Baldwin the Merciful's: Razor Coast (Inactive)

Game Master baldwin the merciful

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.


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

As they move through the debris Astrianna notices there is just more and more of it... Quell isn't the god of wealth, but this is a delightful treasure trove, so I'll give thanks regardless. We need to stop for a proper search.

She begins direct the sailors working the rigging to furl the sails and stop the ship.

Sailor, sudden deceleration: 1d20 + 5 ⇒ (14) + 5 = 19


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

"Break out any nets and ropes. We should try to haul in anything we can."


Evil GM

Astri order the sails to be reduced to 20 feet of movement. (1 square, its the slowest you can go.)

Bri you understand that this reduction of speed will provide you minimum maneuverability.

Are the marines/veterans assisting or are they standing guard/position

Your ship has 4 poles, 3 block and tackle, 10-grappling hooks (only a 3 are tied to rope at this time), 3 fishing nets.

The ship keeps getting dinged and whacked into by debris. The crew on deck starts to scramble to get items to try to snag items. This will take several rounds to do depending on what you are using. The water looks black and there is very little light except for Astri's spell.

Are you waking people up from their sleep to do this or only using the crew that is on duty? I will tell you, if you get in a habit of waking people up who are off duty to come on deck, it can have impacts on being fatigued the following shift. Eventually it may have an impact on loyalty.

block and tackle:

Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.


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

No, just using those up on deck already or those that hear the fuss and want to come up on their own. Right now we don't see anything worth waking people up. If anything proves valuable, we can just circle back around later to pick more up.


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:

Agree with Bri, no waking people up who are off duty unless the ship is on fire, we're being boarded, or a giant squid has mistaken the ship for a mate.

Usually I'd let Ptahh handle orders for the marines, but he's asleep so...

Astrianna orders the marines to go below deck and retrieve more rope, 2 nets, a block and tackle, 3 poles and 3 grappling hooks, 2 sunrods and distribute them among the sailors. She instructs that the sunrods are be activated and tied to poles and lifted over the waters so they have better visibility, complimenting her own lights. The marines are then to assist with fishing out items, hauling crates, providing light the sunrods, and piling items on the deck.

She instructs the veterans stand guard on deck to watch the waters and the sailors. "If you see anything dip below the waves, bodies, or survivors, give a shout." There's no telling what could be attracted to this wreckage. Hopefully just Merfolk and Gillmen around, but I wouldn't be surprised if there are some Skum beneath these waves.

The half-elf sets up her personal block and tackle, and when the marines return with nets and ropes she affixes them and starts casting lots to catch some crates. "This is my kind of fishing, Bri. I wonder where this all came from?"


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 keeps trying to steer through the wreckage, wincing every time they bump into something.

"Well, at first I was hoping it was just some cargo tied down above deck that got blown off in this storm, but there is just so much of it that it has to be from a ship that's been sunk by this storm. We should take a close look over everything the crew bring aboard, there may be some bit that we can use to identify her. Someone may want to know what happened to the ship."


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 sighs and nods. "Yes, There's far too much of it... looks like the ship got smashed to pieces by the storm." Or something else. She remembers Olaus the Grey and cringes.

Crap we forgot to get some goats or something to act as sacrifice in case anything demands tribute from us.


Evil GM

Several of the marines scramble below deck to retrieve some gear, while others begin to use was is on the deck and at hand. When light is moved over the ship you can see it's a large debris field. You can see several crates and barrels bobbing within the shadows of the light. You can see the torn sail cloth attached to parts of spar smacking the bow of the ship.

You also see two bodies floating near the aft, and another body seems tangled in sailcloth by the bow.


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

"We got bodies," Chell calls over the rustle of gear. She pulls out an ever burning torch and scans for movement. "Get some lights out here. Start looking for survivors. 3 seconds of silence between calls so we can hear a return. HELLOOOOO!" She calls out into the darkness and then waits silently for a return call.

Perception: 1d20 + 12 ⇒ (15) + 12 = 27


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

Astrianna's eyebrows raise as she notices the destroyed ship and the three bodies tangled in the debris. She cups her hands around her mouth and shouts. "AHOY! ANYONE ADRIFT OUT HERE?"

Turning back towards the helm she shouts to Bri. "Wrecked ship ahead! I see three bodies! If we see any survivors we can weigh anchor and send out a boat, but there isn't much we can do for her now except put her cargo to good use."

The half-elf's eyes strain at the edges of her light and she cups her ears after Chell's calls, using her two keenest senses to discern if there are any survivors.

Perception: 1d20 + 13 ⇒ (9) + 13 = 22


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

Unless the powers that be deem otherwise, Sorrin slumbers.


