendship:

Use magic for selfish gain or as a mere display of self aggrandizing power.

Display ignorance about magic.

Belittle wizards or praise sorcerers (Brim unfairly blames sorcery for his current straits).

Display overly chaotic tendencies or behave in an incredibly rude or crass manner.

Well that was doomed from the start, then. Astrianna alone pisses all over two of those tenants. Alas poor Xander, we barely knew ye.

Meta-gaming here, but I'm guessing Brim blames Chambers for the whole ordeal, eh? Chambers is beginning to look suspicious.

Also, you weren't kidding when you said the razor coast guide had some great npc notes.

Embrianna wrote:
Also, if you see a rogue application with two-handed fighting, wouldn't you assume it was a melee character?

What the hell? Can I see this character?

Everyone: Agenda for today? Embrianna and Astrianna want to go to the skull in the evening. If we are not taking the ship out, Astrianna is going to occupy herself with gathering information or rumormongering. Or maybe spending all of her money on clothes. I haven't decided yet. Going to be slightly busy today so I'll post later.


Evil GM
Embrianna wrote:

We are not the most wholesome of groups.

Also, if you see a rogue application with two-handed fighting, wouldn't you assume it was a melee character?

I would put him in a skill character but with melee slant to him. Unless he had some nonsensical skills for the game. Rogues need: find/disable traps, perception, acro, and knowledges. Secondarily, bluff and sense motive. I like bluffing when I'm a rogue because I like get improved feint and get sneak attacks even against fellow rogues.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Torgue is up for anything, he'll get on the boat, escort or whatevers.


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

It was this one Astri.


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

Are we assuming shared info after regroup?

I'm up for sailing if others return or alone, npc Cir, etc... If you're returning to ship, say so.

If that's not allowed, please use sweet diplo roll.


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

I didn't look, but doesn't have to be melee. TWF and range have same basic prereq, Dex.

Could be versatile.


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

@Baldwin - Yes, productive please!


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

After later discussion, he made it clear he wanted to be ranged and planned to take "Throw Anything" at 3rd level to go with the "Two-Handed Weapons" so that he could throw stuff with both hands.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Torgue will sail with ya.


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

After Xander's answer Chell will too. Probably a good way to clear her head.


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

Where we sailing to? We got that job to do tomorrow. I mean I do really really want to go looking for that ship, but likely don't have time to do it in one afternoon.


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:

Agree with Embri. If we're just taking a spin to test out the Dragon's Tail that's fine, but I don't think we could have an actual destination and expect to return before nightfall.


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M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

We could always just kill Xander and take his stuff. Fitting end to a washed up wizard, bleeding out in the muck of a pirate town.


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

He sold all his stuff. No loot worth the effort.


Evil GM
Torque2 wrote:
We could always just kill Xander and take his stuff. Fitting end to a washed up wizard, bleeding out in the muck of a pirate town.

Oh that would interesting.


Evil GM
Chell Silves wrote:
He sold all his stuff. No loot worth the effort.

You know he has a BOH since he pulled his staff out of it.


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

Aw poop. Those things a versatile.


Evil GM

I doubt the party would survive the battle. 1 Rd maybe two for the TPK.


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 thought wizards couldn't prepare spells without the spellbook. Or do they keep the last set?


Evil GM

They keep there last spells unless the slot was used or empty. Like one of his first level slots is empty for the alarm spell he wrote for Astri.


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

Can we get to bonehead's cove and back? Salvage run.

Short, sweet, boosts morale.


Evil GM

Yes but you'd be getting back at night.


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

Evening, or wee hours?


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:

Wizards are scary as hell.

I'd rather not go back to the cove.

I hope Chell doesn't get assassinated. Or get the rest of us assassinated.

Astrianna is going to be gathering information with her free time unless everyone decides to take the ship out.

Busy tonight.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Don't forget we have that invitation to the plantation, don't want to get too tired.

Could always turn me invisible then I sit on his head. Hard to cast with 300+ lbs of barbarian on you.


Evil GM
Torque2 wrote:


Could always turn me invisible then I sit on his head. Hard to cast with 300+ lbs of barbarian on you.

That would be a splendid idea for someone who didn't have a permanent see invisibility spell on his profile.


