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

I hate when the website gobbles up my posts. Sorrin if you wan to post something later I will work it in.

The discontent is generally smoothed over by the speeches. The issue of pay and shares is raised again. You can post response to that later once you all agree.

After that you spend some time looking over the ship's layout.

Baron of the Tides (aka Baron):

1. Poop Deck

The poop deck occupies about one third of the Baron of the Tides overall length.

2. Waist Deck

This sizable weather deck is crowded and bustling. Here the ship’s boatswain drives his sailors to constantly improve their skills. There is plenty of room to tending the sails, making rope, or performing other maintenance duties.. During non-inclement weather the deck can double as a sleeping area.

Forward of the foremast, the whole deck can hold a large catapult or a springal.. There is a box is fastened to the deck on the starboard side of the mast and holds that can hold ammunition, but it is now empty. Clearly this ship has been stripped of some of its equipment.

3. Wardroom/Officers’ Quarters

This large cabin within the sterncastle serves both as the dining and meeting area for the Baron’s officers: On each side of the room, two racks fold down into beds. A table and four chairs stand in the middle of the room, and a cabinet beside the door on the aft bulkhead holds plates, cups, and utensils for meals. On the other side of the door is a bookshelf, which could hold the ship’s logs, navigational charts, and other nautical paraphernalia (it is now empty).

The spaces beneath the ladders leading up to the forecastle deck (area 5) hold well-concealed smuggling compartments, accessible from area 3, which can be used to hide important materials or people if the Baron is ever boarded and searched (Perception DC 20).

4. Captain’s Stateroom

This narrow cabin holds a hammock, a water basin, and a small foldaway writing desk with a stool. Here, the Captain takes her rest and updates the ship’s log. While cramped and lacking any decorative flair, the room provides a bit of privacy.

5. Forecastle Deck

The forecastle deck is always a place at least one lookout, it can also double as an outside sleeping area.

6. Firing Deck

A ladder down from the waist deck (area 2) leads to this cramped compartment filled with four large ballistae. Racks on either side of the ship hold 16 bolts each (empty now), allowing the eight ballista crew members to fire up to eight shots from either side before having to reload from the bilge (area 9), which is reached through a door in the deck. A perfect location for the Master-at-Arms to direct the maintenance and firing of these weapons. Having a couple additional sailors around would assist assisting the siege weapon crews and retrieving more bolts from the bilge in times of conflict.

The ballistae are well oiled and bolts well maintained with some inspection you will notice that they can be easily disassembled if the ship is attempting to pass as a non-military vessel to assuage enemy suspicion. The equipment can be made to look like stacks of lumber, if necessary. (2 minutes per ballistae to disassemble, 4 minutes to assemble. Using a crew of three to do the work.)

7. Aft Crew Quarters and Galley
This compartment serves as sleeping quarters for several crew members (4-10), but is primarily used as the space where the cook prepares and serves meals and where crew members gather to socialize when not working or on watch.

8. Forward Crew Quarters and Stowage
The majority of the crew sleeps and stores their belongings in this space, which is hung with several hammocks and folding racks. Racks along the bulkhead also hold the crew’s weapons until combat is imminent.

9. Bilge

The lowest level of the ship, the bilge is the area below the firing deck, and is tightly packed and very dark. Somehow, the former crew managed to cram all of their vital supplies into this space and locate what they need when the time comes to retrieve it.

This area is now empty but you can see how mundane items intended to keep the ship afloat and its crew healthy could be safely and securely stored. Places for sail cloth, wood, glue, nails, tools, cleaning supplies, and similar materials were kept in the forward part of the ship, while food, water, wine, ale, and a few cases of spirits were designed to be stored aft.

The middle of the bilge, closest to its access stairs, contains racks of spare weapons, room for 80 extra ballista bolts, and crates to hold up to 16 extra stones or springal packs of ammunition.

The Baron’s lower smuggler’s compartment (see area 3) is also accessible from this portion of the ship. The narrow compartment runs beneath the deck along the keel, disguised as part of the ship’s hull. Here the crew can keep people or goods that they fear will be revealed on a routine search. A successful DC 20 Perception check reveals this compartment (a successful DC 20 Craft [ships] check grants a +4 bonus on this Perception check).

I already put this under the Campaign Information tab

Once you've been through the ship Bri sets about on the task of mending sails and some of the damage done from it's previous battle(s). She works along with the crew which they take notice of. Sorrin is quick to pick up saw and hammer working along side the crew. They initially stay on board helping out.

The Captain will take 4 crew members and secure the supplies that were previously mentioned.

Chell, Astri, and Ptahh are you taking the body to the Chapterhouse as previously mentioned?


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

We're all in agreement about the shares.

Astrianna lays out the issue of pay to the crew. "In regards to pay we'll be following the Privateers Code with wahes until further notice. All hauls will allow for 50 shares for the ship; 5 shares for Mates and high-ranking officers (PCS); 2 shares for lower-ranking officers (NPCS); 1 Share for the crew. Actions, above and beyond, shall be favorably rewarded. Of course, this is in addition to your normal daily wages, which is determined by experience and skillsets."

Astri's plans for the day:

1. Go to chapterhouse with Chell and Ptahh, drop off half payment for Lester.

2.Swing by the Cartographer's guild campus to speak to Jessica about the Jawbone.

3.Got to the Green Dragon to pick up her clothes and stuff from her room, close out account, get something to eat.

4. Stop by the Smoking Bear to get cigars for Boris.

5. Go to the Run Aground Tavern to see if Lester still wants to do the job tonight, make decision on if we're doing job tonight.

6. Go to the harbormaster's building, give Boris his cigars, negotiate better docking position/smoothing over the fact we can't leave yet.

7. Begin recruiting more crew.

I have planned the route for optimal efficiency, she'll essentially be making a circle around the silk district. If she can do the above WHILE recruiting crew that would be great.

I'm assuming Chell is going to go looking for Father Zalen, Ptahh can go with either Chell or Astri. Of course, plans can change depending on what we find out at the chapterhosue.


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

Do we have anyone capable of cooking on board yet? Food does a lot to boost or lower morale.


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

6. Go to the harbormaster's building, give Boris his cigars, negotiate better docking position/smoothing over the fact we can't leave yet.

I say just pay what he wants for now. We have the coin. What we don't have is any leverage for negotiation with him or leverage on him to use yet. After a month we are bound to be in a better position. So just suck it up for now. We can make blackmail later if we need too.


