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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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

crow's nest, elf: 1d20 + 11 ⇒ (4) + 11 = 15

You should roll behind the DM Screen, if you ever want him to spot anything. Embrianna said, she'd communicate Donovan's jittery hand. So, Sorrin is watching him like an osprey.


Your 15 has a +2 on it, so that is 17.

"THUNDERSTORM HO!!! NINE MILES."


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 assembles a group of marines into a fire team, organizing their efforts and teaching them how to respond to various fires. She creates illusions of licking flames and burning embers on various points of the ship and has them drill their techniques carrying around buckets of water. "Throw it on the base of the flames! That's right!"

She watches Captain Donovan move down to the lower decks, and wonders what he's up to, but she figures the man can go where he pleases.

When the lookout calls a thunderstorm fast approaching, she frowns. Looks like we won't be outrunning it.

She calls out to Embrianna at the helm. "Orders, navigator?"

Bri to make you aware of your options, you can make a profession: sailor check to try and harness the winds of the storm to increase our speed, and even potentially keep us ahead of it. The DC of the check depends on the severity of the storm, though, and if you fail the ship could be damaged. If I had to guess the winds of the thunderstorm are probably severe, which would put it at a DC 20, and I believe Chell predicted severe winds as well. That's just my guess on the storm strength, if it's a really bad storm the DC would be 30. Alternatively a DC 15 check to order preparations for the storm will hunker us down and prevent any damage to the ship as the storm passes.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

It makes since that Chell be the fire chief. She will likely stay on board and she can cast 7 gallons of water. The problem is reflex is my worse save and I need a 16 just to make the DC.

For those that speak up about previous experience or those that just seem good with there hands, Chell teaches them the basics of first aid. She gets them familiar with the tools in her healer's kit in case she needs something and is busy. She teaches them how to work together when carrying a stretcher and how to support the patient. But the most important thing she can teach is how to stay out of the line of fire. A wounded healer had to split their concentration between the patient and them self and that meant a greater chance of making mistakes. When peoples lives were on the line, you couldn't afford to make mistakes.


Chell you find 5 or 6 crewman who have working knowledge of wounds care. There is some grumbling to be on the medic team as opposed to a borading party but the grumbles subside. Less risk, I suppose. No dagger in me side.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

"Well, I can tell you that we won't be trying to sail on through it. Not with a lot of green crew on board. Give me sec to get the wind figured out and I will tell you what direction we are taking."

Does it seem at if the wind is making us follow the storm or sending the storm into us? Or is it being blown perpendicular to us, which is just taking it across our path?


Evil GM

Bri the storm is moving towards you but it is at a 90 degree angle from your starboard side and it's going to move across you. The storm are too close to outrun unless you change course 90 degrees to port essentially sending you back towards Port Shaw. The winds are picking up: Severe winds (31-50 mph) this give you -4 sailing/attack penalty. The DC 20 but you will pick up 1.5 on your speed. If you make the initial save then I need you to make another DC 18 (sailor) every two hours just to keep on course. If you fail the initial save then you'll be off course.

The worse part is it's right before dusk, so your visibility is going to diminish fast.


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

Would you like a hand?


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:

Bri if you decide to try to harness the winds Astri will use Inspire Competence for another minute to give you and the sailors in the rigging a +3 on the initial roll.


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

Does sailing into it at the angle it's coming from makes sense? That way we should get out of it sooner and it should compensate for the push back from the winds?


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin moves to check on the Captain, if he did make it before deck.


Evil GM

Sorrin: When in the course of events are you going to check on the Captain Sorrin? He's been gone for two hours now that the storm is sighted. He did tell Bri that he was going to get some winks.


Evil GM
Astrianna Sparacello wrote:
Bri if you decide to try to harness the winds Astri will use Inspire Competence for another minute to give you and the sailors in the rigging a +3 on the initial roll.

You may want to use an IC just to ensure she makes the DC. It si a DC 20 but with a -4 sailor penalty.


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

Just for future reference, is there a chart somewhere that has all the penalties due to wind and other environmental factors?

