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.


10,551 to 10,600 of 14,076 << first < prev | 207 | 208 | 209 | 210 | 211 | 212 | 213 | 214 | 215 | 216 | 217 | next > last >>

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

so i cant post from my computer right now.

-Posted with Wayfinder


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

Ref: 1d20 + 4 ⇒ (18) + 4 = 22

Only her connection with the ocean allowed Chell to stay standing. Before the winds shifted and the swell hit, her hand instinctively went to the railing. She turned back and followed the source of the shift to the spinning wheel. "You," she says pointing to someone strong looking and one she had seen on the wheel before, "go help her a hold of that."

Then she heads over to Astrianna. "Get some lights in the sky. A yellow triangle. Its to ask if they need assistance."

Making it up. No idea what the sign is.

Nevermind. Had to reset the connection.


Ptahh shouts commands at the crew below the deck; securing the ballistae and the supplies.

"COOKIE! If you don't get that gear stowed, I swear, by Gorum's third and ghostly ball, I'll shove that pot..."

Reflex: 1d20 + 5 ⇒ (8) + 5 = 13

CRASH!

The lumbering half-orc slides several feet as the ships pitches to port. Several crewman and their now emptied buckets slide across the floor at his feet. Reaching down, Ptahh grabs one of the marines as they slide by on their belly.

"On your feet! Steady yourself and keep alert! The Baron's in good hands on deck. Quell is giving us a hearty welcome!"


Evil GM

The marines and veteran's below deck with Ptahh eye him a bit suspiciously when he mentions that the Baron's in good hand's. doesn't feel it right now. As a third of the crew scramble back to their feet. The two large pots of fish stew slosh over the brim. the crews on the artillery manage to get the port holes locked before too mush water rushes inside.


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

I'd assume in a magic-using ocean-faring society there would be some kind of magical signaling. I laughed at the yellow triangle. :p Why the hell not though? Hmm.. we could invest in a continual flame with a shutter on it. Morse code!

Astrianna has two hands on the wheel as she helps Embrianna keep hold of the thing. The bard was much stronger than the witch, and was only trying to amplify her movements or hold it steady when told. She yells over the winds to Chell. "Captain said to keep on the wheel, ask him if he wants to signal the other vessel! Concentrating on an illusion in all this will be very difficult, but I can do it!"

Violent Motion: If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being pitched roughly about in a similar fashion, you must make a concentration check (DC 15 + the level of the spell you're casting) or lose the spell.


Evil GM

Yes it's hard to cast spells in a violent storm.


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 guess I could just ask the Captain myself.

She yells to the Captain, still gripping the wheel tightly. "Captain, shall I signal the other vessel for their status?"

I think we have enough to deal with right now, those folks are on their own as far as I'm concerned.


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

Not sure how much time is passing, seconds, minutes or hours like last time.

Crows nest, SAILS... CLOSER?! She in trouble?!

Perception, crowsnest, sails: 1d20 + 11 ⇒ (20) + 11 = 31


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

Forgot about the seaworthy feat thing, then that puts Bri at an 18 so she doesn't slide anywhere. Good reminder Sorrin. :)


The storm has moved in and hit within a minute, or so, so it's all happening quite fast. It is nearly a white out with the torrential rain. "How far off was the ship...last report?" He yells at Astri and Bri. "Do you have a means to signal her?"


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

Bri looks over at Astri. "The only thing I got memorized today are fire related. Not sure how that would be taken by the other ship. You got anything better?"


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

FIVE 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:

I can't find a pre-International Code of Signals flag that would communicate what we want, though I'm sure if I kept searching I could find one. Best I can find is a combination of the ICS Uniform and Kilo flags. Uniform signals "You are entering a dangerous area" and Kilo signals "I wish to communication with you". The ICS wasn't invented until the 1800's, but my sources say systems for foreign vessels to communicate via flags were invented around the 1600's, which is around Pathfinder technology level. I'll leave it to Baldwin to decide if there is advanced flag-based ship communication though.

