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.


10,901 to 10,950 of 14,076 << first < prev | 214 | 215 | 216 | 217 | 218 | 219 | 220 | 221 | 222 | 223 | 224 | next > last >>

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 thanks the sailors for recounting what they know. "Sounds like you're in the right business, then, if piracy is picking up.." Well that explains why the Weasel and that other ship are heading North... they are probably working together. Damn. All that free merchant cargo on the weasel would be outstanding. Not to mention watching Flynn piss his breeches when Ptahh comes after him...

The half-elf sees Chell talking to Fiosa and approaches her. "Looks like Captain Dre is trying to make an even bigger name for himself... the sailors say he's dreaming big and looking to hunt the north, specifically Beacon Island, the Pearl Atoll, and Darkol Islands. You may recognize those as being in the area we're headed... we might not have to go pirate hunting, they could be coming to us. Oh, they also mentioned some "hocus pocus" divine types.. oracles, shamans, witch doctors, who knows... I should learn how to dispel magic."


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 understand. Sorry you had to go through that." Chell nods to Fiosa and turns to address Astrianna. "I can make a few scrolls. So are we going to thin Dre's numbers while we have the chance or play it safe." Then she says a little more quietly. "I have a feeling Fiosa's former crew are going to be Flynn's ticket into Dre's crew."


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 clicks her tongue, and gestures for Chell to join her in the warroom. "I trust your instincts on the matter... I'd gladly see them set free if that were the case. With your whirlpool holding one ship in its grasp, we could freely engage the other ship. We have a good chance with all of our magics."

She takes out the charts of the area, and looks them over. "I believe you know my opinion- those pirates should receive what they have dealt. However, I'll leave the decision to engage or not up to you. I know getting to Sharkjaw Docks as quickly as possible is important to you. Embri doesn't want to engage but we may not have a choice... It's possible The Weasel and her cohort may be fat from plunders, their hunger sated, but I know these types... and they're greedy. If we decide not to engage, I support Ptahh's plan to maneuver behind them during the night."


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 sighs. She decides to voice her thoughts out loud. "You know as well as I that I can't let this go by when we have an opportunity to do right. But I don't think we can get out of this with the minimal damage necessary to still get to Sharkjaw and back. I mean if all goes well, we could end it very quickly with the magical power we have on hand. We could approach at night since several of our own can see in the dark. Maybe use your lights to throw them off. But the real threat is the other ship. We know what we are dealing with on the Weasel thanks to Ptahh but that one is a wild card. It could be an ally of Flynn's and have a powerful wizard or cleric ready blow us to smithereens. Or it could Flynn's next target or just a bystander. Who knows? But no matter which way we cut it we have a chance to start a precedent. Group vote or let the Captain make the call. I certainly can't."


Evil GM

DMPC Sorrin's lookout roll:

lookout, elf: 1d20 + 11 ⇒ (6) + 11 = 17

Time status:

An hour before dusk. You've made up some time that you were off course, but are still several hours behind schedule.

Ship 1: Appears to be turning a little to the NW a bit. Bow/forecastle but now on prot side. 4.0 miles

Ship 2: The Rabid Weasel. Is still parallel but you have nearly passed her. That is her bow is now at your poopdeck. 4.5 miles.


"Chell, how long do you think you can occupy the other ship with your spell?" Ptahh looks inward for a moment then turns back to the group.

"I'm not one to run from a fight. I'd rather meet Gorum with my honor in tact and head held high having died in glorious battle rather than slink into his halls unnoticed as a coward. If Chell thinks whe can keep the other ship off of us for even five minutes after we engage the Rabid Weasel, I would vote for turning on her right now.

But my voice is just one amongst this group. If the group votes to delay and look for a better opportunity, I will not begrudge any of you. I believe you will avenge Jard... and my honor... when the right time comes."


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 considers for a moment, and nods. "Very well. I approve of voting on the matter- I believe that's how the ship should be run any way."