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
Ptahh wrote:
"I think the assassin's may have known something about the sharks... I found something on one of them."

"What do you mean?" she asks curiously.


Embrianna wrote:

6. Go to the harbormaster's building, give Boris his cigars, negotiate better docking position/smoothing over the fact we can't leave yet.

I say just pay what he wants for now. We have the coin. What we don't have is any leverage for negotiation with him or leverage on him to use yet. After a month we are bound to be in a better position. So just suck it up for now. We can make blackmail later if we need too.

Agree.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:
Embrianna wrote:

6. Go to the harbormaster's building, give Boris his cigars, negotiate better docking position/smoothing over the fact we can't leave yet.

I say just pay what he wants for now. We have the coin. What we don't have is any leverage for negotiation with him or leverage on him to use yet. After a month we are bound to be in a better position. So just suck it up for now. We can make blackmail later if we need too.

Yup that's the plan. Sorrin was right!


When you arrive at the Chapterhouse you find that Father Zalen is indeed back and in the company of an immaculately dressed woman, who is wearing a stunning yellow fascinator and a stylish dress. She is adorned with quite a few babbles on her long delicate fingers, wrists, and neck. She is laughing at something Zalen has mentioned, when she fans herself.


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 eyes up the woman as the enter the Chapter house. I keep seeing people I feel I should know, but don't... She looks over at Chell and snickers before whispering. "Father Zalen was certainly "missing", huh... Two silver says I can tell you where he was. Who is she anyway?" The half-elf lets the priestess lead the situation, she's had enough responsibility for one day.

Funny how Jalia was the first Wave Rider introduced but the rest of us never met her until now.


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

Thank Quell he's here. But who is that? Nevermind, more important matters right now.

Chell directs Ptahh on where to put the body before approaching Zalen and his guest. She waits as patiently as she can for a break in the conversation, or making one by clearing her throat, before speaking with polite sincerity. "Sorry to interrupt. My name is Chell Silves, a cleric of Quell and insert title here at the Chapterhouse. I need to speak to Father Zalen for moment about something of importance if you don't mind."

EDIT: Had to take a look at your spreadsheet to remember. Thanks for keeping that up. Jalia, former lover of Zalen's father Solomon. Hope they aren't involved. That would be creepy.

K:Local: 1d20 + 5 ⇒ (19) + 5 = 24
K:history: 1d20 + 5 ⇒ (3) + 5 = 8

Do I know her?


Grrrr...cat claws flex.

The elegant lay's green eyes scan the newcomers, she bats her long lashes flirtatiously. Then causally lays one hand on Father Zalen's forearm waiting to be introduced.

Chell you don't know her per se, but you remember seeing her in the company of gentleman at the Kraken's Gullet a few days ago. she had that same laugh going at the time.


Oh Zalen, let me not keep you from your...young...assistant's company any further. It was treat to see you and shares memories, She waves her fan vigorously as she blushes.


Evil GM
Astrianna Sparacello wrote:


Funny how Jalia was the first Wave Rider introduced but the rest of us never met her until now.

She met a former party member.


Zalen a bit startled at first by the intrusion regains his manners and formally introduces his guest to the party, "Lady Jalia Ramires, this Chell Silves, a priestess and a god-send that Quell sent to the Chapterhouse. Her comrade, Lady Astrianna Sparacello, and I'm sorry I do not know you." He smiles widely at the half-orc. He then looks at Chell. "Is everything alright?"

Zalen has a striking resemblance to his father.


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 he works... Sorrin finds one of the Bonegnaw rescued Tulita, informs him of the Hungermire episode and asks after the best way to meet with Elder Nakuaka and Mokoli Ali'i.

He seeks counsel.

Sorry, quick post at lunch to keep things moving... No time for the usual RP.


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:


Funny how Jalia was the first Wave Rider introduced but the rest of us never met her until now.

She met a former party member.

Right, but the rest of us never met her. Hawkins got offed before he could tell the rest about her. Zalen mentioned her when Chell asked about the Wave Riders, though.

Astrianna's eyebrows raise a bit when the name is mentioned. She looks over at Chell. Jalia Ramires? Isn't she the Wave Rider that was missing that Chell wanted to look for? Well, that was easy.

The bard gives Jalia a small curtsey. "A pleasure to make your acquaintance, Miss Ramires." She gestures to the half-orc. "This is Ptahh, our new sword. Torgue decided to retire and start a brewery- Cayden Cailen protect our guts."

Astrianna keeps an eye on Jalia. She knows her type intimately, and makes sure the lady doesn't pull any fast ones... or, better yet, there may be something she can learn from the older woman.


Chell Silves wrote:
"What do you mean?" she asks curiously.

"I found this on one of the assassins." Ptahh hands a small scrap of paper to Chell. Looking at it, the cleric sees a single word, "Fish's"

Ptahh smiles at her. "Do you think they may have some information regarding cursed fishes or sharks?"


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

Why do I get the feeling she is hissing at me. "Jalia," Chell says trying to place the name but falling short. "I am sorry. The name rings a bell but for the life of me I can't remember it. You must be doing well since I believe I saw you at The Gullet. Costs and arm and a leg just to get in the door. I am sure my companions can keep you company though Miss Ramires. I need to speak with Zalen privately about matters of the Order."[b]

Once they are in a private environment she answers his previous question. [b]"No," she says simply and gravely. "Sorry to add more to your already stifling work load but we have a grave issue. Last night Jin approached me about two boys bitten by sharks. I treated them but saw the something else. They were infected with Lycanthropy."

Before he can process the that she continues through quickly. "I also spoke with Lester yesterday. He mentioned an increase in shark activity in the harbor. I thought the two not a coincidence and decided to follow up on it. I prepared Detect Disease. In one hour of scanning I found 6 other cases and all but one are beyond help. I don't know if they are agents of Dojobas or unwitting allies bitten at some point over the last few days. Either way, the full moon is days away. I already warned the crew of our ship, um we bought the Baron by the way, to stay away form them and have any that have been bitten come to us."

She lets him think on it before offering more on the subject. "I am...hesitant to tell the Commandant for fear he will overreact or...do nothing. Both cases are unacceptable. But with Jalamar and Noeliss gone, I know of no one that can heal these men. It takes great power to remove the curse. And if we don't do something Port Shaw is in great danger. I fear that one or both gods have ill plans for the full moon. It is the perfect cover if a bunch of newly formed were-sharks go on a rampage. All I can think to do is identify who is infected and prepare a safe place for the change. A sturdy prison with silvered cuffs and food to satisfy the primal instinct. After the night is over we can probably send them home without them any the wiser. But if the sharks remain they can try again every month, taking more victims. And I hate to suggest it but we might have to kill all the sharks in port. That would drive the were-sharks hidden among them infecting people away. Then maybe we can follow some to a hide out. They have to have base nearby. I don't know though. I was hoping for some advice."