"SSSNNNOOORRRREEEE! Hmpf.... ugh... ssnnoorree."

The half-orc turns over in his sleep.


Evil GM

Chell as you pace the deck scanning for survivors, you see another body that is jerking on the rolling sea.

So far, you don't hear any response to your group's shouts.


"Chaplain, whatcha want us to do?"

As one on the crew toss out a fishing net off the bow towards the bodies. He makes sure that he has enough rope attached to the net, so he can use it to troll the waters.


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

"There," she yells pointing at the jerking form. "Asrianna. Light over 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 lifts her head up from crate fishing to listen to Chell's request. She wills the orbs of light to the place Chell indicated. "Do you see a live one?"


Evil GM

To your eyes the body bobbing up and down, it looks like the legs are moving trying to kick. One thing you're certain about is the sailcloth and the spar are getting tangled onto the bow of your ship.

Astri did you give orders to start hauling in crates, debris.

Chell are you giving orders to start to bring in bodies.


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

I know we gave orders to haul in what we could and that was one of the reason why we slowed down. That and to not hit anything at full speed. Chell did say to start looking for survivors, I would take that to mean bringing in some bodies to verify they are dead or alive. Bri would certainly say to bring aboard any survivors if the other two don't.


Everyone seems to have different priorities and the crew generally needs direction. The first slowed the ship, then were told to get gear to start retrieving crates and debris (Astri), then Chaplin gave the order for survivor.

After several long minutes two crew members on deck manage to pole and manipulate a crate against the starboard side of the deck. Astri had directed a block and tackle to be set up there, so it can be used to pull the crate up.

Meanwhile two crew members finally get the fishing newt around a body near the bow of the ship. "Got a body. Need 'elp pullin' i'm up."


Evil GM

To set the scene:

There are eight marines/veterans assigned to night watch on deck. Right now they are in helping set up block and tackle, and they are looking for bodies and survivors. 2 are at the bow with net, 2 are on the poop deck, 4 are on the waist deck working the block and tackle and poles.

You've dropped most of your sailcloth and have 1 man in the crowsnest, 9 sailors in the riggings, and another 9 on decks scrambling to coil lines and fold sails.

Astri is prowling around the waist deck along with Chell giving orders. Bri is at the wheel on the poop deck.

Sorrin and Ptahh and Capt are below deck sleeping.


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 grins as the crew manage to get a crate on to starboard side. She orders two of the marines to assist in hauling up the crate, and the other two to help haul in bodies, using them as muscle.

Once sails are folded and lines set she directs 5 of the sailors to collect items and maneuver crates into position for pickup by the two block and tackle (One port, the other starboard), and the other 4 to help Chell recover bodies. She assigns two veterans to keep watch over the body retrieval, and stations the other two near the aft with Bri. This ship wreck is recent, so the chance they've become undead is low, but... it never hurts to be careful out here.

She turns her head to Bri. "We're getting a bit angled up on the bow, Bri! Sailcloth and spar."

Bri and I posted on top of one another, but they're essentially the same orders. There are a lot less bodies than crates/debris so we can half the sailors for each.


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

Gotcha, the ship is now slowed, so I didn't think it would affect fishing overboard, is it a constant action? And if I were fishing overboard, I'd be getting survivors over getting crates and then just getting crates if no survivors.

"Go ahead and haul up any possible survivors first. If there aren't any, then go back to hauling up crates. You two there with the hooks, lay off trying to snag whatever that is for now and go help haul up that person! Remember, always help those in need at sea, you never know when the winds will shift and it will be you down there." Bri makes the typical gesture to ward off bad luck as she says that last bit.

A bit better? Or are you just trying to point out we need one single captain to call out orders? :P


Evil GM

I'm simply setting the stage and showing there are multiple parts going at one time. the ship is constantly moving at 20 feet (its the minimum movement unless you've dropping anchors) so workign the wheel is constant as the swells hit the starboard side of the ship. You're actually trying to point the bow of the ship into the swells and that takes a lot of effort.


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

Gotcha, I drive a car. I have no idea how to do anything with a boat.


Evil GM

With some effort the first crate grappled and maneuvered is pulled onto he deck. This takes about 3-5 minutes of time especially since you're trying to lasso the box. (I assume your not going into the water or scale over the ship to get a firm handle on the crates.)

In the meantime the first body is brought on deck, it is bloated and pale and has signs of drowning. I'll let Chell jump in here to do her heal check and check the body over.

I need Bri, Chell, Astri to make perception checks.

The crew continues to try to pull bodies and crates from the water.


