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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Evil GM

You haven't really explored the ship...yet. You've only done a walk through cursory view.

It does have a single crow's nest on the main mast.

Crow’s Nest:
This item can be added to one of the
Rigging Locations for the listed cost. A crewmember in a
crow’s nest receives a +5 circumstance bonus to Perception
checks to see other ships, distant land formations, and
similar objects. A standard crow’s nest is 10 feet in diameter
and made from wood. It can support up to 500 pounds.

Remember we are not using gunpowder and cannon. If that does appear it will be atypical. Nor are we using "engineers" like steam or alchemy. Again it would be unusual if you came across one.

Officer Roles

Officer descriptions. Note I did not use the "Engineer Officer" position as it mostly focused on ship engines. Don't forget to review the information tab either.


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 really like the conflicting nature of the party's night so far. Astrianna and Embrianna are living it up at Quell's Whore. Sorrin and Torgue are all business in making sure the new ship is in order and Chell is in a panic over a possible outbreak. Going to have some great stories tomorrow. Kudos to the boss for being able to manage three plot lines at once. This is why this is my favorite game.


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 agree 100%! There are few GMs that would let the party split up, even fewer would play out what they actually did, and only the great would give such detail and attention to three separate groups of players.

A+ Baldwin, thanks for running this wonderful game.


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've made a ship sheet for Baron of the Tides in our spreadsheet under the Ship stats tab.

I'm not done with it yet but I'm working on it as I piece together all the rules and factor in the damage The Baron sustained.

Baldwin: I've encountered some problems.

Just note I haven't calculated the total weight and encumbrance yet, because I'm confused on a ruling.

Pg 11 the book says:

To get the precise load your ship carries, you need to add
up all her equipment. The weight of basic crewmembers
is already factored in; unless your ship is hauling 1,000
marines you can ignore the weight of standard crew.

Then on pg 32 it says:

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.

So.... which is it? I'm trying to find the answer on the internet. The second one seems strange, because if that's the case The Baron would always have a medium load just due to all the crew on it! Not to mention all the food.

The rules involving speed are kind of weird. It seems a smaller ship could never go as fast as a bigger ship. The more hull a ship has, the more rigging it can construct, and the faster it goes no matter what. SMaller ships do not have as much hull and cannot build as much rigging. I don't know if this is realistic or not (bigger ships have more momentum or something?) but I'm searching the internet for answers.

Edit:

Found an answer from the author. Amusingly Baldwin, you posted in this same discussion thread.

Louis Agresta wrote:
Here's my take: for now, you should generally avoid the weight of the crew unless it exceeds 1,000 people. After 1,000 crew, each additional working sailor requires 600 pounds carrying capacity.

That's one question answered, will get back to work on the ship when I'm done with some work.

That and the speed thing seem to be the two problems people have with Fire as She Bears.

The same author commented they liked this rules modification Kent T came up with:

Kent T wrote:

The speed is an issue, besides that, the rules are quite good.

But speed of the ship, should be in relation to size and rigging, not just rigging. Since you've thought a bit about realism.

As it is, you limited the amount of rigging to ½ hull + 2, and it can be stacked unlimited high. So in principle you could have a 200 ft x 1000 ft boat, with 1 mast that is really high. 4002 riggings high :-)

My suggestion is to change the entire rigging rule, so that you could buy 3 riggings per mast, an two masts can't be placed in two adjacent hull pieces. Wouldn't exactly be realistic, but would mean a 1 x 3 (3 hull) Ship could have two masts, and a 3 x 5 (15 hull) ship could have six.
The small ship would be allowed 6 riggings, 18 riggings for the larger ship. So to make it simple, the speed is riggings divided by hull, which gives a low speed. So the speed of a 2 mast ship, should be roughly +5 (see below), so let say times 3. So riggin x 3/hull.
Gives +6 for the small ship (6 * 3/3) and +3 (18 * 3/15), seems reasonable that a juggernaught is slow, and a smaller ship with lots of sails is fast. Might be you should say time 4 or 5, instead of 3.