After the long winded explanation, both are likely to be sitting and dreading the coming storm.


"Father." Ptahh says as he formally acknowledges the man's station with a bow of his head. Turning to Jalia, he stammers for a moment, "Umm... Ma'am... Miss... uh, sorry."


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

Ptahh and Astrianna:
Ptahh wrote:
Chell Silves wrote:
"What do you mean?" she asks curiously.

"I found this on one of the assassins." Ptahh hands a small scrap of paper to Chell. Looking at it, the cleric sees a single word, "Fish's"

Ptahh smiles at her. "Do you think they may have some information regarding cursed fishes or sharks?"

"Fish's? Isn't that like a bait shop?" she asks handing the note to Astrianna. "I can't make heads or tails of it. And unless they were local thugs I can't imagine what men that just got here would know of the situation."


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 I love the rapid-fire explanation Chell

Astrianna chuckles as Chell runs off with Father Zalen. She looks over to Jalia. "Forgive Chell's excitement, she has a lot on her mind. Please, stay and chat for a moment. Chell may not remember your name, but I do. The priestess actually mentioned you by name a few days ago when we were discussing the former Wave Riders, though she seems to have forgotten doing so."


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:

Ptahh and Chell:

Chell Silves wrote:
"Fish's? Isn't that like a bait shop?" she asks handing the note to Astrianna. "I can't make heads or tails of it. And unless they were local thugs I can't imagine what men that just got here would know of the situation."

Astrianna takes the note and looks at it for a moment, clicking her tongue. "Yes.. I've seen one of these notes before... Back when we tried to stop that shipment of Dragonsmoke a while back. The goons there had notes with Fish's on it. I suspect it to mean Old Fish Supplies, which is in the Tide district. In fact, it's up the street directly north of where the Baron is docked right now." She hands back the note. "I don't know what you might find there, Ptahh, but I'll go with you if you're trying to track down Flynn."


With Astri mentioning the Wave Riders Jalia Ramires gives a quick smirk. 'Yes that seemed like ages ago, another lifetime actually." Her tone disinterested in the topic. Exchanging pleasantries, "So what brings you to the chapterhouse? Young Ms. Silves seems a bit.." biting her lower lip and making a tsk tsk sound, "...oh dear, what is the word I'm looking for...disheveled. I suppose she doesn't play games of chance much...she'd loose all her coin to house." She fans herself a bit more than asks, "So Ptahh their new sword. Where did they find you at, I don't recall seeing you around the city before." Him no...he's new, she on the other hand, I have seen.


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
Astrianna Sparacello wrote:

Lol I love the rapid-fire explanation Chell

Astrianna chuckles as Chell runs off with Father Zalen. She looks over to Jalia. "Forgive Chell's excitement, she has a lot on her mind. Please, stay and chat for a moment. Chell may not remember your name, but I do. The priestess actually mentioned you by name a few days ago when we were discussing the former Wave Riders, though she seems to have forgotten doing so."

From somewhere in the building you hear, "Damn it." Embarrassment and shame can be easily identified in the tone.


Evil GM

Chell I need to think about Zalen's response.


Astrianna & Chell:
"Old Fish's Supply..." The half-orc takes note of the name. "No, not today. We have too much to do as it is. I'll visit that establishment soon enough."

Ptahh takes the note back and slips it into his belt pouch.


At Bri:

A couple of the sailors chit-chat telling stories and asking questions of you. "Damn fine work...so you just wiggle your fingers and say a few words and this stitch themselves up...all new like that?" She takes a laddle of water. "Mighty useful thing t'have. So 'eard that your the navigat'r, you any good?" His question is not meant as an insult, he just trying to figure life out on the ship.


At Sorrin

You notice some of the sailors chat you up. Others, less experienced, will ask you some question on how to do things. when one finally asks, "Yous th'nk we git much fight'n? Webe goin' after the Rabid Weasel, sir?


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:
Jalia, F, NPC wrote:
With Astri mentioning the Wave Riders Jalia Ramires gives a quick smirk. 'Yes that seemed like ages ago, another lifetime actually." Her tone disinterested in the topic. Exchanging pleasantries, "So what brings you to the chapterhouse? Young Ms. Silves seems a bit.." biting her lower lip and making a tsk tsk sound, "...oh dear, what is the word I'm looking for...disheveled. I suppose she doesn't play games of chance much...she'd loose all her coin to house." She fans herself a bit more than asks, "So Ptahh their new sword. Where did they find you at, I don't recall seeing you around the city before." Him no...he's new, she on the other hand, I have seen.

Astrianna grins when she hears the explicative from the other room, and clears her throat. The bard is not surprised Jalia does not want to discuss her time with the Wave Riders. They all took some coercing. While Astrianna is interested in it from a historical perspective, it's not her current focus. "Yes, Chell usually has ten thousand new worries a day, but only twenty-four hours to deal with them all before the new ones come along."

She looks over her shoulder at the wrapped body laying outside. "Tragedy, unfortunately. One of the marines serving aboard our vessel Baron of the Tides was killed in action valiantly defending our holdings from thugs last night. " The half-elf sighs. "No next of kin, so we're making a donation to the church in his honor and preserving him until he can be properly buried at sea."

Her focus returns to the woman. "You and Father Zalen seem close, making a social visit...? I could see you being a patron of the church, as well, Quell knows they need it." She gestures at the dilapidated door frame they walked through to get here.


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 sailors:

"Yep, this is the easiest way for me to do it, though I could also do it the more traditional way with needle and thread. As for navigator, yes and decent enough. I try not to boast much while on ship though, I always feel that just invites bad luck."


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

The suspense is killing me.


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:

*looks at the body they're dragging along* Can't say the same for 'ol Jard...


Father Zalen listens closely to Chell, nodding on occasion. "I actually cured three cases myself. Mostly little bites, clearly meant to infect not kill. I've been gathering up all the wolfsbane that I can get." He frowns a bit as he contemplates the information. "Two of the victims mentioned it was a black shark that bit them. Did the boys say anything about the shark. But I hear the attacks have happened up and down the coast. Hunting the black shark down would help."