Astrianna grins at Bri. "I'm an illusionist, I could make a naked dancing giantess in the sky if I wanted to."

Her head swivels to the Captain. "She was five miles out, starboard side last report! Yes Captain, I can make a one-hundred and ten square foot flag in the sky! If they can see our vessel they should be able to see the image! Only problem is, will they have a caster on board capable of response? We may have to get closer to see their traditional flag."


Evil GM

The problem is you can barely see the 20 feet in front of you with the torrential rainfall.


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

"Should we risk getting any closer to make sure that ship is okay? Trying to get close enough to communicate could be dangerous in this kinda 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

If you were them, what would YOU want?!


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

Bri sighs at Sorrin. "Well, it would depend on if I was in any distress or not. Do they look like they are in distress?"


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 shrugs. "I don't want to risk us going off course, personally!"


The Captain direct Bri to stay the course, "Duty is to this ship and it's crew first. Stay the course. Lots of danger out there hitting another vessel in this storm would not be good."


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

"Yup, staying true Captain." Bri tries to keep the ship on course since they cannot afford too many detours.

another sailor roll to stay true if needed?: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22


Evil GM

The storm continues to thrash the ship but Bri confidentially holds the course when is on over the next 6 hours. (I used the last three sailor rolls Bri) and the end of the time, she is exhausted and physically wiped out from the wheel. It is now just after midnight and there is break in the storm. the winds are still gusting but the rain has stopped.

What is everyone going to do? What is each person having their crew to do?

knowledge nature if you have it.


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

Astrianna will use her daily Lore Master ability and Take 20.

Knowledge Nature: 20 + 9 = 29

Astrianna is tried and covered in salt, but she's not in as bad of shape as Bri. "Let's get one of the other able sailors on the helm, Bri. You need to rest after that incredible marathon."

She rubs her face and sighs. The day had been full of such intense excitement- now she just wanted to get some sleep.

The half-elf finds a sailor to take the wheel if Donovan doesn't want it. She directs the fire suppression team to stop their drills and get some sleep as well.


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

Chell decides that after a hectic 6 hour fight with the storm, people need a break. But not for those under her command. They haven't been doing much physical training. So she has them take over watch while the marines take a break. She stays up too, looking out in the direction the ship was last sighted.

Perception: 1d20 + 12 ⇒ (19) + 12 = 31


After the storm calms down, Ptahh finishes directing the crew below deck in any clean up effort needed. Then he sets the night watch with himself on deck as well for the first few hours.

He'll be sure to get enough rest to be fully rested come day break.


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

know nature: 1d20 + 13 ⇒ (11) + 13 = 24

Bri will manage to tough out her wheel duty while they try to find someone to take over. She looks about at the sea, hoping it will stay calm enough to let her get a couple hours of sleep since there was no way she'd let some green sailor have the wheel in bad weather. After a replacement arrives, she will go below deck to sleep for about 2 hours. After that, she'll get back out on deck and see what is going on.


Bri:

You think you've hit lull in the storm form what you can tell you think you've 2-4 hours of a break.

Astri:
You are confident that you are between bands of storm and you have a 3 hours of a break.

To Bri and Astri. "Get some rest, I'll watch the wheel." He motions for the an able seaman to step forward and take over the helm. He gets Ptahh's attention and gives a simple nod. How many men to you have patrolling on the deck?


Evil GM

Chell:
It's pitch black on the on water, you see no light.

FYI: It's wicked hard to spot anything during the nighttime, and it they are running in rain, rough seas, and/or without light it's even harder.


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

Captain! Are we shortening sail?


"Aye, shorten 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

Ladies, you heard the Captain! EASE THE SHEETS! REEF MAINSAIL!!

You, Sandee! Get this crew some relief, I want fresh sailors for the overnight! Sorrin commands a thin waif, who is eager to be useful even before learning how to sail.


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 smells the wind blowing over the starboard side, and looks across the churning waves. "I'd say we have about three hours before the storm hits us again, Captain... She descends to the waist deck and calls out to Sorrin. "Tell me someone to wake me at third bell. I'm going to get some rest!"