She calls Ptahh, Embrianna, Sorrin, and the Captain into the War Room. "We have all been discussing the sails in the distance and what to do about them. Ptahh identified one, the ship parallel to us now, as the Rabid Weasel. We know she's a pirate vessel, possibly full of slaves and that dirty bastard Flynn owes us a pound of flesh. The question is- what to do about it? The latest report from the crow's nest says the front caravel is turning slightly northwest, while the weasel is not. It's possible they may be coming around to flank us, or perhaps they're simply changing course."

The bard continues to speak. "If the vessels are working together, Quell is willing to bless us with a whirlpool to keep the other ship in place. With the rest of our magic we should be able to conquer the weasel easily before the other ship can help...Given the complicated nature of the situation, we should put the matter to a vote. Do we attack the Weasel or continue towards Sharkjaw? If we are to attack, we need to figure out an intercept course. If we do not attack, we should follow Ptahh's plan to move behind the Weasel, reducing the possibility of being surprised. Captain, your input and experience is valuable here- I would like you to vote as well."

She clears her throat. "I vote for attacking the Weasel, seizing her cargo and captives, and sending Flynn to Gozreh's Crushing Abyss."


I don't want to unduly influence the decision with the NPC Capt, so unless you all really want him to speak on the issue early he'll hold his tongue to end of the conversation. He'll point out pros and cons of each scenario.


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:

That's fine with me.


Evil GM

Waiting on folks to post.


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:
"Chell, how long do you think you can occupy the other ship with your spell?" Ptahh looks inward for a moment then turns back to the group.

"Over an hour. But I wouldn't use it on the other ship. We don't know if the two are even allied. A whirlpool is a dangerous phenomenon capable of capsizing a ship. I would rather us it to get Flynn to surrender. I can end it before it gets dangerous."


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

"Maybe we should shadow the Weasel for a bit and wait to see what it does. See if it decides to be the aggressor first or see if the other ship alters its course at all in response to our presence."


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. "If they know the whirlpool will end if they surrender, they will attack us as soon as the boards go down. The only way pirates will honor a surrender is if they fear for their lives. If the other caravel is not with the Weasel, this will be a simple matter. Let's not assume it will be easy, but instead the worst case scenario- that they are working together. I'd rather have your whirlpool until then." She looks at their charts. "In any case, it may be dawn before we could even intercept the Weasel, so you might have time to prepare new prayers."

She sighs, taking off her hat. "Also Chell, I'm curious... IF by some miracle of Quell we make them surrender, they don't stab us in the back, and we retrieve the prisoners, if there are any, what then? Toss Flynn off the side and leave? We discussed this earlier... the pirates know if they get turned over to the Dragoons, they're dead. The sea is a ruthless place, I don't think you're going to be able to avoid bloodshed."

Her green eyes move to Sorrin. "We have two votes to intercept the Weasel now, and one to shadow and see.... I'm not exactly sure what Chell is voting, but if you want to take the Weasel down now it's your vote that can do it. If you're more along Chell and Embri's lines, then we should follow Ptahh's original plan to get behind the Weasel."

Baldwin, at our current heading, approximately how long would it take to intercept the Weasel? I know we will have to angle towards her considering we are going parallel, similar to how the unidentified caravel was last spotted doing. Should I make a skill check for an estimate?


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

She shrugs. "We turned pirates into pirate hunters once already. Maybe we can do it again. We need more sailors. Or we can haul them to an island and leave them their until we get back. At this point I am not confident we are going to get to Sharkjaw and back in time anyway. Might as well do some good on the way. More blood will be shed if we let them go."

The suggestion that she might be able to change spells gets her thinking. "If it does take us a while to close in that opens up more options. I was thinking of preparing a spell to travel underwater and destroying their rudder. That would reduce their maneuverability."


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

There are a thousand and one wrongs to right, every day... We should focus on what only... WE can accomplish. Sharkjaw.