"We still have time, a lot can be accomplished in five days, I'm waiting on word from Sharkjaw Docks, I heard they have healer down there who has some experience with shapechangers."

I'm pretty busy right now.


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
Merchant Sailor, NPC wrote:

At Sorrin

You notice some of the sailors chat you up. Others, less experienced, will ask you some question on how to do things. when one finally asks, "Yous th'nk we git much fight'n? Webe goin' after the Rabid Weasel, sir?

I don't know if we're going out to hunt her down, in the open sea. We'll inquire on her routes and schedules, take her on on our terms. If we encounter her on the open sea, so be it.

Idea isn't to risk more lives needlessly. Life is precious, that's why it hurts that Jard is gone. We don't expect sailors to board enemy vessels, just marines. And if at all under my power, no one has to. I'll take the scurvy bastards out myself.

Sorrin wonders of the man is satisfied.

We get our share of fighting, sea or land... usually for a good cause. Saved some folks from Bonegnaw, a gnoll slaver and drug dealer. Dealt with some druid or shaman in the Hungermire, was kidnapping folks from plantations and trying to sacrifice them.

My uncle used to say... Bad people do bad things and all it takes for the wicked to triumph is that good men do nothing.


Astri and Ptahh can you each make a perception check for me.

She smiles innocently, Father Zalen and I,...well his family and I go way back. I ran into him yesterday, he was trying to find two thugs that have been just plain awful to the locals lately...stealing and everything." She flaunts her hands around and moves theatrically. "Well," she signs. "he didn't find them, but he had terrific company." She winks shamelessly.


Embrianna wrote:

At the sailors:

"Yep, this is the easiest way for me to do it, though I could also do it the more traditional way with needle and thread. As for navigator, yes and decent enough. I try not to boast much while on ship though, I always feel that just invites bad luck."

He makes a protective sign when she mentions "invites bad luck." "Well if you navigate half as good as you mend, we'll be in good hands."


Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Obviously uncomfortable, Ptahh looks around the Chapterhouse trying to avoid both of the ladies' eyes.


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:

Perception: 1d20 + 13 ⇒ (11) + 13 = 24

Astrianna is quite interested in these thugs she is speaking about. "Oh? Are they part of a gang? The Nightslinks, or the Salty Dogs, or...? There are many here in Shaw."

The bard chuckles at her comment. "Good. Zalen works hard, he should relax now and then."

She watches the theatrical movements of her hands, and tilts her head inquisitively. When Xander was liquored up he said one of the former Wave Riders fell to thievery... I knew all the others he mentioned, so by process of elimination it must be Jalia. I should watch her hands.

A smile blooms on the bard's face. "Have you had any training in the arts? The way you gesture reminds me of the theatre. I received training at the famous Rhapsodic College in Cassomer, myself. I wish Shaw had a love for the Stage as much as they love the fiddle."

Emerald eyes glance to Ptahh, noting his uncomfortable motions. "You weren't so shy on deck an hour prior, Ptahh, something bothering you?"


DM Rolls:

Lifting items
sleight of hand Ptahh: 1d20 + 25 ⇒ (10) + 25 = 35
-msw dagger lifted
sleight of hand Astri: 1d20 + 25 ⇒ (2) + 25 = 27
-potion form bandoleer
potion taken: 1d8 ⇒ 4
PCLW

Jalia quickly fans herself, stumbling into the half-orc before catching her balance using Astri's arm. That's the one Nightslinks. I do need to be excusing myself...I have an appointment." She smiles and turns to Astri. "the theater of life, my dear, the theater of life. I hope to see you real soon." She turns to AStri. "Is it true that the Commandant is putting out to sea soon?" she open her bag and pulls out an parasol.

DM Rolls:

SoH: 1d20 + 25 ⇒ (20) + 25 = 45
SoH: 1d20 + 25 ⇒ (15) + 25 = 40
slipping items into her bag.

On the way out of the Chapterhouse Jalia will say a brief prayer at the alter and stop by the collection plate, depositing a msw dagger, to help the poor.


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:

Atrianna raises a a hand to catch the falling woman, but Jalia had already caught on to her arm. "By Calistria's grace... careful. Fan any harder and you could move a becalmed frigate." She does chuckle about the theater of life. "Many learn their trade there, but it can be a harsh teacher."

The half-elf nods as she mentions the Nightslinks. Zalen must be after Basel and Branard. I'll have to ask him if he has discovered anything. She looks a little taken by surprise when asked if the Commandant is leaving port. "Is he? I hadn't heard. For what reason?" She momentarily eyes the parasol. I should get one of those... I have been getting far too much sun lately. Maybe Ptahh would carry it for me? Hmm...

"Farewell, Jalia, I have the feeling our paths will cross again." Astrianna notes how stuffy it is in the chapterhouse thanks to Jalia's fanning, and begins to put her hair up. While fixing her hair she notes the dagger placed in the collection pan, and raises an eyebrow. An odd donation.


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

thise are some serious bonuses.

-Posted with Wayfinder


After Jalia leaves, Ptahh turns to Astri, "No, nothing wrong. I'm just, um... more comfortable on a ship and um... with... with the fellas. I don't know how to act around your sort."

He fidgets with his gear, then looks to the collection pan. "my dagger! Did she..?"


Evil GM
Chell Silves wrote:

thise are some serious bonuses.

I will say the RC designers did do a good job developing the stats of some interesting NPCs.


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
Zalen Trafalgar, Quell Cleric wrote:

Father Zalen listens closely to Chell, nodding on occasion. "I actually cured three cases myself. Mostly little bites, clearly meant to infect not kill. I've been gathering up all the wolfsbane that I can get." He frowns a bit as he contemplates the information. "Two of the victims mentioned it was a black shark that bit them. Did the boys say anything about the shark. But I hear the attacks have happened up and down the coast. Hunting the black shark down would help."

"We still have time, a lot can be accomplished in five days, I'm waiting on word from Sharkjaw Docks, I heard they have healer down there who has some experience with shapechangers."

"I noticed the foresight. I used some yesterday. I don't remember if they said anything about a black shark but I plan to go back and make sure they are okay. I'll ask then. And that gives us an objective. But what about those infected? Can this healer in Sharkjow help? Or the Tulita perhaps?"


Evil GM

Chell since you've in the Razor Coast for a while you would know about the small Sharkjaw Docks, less than 1500 people mostly human and some elves. You recall that Sharkjaw Docks was named for a massive set of fake megalodon jaws hanging from the end of the longest pier, and it is a “typical” cargo pit, if such a term is even relevant for the rough and-ready supply communities that dot the coasts of the Razor Sea.