Now the average speed of a sailing ship is around 8-12 knots, with some exceptional speed of about 20 knots. Roughly in 6 second rounds, 12 knots, average speed of a Sloop, would be +3, +1 into wind, +6 with the wind. Which is rather slow for a paced battle, Dragonriderje suggested longer rounds, which would also be my conclusions, since sloops would be some of the faster ship of the era. So 18 second rounds.
A Sloop with a top speed of 12 knots, would have a speed of +9, +4 into the wind, +18 with the wind.

Just my suggestion, for a small change.

Average top speed for a:
Sloop 12 knots
Schooner 10 knots
Galleon 8 knots

These are found by making quick google searches, not sure they are entirely correct.
Found that the speed record in 1794 was 14,4 knots, set by a frigate. So on average, they don't sound entirely wrong.

Just food for thought, if you wanted to use that.


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

Is it going to be bad that we aren't on the ships right now? I'd hate to lose it before we even get to sail on it. :(


I will be generally unavailble tomorrow as I'm headed out of town for a last minute business trip. I will try to keep up on my phone but will be very slow in responding.

Tonight, I should be online after 9pm cst for a while and can post. The weekend will be a normal weekend schedule with posts early morning or late at night... maybe the random post midday if I get a moment away from my children and wife.


Evil GM

Ptahh thanks for the update. I hope this fight will only last two or three rounds so we may be able to conclude it tonight. I wanted to get your feet wet.

Bri - :-) party first, secure your ship second tsk tsk tsk.

Astri - don't worry about people and personal food consumption weight unless it's over 1000 people or I indicate due to a special situation otherwise. For instance if you by chance had a massive loot haul where that could effect the the weight I would tell you. At that point you could start feeding people to sharks or toss food overboard.


Evil GM

Astri if you look at page 10 on the pdf they have an example text of a 5 hull ship. I did a quick modification on your ship diagram. I place hulls 1-4 on the bottom and hull 5 as the poop deck. build the base first then the second level.

You can modify the explanation cells though.

As far as crew: Major Roland is actually land based. He was/is helping to secure your land operations, along with 2 of the half-elves. this can be addressed later though. Roland just happened to be on the Dragon's Tail when sorrin and Ptahh arrived.

Astri you can now see coast wise how you guys received a fantastic deal on a darkwood ship. Plus you haven't even explored the thing yet to see what could be hidden.


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

What about a cargo hold connected to an extra-dimensional space? Or a lot of Bags of Holding?


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

Well, I thought the docks had some kind of security, I guess that isn't included in the docking fees 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:

Ahh okay I thought Major Roland was quartermaster.

That means the quartermaster position is open... perfect for Astrianna!

Yes we received an incredible deal. Once the rigging is fixed this ship will be able to turn on a a dime, it has amazing maneuverability.

Baldwin wrote:
Astri - don't worry about people and personal food consumption weight unless it's over 1000 people or I indicate due to a special situation otherwise. For instance if you by chance had a massive loot haul where that could effect the the weight I would tell you. At that point you could start feeding people to sharks or toss food overboard.

It doesn't cost anything to toss people overboard, but we can sell/eat the food! :)

Okay I won't worry about the people and the food weights. Should I just not worry about weight at all, including equipment, hull, and rigging weights? What about food and supplies? Will the cost per day for the sailors wages need to be taken into consideration? (Sorry, my OCD demands perfection.)

I will be visiting my family this weekend starting tomorrow afternoon, posting will be slow.


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

Busy, immersive day at work. Apologies.


Evil GM

Oh yes you will need to pay the crew their wages and they will want cuts of loot. as far as food you will need to purchase rations but there isn't a worry about the the weight. I don't really think you need more than a couple weeks of food at a time though, I don't see long voyages (though that could change I suppose)


Evil GM
Sorrin the Wayward wrote:
Busy, immersive day at work. Apologies.