If the Weasel becomes aggressive, we deal with them and you have your wish to fight. Knowing the importance of the task before us at Sharkjaw, and knowing that initiating the confrontation would bring loss... I'd prioritize the lives of our crew and the mission.

He pauses.

Before a vote, there should be discussion.

If we know the course and the weather is clear, I too have a magical fan token. Maybe we can make up some time. Port Shaw depends on it.


Now that everyone has weighed in the discussion the Captain responds to Astri. "What do you want to achieve...vengeance for a fallen crew member and a sunken ship, or do you want to potentially save s city from a dangerous curse? Both are worthwhile, but what is your priority? Can you accomplish both by the full moon, if not, can one be obtained at a later date?" He glances towards the starboard side of the ship.

"Most ships have clergy and sorcerers," He chuckles, "sorcerers are the latest rage." He cups his chin, "What if the other ship is Captain Dre or an ally of his?" He motions towards the lead ship. "What if the Weasel lets us board her and then get set upon with our sails down by a second ship. The crew faces melee as we are have our sails lowered or down" He raises his palms in the air, "Either we are faster then the Weasel or she has coyly drifted back letting us get ahead of her just a bit, it'll be hard to covertly get behind her without being noticed, we'll need night. But that leads us to following dilemma will you be wanting to run with or without light? Without light we are blind, with light and we are a beacon. Any pirate will be going black at sunset."

He looks at everyone. "Sometimes the best offense is a good defense, protect your ship first." he looks to everyone to comment and discuss the options.


Evil GM
Astrianna Sparacello wrote:


Baldwin, at our current heading, approximately how long would it take to intercept the Weasel? I know we will have to angle towards her considering we are going parallel, similar to how the unidentified caravel was last spotted doing. Should I make a skill check for an estimate?

Sailor check or navigation check.


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 nods conceding the point. "I just hope we can get there and back fast enough. I wish I could get over to it and back unseen. If I had a piece of that ship I could find it at a later date. Maybe I could divine its location, or call upon a friendly divine being." She continues to mutter to herself about other possibilities but pushes no further on the subject. Time was of the essence. Best not to waste it on something that might cripple their efforts further.


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 Sorrin and Donovan, and then nods as she looks up from the charts. "I would rather get revenge for our crewmate and put those pirates in the sea... but Chell makes an excellent point that a ship without a harbor is useless, and I have to say I like Shaw. Let's get to Sharkjaw Docks. As the Book of Joy says... Revenge is a dish best served cold."

She sighs and looks at the charts again, checking to see if there are any major islands, landmasses, or reefs they may run into between night and sunrise if they decide to run dark. "Let me see if there is anything in our way if we decide to run dark following the Weasel or staying course... We don't need to get beached."

Profession:sailor, seaworthy: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19

Did you mean Knowledge:Geography, not navigation? Amusingly, that is the same result as taking 10.


Evil GM

Astri you were trying to figure how long it would take to catch the ship that is more of a navigation or sailor check.

Astri if you had the extra sailcloth that you are missing up could catch her in a couple hours, but without the sailcloth your ship is only slightly faster than the Weasel. It'll take you several 4 hours catch her assuming she doesn't get all evasive on you.

When you look at the lead ship after she adjusted her course, you realize she has similar speed as your ship, so she can make up time if she gets the wind.

The charts do not indicate any shoals or landmasses nearby that you could run into blindly.


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:

What exactly is a Navigation check? Just a sailor check?

Astrianna hums as she loooks over the charts. "Well, good news... we could run dark during the night and without running into shoals or islands at least. The moon is nearly full, so we will have decent light on deck for the half-elves and elves. Bad news is we are barely faster than the Weasel and the other ship is as fast as us- our missing sailcloth has cut our speed quite a bit. It would take at least 4 hours to catch the Weasel."

She takes a breath, and then sighs. "Let's run dark, and and when night has descended, we change course slightly to the Northeast, Embri. I don't think we should waste time trying to maneuver behind the Weasel if we're trying to get to Sharkjaw as quickly as possible."

