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

Wait, were those separate things or were the vampires AT the graduation party?


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:

Lol Baldwin you rolled 3 1's for Chell's lightning bolt AND made the reflex save for the elemental.

We're all cursed.


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

If those other guys stay below deck, we should block all the doors and find a way to funnel smoke down in there and make them all pass out after we are done with the top side.

Assuming the ship isn't Dre and he doesn't kill us all.


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:

It is definitely Dre and he will definitely enslave us all. But Donovan has some kind of plan...

Between the sleep hex, Ptahh, and Sorrin, we should have the officers down so he can enact his scheme.


Evil GM
Embrianna wrote:

If those other guys stay below deck, we should block all the doors and find a way to funnel smoke down in there and make them all pass out after we are done with the top side.

Assuming the ship isn't Dre and he doesn't kill us all.

You are close to what the Capt is going to propose. Perhaps Ptahh and Sorrin can put that priest down this 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:

When we get back to Shaw we're getting at least two more rigging put on the ship... the thought of getting run down by a big 'ol brig is unacceptable!

I thought the FASB rules for speed were weird in that regard. More hull means more rigging which means more speed regardless. A huge triple-deck three-masted ship-of-the-line will be magnitudes faster than a sloop.
By their rules nothing is stopping someone from building a gigantic ship that can travel 60 mph. Of course, it would take a small village to crew it.

Hmm... one could build a ship-city...


Evil GM
Astrianna Sparacello wrote:


Hmm... one could build a ship-city...

Funny you say this because RD has a supplement adventure module that actually has a ship city. It's not a huge part of that adventure but the players do have to stop there. Unfortunately there is not much detail to the city known as Armada. FYI that adventure called "Angry Waters" is a 10th level drop-in supplement that is outstanding.


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 they are all grappled and... adjacent.

If SRD and FASB both cover a topic, but SRD covers it more extensively?

I only say this because supplements very often tweak something then say "use normal rules", essentially deferring to the SRD.

Grappling a Ship (Mate) action, from FASB had wording like this. I'm not concerned with this particular battle or the past... Just discussing possible path forward.

But, they specifically state grappling another ship from 50ft, not the 30ft distance in the SRD.

Just a thought.


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. Well- nihil novi sub sole.

Ooooh that sounds like a lot of fun! Are you interested in us running it? We can totally squeeze that adventure in somewhere between all of our privateering and saving the bloody Razor from impending doom.


Evil GM

Actually FaSB addresses some of those issues:

For instance it specifically suggests: If you use FaSB in your game, we suggest these rules for waterborne overland movement supersede those found in Chapter 7 of the Pathfinder Roleplaying Game.


Evil GM

I have busy afternoon and early evening with Fathers Day.

I managed to get the Captain's plan on the game thread.


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's that cleric's AC?


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

Not sure how many crew were below deck, killing prisoners.

Coup De Grace is a full round action. 1 killer means 15 rounds, 2 means 8 rounds, etc...? Maybe some lived.


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:

Happy Father's Day!

I really doubt there are any living prisoners. I wouldn't waste time trying to get the gunnery crew to come above deck or check for prisoners, else Dre will catch us. If we don't focus on getting to Port and keep Dre off our backs this campaign will probably be over. (Though I'm interested to see what WOULD happen if we were caught.)

We'll have to decide what to do with this crew when we arrive in Sharkjaw. Astri will just say take their stuff and toss them out.

Also taking submission for Illusion ideas. Astri can create 11 10ft squares worth of Illusion from 680ft away.

Can't really think of anything that would convincing pop into existence at the moment. I'd simply hide our escape with a backdrop of the shore between us and Dre, but I don't think she can create a big enough image to disguise two ships + sails.


Can you create an image of our ship sailing in a different direction. Make them choose which ship to follow?


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 was thinking along those lines as well, but A) she only has a range of 680ft. and B) an illusion can only move within the boundary of its casting area (1600 square feet). So we would quickly get out of range of her being able to maintain the spell.


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

Can you make our ship look more fearsome? Perhaps the colors of a fiercer pirate?


