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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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 think Ptahh just literally cut Flynn into two pieces. Wow.


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

Computer's back. Yay.


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:

Welcome back Chell!

Just had a thought... the sailors we rescued from Dre could tell if that's his ship, right?


Evil GM
Astrianna Sparacello wrote:

Welcome back Chell!

Just had a thought... the sailors we rescued from Dre could tell if that's his ship, right?

I believe one of the dead from before this battle (during the storm) was one Dre's crew. If you want to ask in game thread go ahead.

DM Only:

in riggin with fog 40%: 1d100 ⇒ 14


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:

Sorrin, I'll ask for a dispel of the elemental if we end up retreating.

If none of Dre's sailors are in the rigging, we'll see what happens...


Evil GM
Astrianna Sparacello wrote:

Sorrin, I'll ask for a dispel of the elemental if we end up retreating.

If none of Dre's sailors are in the rigging, we'll see what happens...

Looks like the tenuous truce broke down.


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:

Let's roll the dice folks!

I have to admit this is exciting!


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

Medium Elemental is Summon Monster IV...?


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, what damage have you done to the elemental?

Medium is 30hp, 7th level caster
Small is 17hp or something.


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:

Excellent dramatic scream, but I think Baldwin wants you to make a reflex save for the sailor to see if he gets the Burned condition from the Fire Elemental.

Assuming both of Astri's Rapid Shots hit this round (they should have, I rolled an 18 and 17 or something), she did 17 damage.

For the loyalty check, shouldn't there be another +5 for Astri's Charisma?

Going to let everyone else post opinions in the gameplay thread before Astri makes a stand on the matter.


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

What was your alternate action when your sonic scream didn't work cus no LOS... Just lost spell and round?


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 didn't take an alternative action, just assumed the spell was lost.

As Baldwin says, live and learn.


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

Maybe I'm daft, but the two rounds... 12 seconds will allow a ship that was just spotted reach us?

Kill the officers, at least.


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

It should be minutes or hours before we find out.


Evil GM
Astrianna Sparacello wrote:

Excellent dramatic scream, but I think Baldwin wants you to make a reflex save for the sailor to see if he gets the Burned condition from the Fire Elemental.

Assuming both of Astri's Rapid Shots hit this round (they should have, I rolled an 18 and 17 or something), she did 17 damage.

For the loyalty check, shouldn't there be another +5 for Astri's Charisma?

Going to let everyone else post opinions in the gameplay thread before Astri makes a stand on the matter.

elemental astri goes after the elemental. The reflex save was for the sailor who the elemental attacked, not you Sorrin.

Astri loyalty does not include mates score unless they step up to fill the capt position.


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

Sailor failed, I adjusted bonus.


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 thanks! Forgot about that.


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 need Ptahh and Astri resolved before I go.


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

We should have time to kill officers, check for prisoners.


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'd say there's a 95% chance the prisoners are dead.

The crew of the Weasel thinks they're all dead too and will fight to the death. The priest and Rex are probably right that by the time we get the lower deck cleared out the other ship will be on top of us.

I'd say you're right we have time to kill the officers and then get out. Unless we take a catapult shot through the sails, or our crew mutinies. Sorrin, or one of us, could always take an action and try to assess how long it will be before the ship arrives.


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

And there's... treasure.

If they wish to fight to the death, that's their shtick. They can always beg.


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:

Both myself and Astri do enjoy some treasure. Can't spend it if you're dead or enslaved, though.


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 a huge triple master brig. How close could it get without being spotted?

5 miles?


Evil GM

I believe that I previously stated it was 3 miles away when your crew spotted it. Your in battle, there's a lot of background noise with distractions and spells (fog, lightning, dodging fire elemental) covering your ship and you only have a couple men in position.


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

Sorry, missed the 3 miles. That's fine.


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

Who was the dragoon that got sent away when we hit port that one time, the one that they seemed to be sending out a lot to get rid of him. What ship did he have?


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

Lt Commander Perrin. Big warship like the one approaching.


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:

Sorrin is correct, Lt. Commander Perrin was supposedly sent to locate Garr Bloodbane's buried treasure hoard, which is supposed to be in the Pearl Eye Atolls. Which is where we're at, so it's possible he's around.