She moves into the hold and sits on a crate, sighing. A few casts of prestidigitation get all the salt off of her, and she climbs into a hammock. She commands her Everfull mug to make some delicious red raspberry wine,which is drank rapidly with some hard tack and nuts. A mug full later and her head swims pleasantly, easing her into sleep...


The sailors that have been working all day will head below to rest. The ship continues to rock with the swells. The Captain takes control of the ship's helm to let crew set sails.

sailor: 1d20 + 19 ⇒ (11) + 19 = 30

Once the task is finished he turns back on course.

nature: 1d20 + 14 ⇒ (9) + 14 = 23

"Make use of the lull." The captain responds to the Astri.


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 congratulates the sailors coming off shift on a job well done. A tough act to follow, he jibes the new shift.

His genuine smile is accompanied by parts on the back, hand shakes and the like. He especially, makes sure any trainees are aware of the entire crew's appreciation.

We came through the storm, and we'll come through any storm... Together.

He directs anyone but to the Chaplain and make sure folks have places to sleep before addressing the captain.

Anything you need, Sir? This is Sandee. She will be right with you as a runner. Landsman, training as sailor.


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

Bri makes her way to a hammock and settles in for a nap. She wastes no time in falling asleep since she isn't sure how long she will have to sleep.


"Each watch has seven men, Captain. One sergeant, three veterans and three marines. I've got two stationed on the Poop deck, two off the bow and two on the waist deck. Sergeant Treay's squad is on duty now. Lieutenant Heath and I will be taking shifts through the night as well."

Ptahh thinks for a moment, then counting on his fingers continues, "I've transferred Kastrynn, Ellynn, Pratt, Ollyvan and Wrynndt, five marines, to the fire brigade."

The half-orc shifts his weight and begins to rest his left hand on the hilt of his longsword, when he realizes it's not there. It's been several days since he hasn't been armed from head to toe. His Falchion, strapped to his back, is the only true armament he is currently carrying... except that dagger.

He pulls out the blade and inspects it again... turning it around in his hand. Fish's... I'll need to pay them a visit when we get back to Port Shaw."


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

Chell gives up on trying to spot the other ship in this weather at night and settles for saying a prayer, for both them and the Baron. But even after giving up she continues to stare out into the ocean. The black depths. The white frothing crests. The salty smell of the wind. It was familiar and soothing. I felt like it had been years since she had been on a large sailing vessel. This one was so much faster and well put together than her father's. The feel was still familiar even if the people were different. The three hours between squalls pass in a blur of nostalgia.


Evil GM

DM roll:

Random event 20 %
W2
RE: 1d100 ⇒ 40

W2 25%
RE: 1d100 ⇒ 25
W3 30%
RE: 1d100 ⇒ 75

During the second watch (between 2 and 4 am), the seas pick up again and the rain band hits, not as hard this time. A steady light rain.

The Captain had previously ordered that the ship run with covered lanterns on, opposed to running dark.

Who ever is on second watch I need perception check. Make one check for the marine/veteran crew Ptahh. +1 Perception checks.

Sorrin make one check for the sailors +9 (non elf) +11 (elf) I'm not sure whose in teh nest.


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 requested to be woken up at third bell, so she'd be on deck at that time.

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

A few hours of sleep later and the half-elf is back on deck in the rain. Unfortunately the excitement was over, and now there was only a steady wind and droplets.

She paces the deck and looks out over the ocean, contemplating just going back to sleep until daylight. There wasn't much to do besides help with the rigging with the Captain watching the helm. She couldn't even check the stars to ensure they were on course.


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

Bri was just sleeping for two hours, so she should be back on deck at 2am.
perception: 1d20 + 6 ⇒ (8) + 6 = 14


Following his watch, Ptahh goes below deck and wakes Lieutenant Heath, "Uneventful to start... your up along with Sargent Steff's squad. Relieve Treay and wake me in for the next watch." No sooner had the half-orc sprawl out in his hammock, he was unconcious.