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 idea, but unless Baldwin rules otherwise, a general rule of Image spells is that they cannot be superimposed on top of other things.

Disguise spells take on that role. Otherwise I'd make us look like Quell's Whore and no would would f$!! with us!

Now, if Astri could possibly research a Disguise Ship spell at some point... :)


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 On Father's Day wishes!

Happy Father's Day to all you Dads out there!


Evil GM

Illusion Spells PFSRD:

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.

Subschools

Figment: A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. It is not a personalized mental impression. Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the figment produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like (or copy another sense exactly unless you have experienced it).

Because figments and glamers are unreal, they cannot produce real effects the way that other types of illusions can. Figments and glamers cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding foes, but useless for attacking them directly.

A figment's AC is equal to 10 + its size modifier.

Glamer: A glamer spell changes a subject's sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.

Pattern: Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.

Phantasm: a phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression, all in their heads and not a fake picture or something that they actually see. Third parties viewing or studying the scene don't notice the phantasm. All phantasms are mind-affecting spells.

Shadow: A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real.
Saving Throws and Illusions (Disbelief)

Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

A failed saving throw indicates that a character fails to notice something is amiss. a character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 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:

I get most of my information about these kinds of things from Skip William's columns on Illusions, which I believe I've linked before. Part 1, Part 2, Part 3, Part 4.

I know we've discussed other rules about illusions before Baldwin, and they're archived in this thread. I usually just ask when a specific situation comes up we haven't discussed.


Evil GM

The DM grumbles and kicks the dirt some before mentioning his dilemma: You have two days till the full moon, but I need another four days of time to ensure that we cover a couple important encounters and to account for some travel time.

So may thought is say you've been in th3e razor 17 rather than 13 days and that you have 6 days till the full moon. So that can be reflected on the spreadsheet.


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:

Damn time dragons and their meddling in the material plane!


Evil GM

I'm going to be lite posting tonight.


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 am fine with adjusting the time table by a few days as needed. A couple of mere days wouldn't have lessened our urgency or changed anything. :)


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 we would have been able to get more crew if we had a few more days. Are the encounters that important that they can't be done at another time? I don't think this will be the last time we venture out into the open waters. I mean I am happy to have the extra few days but we have made several important decisions based on the fact that we may not have enough time to get back.


Evil GM

Yes they are important to the first major storyline. One has to occur to get you into the main arc, but that location is roughly 130 miles to the Northeast of Sharkjaw, and your ship only travels with three riggings 72 miles a day. If you add a sail it's 84 miles. At this rate it'll be tight just getting back to Port Shaw from Sharkjaw Docks.

As far as being more selective with your crew hiring, you still wouldn't have had any time to spare even adding four days it will be cutting it close and that is without delays due to random weather and encounters.

Plus, its a TPK if you all aren't at least 9/10th level.


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 take exception!

We're good to TPK at ANY level.


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

That is very true. Remember the Druid?

I imagine we are going to steal the rigging off the Weasel when we get to port.


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:

Also Bonegnaw's Cove! We weren't even supposed to be there.

How long would it take to transfer the rigging is the question.

On that topic what are we doing with the weasel if we make it to sharkjaw. Options:

1)Sell The Weasel plus its plundered cargo at Sharkjaw

2)Transfer cargo to the Baron, Sell the Weasel at Sharkjaw

3)Somehow keep the Weasel?

I like 2, but it really depends on the nature of the cargo. If the ships they raided were going to outposts to sell goods, we could make a tidy profit at Sharkjaw. If they were going from the Outposts to Shaw, then we'll want to load the cargo on the Baron and sell it in Shaw for maximum profits.

Selling the Weasel on the spot is going to hurt the price a lot, but then we wouldn't have to worry about it.

I don't know how we would keep the Weasel without recruiting a bunch more crew, which would take a day. Do we really want crew from Sharkjaw...? And Baldwin said we're on a tight schedule. Stress!! It may be possible to take both ships if we really wanted to, though, but the limiting factor is the size of Sharkjaw. Getting 60 sailors might be a challenge.


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 say f$#! the weasel. Scavenge everything we can from it and then sell it for whatever anyone is willing to buy it for.