Looking over to Sorrin and Ptahh. "You two should get some sleep in case we get boarded. I'm even tempted to have extra marines sleep in the war room tonight, but that's your jurisdiction. I'll personally take the crow's nest tonight."


Evil GM

Essentially.


Evil GM

The sun sets with vibrant glow of crimson, burnt orange, and violet. The sea is calm in comparison to yesterday and there is a release of tension from crew. Those sailors not on duty settle in for the needed rest, while crew on duty remains vigilant.

crows nest: 1d20 + 11 ⇒ (5) + 11 = 16

"Looks like the Weasel has gone black, ain't seen the other fer a while now." The lookout crows.


Evil GM

Bri make two sailor checks for the navigation of the ship and staying on course.


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 starts to leave the war room. "Unless anyone has serious qualms with continuing on our course, we should go dark and remain vigilant. The Weasel and its cohort are probably on the hunt. I want as many half-elves, dwarves, and elves on duty as possible for guarding and sailing. I'm going to take the crow's nest."

The bard gets on, walking to the rigging. "No lanterns tonight boys, we're running dark. The moon will be our guide tonight. There are two pirate ships out there on the hunt and any we're not going to get in an lopsided scrap today."

She climbs the rigging towards the crow's nest, taking her time. It's going to be a long night.

Take 10: Climb 10+5 = 15

Climbing into the nest with the sailor on duty, she takes in the horizon. "You're relieved of the Nest tonight, sailor. We need you in the rigging tonight."

Perception, seaworthy, crow's nest: 1d20 + 13 + 2 + 5 ⇒ (4) + 13 + 2 + 5 = 24


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

sailor/nav checks
1d20 + 13 ⇒ (15) + 13 = 28
1d20 + 13 ⇒ (10) + 13 = 23

Despite the lack of lights, Bri does her best to keep their ship on course.


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 will head to sleep as soon as it is determined they aren't engaging in combat. She stays in her armor though, in case combat finds them. She couldn't see at night and better to be rested if things got dicey. She also hoped there was enough time to prepare new spells and still get something from the Weasel.


"I think we'll be fine with off-duty marines sleeping below deck, but I will inform them to sleep fully armored tonight with weapons at the ready. I'm gonna get some sleep early tonight and take a later shift in case we do run upon the Weasel."


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 reason to follow the Weasel, let it be... Let's get to Sharkjaw as soon as possible.

Sorrin moves to get some sleep, uneasy remembering the previous night and sleeping in his armor.


Evil GM

Bri sets the course of the ship and it is true. the full moon gives off it's ambient light but it's still dark, really dark out on the open water.

Which PC's are up during Shift one (9:00-midnight), Shift two(midnight -3:00 am), and Shift three (3:00am - 6:00am)? Seems like Ptahh is taking shift 3.


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 watches the surrounding ocean, her eyes sharply scanning the black water and slightly pointed ears picking up any noise other than the sloshing of waves against the hull or the chattering sails.

Her coffee maker sits in the crow's nest with her, exuding a wonderful aroma of gourmet beans. The elixir it produces keeps her alert and focused, though her mind does wander to a few tunes she diddles in her head.

Astrianna has volunteered to stay in the crow's nest all night, with relief breaks of course. I believe she slept from sunrise to 3 pm so she should be good on sleep.


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 them likely. Stupid caster.


Evil GM

Shift 1: Bri, Astri

Shift 2: Sorrin, Capt Donovan, Astri

Shift 3: Ptahh, Sorrin, Capt Donovan, Astri

Chell's up befroe dawn to prep her daily spells.

I didn't get a response so here the shift schedule.

-------

Bri gets ship course set and vigilantly maintains its under the cover of darkness. Her time passes uneventfully, then Captain Donovan appears to relieve her. He nods and takes the wheel.

