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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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

*sigh* What am I doing here? I come all the way out to Port Shaw only to find that two priests have have gone missing and now there is a murderer in Thumb Reach. And I am heading straight for it. She kicks the dirt in annoyance.

"This should be a good experience for you. Expand your horizons," she says in mocking tones, obviously imitating someone. "Ugh. I am in way over my head. What am supposed to do against murderers and disappearances. The best I can hope to do is keep healing myself until they get tired and give up." She stops her moment of depreciation when she notices a ship trying to approach the town quietly. Oh shit. Is that them? The ones causing the disappearances. In a panic she finds the nearest place to hide and watch what happens next.


Evil GM

With Bri's and Jenkie's guidance the Captain aggressively manauevers the listing sloop, "She's heavier than usual, slower."


Evil GM

Jenkie yells, "Captain the sand bar!"


Evil GM

The captain leans on the tiller hard,

sailor: 1d20 + 19 ⇒ (9) + 19 = 28

and the ship responds to his leveled hand. "Drop the sail." As the momentum of the ship takes it forward with a gently thumb on the dock. Jenkie hops off the dock with a line in hand tying her off.


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

As everyone moves onto the dock... Captain, your and Jenkie's safety is paramount to me as we have brought you here. Keep safe and look for two lights. Stay moored or move out a ways.Whatever you feel is safest.

Thanks, for the ride.. Sorrin takes two torches and the means to light them.

On the dock, Some light if you please, Astrianna. He holds out his scimitar.


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 hangs on to the side of the ship as they turn hard, laughing at the skillful maneuver. She stands up and checks her gear as they hit the dock. "They'll be fine Sorrin. You worry like a grandmother."

Reaching into her haversack, the bard pulls out her hip flask that is about 3/4 full of rum. She hands it to the Captain with a smile as they depart. "As promised- You earned it for that maneuver back there. Should keep you busy while we're on shore."

The half-elf waggles her fingers and four cool balls of light begin to float above her head, slowly orbiting one another. Astrianna casts Dancing Lights

"Jenkie, Captain, where's Relgin's abode?" She turns to the others. "He probably won't be too happy about being woken up this late... let me do the talking."


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

It's not worry, rather responsibility to one's fellow man or woman. You choose not to take any. It is a marked difference between us.

He doesn't seem phased by her refusal to light his scimitar.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Adriel dismounts the belt and stops to clasp the captain on the shoulder.
Your skill is noteworthy. Drink does not become you, Captain. Be here when we return and if you can kick the drink, maybe we can get you on a real ship again. We have business in the town. If we are successful, we will have a ship that needs a crew. Think about how much the bottle means to you while we are gone.

He turns to follow his allies. The man had obvious skill and his problems with the drink would mean he should command far less of a wage than his skill would dictate. A good proposition for them IF they could get him sober.


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 raises an eyebrow at his scimitar. "Oh, you wanted me to cast light on your blade. I don't know that spell." She points up to the light above her. "These are far more effective, I can move them around."

She rolls her eyes at his comment. "I'm helping you, aren't I? We're going to help this town, aren't we? I help people when it helps me, what's wrong with that? Should shopkeepers not accept coin for their services?"


Evil GM

I'd like to put a quick map together for the village. so this may take me a bit.


Evil GM

Here is quick map of Thumb's Reach. Everyone is on the dock. Chell I have you on the lower right corner looking from the trees and near a building.

Thumb's Reach overview

What is everyone doing? From everyone's point of view it looks deserted.

You all can make a perception check.


Evil GM

"A real ship, eh?" The captain contemplates the words.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Adriel speaks a few words as he walks over to Sorrin, then touches the side of the mans sword.
Light. As requested. Now do us a favor and follow about 30ft behind me please? I usually scout out front and that light source will do you no favors hiding, but it will draw attention away from me, which is how I like it.

The elf sends Thrasher to circle 30 ft overheard, his dark coloration and size making him nearly invisible.
Then he utters an acrcane phrase for DETECT MAGIC and begins to stealth ahead of the group.
Perception: 1d20 + 10 ⇒ (16) + 10 = 26

Stealth to -D15 then work southward.
Stealth: 1d20 + 9 ⇒ (7) + 9 = 16


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

At the rear of the group, Bri looks about as best she, trying to look for signs of any shark monsters.

perception: 1d20 + 6 ⇒ (7) + 6 = 13


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:

Do we know where Relgin's living quarters and/or forge is at?

Also SUPER nice map.

Astrianna is in front of Embri, snapping her fingers to dimiss the cooly glowing lights above her head. The moonlight and the light from Sorrin's blade is more than enough for her to see. "Yes, please take the rear Sorrin."

She glances about, looking for possible threats with the others.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

She begins to walk forward when Adriel is about 20 feet away, heading towards Relgin's place.


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 wager you say that to all the boys...

Sorrin stays behind as requested.

Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Stealth: 1d20 + 8 ⇒ (2) + 8 = 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 continues walking without looking back at him. "No Sorrin, I say that to all the men."


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

While she watches the others disembark from the ship Chell decides to take a look inside the house she is hiding next to. Where is everyone?

Perception: 1d20 + 8 ⇒ (6) + 8 = 14


Evil GM

Jenkie would mention, "Try the small building by the pond." (K/L:23-26)


Evil GM

Chell one thing you notice is the large blood splatter field against the wall you are near and on the soil. As you slip inside the building you can see the overturned simple furniture, the table has dried blood dried into the wood, and the savage blood shed that occurred in this building. The rust colored dried blood appears most pronounced in a small bedroom where the flimsy door is off the hinges.