Astri is there doing an inspire courage for me? Any other ways to get bonuses or aided by others for this kind of roll or will it usually be a solo type thing? Getting used to sea life.


Evil GM

Yeah, I'll try to post wind effects on Sailing chart.


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:

If you're going to harness wind Astri will Inspire Competence. Everyone that hears it gets the benefit. Let's rock! I don't know if you can get aid rolls on this, Baldwin's call.

Bri I've posted some tables for you to consider. See page 79 of our discussion thread, scroll down until you see the post made on Thursday, 11:23 am by me. There is another post directly below that on Naval Maneuvers

Astrianna begins to sing a sea-shanty, providing a rhythm for everyone's work.

Beginning Inspire Competence, +3 to sailing checks.

Oh, the ships will come and the ships will go,
As long as the waves do roll:
The sailor lad, likewise his dad,
He loves the flowing bowl:
A lass ashore we do adore,
One that is plump and round, round, round.
When the money is gone, it's the same old song,
Get up, Jack! John, sit down!

Singing, Hey! laddie, ho! laddie,
Swing the capstan 'round, 'round, 'round
When the money is gone it's the same old song,
Get up, Jack! John, sit down!


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 go and take a trip in a man-o'-war
To China or Japan,
In Asia, there are ladies fair
Who love the sailorman.
When Jack and Joe palavers, O,
And buy the girls a gown, gown, gown.
When the money is gone it's the same old song,
Get up, Jack! John, sit down!

Singing, Hey! laddie, ho! laddie,
Swing the capstan 'round, 'round, 'round
When the money is gone it's the same old song,
Get up, Jack! John, sit down!
[


Evil GM

Everyone else is doing their own jobs with their crewmembers getting ready for the storm. So, I don't think the normal aiding will work. IC will to assist in your skill check, obviously if there is way to control the weather that can assist. One of the problems Astri will have with singing is actually hearing the song especially with stronger storms. Same thing will happen with it's a visual performance their are penalties for being in storm with perception. Her location will be important.


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

First check to harness: 1d20 - 4 + 3 + 13 ⇒ (19) - 4 + 3 + 13 = 31

additional sailing checks, use as many as needed
1d20 - 4 + 3 + 13 ⇒ (4) - 4 + 3 + 13 = 16
1d20 - 4 + 3 + 13 ⇒ (16) - 4 + 3 + 13 = 28
1d20 - 4 + 3 + 13 ⇒ (12) - 4 + 3 + 13 = 24
1d20 - 4 + 3 + 13 ⇒ (19) - 4 + 3 + 13 = 31
1d20 - 4 + 3 + 13 ⇒ (17) - 4 + 3 + 13 = 29

"Allright everyone, we're going in. Get into your positions. If anyone is not on duty, then get your arses below deck and secured. Someone tell the Cookie to douse any flames he's got going, we don't wanna deal with any accidental fires in a storm."


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin would have gone immediately, but alas. Two hours... Time sure flies. Never mind.


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 relays the order to sailings on the rigging. "We're heading through the storm you salty sea otters! We're going to make the famed Baron dance in the hands of our lovely puppetmaster!"
She stays on deck and helps secure rigging, tying lines, relaying Embri's orders and singing inspirational songs. I always thought this kind of work was boring, but this is rather exciting!


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin conveys the order to Cookie. He alerts everyone below deck that there is a storm approaching, including Captain Donovan.


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 can't control the storm or even calm it until level 11. But I do have a feather token fan that says "The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land." But since things are under control I won't need to us it.


Sorrin when you find the captain he is in his room, but his door is ajar. He is sitting in a small cabin on the table is a shot glass and bottle of goslings dark rum. The waxy seal is still intact. His attention is on the fine detail of the dark, nearly black bottle. His hazel eyes dance between the bottle, the shot glass and then to the waxy seal. There is a perfect bone handles knife sitting on that table,

will: 1d20 + 11 ⇒ (14) + 11 = 25

He hears a soft knock on the cabin door, "Is the ship sinking or burning? If not, have we spotted sails? If not, why are you bothering me when I'm taking a nap. He lets the question linger but does not invite the unwanted guest in the room


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

No, Sir. But all those things are more likely to come to pass, perhaps not the sails-spotting... without your leadership. Perhaps just your presence Sir.