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 gives a cheer as the first crate plops on to the deck. "Great work boys! Push it to the side and make room for more. We'll open them later once we're out of this rain, don't want anything to spoil. If we're lucky this ship was carrying a shipment of rum or wine!"

She continues to monitor the retrieval of crates and goodies from the water.

Perception: 1d20 + 13 ⇒ (12) + 13 = 25


Evil GM

Astri:
From your POV you spot a large barrel cask bobbing up and down just as it whacks the side of the ship between mid and aft. Pointing frantically at the barrel you can direct a couple men to pole it over to where the block and tackle is located.


Evil GM

Still need the perception from Bri and Chell


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's eyes light up as she spots the cask bobbing in the water. She frantically points and directs her Dancing Lights above the barrel."There! Pole that cask to the block lads! Oh it looks like a good one!"


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

perception: 1d20 + 6 ⇒ (14) + 6 = 20


Evil GM

I'm going to hold off posting an update to give Chell a little time to post her perception and do her thing inspecting the body that was pulled out of the sea.


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 actually had the marines in my care as aids and stretcher bearers stay up since they didn't do much physical work so there should be 5 more marines. So those are the ones Chell is commanding.

Chell sighs as she looks at how excited Astrianna seems to be. "Embrianna. Just bring us to a full stop. We're getting tangled up in the debris and we certainly don't want damage to the hull. We need to move it or bring it on board." She then leans over the body to inspect it for anything out of the ordinary.

Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Heal: 1d20 + 13 ⇒ (9) + 13 = 22


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

"I'll wait to hear what the body died from first. Just in case." Can never be too sure. Just because the ship got wrecked by a storm doesn't mean that the people aboard were all healthy to start with. You just never know with plagues...

"Also, full stop isn't an easy thing to do right now."

Is a full stop even possible?


Evil GM

No full stop unless your drop anchors, but as Ptahh pointed out in the discussion thread there's alot of risk doing that in swells and a storm. You would know that being a sailor.

Chell it's clear that the man has drowned, it looks like its flesh has been nipped by a few predatory aquatic creatures. He has the appearance of a common sailor. Easy linen trousers and shirt, bare feet. He as a simple silver ring on his left hand. There is small symbol of Quell around his neck on a leather band, you don't get the sense that he was clergy. He does have simply knife on his hip and other around his shin.


Evil GM

Bri:

You hear scratching coming from the aft (back of the ship). The two marines you have near you are pulling up another body from water.

DM Only:

my roll: 1d20 + 9 ⇒ (15) + 9 = 24
I know you're peeking!


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

Well I am not, so ignore that suggestion. Should we prioritize clearing the stuff getting tangled up front?

"Nothing sinister here. He drowned. Though that's not good either. I doubt there will be many survivors in this. Unless someone calls back I wouldn't pull anymore bodies out. Nothing we can do for them." She says a small prayer for him and begins preparations as she had for Jard. Once he has been returned to the sea in a more respectful state she returns to looking for live sailors.

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


Evil GM

Two other marines manage to get the next man aboard just before Chell mentions not to pull anymore bodies out of the sea. Another group of men finagle the cask barrel on board.

Chell hears a faint voice coming from sea fight after the ship crests a 15 foot swell and starts its descent. The sailcloth from the wreched ship is like a wet sheet on the hull, the heavy spar is dangling.


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 am not sure what to make of that. Is the sailcloth and spar going to be a problem? Is this a different guy than the one I spotted? If so then I direct the crew to try and haul him in, or hop in myself. With a +18 to swim I should be okay.


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:

Decisions, decisions...

Astrianna laughs with joy as the cask plops on deck. She pushes it along the deck and moves it towards the mast, lashing it there with a rope just in time for the ship to descend a huge swell. "Ah, a fine oak barrel... I hope this is well-aged liquor. Keep hauling them in!"

She looks up to Chell as she stands by the two drowned men, covered in cloth. "No survivors at all, Chaplain?"


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 don't know. I thought I heard something near the bow on that last crest. We should get some hooks on that sailcloth caught on the bow though." Chell directs some sailors not currently hauling stuff to snag the sailcloth or spar with hooks and pull it off.


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

"Astri! Head aft, I think I hear some scratching! Can you look to see if something's hooked onto us?"


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 hope we didn't just run over someone.

Also Bri you have two veterans with you guarding the aft.

Astrianna starts to wave over the body retrieval team working with Chell. " Aye aye Navigator! Body retrieval team, take our grappling hooks and start pulling up that sailcloth caught on the bow. First net, help out catching crates and barrels. Other net, come with me." She orders the marines and sailors around, pointing while she walks towards the aft with the other net-toting marine.