DM:

randomS2: 1d100 ⇒ 92
random S3: 1d100 ⇒ 47

Both the second and third shifts go by without incident.

Astri update the day on the spreadsheet when you get a moment.


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:

Done!

Astrianna really thought there would be some action tonight... Just something. Anything. Perhaps their decision to run dark was too effective. She's bored and malcontent, but doesn't vocally complain.

She thankful to see the rising sun glowing peeking over the seemingly endless waters and makes one last scan of the horizon before turning over the crow's nest and getting some sleep.

Perception, seaworthy, crow's nest: 1d20 + 13 + 2 + 5 ⇒ (9) + 13 + 2 + 5 = 29


Evil GM

Astri:

Your sweep of the morning horizon -just as color breaks - gives your two pieces of information: 1. Land Ho... 9 miles out. You assume it's your destination. 2. The Rabid Weasel is one- mile off your starboard side on an intercept course under full sail.

I've quite a bit I need to do to get ready for this encounter. Including coding out the naval initiative.


Evil GM

Who is upwind 1 is rabid Weasel, 2 is the Baron: 1d2 ⇒ 1


Evil GM

can the Capt Flynn gain the weather gauge, DC 20 sailor check: 1d20 + 14 ⇒ (11) + 14 = 25

Initially the Rabid Weasel has the weather guage. Gaining the weather gives 4 advantages: 1. All officers get +2 naval init, 2. ship gains +2 speed, 3. maneuverability increases one step, 4. all attacks made by the ship are at +1 circumstance bonus.

You can steal the weather by Navigator rolling DC25 sailor check. It won't effect the already determined naval initiative.


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 the warm glow of the sun breaks she avoids looking directly into it, instead glancing over to the northwest. A smile crosses her face at the sight of the coastline. "LAND HO! 9 MILES OUT!"

Pulling her hat down over her eyes she looks to starboard, and freezes for a moment. It takes a few seconds for her to realize the shimmering sun is not playing tricks on her, and she yells at the top of her lungs. "WEASEL ON STARBOARD ONE MILE OUT COMING IN FAST! SHE'S GOT US IN HER SIGHTS PREPARE FOR BATTLE!"

Astrianna looks down to her cold, residual coffee, takes the pot, and tips back the whole thing. I knew it. I knew they wouldn't be able to resist another haul so close to a port. Come on, wake up.

She shakes the tiredness out of her head and removes her bow from its case, checking the string. As the crew scramble below her the bard makes her final prepartions by removing a quiver of 10 Flight arrows and 10 Whistling Arrows from her haversack.

The bard casts Messsage in preparation for the coming combat, using it to communicate with both the party and her fire crew. Chell hears a whispering in her ear. "I hope Quell has blessed us with some excellent pirate-stopping prayers today...?"


Hearing Astrianna's shouts, the half-orc stands tall and draws his Falchion.

"BATTLE STATIONS! ALL HANDS ON DECK!"

Ptahh races to the stairs leading to the lower deck and shouts the command again.

"BATTLE STATIONS! ALL HANDS ON DECK! THE RABID WEASEL IS BEARING DOWN! TIME TO AVENGE JARD!

SARGENT GRENDT, GET YOUR MEN TO THE BALISTAE! PREPARE TO DISABLE HER!"

Ptahh turns and shouts to the poop deck, "The men are mustering. Sargent Grendt is manning the balistae. Will the Weasel pass us on the Starboard side... or the Port?

Can you turn sharp enough to get her on our port side? Or do we have to pass in front of her and expose our starboard side to her?