Would appreciate some company is all. And, maybe it was the storm, but... thought I heard ruckus, below. Thought it might be... Demons. I don't much like demons. You're needed, Sir.

Sorrin pauses.

Consider yourself on duty, Captain. Maybe that will work, per articles. No drinking on duty. There is a good sailor in there somewhere.

First Mate turns to leave.


Assuming the conversation above occurred immediately

sorrin wrote:
Sorrin would have gone immediately, but alas...

"Typically when a Captain indicates he's gonna taking a nap he doesn't need to check up on. If you need someone to check on something below deck send a a sailor or marine...the Captain doesn't check on strange sounds. I passed command of the wheel to the navigator, I don't expect being 'on' duty all the time." He reaches his boot out and shuts the door.

Towards the end of the two hours Sorrin comes back and raps on the door waking the Captain. Who responds, "What is it this time?"

The Captain moves out of his bed, Winds picking up, seems like she's got a good harness on it. He moves forward to the door.


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

Was demons a reference to the one's in Donovan's past? That wasn't very clear.


Evil GM

Yeah, I was going to mention something about speaking of demons on a ship, but he was he would have been in the wardroom/officers quarters near the captain's door, so no crew would have heard him.


The winds howl and Bri works the wheel catching them just right for now. The ship picks up a bit more speed just ahead of the torrential rainfall. Those non-essential hands - marines and veterans scurry below deck buckets are grabbed for the upturning stomachs. While all the sailors and able seaman are busy in the ship's rigging, and on deck.

As the captain emerges from the wardroom he scans the faces of the crew. He looks to some of the officers, "I need at least one officer..." He looks for Ptahh, 'down below deck with those down below. Keep them calm." He grabs one sailor and directs him towards line that needs securing. He then scans the horizon.

sailor: 1d20 + 19 ⇒ (1) + 19 = 20
nature: 1d20 + 14 ⇒ (2) + 14 = 16
perception at sea: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28

He looks up into the cloud line keeping quiet. It may pass by soon enough. Though I think Bri over corrected a bit for the wind.

"Crowsnest what do you see?"
Make another perception check, it's +11

Ship Floor design Again


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

Previously...

Sorrin decides to respond to the previous comments. I'm not the captain, but as a teaching point... Thank you, Sir. Noted.

And as to caring, which is why I do most of what I do... I'd like to get you, Captain Donovan Montgomery, back to Port Shaw, in the same... state you left. If not for you, then for Jenkie.

The Present...

Ptahh, get all the men that aren't sailing, down below. It's going to get dangerous and if they're not working, they could get hurt. I know it's not easy leaving the action. Sorrin offers a warrior's arm embrace.

perception, crow's nest: 1d20 + 11 ⇒ (17) + 11 = 28


Evil GM

Ptahh there plenty to do below deck securing the ship. Securing supplies, the ballista, the galley and so forth.

Sorrin make that crowsnest perception check the captain called for.


"SAILS HO, Starboard...5 miles.!" He secures himself to his position.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Crowsnest, Approaching?!


"DUNNO SIR! Small merchant by the looks of 'er."


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

Bigger or smaller, more or less capable than us ("small merchant")? Guessing, smaller and/or less capable. Confirming.


"Single Mast, two riggings."


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:

Ooh now things are getting interesting.

Astrianna is on deck, assisting Bri with navigating the storm and keeping everyone working at top efficiency. She has taken off her hat and kept her hair in a tight bun. The wind whips as her face and the sea sprays on her hair, but there's a smile on her face. The excitement of the storm was geting her worked up for some action. "Feel that lads?! Gozreh is giving us one mighty send-off!"

When sails are spotted she squints into the distance, wind whipping into her face. The half-elf attempts to determine if the vessel is on an intercept course, grabbing hold of the railing and moving with the tossing ship.