However, my notes say Perrin's ship, Albatross, is a light frigate, not a brig. So I don't think that is him. I think most of the Dragoon ships are frigates. Plus we have personally seen the Albatross and can probably recognize it.

If the brig is 3 miles out we probably have an hour, enough time to toss the bodies of the officers on board and loot the Captain's room before sailing off. Shame, wanted to capture the Weasel and sell her off.


I'm really sorry. I just reviewed Ptahh in hero lab after seeing your post. And I must've charged somebody at some point. Because that condition was flagged, throwing off all my Atk bonuses. Total screw up on my part. I don't recall if it would've made a difference on my rolls, but I feel terrible. Ready for my lashings!


I will be off-line most of today and sporadic at best tomorrow with the holiday.


Evil GM
Ptahh wrote:
I'm really sorry. I just reviewed Ptahh in hero lab after seeing your post. And I must've charged somebody at some point. Because that condition was flagged, throwing off all my Atk bonuses. Total screw up on my part. I don't recall if it would've made a difference on my rolls, but I feel terrible. Ready for my lashings!

To the plank wit ye!

NP.


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

When ships grapple, I believe they are touching, "together". Unless I'm reading the SRD wrong.

For next time.


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

When ships grapple, I believe they are touching, "together". Unless I'm reading the SRD wrong.

For next time.

Grappling and Boarding

When the crew of one ship wishes to board an enemy ship and attack its crew, they must first grapple the other ship. To grapple, the two ships must be within 30 feet of one another (in other words, they must be in adjacent squares on the battle mat). If both pilots want to grapple, grappling is automatically successful. The two crews throw out grappling lines and draw the ships together. If both ships are reduced to a speed of 0 as the result of a ramming maneuver, they are also considered grappled.

If only one pilot wants to grapple, she must make a combat maneuver check against the target ship's CMD, using the base CMB of the ship plus the pilot's sailing skill modifier (or Wisdom skill modifier if she is using that ability to control the ship) as the total CMB of the grappling maneuver. If the check is successful, the target ship is grappled. On the next round, the two ships are moved adjacent to one another, and the speed of both ships is reduced to 0. If a ship has less than its full crew complement, the pilot takes a –10 penalty on her combat maneuver check to make a grappling maneuver.


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:

Remember we're using the Fire as She Bears Rules, Sorrin. It doesn't say anything about the relative position of ships while grappling, though, so Baldwin is going to have to make a call on it.

Baldwin if the -4 only applies to a moving ship (And it seems to, given the text in FASB), and we've come to a complete stop, could you add +4 to my rolls to hit the fire elemental then?


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 he'd said were not moving, but if this is not what he meant, sorry.

I should keep my mouth shut and such.

So... are SRD rules invalid?


Evil GM

FASB rules don't discuss moving adjacent. I had a previous link to the Grapple Ship Naval Action.

Grapple Ship:

Grapple a ship (Mate) – Any ship within 50 feet of your ship can be grappled. Doing so requires the use of grappling hooks and ropes long enough to reach from your ship to the enemy ship. The Mate commands the crew and makes the necessary CMB checks against the target ship’s CMD. A successful check secures the enemy ship, preventing it from tasks such as turning or fleeing without first breaking the grapple. To simplify the task, use the standard grapple rules and assume that all the ropes, hooks, and so forth are being used (and defended against) in the most proficient way possible. A grappled ship can be boarded by the attacking vessel.

Lead a Boarding Party:
Leading a Boarding Party (Mate or Capt)- A grappled ship can be boarded. A Mate (or sometimes, the Captain directly) takes a band of 20 marines to the enemy ship, where they engage the enemy’s crew in hand-to-hand combat. Allow the Mate in charge of the boarding party to make an appropriate check (Intimidate, inspire courage, Diplomacy, and so forth). A successful check during the Mate’s Naval Initiative grants his crew a +1 morale bonus to attack and damage rolls, or inflicts a –1 morale penalty to enemy crew’s attack and damage rolls, accordingly. This bonus lasts for a number of rounds equal to the Mate’s character level. The Mate makes this special Naval Action at the start of the boarding action; if he fails his check he cannot try again during that combat.

