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:

Great idea on the webbing! The rigging is still functional thankfully, no need for repairs right now. The Captain sent Bri over to the Weasel to helm it.


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 for helming a weasel: 1d20 + 13 ⇒ (13) + 13 = 26

Bri will web over the gun on their ships side of the ship and order that anything not nailed down by tossed on top of or in front of any doorway or opening leading to below deck as quickly as possible.


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 have make whole. I can fix some of the damage if it is an issue.

-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

Gauge time we have before the other vessel is upon us.
Perception: 1d20 + 14 ⇒ (1) + 14 = 15
I know its a 1 but a 15 total isn't half bad. We are finally getting to the point where we can be mediocre even when we fail.

Post-Battle Recovery:
At the end of the battle, the Surgeon and his crew move about the ship and tend to the injured and dying. The Surgeon makes a special Heal check, with the result of the check plus 10 being the percentage of “deceased” crew from the battle that don’t actually die. This check requires one hour from the Surgeon and his crew, and he must have at least 4 crewmembers under his command during this task. For example, if the Surgeon was unable to reach the lower hull to save 15 crewmembers there, those sailors were removed from the battle and marked as deceased (see the “stabilize” action above). With this action, the Surgeon could save some percentage of those crewmembers, as determined by his Heal check. The surgeon makes one check for the entire ship, using his result to determine the total percentage recovered after battle.

Heal: 1d20 + 13 ⇒ (9) + 13 = 22
According to Post-Battle Recovery I can save 32% and have them back to duty by tomorrow. We lost 10 so 3 survive. The rest are dead. I hope I can do the same for the people in the Weasel's hold.

1-20 able seamen, 21-50 veterans, 51-80 marines, 81-100 seamen

Who lives: 1d100 ⇒ 21
Who lives: 1d100 ⇒ 72
Who lives: 1d100 ⇒ 91

1 Veteran, 1 Marine and 1 Seaman.


Evil GM
Ptahh wrote:
Astrianna Sparacello wrote:
Just an FYI, all our marines with siege weapon experience are on the Baron right now. So they don't have the weapon proficiency for it.
I thought all of the veterans and Marines were the same. Once I had divided them up into groups, I had them rotating through the different trainings. Besides, I'm proficient with the catapult, and I believe when commanding them, they get the benefit of my proficiency and feat.

Re naval siege weapons: Your mates get the benefit of your siege weapon while you are commanding them. Generally, you have to be in the same or adjacent location. If you are on separate ship they don't get the benefit.

Re marines getting the veteran experience. That is an interesting situation because its a stat boost by association. I understand that the lower ranked personal are being trained by the higher ranked personnel. Although they are not being paid at the same rate. For ease of tracking the group takes on the characteristics of the majority in the group. So if there are 6 veterans and 4 marines I was permitting the veteran stats apply but if it was 5-5, or 4 veterans and 6 marines it's back to the lower level stats. Note: there is NPC crew advancement in rules.


Evil GM
Embrianna wrote:

Curious, can Bri cast a web over the gun port to stick the cover shut or to at least block over the opening?

You won't know until you try. It'll take four webs to thoroughly cover the six gunwales given their spacing.


Evil GM
Chell Silves wrote:

Do I have an hour to do post battle recovery?

You will but I was counting your stretcher team as helping with the decks. Extra bodies are in short supply.


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

Didn't realize there were that many. Guess that won't work since I don't have that many castings left. We will focus on sealing the doors then so that we don't have to worry about getting rushed from below while sailing to port.


baldwin the merciful wrote:
Ptahh wrote:
Astrianna Sparacello wrote:
Just an FYI, all our marines with siege weapon experience are on the Baron right now. So they don't have the weapon proficiency for it.
I thought all of the veterans and Marines were the same. Once I had divided them up into groups, I had them rotating through the different trainings. Besides, I'm proficient with the catapult, and I believe when commanding them, they get the benefit of my proficiency and feat.

Re naval siege weapons: Your mates get the benefit of your siege weapon while you are commanding them. Generally, you have to be in the same or adjacent location. If you are on separate ship they don't get the benefit.

Re marines getting the veteran experience. That is an interesting situation because its a stat boost by association. I understand that the lower ranked personal are being trained by the higher ranked personnel. Although they are not being paid at the same rate. For ease of tracking the group takes on the characteristics of the majority in the group. So if there are 6 veterans and 4 marines I was permitting the veteran stats apply but if it was 5-5, or 4 veterans and 6 marines it's back to the lower level stats. Note: there is NPC crew advancement in rules.

Yep. If we have 2 veterans on the Weasel and we're attacked, I was going to move two veterans to the bow of the ship where there is a ballista. If I'm by the hatch going to the lower level, am I close enough to grant them my feat?


Evil GM

Close enough Ptahh.


Evil GM

Close enough Ptahh. I'm sure you'd have a few minutes while the ship is under way to go over and quick a quick refresher and to make sure it was loaded properly.


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 momentarily feels light headed. She shakes it off, and blinks. Wait... why were we in such a hurry to get to Sharkjaw? The full moon isn't for another 6 days, we have plenty of time. I should be more careful with the time magic, I think it imparts a strange, overwhelming sense of urgency.


Evil GM

The sand of time flow through the hour glass, these are the days of your life, and you have little time to spare.