No worry there. I want to make sure I can get Ptahh immersed early and also try to complete his fight this evening since he'll be gone tomorrow.


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:

Okay sounds good!

Supplies will be getting purchased next in-game day I will handle it then.


Evil GM
Astrianna Sparacello wrote:

Okay sounds good!

Supplies will be getting purchased next in-game day I will handle it then.

Some of the nuisances with the ship will come to light when you all explore it. I was considering having you raise sail [i]THEN[i] learn about the hole in the mainsail. I torn sail would be a neat twist since you did get such a good deal on the ship and it would make sense since it was hunted down my the Commandant. Battle scars.


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
Astrianna Sparacello wrote:
Sorrin: Astri and Sorrin can do some recruiting in the afternoon tomorrow?

We're not Captains, so by RAW we shouldn't be making these rolls. Guessing we'll bend that rule.

So, that means Astrianna is de facto captain? Higher roll bonuses?

Your boat, your crew, your rolls and rules?


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

A hole in sail? Will mending cover it? :)

Though that does remind me to have Bri stock up on some basic repair supplies for the ship before they head out anywhere.

Being a sailor is the second best thing she does.


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 the merciful wrote:
Astrianna Sparacello wrote:

Okay sounds good!

Supplies will be getting purchased next in-game day I will handle it then.

Some of the nuisances with the ship will come to light when you all explore it. I was considering having you raise sail [i]THEN[i] learn about the hole in the mainsail. I torn sail would be a neat twist since you did get such a good deal on the ship and it would make sense since it was hunted down my the Commandant. Battle scars.

This would have been hilarious.

Sorrin wrote:

We're not Captains, so by RAW we shouldn't be making these rolls. Guessing we'll bend that rule.

So, that means Astrianna is de facto captain? Higher roll bonuses?

Your boat, your crew, your rolls and rules?

Captain Donovan is the Captain, but we're owners of the ship and he actually wants us to run the recruitment as far as I can tell.

Technically Astri isn't even an officer. She'd make a good quartermaster though, considering Roland isn't one apparently.

The rules on the matter seem to suggest Mates can also recruit for a ship, and Sorrin is First Mate afterall.

Recruitment roll wrote:


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.

The last part is what makes me ask the question- If Mates can pressgang, why can't Mates also recruit?

It's up to Baldwin if we can only spend a portion of the day recruiting or if we have to spend a whole day, and if Mates can recruit. Sorrin recruited for the ship before though.

I offer Astri's services because she has such a high diplomacy skill. We could find some Able Seamen and some Veterans at least. If we're lucky maybe one or two Corsairs? I assume those would be named though.


Evil GM
Sorrin the Wayward wrote:
Astrianna Sparacello wrote:
Sorrin: Astri and Sorrin can do some recruiting in the afternoon tomorrow?

We're not Captains, so by RAW we shouldn't be making these rolls. Guessing we'll bend that rule.

So, that means Astrianna is de facto captain? Higher roll bonuses?

Your boat, your crew, your rolls and rules?

I prefer the players making those rolls rather than the NPC. You all have decisions you need to make it's your boat not the NPC Capt. So far, I bent the rules to add flavor for characters development. If I recall the recruitment process is pretty similar to those used in the Shackles AP. I found when I played in a Shackles game one or two character made most of the rolls, the RC does try spread that out better. The inherent problem in Kingmaker, Shackles, and the RC is the premise that you are building or acquiring things that puts players in leadership roles, and ultimately, in control of certain group actions. This varies from most game formats, which encourages the development of individual characters and your not making decisions on behalf of others. I've also seen games fail when players can't work in group settings: everyone want to be the king or the captain.

I don't really care who fills which position but for the premise of the game to succeed you need to work together and fill the various roles. Otherwise, you will lose out on large chuck of the game.


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 hear you, and... never actually wanted to be captain.