Evil GM

Razor Coast:

Initiative:
Chell: 1d20 + 8 ⇒ (20) + 8 = 28
Sorrin: 1d20 + 4 ⇒ (12) + 4 = 16
Bri: 1d20 + 2 ⇒ (14) + 2 = 16
Ptahh: 1d20 + 2 ⇒ (18) + 2 = 20
Astri: 1d20 + 2 ⇒ (17) + 2 = 19
Capt Donovan: 1d20 + 0 ⇒ (8) + 0 = 8

Naval Initiative:
Chell: 1d20 + 4 ⇒ (6) + 4 = 10
Sorrin: 1d20 + 1 ⇒ (9) + 1 = 10
Bri: 1d20 + 5 ⇒ (2) + 5 = 7
Ptahh: 1d20 + 0 ⇒ (4) + 0 = 4
Astri: 1d20 + 5 ⇒ (1) + 5 = 6
Capt Donovan: 1d20 + 2 ⇒ (1) + 2 = 3

I don't have the other ship's initiative coded yet that may take me a while and I need to be leaving for the office. I also have some events this evening so I won't be on line till later, if at all.

PC Initiative Order:

Chell
Ptahh
Astri
Sorrin
Bri
Captain Donovan

Naval Initiative Order:

Chell
Sorrin
Bri
Astri
Ptahh
Capt Donovan

Please don't not start taking actions until I get the other ship's initiatives added. I don't want to be asked to recon moves. For now just roleplay and take some time to review the Naval Combat Actions.


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 first light, Bri makes her way back up to the deck to relieve Captain Donovan at the wheel. She's enjoying watching the sunrise over the seaspray when all of a sudden she hears Astri call down about the Weasel closing in on them.

Well s!*!! I guess we should have gone on ahead and gotten the jump on them last night. Oh well.

"Astri! Any sign of that other ship we saw last night? Or is the Weasel alone?"

"Shall we keep heading on into port as fast as we can? There will be no maneuvering around us once we hit the shallower waters."


"That's the decision you all need to make. Try to outrun them or fight." The Captain stands next to Bri. "Speed wise she's got the wind and is a bit faster, especially since we are missing a rigging. It's be close." He looks up to the land mass and shakes his head. "Even by pirate standards you don't attack another ship entering or leaving port, Ptahh's friends have little honor."


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 calls down from the Crow's Nest to Bri, so the rest of the crew can hear. "NO SIGN OF THE OTHER VESSEL!"

She sends the rest of her comment as a Message to Bri, which whispers in her ear. "It's 9 miles to land, the Weasel will catch us before we make it to Port. Let the fireballs fly!"

By the way Baldwin, how large of a draft does the Baron have?


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

"Captain, I get the feeling we will be fighting, so you okay to stay close and help me with the wheel when I need to cast a spell?"


Evil GM

I haven't had time to create the coding for the other ship's initiative yet. I probably won't get to that till late tonight or tomorrow.


Evil GM

As far as the draft on the ships, I haven't seen much on the draft in the books. I'd have to spend some time sorting that out if it becomes an issue.


"Aye...this area's gonna get hot soon enough. I'll be here with you."

"By the looks of her she's got an extra ballista on her sides, and it looks like they have an extra one on a swivel at the foredeck. No ram, like us, that's good news. Seems likes nearly an even match, except those extra bolts. Instinctively his hand grasps the wheel. "Should be fun."


"Could the other ship be invisible?"


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 wakes and leads the prayer for Quell for those that wish to join. Along with the prayer is her usual call for spells. She changes very little but after the call from Astrianna she is thankful for them. "How do you want them stopped?" she says looking up at the crow's nest and smiling.

She calmly gathers the stretcher bearers and gets them into position. "Remember, our job isn't to fight. Its to keep people alive so they can fight again another day. Which is why I have prepared spells to stop the fight before it begins. So stay low and do not get hit. Grab your gear and get into positions."

She then heads up to the poop deck for a better view of the ship following them. "Who knows what they'll do if we get to port first. Let's stay out and keep maneuverability."

10,901 to 10,950 of 14,076 << first < prev | 214 | 215 | 216 | 217 | 218 | 219 | 220 | 221 | 222 | 223 | 224 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Baldwin the Merciful's Razor Coast All Messageboards

Want to post a reply? Sign in.