Perception(Lieutenant Heath): 1d20 + 1 ⇒ (10) + 1 = 11
Perception(Sargent Steff ): 1d20 + 1 ⇒ (16) + 1 = 17
Perception(Kevan): 1d20 + 1 ⇒ (1) + 1 = 2
Perception(Quinn): 1d20 + 1 ⇒ (16) + 1 = 17
Perception(Faelynn): 1d20 + 1 ⇒ (20) + 1 = 21
Perception(Paullyn): 1d20 + 1 ⇒ (7) + 1 = 8
Perception(Xander): 1d20 + 1 ⇒ (19) + 1 = 20
Perception(Grott): 1d20 + 1 ⇒ (19) + 1 = 20

Sargent Steff smacks Kevan on the back of the head as he walks up and around the poop deck and whispers, "Wake up, fool!"


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

perception: 1d20 + 12 ⇒ (14) + 12 = 26

-Posted with Wayfinder


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

crows nest, non-elf: 1d20 + 9 ⇒ (6) + 9 = 15


Evil GM

Ptahh, I only needed one crew man to roll for the group. Otherwise it'll be walls of dice rolls.

Nobody sees anything given the rough seas, light ran and darkness. However both Astri and Chell hear thudding against the starboard side of the hull a the water line.


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:

These bracers have been doing some serious work, and I haven't even fired an arrow yet.

Astrianna is snapped out of her tired diversions by a strange noise. She stops in her tracks and listens. ...That doesn't sound like waves.

She approaches the starboard side, casting a cantrip. Four cool orbs of light appear above her head and follow her to the side of the ship. She walks along the railing, looking over the edge while directing the lights to move across the starboard waterline.

Casts Dancing Lights. DC 10 concentration check to cast with vigorous motion, Astri's concentration check bonus is +12, so auto-succeed.

Perception: 1d20 + 13 ⇒ (20) + 13 = 33


baldwin the merciful wrote:

Ptahh, I only needed one crew man to roll for the group. Otherwise it'll be walls of dice rolls.

Nobody sees anything given the rough seas, light ran and darkness. However both Astri and Chell hear thudding against the starboard side of the hull a the water line.

Oops, my bad. I started to do one roll, but then reread and thought you wanted multiple. Sorry.


Evil GM

The light reveals some lumber and crates washing up against the side of the hull.


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

The half-elf arches a brow at the flotsam colliding with the hull. Odd. Must have been from the shore, and the storm dragged it all the way out here. Or that merchant ship was torn apart, and this is what's left. Regardless, it's ours now.

She turns around and gives a call to the sailors on deck. "We've got some crates in the water, starboard side! Get some rope, block and tackle, and net!"

Astrianna removes a block and tackle from her haversack and begins to set it up to retrieve the crates from below with the help of the sailors.

Knowledge: Engineering check or anything needed? Unless the ship is moving too fast and they bounce away.


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

Bri calls a crewman over to hold the wheel true so that she can look at what Astri is talking about.

"If those crates are from that other ship, there could be men in the water too. Or it could from a completely different ship that got wrecked ahead of us, in which case holler up at the crow's nest to look out for any wreckage in our path. If we hit a big enough piece of a wreck, it could put a hole in our ship."

Bri peers down, hoping her darkvision will help her see something and calls out into the water. "Ahoy! Anyone out there!?"


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 listens to Bri and nods. "Very true. If there's anyone out there we can launch the jolly boat to rescue them." She doesn't stop setting up the block and tackle, but does call up to the crow's nest. "Eyes! Keep watch for people in the water or wreckage!"


Evil GM

The ship is moving too fast through the debris, if you want you can call for a sudden slow DC 15 base will start the slowing process. You are currently moves 5 squares (20 feet) at a time, so the higher your roll the move speed you can reduce all the way down to 1 square. Otherwise you are sailing through the items. For what you can see it looks like, there are quite a bit of flotsam and jetsam in the water.

Sailor check

1 to 50 of 14,076 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Baldwin the Merciful's Razor Coast All Messageboards

Want to post a reply? Sign in.