Spreading it out works, but a few questions:

1. Do you make Diplomacy and Sailor, and take highest? Or choose up front?

2. I can assist, if Astrianna rolls more than a 10, cause Sorrin can't beat that.

3. Does everyone roll, because others might have better skills than Sorrin.

Whatever it takes.


Evil GM
The Recruitment Roll wrote:

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.

The captain is suppose to the make the recruitment roll by using either his diplo or sailor check, which ever is higher. He chooses which skill to use up front. This benefits both Cha and Wisdom based characters.

Recruiting takes a day basically it involves chatting up the potential sailors, tell tall tales, demonstrating your various skills, spending a few coppers on drinks and whatnot. This is not limited to just the captain, it makes sense that the other officers (especially the mates) are identifying and helping out. The one day's work by the Captain and Mates assumes this help. One or more Mate(s) could try to aid and roll either a diplo or sailor check.

If you would rather pressgang crew members use the intimidate or sailor


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 missed the word "either".

Then I read "whichever is higher", which typically had to do with making multiple rolls.

My bad.

Sorrin is not interested in pressing.


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

Hopefully, not too spotty... at ER with son until 4am or so. Hasn't had this sort of asthmatic attack for several years.

He's fine, I'm sleep deprived.


Evil GM
Sorrin the Wayward wrote:

Hopefully, not too spotty... at ER with son until 4am or so. Hasn't had this sort of asthmatic attack for several years.

He's fine, I'm sleep deprived.

Hope all is well.


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:

Glad he's okay. I hope he outgrows it, asthma sucks.

Make sure to take a nap at least! Or take the day 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

Thanks folks.


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:

Socially irresponsible bard to the rescue! Or... uh.. not...

I'll be busy for the rest of the day, will post tonight. Posting will be spotty all weekend. Feel free to DMPC as needed Baldwin. Astri will volunteer for recruiting more sailors or purchasing supplies.


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 will be mostly indisposed tomorrow. Gonna run a game of the World's Largest Dungeon. See how far we can get.


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 glad Donovan gave Astri that lecture. It's the start for an attitude change in her regarding responsibility and what it means to be a leader.


Evil GM

Every NPC has their own distinct personality.


I assume the rest of the night was quiet aboard the Dragon's Tail and that by noon someone came from the harbor,aster to assume control of the ship. Correct?


Evil GM

That is correct Ptahh. Major Roland would have relieved you at first light so you'd be in officers quarters during the discussion that is taking place.


Evil GM

I put a separate spoiler labeled: "Ship Maps" Under the Campaign Information Tab. The Baron has a home there.

Baron of the Tide

There is no catapult so you have to envision open space.


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:

Posting will be spotty again today.

Baldwin, if the party decides to give Jard a burial at sea Astri will give a speech (+16 diplomacy) attempting to honor Jard and garner respect from the crew before or after Chell gives her blessings.


Evil GM

Astri since you've been tracking the story plots do you have time to post a quick "To Do List" on the discussion thread. This would help for the group planning. As you can see you are beginning to fight time. You may not, or perhaps you can, accomplish everything on the priority list. Time will tell (pun intended).

You can see that I added the moon clock on the spreadsheet this morning.


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

At swim lessons with kids. Amazing how many suits have sharks, with all manner of open maw.

My son is wearing one... The Kiss of Dajobas! Little Monsters!


Evil GM

Astri and others.

In reading the descriptions of the ship I'm basing the Baron off of there is actually a 6th Hull with the forecaslte (15 x 10) at the front of the ship. In front of the catapult on the diagram.

Astri that changes your ship's stats a bit. Plus it will take another 3 men to effectively sail her. If you end up adding a rigging in future you will need 3 more men for that location.

Hulls = 6
Riggings = 4
The additional hall means you can add one more rigging for speed. So you have the capability to add it, but it does not currently have the rigging location. the rigging formula is hulls divided by 2 rounding down, then add +2.