Evil GM

I need everyone: Bri, Sorrin, Ptahh, Chell, and Astri to all make reflex save.


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

All of us?

Ref: 1d20 + 4 ⇒ (5) + 4 = 9


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

reflex: 1d20 + 4 ⇒ (13) + 4 = 17


"I hope the healer can help and for the Tulita they are wise. Their gods are the old gods and their magic once was strong. As he saying this the chapterhouse shakes and dust from the cracks fills the air, he stumbles but falls on his arse. "W..w..wh...what the..."

reflex: 1d20 + 6 ⇒ (4) + 6 = 10

Chell falls on the ground as the earth moves under her feet.


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

The Reflex: 1d20 + 9 ⇒ (7) + 9 = 16

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

Why not have both?


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Embrianna wrote:
I like when my hardest choice is trying to decide which guy to jump...

;)


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

Good point Andrea, though I don't want to hog all the men in case Astri wants one or two as well. ;)


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge

Hey guys, I got to crash – that was some nice RP, I look forward to seeing more soon :)


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:
Embrianna wrote:
Good point Andrea, though I don't want to hog all the men in case Astri wants one or two as well. ;)

Hehe sharing is caring! Astrianna is definitely not interested in a long-term relationship in any case- She's a Taldan after all, you squeeze every bit of usefulness out of a man then get a new one!


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

The lean and sexy Elf leans against the railing, Well, well Rose and Songbird are of a mood it seems. Come, I promise I am the only one who can actually give you REAL fireworks.


Evil GM

Sath regarding swimming speed to keep up with the ship.

The movement tables show a base non modified sailing ship travels 2 miles an hour or 48 miles in 24 hours.

A mile equals 5280 feet so the ship travels 10,560 ft in 1/hr

10,560 divided by 60 minutes equals 176 ft/min

----
You've been in the crows nest and rigging enough to know that this ship has some modifications that bit of speed and maneuverability. Although she is heavy form the passengers. You also know that the captain is under full sail pushing to get to the port.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

For some reason the discussion thread wasn't notifying me of new posts. Bah! At any rate, I got alto of driving to do today, so I'll be a bit slow posting for a while.

And ladies, don't let the elf fool ya.

Darius is stronger, more agile, just as much endurance, and more charismatic. :-P


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge

Right - well, I'm off to work again, sorry I won't be able to post this morning and likely not into the afternoon, either (as I don't get out of work until later).

Okay - talk to you all later tonight and good luck with what happens next, whatever it is :)


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

For some reason the discussion thread wasn't notifying me of new posts. Bah! At any rate, I got alto of driving to do today, so I'll be a bit slow posting for a while.

And ladies, don't let the elf fool ya.

Darius is stronger, more agile, just as much endurance, and more charismatic. :-P

And I'm smarter and much more dangerous and can understand when they want to talk about how their magic makes them different.

That makes me sexier.
Lol.


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:

Out for the day. DMPC as needed!


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

He is obviously not the nice kind of cleric...


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

You know, I would love to sleep hex the cleric as he walks down the gangplank and make him fall in.

Though Grease would be a better option for that since I am sure his reflex save is worse than his will......


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge

Sorry I'm late guys.

I just got back now; went to a sparring match after work, and I'm pretty sore, my knee's acting up.

Meantime -

Darius, before you head out, I think I may end up getting into a scuffle in the near future. If you're around, I'd sure love some back-up, if you're okay with that? But if not, that's okay, too.

Either way you slice it - David would have probably preferred to tow the sick people in the boat rather then let them die; the fact that he obeyed the captain's orders is one thing, but this priest isn't the captain.

I got a feeling this won't go very well, but I guess when you see people doing nasty things, sometimes you got to poke back a little.

Anyhow, not sure what will happen - I hadn't planned on a fight, but this guy is being a jerk after a really long day. That said,

Well, wish me luck!


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
baldwin the merciful wrote:

A bell = 1 hour, so that would be 4:00 am

I usually refer to time after Noon as Midday bells...so if I said 4 bells midday that would be 4:00pm

Landfall early morning before or at sunrise.

Ah – you confused me. I thought you meant THIS kind of bell here.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

I'll be around, and would most likely back you up. Most likely...hehehe


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 you missed it, the cleric smashed one of the vials because of my comment.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

If he tries it again, one of you magic folks should ready an action to Mage Hand it over. Ha!


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge

I did miss the thing about him smashing the potion.

He's a hypocrite is all. If he was true to his creed he would have made a fair deal for a fair trade. But he didn't.

That said, I'll see what happens next - but for now, I think I'll have to fast-forward a little.


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

You are better off fast forwarding. I know that char from the COT game. He or the woman would smoke ALL of us at this level......just sayin.


Evil GM

I like that you all are planning on creating a business or venture group. That will provide you with a solid link to the Port Shaw and embed you into the political intrigue, rumors, and history.


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, Astri, looks like we will have to wait until next port to try to find time to hunt down some man-whores for fun. ;)

We will just have make do with the fellas on the ship until then....


Evil GM

You get get serviced with a quickie.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Don't talk about Hawkins like 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:

Alas Embri, you're right, though the quality of man-whores is likely to decrease in Port Shaw compared to the ones in Chelix. We'll have to do a cost-benefit analysis to see if the studs on the ship are a better bargain.

I'll be popping in and out today.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Finishing my drive today, then will be home and should be able to get a bit more descriptive in my posts.


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 researching some feats and found this gem- [url=http://www.d20pfsrd.com/feats/general-feats/spellsong]Spellsong[/url

Ultimate Magic wrote:


Prerequisites: Cha 13, bardic performance class ability, able to cast 1st-level spells.

Benefit: You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time.

Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.

Sneaky spellcasting AND the ability to have multiple illusions/concentrations available at once? Yes please.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
baldwin the merciful wrote:
I like that you all are planning on creating a business or venture group. That will provide you with a solid link to the Port Shaw and embed you into the political intrigue, rumors, and history.

Good times, indeed.

But one of my other thoughts was how things would go when/if we level. For example, on level 5 we get a new Feat. Now, there are quite a bit of Feats I could take to buff combat abilities, but what if (for example) we decided we were thinking of being a formal sailing company and someone suggested I should be the “Gunner”. In which case I probably would dump most of my skill points into Knowledge; Engineering (since that’s the base for Siege Guns).