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

I thought barge would have been 1-2K. If it's junk, it's junk.


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

You gave the option to go out, was taking you up on it. Not trying to force anything.


Evil GM

I looked for value of barges in the equipment list and there isn't one. This one had a cage.


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

Was imagining based on size/squares and hold capacity. Passenger and cargo. Seemed big. And if the ship was 10-12K, etc...

No big deal. Was just a salvage run. Pay for the men, feeling of accomplishment/success as a team, etc...


Evil GM

I haven't heard from Cireladwen/Trout but until I do we will assume she is in town wrapping up some personal business.


Evil GM

Leadership Roles

PCs on a ship each take on one or more leadership roles, influencing the crew’s ability to operate their ship. These roles include the Captain, Navigator, Surgeon, Chaplain, and various ships’ Mates.


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 claims the officer positions of Fiddling Mate, Fashion Coordination Mate, and Mate's Mate. Of course this burden of responsibility comes with triple pay and her own quarters.


Evil GM
Sorrin the Wayward wrote:

Are we assuming shared info after regroup?

.

I'm not going to assume you all shared information. Chell is deeply disturbed and she should roleplay that out with the rest of you, especially if you were not there to hear the scene. Others may add or mention what happened if she does not.

Likewise, nobody knows what the wizard and Bri discussed and so forth.


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

Agreed, Chell is... deeply disturbed. All kinds of puns intended!


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

Did you want me to look up sailing jargon?


Evil GM
Sorrin the Wayward wrote:
Did you want me to look up sailing jargon?

I already have Naval Terms linked under the campaign info tab.


Evil GM

TABLE 20: CREW TYPES
Crewman Pay/Day Special HP AC Saves

Landsman 1 sp — 4 11 0 / 1 / 0

Seaman 3 sp +4 Profession (sailor) 8 12 1 / 4 / 1

Marine 3 sp +1 BAB, 1 useful combat feat 12 14 4 / 1 / 0

Able 1 gp +5 Profession 20 13 2 / 5 / 2
Seaman (sailor)

Veteran 1 gp +3 BAB, 2 useful combat feats 27 15 5 / 2 / 1

Corsair or Buccaneer
2 gp +7 Profession(sailor), 1 useful combat feat
30 17 3 / 7 / 2


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

Wow. 34? That's what I get for sleeping in.


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:

We ain't postponies for nothin'

Oooh those crew types are neat. That also gives me a way to place Astrianna's skill as a sailor. At a middling +5 compared to all her other skills, it's good to know she would be considered Able.


Evil GM

Able Seaman.

I also put it under a spoiler on the Campaign Info Tab for future reference.

Of the 10 crew that you currently have it breaks down as:

landsman 4
Seaman 4
Marine 1
Able Seaman 1


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

Corsair Embrianna has a nice ring to it. :)


Evil GM

Recruiting Crew:

A ship’s crew is its lifeblood, operating the rigging, raising and lowering the sails, pulling the oars, and firing its artillery. While a vicious pressgang can round up unwilling “volunteers” to crew a ship, highly paid and trained specialist crewmen are worth their weight in gold. Potential crewmen congregate at port towns of any size, usually in the taverns or at the waterfront, waiting for the right captain and ship to offer the right wage for service — though smaller towns may not have the exact crew desired by the Captain. As a rule of thumb, no more than one-third of a town’s population can be hired (or forced) to become crewmen without the townsfolk attacking. In such circumstances, treat most such townsfolk as “Landsman” in the table below; they possess no special skills required for sailing or maintaining a ship, regardless of their class or level.

Recruitment Roll:

While at dock, a Captain can recruit as many crewmen as she likes, up to one-third the town’s population. To actively recruit crew, the Captain makes either a Diplomacy check to gather information or a Profession (sailor) check, whichever is higher. If the Captain has the Leadership feat, he gains a +2 circumstance bonus on this check. If the Captain has earned great renown for his work, he gains a bonus from +1 to +4 (GM’s discretion). A successful DC 10 check allows the Captain to recruit 11–20% (1d10+10) of the number of crew he seeks. A DC 18 check allows the Captain to recruit 41–50% (1d10+40). A DC 25 check allows the recruiting of 81-90% (1d10+80) of the crew. A check of 30 or higher allows the Captain to find all the crewmen he seeks (up to the maximum allowed for the town).