I played it as the ships were tied together but a gap between the two vessels since it did not say the ships are pulled adjacent. Boarding planks were then used to gain access and permit boarding. At the end of the battle this may be reaccessed from the mechanics POV. Although if the two ships were pulled adjacent to one another boarding planks would be nearly irrelevant. I do see the usefulness behind the SRD rule though.

Also, there is ship movement unless you've anchored. Your ship is not undersail but drifts at 20 feet (the minimum speed), there is no 0 feet of movement unless anchored. The Weasel is still under full sail, so its actually dragging your ship, but since there is nobody controlling the wheel, because of the stink cloud, the ship is uncontrolled and is drifting with fluttering sails. Remember I mentioned they lost the wind earlier.

The default rules are FASB. SRD are not invalid but they are superseded if FASB covers the topic.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Dice roller is suxxing all over. Saw a PbP where a 4 man team was whiffing against a single coconut crab.


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

Dance Recital... 5yr old.


Evil GM

I'm around, I keep checking back to see if Chell's posted. I'm hesitant to DMPC her actions at this point.


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:

Indeed! Curious to see what she'll do.

Hopefully we can scoop up the bodies of the mates (for their sweet sweet magical gear), high-tail it to Port, and avoid that other ship that just left Sharkjaw. It's nice of them to send out a welcoming committee. Even though it's probably other pirates...

I'm still sitting here bashing my head against the keyboard in frustration as I type my thesis.


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Evil GM

QWERTYUIOP{}|
ASDFGHJKL:"
ZXCVBNM<>?

The imprint of the keyboard on Astri's forehead.


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:

Haha! Might as well be tattooed there by now.

So with our current dead count I calculate we owe 1642.5gp in uh... privateer life insurance? I'd recommend we reduce the payout to 100gp per dead to save on resources for now, and once we're big 'ol hotshots we can raise it. Frankly even 100gp per dead is quite generous.


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

Inspire Competence for +3 and I'll jump...

You know I'll roll a 1 or 2.


Evil GM
Astrianna Sparacello wrote:

Indeed! Curious to see what she'll do.

Hopefully we can scoop up the bodies of the mates (for their sweet sweet magical gear), ...

There is a magical greataxe in bottom of the ocean. That was Mate that went into the drinks primary weapon that he had in hand. He dropped it so he could swim/climb. That is why he used his crossbow one round and then charged with his msw dagger thereafter.


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 already posted my action unfortunately, which included inspire competence.

Actually Sorrin, because you still have Haste you get a +12 to your Long Jump check.

SRD wrote:
Faster Base Movement: Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet

Haste increases your base speed by 30, so... +12! Jump with confidence! If Baldwin is on board with it.


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:

Indeed! Curious to see what she'll do.

Hopefully we can scoop up the bodies of the mates (for their sweet sweet magical gear), ...

There is a magical greataxe in bottom of the ocean. That was Mate that went into the drinks primary weapon that he had in hand. He dropped it so he could swim/climb. That is why he used his crossbow one round and then charged with his msw dagger thereafter.

I'm sad about the axe in the ocean, but we don't have the time to dredge that out. It makes one wonder what kind of riches lie on the ocean floor...

There is also the body of the leviating caster off the bow, but he can get hauled in with a grappling hook and floated over. :p

Now that I've tallied everything up we have lost a total of 10 crew since leaving Shaw. 2 able seamen, 3 veterans, 3 marines, 2 seamen. Sea life is rough. :/ Current privateer life insurance payout would be 2372.5 gp, which I still think should be lowered to 100gp per person.

Surprisingly, it was a good thing we got so many marines and veterans. Thanks Dice!


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

He won't allow a running start.


Evil GM

Add some openings and/or a platform to your ship so you don't have to climb or jump over the rail.


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:

Noted for future improvements!

Oooohh my I believe we're about to witness Donovan do something amazing. I'm looking forward to this.


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

Sorry. Real life game of vampires and a graduation party taking up most of the day. I will be on later. I think i will lightning the elemental if it is alive or the cleric if not. I will not urge we continue with Dre comfirmed.

-Posted with Wayfinder

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