Same thing with something like a playing a Pilot. In other words, Feats such as Skill Focus: Profession Sailor, coupled with Expert Driver: Water Vehicles (to name a few) are something worth taking, if that’s the route I decide to go.

But as for right now – who knows? As far as I can tell I’m not really sure what to do, so I’m kind of curious. After all, there are a lot of abilities a Bard: Archeologist can pick up to get more gear; but if Astrianna wants to be our primary “collector” of fine goods and supplies, then I probably won’t take those abilities.

Anyhow, those are just some thoughts I had. I’m curious to know what others think about ideas for the future mainly because it will help me plan where I’m going next if we plan on advancing as a team :)


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

It really depends how much ship bound stuff we are doing.

Right now I pretty much have Adriel mapped out.
Next level he gets a bonus combat feat and a regular feat which I am spending on
Blindfight and Combat Expertise.

Skills will be Stealth, Acrobatics, Perception, Spellcraft and I haven't decided on my last but probably sailor.

I like my chars to fill a specific niche, right now I am focusing Adriel on being a silent killer who Debuffs the crap out of opponent's to beat them.

Other than that he is a pretty versatile combatant. Set up for melee but has ranged options.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Adriel Mistleaf wrote:
It really depends how much ship bound stuff we are doing.

True. But that's kind of why I was curious.

So for example, if we decided to become a more city based crew there are a lot of Feats that are more handy then Skilled Driver: Water Vehicles.

Normally I try to build a character who's self-sufficient (if possible), but at this point I'm trying to pick stuff that would help the group so for now I was just trying to see where the group is planning on going and then do what I can to help out :)


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 spent the day looking at feats and bardic performances myself, as well as items I'd like to acquire. Skill-wise I want to be the group's talker and entertainer, with sub-specialties in ranged combat, illusions, and stealth.


Evil GM

There is shipboard activity but it is not S&S like, where are you are aboard a vessel nearly all the time. There is an awful lot that happen in Port Shaw and the surrounding areas.

You all are going to drive some of path with decisions that you make and NPC's you deal with. There are adventure options at nearly every PC level: In and near Port Shaw, The Coast and the Continent, and On the Razor Sea. The one story arc plays out on both land (Port Shaw) and sea. The second story arc is sea bound. Both story arcs are woven together. Each story arc has many encounters and options. There is quite a bit of investigation and interaction with NPC/locals that will occur.

There are ships to purchase, or rent, that you will have available. There are also captains/officers/crew that are available for hire. Remember Mother's Blessing is not part of RC campaign, but I'll assimilate that ship and crew if it/they survive in to the game.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

First off I want to say this:

I have a deep, profound love for the Downtime stuff, such as building organizations, businesses, etc. I probably enjoy that more than I enjoy making characters, which is quite a lot in it's own right. This is just to clarify how much I am a fan of tinkering with that stuff.

However, I do not expect it, nor would I want it, to become the focal point of a campaign. Part of my love for it is that it can be a purely background fixture that exists solely to provide some RP fuel, and a small amount of income on the side. Which I personally feel would be something any reasonable person would want to accomplish: steady, reliable income.

That being said, I don't think this campaign (based on the feel I've gotten from the game) has a huge sea-faring portion to it. I believe Baldwin said he added this initial portion just to get us there, and once there, we will be basically adventuring in the Razor Coast region. As such, while Darius is perfectly content to live a life at sea, for the scope of this campaign, I am planning on having him look at the Razor as a permanent escape from Cheliax, and a place to set some roots.

Anywho, purely out of character, table talk style here:

1) Baldwin: are you cool with us using the Downtime Rules presented in Ultimate Campaign to build up a business/organization?

2) If Baldwin is okay with it, how much would everyone be willing to pitch in on the endeavor, should we do it jointly? Personally, I'd be willing to dump 2,000 on it, but I don't foresee everyone else being THAT interested.

3) What sort of business would ya'll be wanting to establish? Personally, I am fine with whatever, just give me a consensus and I'll start posting my proposals on Rooms to use to create our guildhall as well as Teams to help flesh out our organization.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge

GM: Two quick questions about leveling (when/if it happens).

1. Is the Dervish Dance Feat limited to only scimitars, or could it be used with any Finesse-able weapon?

2. Are black powder weapons a potential option at some point, or is that option a no go completely (like, if one of us considers a level in Gunslinger, for example)? I remember you suggested it as an option, but I don't remember how serious an option it was.

Astrianna: You are better built at Charisma based skills then I am, but there are a few angles I could pursue to aid you via Diplomatic abilities. If you're planning on doing most of the purchases/acquisitions then I'm totally cool with that, but it does effect my options later. For now I'll keep an eye on your build as you level and it will help me make my decisions later :)


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Darius Rotarion wrote:

1) Baldwin: are you cool with us using the Downtime Rules presented in Ultimate Campaign to build up a business/organization?

2) If Baldwin is okay with it, how much would everyone be willing to pitch in on the endeavor, should we do it jointly? Personally, I'd be willing to dump 2,000 on it, but I don't foresee everyone else being THAT interested.

3) What sort of business would ya'll be wanting to establish? Personally, I am fine with whatever, just give me a consensus and I'll start posting my proposals on Rooms to use to create our guildhall as well as Teams to help flesh out our organization.

That's exactly the kind of thing I love myself, Darius. I don't know what the GM has in mind for the future, one of the Rogue Talents I could get on the Bard level 4 is this one here: Black Market Connections.

It's really handy to get special gear, but it requires a lot of Diplomacy to do things right. So that's kind of why I'm curious where Astrianna is headed for builds, as she can do a lot of great Diplomacy things.

Anyway, it's one way to go - but I guess we'll see what happens when it happens :)


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:
Darius Rotarion wrote:


1) Baldwin: are you cool with us using the Downtime Rules presented in Ultimate Campaign to build up a business/organization?

2) If Baldwin is okay with it, how much would everyone be willing to pitch in on the endeavor, should we do it jointly? Personally, I'd be willing to dump 2,000 on it, but I don't foresee everyone else being THAT interested.

3) What sort of business would ya'll be wanting to establish? Personally, I am fine with whatever, just give me a consensus and I'll start posting my proposals on Rooms to use to create our guildhall as well as Teams to help flesh out our organization.

1) I'm also interested in knowing this. I'm quite familiar with these rules due to my other campaign being about building a colony from the ground up.

2)I'd be willing to chip in money for us to purchase or construct a base of operations, up to 1,000gp. Somewhere we won't have to worry about getting shanked nightly. The rest I want to spend on gear/save up for more expensive gear. Also booze.