The half-elf moves to the aft and leans over the railing, her light following to scan the waterline looking for the source of the scratching Bri heard.

Perception: 1d20 + 13 ⇒ (5) + 13 = 18


Evil GM
Chell Silves wrote:
I am not sure what to make of that. Is the sailcloth and spar going to be a problem? Is this a different guy than the one I spotted? If so then I direct the crew to try and haul him in, or hop in myself. With a +18 to swim I should be okay.

Of course it's a problem, you have parts of another ship draped on your front bow. Attached to the cloth is a spar acting like a weight and/ or spear. You are cresting a wave and are about to descend on the backside into the wave trough and you have debris attached. You've dropped most sail so your speed and maneuverability is next to nil. At best you have a tremendous amount of drag on your ship and worst your ship takes massive damage and possibly sink. Yes, it's problem.

As far as the other voice you hear it as you are cresting the wave, it seems to be somewhere between waves.

As far a seeing something that does not have a light source in the light rain (+10DC modifier), nighttime ship has standard lights (+10 DC modifier), rough seas (+5 DC modifier). So seeing is problem, hearing is a bit better.


Evil GM

The keg is made of fine oak wood, a bit weathered from the storm, but it looks tightly sealed. It is labeled: "Peterman Rum" in fine script.

Astri as you push the barrel you hear, "Ouch...shyte."


Evil GM
baldwin the merciful wrote:

To set the scene:

There are eight marines/veterans assigned to night watch on deck. Right now they are in helping set up block and tackle, and they are looking for bodies and survivors. 2 are at the bow with net, 2 are on the poop deck, 4 are on the waist deck working the block and tackle and poles.

You've dropped most of your sailcloth and have 1 man in the crowsnest, 9 sailors in the riggings, and another 9 on decks scrambling to coil lines and fold sails.

Astri is prowling around the waist deck along with Chell giving orders. Bri is at the wheel on the poop deck.

Sorrin and Ptahh and Capt are below deck sleeping.

Previous troop disbursement. Chell added her 5-stretcher bearers to be on duty with her, so there are some men following her. All sailors are too busy working the decks and rigging right now to of any assistance.


Evil GM

Try an internet search: Video of high sea waves. You will get good idea of what is happening and what happens when you crest the wave.


Evil GM

The marines on the poop deck with Bri move to check out the scratching sound.

One holds onto a sunrod to shed some light.

perception: 1d20 + 1 ⇒ (9) + 1 = 10

They lean over observe the vast black sea just maws bite at their arms,

Against Marine 1 (flat footed)-marine

bite, human: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20;damage, human: 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8

Against Veteran 2 (flat footed)-veteran

bite, human: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15;damage, human: 1d4 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Both attacks hit the two unsuspecting guards.

Guard stats, AFT:

Marine : 14 HP - 8=6 Hp
AC 12
[dice=short sword, str/bab wf]1d20+2+1[/dice ;[dice=damage]1d6+1[/dice

Veteran: 27 HP - 7 = 20 HP
AC 15
[dice=rapier, str/bab, wf]1d20+5+1[/dice ;[dice=damage]1d6+2[/dice


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

Okay so we've got Chell's marines clearing the debris, and the other marines collecting stuff in the water. Embri said there was a noise coming from the aft? Hopefully the debris isn't caught in the rudder.

Edit: Uhhh that's not good. Well at least nothing is stuck to the rudder.

Astrianna gleefully rubs her hands together as she reads the script on the barrel. Oh this won't last long.

However, she stops when the barrel talks... After a moment's pause the half-elf laughs aloud. "Bri, you're going to have to check the aft yourself, I got a live one here!"

She takes out a crowbar and tries to pop the top of the barrel open, chuckling. "You're a clever one, hiding in a barrel. Looks like it saved your life. I hope you didn't have to pour out all of this rum... were you smuggled in the barrel in the first place? Someone had to seal you in." Astrianna talks to the barrel as she works.

strength: 1d20 + 1 + 2 ⇒ (2) + 1 + 2 = 5

A flurry of curses in eight different languages stream from her mouth as the crowbar slips from her hands and onto the deck. She scoops it up and tries again.

strength: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9

Frustration begins to mount as she struggles to open the barrel in the rain.


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 turns to look at the sound of her men's screams as they are viciously attacked.

"Astri! Chell! Something's just attacked my men!"


Female NPC, Halfling

The barrel creaks and groans but the half-elf is unable to wedge it open. the barrel does in deed talk back. "Help...they came for us in the storm." The voice within screams. I hope their not slavers.

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