Note, however, that just because the Captain can find the number of crewmen he seeks doesn’t mean he finds the exact sailor he needs. Normally 31-50% (1d20+30) of potential recruits will be no more skilled than a seaman. Regardless of the number of crewmen recruited, this check represents one day’s work by the Captain and his Mates.

Should the Captain or his Mates seek to press crewmen (kidnap them) rather than actively recruit, the Captain makes either an Intimidate or Profession (sailor) check. The check DCs are the same as above, except pressganging a crew results in 61–80% (1d20+60) of the recruits being no better than landsman.


Evil GM

Crew on the Ship:

Rigging Locations, artillery, and oars require a minimum level of crew to function and a surplus of crew is usually handy once the battle casualties start rolling in. Remember that, if you plan to capture an enemy ship, you will need enough crew to sail that one as well as your own vessel. For each crew member, a supply of food and equipment is required. Each crew member requires 600 lbs. of weight capacity on board a ship to represent their weight and personal effects, and costs 5 sp per day to feed. Extra or reduced rations affect the crew’s Loyalty.

Crew Advancement:

Crew who survive a battle gain XP as normal. Determine the encounter levels of all battles, and assign XP to the crew. When a crewmember gains a new level, his or her pay — and rank — should increase accordingly. In addition, a higher level crew is more adroit at accomplishing the tasksneeded on a ship. If at least half the crewmen commanded by a Mate possess 3 or more ranks in Profession (sailor), the Mate gains a +1 circumstance bonus to all his ship-based actions. If at least half the crewmen commanded by a Mate possess 6 or more ranks in Profession (sailor), the bonus increases to +2. If at least half possess 10 or more ranks in Profession (sailor) — a truly legendary crew — the bonus increases to +4.

Standard Crew Roles:

While the crew, mates, and leaders of a ship have been lumped together as an abstraction in game terms, the following are actual ship positions a crew member may fill:

Officer Roles

Master and Commander (Captain), 1st–6th Lieutenant (Mate), Boatswain (Mate), Chaplain (Chaplain), Doctor (Surgeon), Engineer (Mate), Fire Chief (Mate), Gunnery Sergeant (Mate), Jailer (Mate), Marine Captain (Mate), Master-at-Arms (Mate), Midshipman (Mate), Nurse (Surgeon or Mate), Sailing Master/Navigator (Master), Ship’s Corporal (Mate), Surgeon’s Mate (Mate)

Enlisted Roles

Able Seaman, Armorer, Armorer’s Mate, Barber, Boatswain’s Mate, Botanist, Botanist’s Assistant, Butcher, Cabin Boy, Carpenter, Carpenter’s Mate, Clerk, Cook, Cooper, Coxswain, Fireman, Foreman, Gunner, Gunner’s Mate, Gunsmith, Helmsman, Landsmen, Logbook Keeper, Lookout, Master’s Mate, Medic, Nurse, Oarsman, Powder Monkey, Purser, Quartermaster, Quartermaster’s Mate, Rigger, Ropemaker, Sailmaker, Seaman, Steward, Stoker, Swabby, Tailor.


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:

Baldwin, you're making me want to go out to sea, and our next mission is in a swamp. This is cruel.

I guess we could build a raft for the swamp, and crew it.

Also, still want the Baron. So sexy.


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 guess I can fulfill the role of Chaplain and Surgeon. Healing and high Heal check.


Evil GM

I wanted to get this information posted, and it is under the Campaign Tab now, so when you all level up. I also know Sorrin has actively been trying to recruit and I've been sort of hand waving it so far. Plus it gets everyone starting to think about officer roles on the ship. I sort of pegged people for obvious roles.

I know Torgue doesn't have skills in sailor but onboard a ship the Captain would have him learning something productive, which is what I have him training as leading/repelling boarding party.

What I like about RC's is every officer gets to command people to do things. Not just the Captain or navigator. Typically 20 men (assuming the ship is large enough) so using Torgue as the example, he could be leading his boarding party with 20 men. While Chell the chaplain/Surgeon could have her 20 men (orderlies, nurses, stretcher bearers tending to wounded).

On large ships maybe there are two or three boarding parties and fire master to put out fire.

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