3)When we arrive in Port Shaw we should see if there is a Pathfinders Lodge set up there. There probably is one. If there is, we could work with them as freelancers. If there isn't a Lodge, we could set up a "problem-solving" company with an acceptable front. We could have a respectable business, but I have the feeling those might be few and far between at Shaw.

Hmm. Actually, I'm going to go ahead and throw this out because Astrianna will suggest we construct a tavern, inn, or theatre at which she can perform- she will be the headline act, of course. She desperately wants to get back into acting.

Hawkins wrote:

1. Is the Dervish Dance Feat limited to only scimitars, or could it be used with any Finesse-able weapon?

2. Are black powder weapons a potential option at some point, or is that option a no go completely (like, if one of us considers a level in Gunslinger, for example)? I remember you suggested it as an option, but I don't remember how serious an option it was.

2)
Baldwin from Recruitment Thread wrote:
.Note: guns and black powder may be introduced later in the game. If it is introduced then it is going to be a new invention that the players will come across.
Hawkins wrote:
It's really handy to get special gear, but it requires a lot of Diplomacy to do things right. So that's kind of why I'm curious where Astrianna is headed for builds, as she can do a lot of great Diplomacy things.

Looking at my character sheet, I realize I have a problem.

I'm addicted to getting the +3 class bonus for having a rank in a class skill. Luckily I have most of them now, so I can actually start legitimately focusing my efforts on important skills instead. Why did I put a rank into handle animal or ride? +3, baby. So delicious, and justifiable by Astri's background.

Anyway, that's a cool rogue talent. I've been looking at Bard Masterpieces- I'm going to have to get some of them.


Evil GM
Darius Rotarion wrote:

First off I want to say this:

I have a deep, profound love for the Downtime stuff, such as building organizations, businesses, etc. I probably enjoy that more than I enjoy making characters, which is quite a lot in it's own right. This is just to clarify how much I am a fan of tinkering with that stuff.

However, I do not expect it, nor would I want it, to become the focal point of a campaign. Part of my love for it is that it can be a purely background fixture that exists solely to provide some RP fuel, and a small amount of income on the side. Which I personally feel would be something any reasonable person would want to accomplish: steady, reliable income.

That being said, I don't think this campaign (based on the feel I've gotten from the game) has a huge sea-faring portion to it. I believe Baldwin said he added this initial portion just to get us there, and once there, we will be basically adventuring in the Razor Coast region. As such, while Darius is perfectly content to live a life at sea, for the scope of this campaign, I am planning on having him look at the Razor as a permanent escape from Cheliax, and a place to set some roots.

Anywho, purely out of character, table talk style here:

1) Baldwin: are you cool with us using the Downtime Rules presented in Ultimate Campaign to build up a business/organization?

2) If Baldwin is okay with it, how much would everyone be willing to pitch in on the endeavor, should we do it jointly? Personally, I'd be willing to dump 2,000 on it, but I don't foresee everyone else being THAT interested.

3) What sort of business would ya'll be wanting to establish? Personally, I am fine with whatever, just give me a consensus and I'll start posting my proposals on Rooms to use to create our guildhall as well as Teams to help flesh out our organization.

----

I haven't spend a lot of time going over the downtime rules from Ult Camp. I own it but haven't spent much time looking at it. I need to actually review that material unfortunately beginning tomorrow for the next two week until August 2nd, I've zero extra time on my hands. A large work project that will limit my time. In fact the week of July 28th, I'll probably be completely dark from the boards. Just a fair warning.

The game is sandboxy from the methodology you approach it from the key point all lead to the same end game. It's just a matter of choosing which road to path to travel on. That being said there is a part of the campaign that is time driven.


Evil GM
David "Dirk" Hawkins wrote:

GM: Two quick questions about leveling (when/if it happens).

1. Is the Dervish Dance Feat limited to only scimitars, or could it be used with any Finesse-able weapon?

2. Are black powder weapons a potential option at some point, or is that option a no go completely (like, if one of us considers a level in Gunslinger, for example)? I remember you suggested it as an option, but I don't remember how serious an option it was.

Astrianna: You are better built at Charisma based skills then I am, but there are a few angles I could pursue to aid you via Diplomatic abilities. If you're planning on doing most of the purchases/acquisitions then I'm totally cool with that, but it does effect my options later. For now I'll keep an eye on your build as you level and it will help me make my decisions later :)

1. yes it's scimitar

2. I haven't decided. I play D&D for sword and sorcery fantasy part, i've never been keen on black powder. I have played in some savage worlds and basic role play that was geared to western themes...that was alright but doesn't captivate me.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge

If we build a tavern by the water we can use the water as a launch point for adventures or quests; just like building a tavern/dance hall by a crossroads.

But we can't really plan a base of operations until we at least see a good map of the area. Once we know what's going on, there's a lot of additions to work/add on - such as an alchemist lab or a chapel/grove and a library to research spells (for example).

Also, via the Handle Animal or Ride - well, I have a hunch we'll need those skills inland sooner or later.

The Bard Masterpieces thing looks good, too - but the more I think of the Rogue talent the more I think - "I need to see more of the area". If we're by a solid city (for example) then there may not be a reason for it.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
baldwin the merciful wrote:


1. yes it's scimitar

Well crap. Oh well, bad luck.

baldwin the merciful wrote:
2. I haven't decided. I play D&D for sword and sorcery fantasy part, i've never been keen on black powder. I have played in some savage worlds and basic role play that was geared to western themes...that was alright but doesn't captivate me.

Well, if we're pirate types cannon and flintlocks did seem interesting, but I'm cool either way. Just wanted to know where it may go for builds.


Evil GM

RC is written with a lot of gunpowder and cannons but has rules for running it without. Like I've said, I haven't decided.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
baldwin the merciful wrote:
RC is written with a lot of gunpowder and cannons but has rules for running it without. Like I've said, I haven't decided.

Well, I can go either way, I guess. Though it does make a difference on the build in the long run.

As for the Dervish Dance thing, I'm just so used to having it as a default for any finesse weapon I completely forgot it was only for scimitars when I built my guy.

Oh well, not the end of the world.


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
Quote:
2. I haven't decided. I play D&D for sword and sorcery fantasy part, i've never been keen on black powder.

That is how I feel. :)


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Embrianna wrote:
Quote:
2. I haven't decided. I play D&D for sword and sorcery fantasy part, i've never been keen on black powder.

That is how I feel. :)

Really? I don't know, I always figured you could have both in some settings, like Solomon Kane, for example.