Evil GM

Adriel you pick up a few old signs of fighting, it looks like someone was trying to fight a retreating battle that leads to the southernmost home (R-T:26-30) on the other side of the pond. You can also pick up some relatively new footprints int he sand that head towards the small hut near the pond (k/l:23-26)


Evil GM
Embrianna wrote:

At the rear of the group, Bri looks about as best she, trying to look for signs of any shark monsters.

Bri from the rear you don't see any sign of strange creatures in the water or on land.


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

Since the DM is going to be AFK for a while I shall open the way for RP.

Chell clamps a hand over her mouth to stifle the swelling panic. She was born and raised on the sea. She had survived its trials and come out stronger every time. But she had not come close to any of the more gruesome aspects of the Razor Coast. She had seen and been in fights against monsters. Seen and healed horrible wounds. But now she was alone in a town with a supposed murderer and the evidence was staring her right in the face. Definitely in over my head. Temporarily forgetting that there are others here of unknown motivation, she exits the house swiftly and shuts the door with a loud thud. She stands there breathing heavily, more from panic than actual exertion.


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

FYI you guys probably heard the door noise.


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 laughs good naturedly. You see anyrhing?

What was that... over there. The girl-child?

Perception: 1d20 + 5 ⇒ (15) + 5 = 20

Any lighting condition house rules? Even with Light spell, still pretty dark. Only 1 degree better.


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

Thinking he sees a small person and not a shark-anyrhing, Sorrin begins to walk in that direction at a calm pace.

He whispers to Astrianna, Don't want to spook them.


Evil GM

There is some moonlight and it's a bit brighter than it was on the water. Sorrin you heard the slamming door coming from one of the southern buildings, you think you saw a small shadow but with the limited lighting, you can't be certain.


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, just imagined a shorter shadow.


Evil GM

Adriel you definitely hear sound coming from south of the small pond, your vision extends to a point where you can make out a small shadow by a building. The shadow appears a a bit startled by the noise it just made.

Chell:
The sound of the door closing loudly startles you as you suddenly remember that others just arrived in town.

Updated Map


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Adriel sees the target but attempts to remain hidden himself as he uses the buildings for cover amd darts from shadow to shadow.
He doesn't draw a weapon, for the glimmer of his blade could give him away as he attempts to close the distance.

Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Stealth: 1d20 + 9 ⇒ (16) + 9 = 25


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 as she hears the door slam, looking in the direction of the noise. The bard opens up her haversack, pulling a quiver full of alchemical silver arrows from the porch and swinging it over her shoulder, opposite of her normal arrows.

As they move around the side of the tide pool and into the brush, she pulls her longbow from its case on her back, but does not knock an arrow just yet.

She nods at Sorrin, whispering. "Yes. We'll let Adriel scout it out. If we see him begin fighting, we'll rush to join."


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

Oh, let's not rush... Give him a chance to flit about. I did feel bad for his pet, though.


Evil GM

Chell make a perception check.


Evil GM

Sorrin, Astri, and Bri can make a perception check.


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

Perception: 1d20 + 5 ⇒ (7) + 5 = 12


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:

I'm going to get perception up to at least +10 next level. It's far too important of a skill for me to be neglecting. Though there are so many skills I want...

Perception: 1d20 + 6 ⇒ (9) + 6 = 15


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

Perception: 1d20 + 8 ⇒ (20) + 8 = 28 lol


Evil GM

Chell:
chell you hear a small twig snap and catch the sight of person attempting to circle around the pon and the small building by the pond, he is heading you way. Who ever came from that small fishing sloop is acting suspicious.

Astri and Sorrin the elf disappeared into the shadows.


Evil GM

Anyone with the survival skill make a roll.


Evil GM

Adriel:

As you approach the small building by the lake hear what sounds like a scraping from within that building.


Evil GM

Updated Map

Here is an updated map for everyone.


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:

Survival: 1d20 + 4 ⇒ (14) + 4 = 18

Astrianna's lips purse as she loses sight of the elf. Why does he have to be so good at his job? She continues towards the source of the sound, going around the side of the house without brush.


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

Survival: 1d20 + 6 ⇒ (3) + 6 = 9


Evil GM

Astri:

as you round the corner of the pond you notice a dried blood trail heading to that larger building to your left. (Right hand side of the map C-G: 30-32)

Updated Map


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 looks over his shoulder at Embrianna, You going to ditch me, too? I don't mind... just asking.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Stealth: 1d20 + 9 ⇒ (11) + 9 = 20

Adriel pauses and looks into the building (via window or door) his fists clenched and the words of a spell upon his lips.
One threat at a time. If I go loud now at least the other target is in the open.


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:

A look of concern covers Astrianna's face as she lifts a hand, signaling Embri and Sorrin to stop. Her eyes follow the trail of blood all the way to the house on the left. "Blood. Dry, goes to the building over there." She whispers, pointing to the building to the east.

"Keep an eye on that house. We'll search it once this other thing is dealt with. The building by the pond ahead of us should be Relgin's."

Astrianna moves towards the building with the group, hugging the corner and looking about.

Move to J26.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25


Evil GM

Adriel you see forge that looks like it's been ransacked.


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

"I'm not any kind of a scout or front line fighter. I'll let them find whatever is out there and then move in to help with it."

Bri will wait for either Astri or Adriel to call out before moving up to join them.


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 beckons for both Sorrin and Emrbi to follow her to the edge of the house, wanting them to stay together.

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