I'd also like to know if the weasel has anything interesting below her decks. I bet she's got hidden compartments somewhere.

Also, would it be justice to sell the weasels crew into slavery?


Evil GM

Ptahh will know the layout of the ship along with any hidden compartments on the weasel. I haven't detailed the ship's rooms but will do so if the ship gets to port and you gain access below deck.


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

We can't man it and I doubt we could get enough trustworthy people anyway. We should sell it and the cargo for whatever we can get. We won't get a good price for the ship but the cargo might go for a good price in Sharkjaw considering its a cargo port. The people are another matter. They will probably join us if they aren't all dead.


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

Loot?


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:

Wow that is a lot of loot.

I'll tally if up for distribution when I get the chance. In my spreadsheet I have everything set up to figure out loot shares for the entire ship. Of course we won't be handing out shares or pay until we get back to Shaw, unless we can sell all this stuff in Sharkjaw.

Please everyone look over the loot and decide what you would like to keep. I noticed there was a haversack in there- Ptahh I believe you're the only one without a haversack, so you have first dibs if you'd like.

Just looking over the list, Astrianna would like:

(1) potion of levitate
(1) potion CSW
msw rapier
scroll of misdirection
(5) +1 fire arrows (1d6 fire damage)
scroll of drench


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

Wimpy wimpy wimpy... Sorrin might need it.

:(

Greataxe sank to the bottom.


Evil GM

Astri remember the captain offered the crew another share of loot if they pulled off the stunt. There is also a good chance some of your crew will be leaving you at Sharkjaw but that will be played out. Working for your group is a bit more dangerous then some wanted and there were quite a few blood thristy comments that may not have sat well with some of the more lawful or good crew members.


I could use the Handy Haversack if no one else needs one.


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:

Yup I'll factor that in Baldwin. Also waiting for the moment the crew tries to leave so Astri can make a grand speech!

Also Sorrin, help yourself to the 10 +1 arrows so you have some magical ones on hand.

Too bad I don't have geas/quest, or I could think of some fun things to do with Flynn's captured crew. Make them sign up on Dre's ship for instance, and gather info for us... I would have some problems spinning that though, considering Astri is very much concerned with free will. Charm Person is about as close to compulsion spells as she's willing to get.


Does Ptahh know the names of the mates/spellcasters?


Evil GM

Yeah you knew the boarding mates: Rex and Lars

One of the sorcerers and the priest. I don't think I actually named them in the though. The second sorcerer joined the ship in port Shaw.

The gunnery mate below deck you know - Again I don't have a name offhand.


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 will say that all the non-magical weapons and gear go to our ship to arm our own crew.

I guess Bri would like the sextant, compass and magnifying glass since she doesn't have anything in the way of navigator gear of her own yet.

I can take the 7 charge wand of web too.

I don't know if I can cast any of the scrolls, so I will pass on those.

That's it for me.


edit: Bah.... wrong forum. I'll repost in the PBP.

Ptahh turns to Sorrin and Bri. "I have an idea to get them to open up the lower decks. Pirates are self-preservationists. They'll give each other up to save their own neck. I could talk to the marines and verterans below deck and give them an offer; if they give up Norb... he's the gunnery mate... then we will let them leave right now. I'll let them know that the port authorities are headed this way and they only have a minute to decide. I'll, of course, use a little intimidation to get them to realize the seriousness of their situation."


Besides the HH, I'd also be interested in the potion of bull's str, and a couple CMW potions.


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:

Agreed Bri, the mundane gear will go to our crew.

Chell if you have a slot open could you prepare a Lesser Restoration for Astri? She hasn't slept since the previous day and is going to become fatigued soon.


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

And who's fault is that?


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:

LOL

Sorry mom...


Evil GM

By the way: you are only privvy to the communications and happenings on your respective ships. Don't ooc chat on what you're doing unless you are on that ship.

Baron:

Capt D
Astri
Chell

Weasel:

Sorrin
Ptahh
Bri

Please do not let what happens on one ship influence the other ships actions, keep it in character.


Sounds good.


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

Thanks for the list, I was thinking of asking who was where to make sure. :)

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