See?

I think it would be cool, but I'll go with the majority on this case; just offering a suggestion :)


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8
baldwin the merciful wrote:
I haven't spend a lot of time going over the downtime rules from Ult Camp. I own it but haven't spent much time looking at it. I need to actually review...

In short, the Downtime rules have a variety of rooms and teams you can purchase that are capable of generating you revenue. There are different levels of detail you can really go into with them, but to get to a Cliff's Notes version of it, its like this:

Phase 1: Upkeep) Only really used if you don't pay for rooms entirely in advance, or if you hire a Manager to tend to your business during extended absences. Fairly negligible phase as long as you keep in touch with your business.

Phase 2: Activity) Basically, what you are doing as a character during the X amount of time. Examples include crafting items, researching spells, etc. The usual stuff. Another negligible phase in regards to "businesses."

Phase 3: Income) Can be summed up in one line of text. This is the "phase" in which your businesses and/or teams actually generate you cash. Say we built this Adventurers Guild, and it had a +15 modifier on gp earnings checks, and we Take 10 on the check (rules says you can, though obviously GM can overrule this if he wants it to be more fluid), we get a result of 25, divide that by 10 to get the amount we earn per day, 2 gold 5 silver. Teams work the exact same fashion, and can be streamlined the same way. You make a "roll" for each building and team that you own.

Phase 4: Event) A phase the GM can implement to add a bit of flavor to the business/organization. Can be either positive or negative, based on the rolls. Or can be skipped entirely.

Keep in mind, that a +15 is a fairly low value. If we all pitched in 1,000 gold, that is 6,000 gp to build a business and organizations. That can easily get our check results fairly high. But even so, using the piddly example above, 2.5 gold per day, for a whole month, is 75 gold. Divided equally by 6, gets us 12.5 gold per person per month, which compared to the Cost of Living rules, puts us each at Average Living.

To sum up: With a fairly decent business, our characters could probably end up living quite comfortably in the Razor, give us plenty of RP fodder to work with, and instead of being some "Joe Schmoe Adventurers," we'd be business owners and up and coming influential citizens.

Darius steps down off his soapbox, and throws back a swig of wine.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Darius Rotarion wrote:
baldwin the merciful wrote:
I haven't spend a lot of time going over the downtime rules from Ult Camp. I own it but haven't spent much time looking at it. I need to actually review...

In short, the Downtime rules have a variety of rooms and teams you can purchase that are capable of generating you revenue. There are different levels of detail you can really go into with them, but to get to a Cliff's Notes version of it, its like this:

Phase 1: Upkeep) Only really used if you don't pay for rooms entirely in advance, or if you hire a Manager to tend to your business during extended absences. Fairly negligible phase as long as you keep in touch with your business.

Phase 2: Activity) Basically, what you are doing as a character during the X amount of time. Examples include crafting items, researching spells, etc. The usual stuff. Another negligible phase in regards to "businesses."

Phase 3: Income) Can be summed up in one line of text. This is the "phase" in which your businesses and/or teams actually generate you cash. Say we built this Adventurers Guild, and it had a +15 modifier on gp earnings checks, and we Take 10 on the check (rules says you can, though obviously GM can overrule this if he wants it to be more fluid), we get a result of 25, divide that by 10 to get the amount we earn per day, 2 gold 5 silver. Teams work the exact same fashion, and can be streamlined the same way. You make a "roll" for each building and team that you own.

Phase 4: Event) A phase the GM can implement to add a bit of flavor to the business/organization. Can be either positive or negative, based on the rolls. Or can be skipped entirely.

Keep in mind, that a +15 is a fairly low value. If we all pitched in 1,000 gold, that is 6,000 gp to build a business and organizations. That can easily get our check results fairly high. But even so, using the piddly example above, 2.5 gold per day, for a whole month, is 75 gold. Divided equally by 6, gets us 12.5 gold per person per month, which...

How did I not know about this stuff? This is awesome!

I don't know about the rest of the guys, but I love this idea :)


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Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Official Rules

Welcome to my own personal playground. Hahaha!


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Darius Rotarion wrote:

Official Rules

Welcome to my own personal playground. Hahaha!

It's like a micro Kingmaker format, it's really cool.

I wish they did something like that for ships. I made two different styles of Sailing ships for the game (a dhow and a corvette); but I had hoped they would have more to it.

I saw an old book that I thought was really cool toward that end. Here's a link to it, it was a fun read:

Link.

It's pretty cool, but it's built for sci-fi ships. But the concept is sound.

Meantime, I got to crash. I got to up for work at 5 AM tomorrow and I'm already exhausted. See you all soon, and FYI - I'm enjoying the pace :)


1 person marked this as a favorite.
Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

The example below is for the dockside tavern Hawk brought up. First number in parentheses is the cost for that room, the second is the amount of bonus it adds to our gold piece check.

Artisan's Workshop: Shipyard (360 gp, +10)
Auditorium: +2 Perform (910 gp, +15) <---- For Astrianna. Lol
Bar (250, +10)
Brewery (380, +10)
Common Room: Tavern (300, +7)
Dock (320, +12)
Kitchen (160, +4)
Lavatory (120, 00) <---- Not using outhouses like common peasants. Lol
Lodging (430, +12)
Office (120, 00)
Storage (120, +2)

5270 gp total, +82 gp check

Bedroom x6 (Not part of business, provides us our own personal space, 1800 cost, figured in above)
__________

Laborers (5x Dockworkers) (70, +2)
Craftspeople (Shipmason, Cook, Bartender) (200, +4)
Guards x2 (5x Day Shift, 5x Night Shift) (200, +4)
Lackeys (5x Barhands) (120, +2)
Bureaucrats (Accountant, Lawyer, Scribe, 2x Diplomats) (200, +4) <---Keep the records

790 gp total, +16 gp check
__________

6060 gp total investment

Per day, the business would earn (if Take 10) 9.2 gold, the staff would earn 2.6 gold, for 11.8 gold per day. That's 354 gold a month, divided by 6 is 59 gold per month each. Sure it doesn't sound like a lot, but compared to cost of living, that puts us halfway to living a wealthy lifestyle. Not to shabby. These numbers are all profits mind you.


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:

As long as there's an auditorium! Good design for a tavern though. I like it.

That price is if we straight-up buy the Capital to build it though. If we have downtime we could go about earning our capital to build it, it will cost half that much then.

I don't think we're going to have a lot of downtime though, so We'll probably end up throwing money around.

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