Perception: 1d20 + 13 ⇒ (14) + 13 = 27


Evil GM

I need everyone to make reflex or acro check. DC 17 or your sliding. If you fail by 5 you have fallen, failure by 8 you are prone and sliding towards the port side.

Astri as you move to the rail your ship is tilted heavy to port catching the wind in your full sails.


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

acrobatics, sliding on deck: 1d20 + 14 ⇒ (11) + 14 = 25


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

Astri's bonuses are the same for both, and she was leaning against the starboard railing

Reflex: 1d20 + 8 ⇒ (2) + 8 = 10

Lol. Good thing it wasn't the port railing.

Astrianna lifts herself up on the railing to get a better view right as the ship begins to tilt port. Her hands slip on the wet railing and she scrambles to grab hold, but it was no use. The bard falls flat on her stomach and she gasps as the air is knocked out her lungs. Her hand shoots out to grab on to a trailing rope and she hangs on her dear life, barely stopping herself from sliding towards port.


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

Does Sorrin see her, or anyone that slides and can he reach for them?


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

I edited my post Sorirn, Astri only failed by 7 so she doesn't slide, just falls prone. Once again my math skills are superb.


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

1d20 + 4 ⇒ (12) + 4 = 16

Bri begins to slide a bit with the tilt of the ship.


Sorrin she's on the poop deck with Bri. You'd be on the waist/main deck too far to do anything.

Captain, acro: 1d20 + 12 ⇒ (8) + 12 = 20

The captain moves across the deck easy enough and begins to climb the poop deck steps.


Bri the wheel slips from your grasps and does a complete rotation, you loose some of the wind in your sails. using your 16 roll from earlier. You have a difficult time holding course as you grasp the wheel in your hands. the bow of the ship crashes hard, jotting into the waves as the water sloshes over the decks.

rigging crew: 1d20 + 5 ⇒ (17) + 5 = 22

The riggers release enough sail just as it's about to rip in the wind, but they save the situation. Drenched as the rainfall whacks the ship.


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

If this is what's happening to us... that merchant vessel is in trouble! What are we obligated to do, and what do we want to do?!

I'd rather not risk lives on a fool's errand! But, makes me sick to leave them in this!


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 picks herself off of the poop deck and moves to help Embrianna regain control of the ship.

Aid helm: 1d20 + 5 ⇒ (13) + 5 = 18

Ah the rigging crew saved our butts, but for the sake of drama..

She grabs one side of the wheel and holds it steady for Bri to make her adjustments, feet planted firmly on the deck. "Careful Bri! We just bought him! He's no half-orc, you've got to be delicate!"

If only she could hear Sorrin across the deck in the howling winds, she'd probably have something to say. Instead she spots the Captain walking up the poop deck as if there wasn't a storm at all. "Captain on deck! Orders, Sir?" Even though her hair was a sticky mess on the sides of her head and face, the excited smile remained. Astrianna was having the time of her life.


I like me some mood setting action, suspense, and drama.

"Catch the damn wheel." He bellows as he begins to climb up the stairs.

Using Bri's second sailor roll 28.

The helmswoman steadies herself and grasp the wheel firmly, like a good half-orc commands, and she rips it back in the opposite direction just as Astri reaches for spinning wheel. The Sails are full, but the leading edge of the storm is lost. The ship is tilted hard to port and a quarter of the crew scrambles to regain footing.


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 backs her hands away just in time as the wheel spins maddly to starboard and the ship sways on the rough seas. "Ah! She's got it!"

The half-elf wipes the stinging sea water from her eyes and focuses her attention back on the ship towards the horizon. I hope they have someone good on THEIR helm. She looks up at the angry clouds and feels the buffeting rain on her cheeks. Damn, we're in the thick of it now. Where's Chell? Surely she will ask Quell a favor or two.


Sheets of rain fall obscuring most vision beyond a few feet. The Captain tries to climb to the poop deck.

acro: 1d20 + 12 ⇒ (14) + 12 = 26

The storm seems to invigorate the old salty sea captain as he climbs to the top of the stairs. 'Aye...officers you've got that wheel!" He basically commands the two officers to regain control of the wheel.

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