Adding the hull the current crew requirements = 30
Adding the hull and a rigging location = 33

plus officers.

Bri: you asked yesterday about crew size. This ship's description has it's crew at 60 men. It can hold up to 120 but that is with limited cargo.


How many hit points, if any, will Ptahh have recovered over the night?


Evil GM
Ptahh wrote:
How many hit points, if any, will Ptahh have recovered over the night?

You were on duty the entire night so none.


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:

Yes I can make a to do list this afternoon Baldwin.

If the baron has a sixth hull that's fabulous. If we can put another rigging on her that will push its speed up to levels nearing the Quell's Whore. Once all the rigging is fixed and in place we should also have Good Maneuverability rating which coupled with Bri at the helm.... the Baron will be capable of turning on a dime.

Chell did you keep any spell slots open? A make whole the main sail will save us tons of time in both repair and bring Jard


Evil GM

I figured I'd repost this here, it was previously listed on the Campaign Information tab.

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, , 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.


Given that list of roles, I would have imagined Ptahh being the Marine Captain or Master-At-Arms on the Rabid Weasel. Without knowing those roles, I had thought of him as being responsible for general ship security during normal times and repeling boarders or leading boarding parties during battle. He'd assume or would like to be in a similar position here as that is his comfort zone. On the Weasel it was lead by intimidation. i will work on diplomacy going forward.


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:

Actually I have some time right now. On phone so forgive the typos

Thul related
-Check with Finney if Lester is still good for the job
-Drop off half payment at Quell chapterhouse
-Pick up supplies for job (rope, anti disease vials, underwater weapons)
-Go through sewers, hopefully capture Thul
-Interrogate Thul on the location of the Jawbone
-Turn in Thul
- speak to Jessica about jawbone

Dajobas related
- find out the last known location of Father Zalen
-Track down father zalen
- get an audience with the tultia elder to discuss impending full moon

Ship elated

In order of relative importance.

-Fix mainsail
-Bury Jard
- explore ship
-Purchase supplies (provisions, jolly boats/life boats)
-Replace missing rigging (preferably silk)
-Recuirt many more sailors (able sailors and veterans preferred)
-Pay Jard's compensation (Ptahh said he would handle it)
-Approach Captain Razor about Privateering (if she hasn't left port yet, we may have more pressing matters. Someone said she was leaving in a few days)
-Construct new rigging (preferably sill riggings)

This is what I can think of right now feel free to add


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 think Lester and Thul will have to be put on hold. Lester might be needed. That means we need to tell the Commandant something. Our ship capital is taking a huge hits already.


Evil GM
Ptahh wrote:
Given that list of roles, I would have imagined Ptahh being the Marine Captain or Master-At-Arms on the Rabid Weasel. Without knowing those roles, I had thought of him as being responsible for general ship security during normal times and repeling boarders or leading boarding parties during battle. He'd assume or would like to be in a similar position here as that is his comfort zone. On the Weasel it was lead by intimidation. i will work on diplomacy going forward.

What ever you want. depending on the type of ship and size not every ship has each of those position. For that matter you could be expanding your role/position now that you are with a new crew/officers and part owner.


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:

The hardest part about traveling is keeping up with the game!

My vote for action is let Astri handle recruiting today while everyone else handles looking into other matters.

Embri can spend an hour mending the sails. We have to get out of the dock out we'll get in trouble with the harbor authorities. I also believe we should track down Thul tonight for the information he holds. Who needs sleep when you have lesser restoration!

Oh yeah need to track down Jenkie. There's a crap load of stuff going on.


Evil GM

I'm enjoying the dynamics of seeing what the group's accomplishing and what each character thinks is a priority.


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'll get to reading and responding tomorrow Busy tonight. To answer your question Baldwin no I did not subtract but if Sorrin is putting in 500 out doesn't matter.

Again she will look the shop over then go recruiting


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

Gave Donovan 500gp more, please deduct from the ship fund. Thanks!

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