Evil GM

Can I get the players to each make a perception check. I also need.

elf on baron crows nest: 1d20 + 11 ⇒ (18) + 11 = 29

lookout on weasel: 1d20 + 9 ⇒ (12) + 9 = 21


Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Being ever alert and vigilant, Ptahh sees something.


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 + 14 ⇒ (7) + 14 = 21


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 seems preoccupied...

perception: 1d20 + 7 ⇒ (19) + 7 = 26

If up in the crowsnest, 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

perception: 1d20 + 6 ⇒ (17) + 6 = 23


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

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

Astrianna paces the deck, eager to get their prize to Port and cash in. With Dre on their tails and the other ship from Sharkjaw closing in... it will be tight.

She smiles. I love my work.


Evil GM

Great rolls everyone.

With a bit of struggle and unease the Weasel gets underway, it's sails are a bit sloppy at first, as the crew struggles under the "new" command and the unfamiliar decking. Bri works the helm as Ptahh encourage the crew. Several of members of Baron's crew quickly replace the Weasel's sailors in the rigging. Sorrin determined to take measure of his men climbs one of the masts, his eyes darting to each of seamn, then out to sea.

Meanwhile the Baron raises sail and heads in the opposite direction, the wind lazy as the ship heads against the wind. Once clear and underway, Capt Donovan tacks and turns the ship around to trail the Weasel, keeping it far enough away so he can gain the winds favor.

Suddenly, 100 yards off the port side a great black shadow darkens the azure water. A large dorsal fin breaks the surface as it moves at an astonishing rate, leaving a slick of crimson in it's wake. The large shark breaches the surfaces with the remains of an orca in its massive jaws before submerging under water. The crew on the ships quickly do a warding sign to sea god. The shark disappears.


"Alright keep your wits to you, we need nerve of steel if we are gonna beat Capt Dre to Sharkjaw." The Captain's hand on the helm eases the ship naturally catching as much speed as he could finesse from the sails.

sailor: 1d20 + 19 ⇒ (2) + 19 = 21

Distracted by the sight and his thoughts. Damn that was big shark! That had to be...yes...had to be Dabojas' beast.


Evil GM

Captain Dre's chase continues for an hour before he breaks it off and lowers his colors. The ship that was leaving Sharkjaw took evasive maneuvers, when it saw the three ships deciding it was better to go back into port rather, rather than risk a fight.

The Weasel is now 2 miles out from the harbor and the Baron is 3 miles out. Roughly an hour out.

Is anyone doing anything as you approach the port or are you just going to sail in?


Evil GM

As you approach Sharkjaw you observe two long docks, each capable of berthing two large sailing ships (three of the berths are occupied) and there are numerous smaller docks appropriate only for longboats and smaller, singlemasted ships. Sharkjaw Docks, so named for a massive set megalodon jaws hanging from the end of the longest pier, they are quite prominent from harbor.

You see a small caravel dropping anchor in the harbor the Captain and it's crew looking angrily towards your ships.

[ooc]If you decide to to try to dock note there is only room for one of the two ships at the dock. The other will have to anchor in the harbor and use it's jolly's to get ashore.


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 looks up, determining if they are flying any colors. If so, he orders them lowered.

Let's let The Baron catch up. Baron gets the dock, Weasel stays out.

People have some soul searching to do. Ptahh, any other way down there? He indicates below deck.


Evil GM

Loot from the Weasel's crew:

18 Able Seaman in riggings (I forgot they had a few extra hands which I mentoined early in the combat)

18 msw daggers
18 punching dangers
18 filet knives
18 saps
9 light cross bows
151 crossbow bolts

Total:
gp: 1d18 + 9 ⇒ (15) + 9 = 24
sp: 2d40 + 20 ⇒ (16, 12) + 20 = 48
copper: 5d50 + 30 ⇒ (36, 29, 26, 9, 2) + 30 = 132

14 Veterans on Deck

14 leather armor
14 buckers
14 cutlasses
14 daggers
14 clubs
3 heavy cross bows (34 bolts)
2 light cross bows (39 bolts)

Total:
gp: 3d18 + 9 ⇒ (18, 1, 17) + 9 = 45
sp: 4d40 + 20 ⇒ (37, 7, 20, 36) + 20 = 120
copper: 9d50 + 30 ⇒ (45, 21, 35, 26, 10, 23, 34, 8, 50) + 30 = 282
misc gems chips gold value: 7d10 ⇒ (4, 8, 8, 2, 1, 8, 3) = 34

4 stretcher bearers

4 healing kits (4 uses each)
4 msw daggers
4 msw sapps
4 pints of CLW potion (3 doses per pint remaining) You can put a total fill the pint up with a total of 5 potions each.

Total:
3 diamond chips worth 77 GP total
23 GP
11 SP


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 points to two Weasel crewmen at random... You and you! We all saw that huge shark out there. There was a whale in its jaws.

I want to hear what Flynn and The Weasel were up to. What you've been doing and what you had planned. First on to satisfy me, lives.

He looks to Embrianna and Ptahh.

Leveraging my team for the intimidate if needed. Witchy-Poo and Killer.


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 agrees that the Weasel should be the one to stay out. That way they will attract less attention if there is any more fighting onboard.

After looking at all the weapons and armor they've looted, Bri asks Soren and Ptah if they will be in charge of distributing them to our own crewmen. Any leftovers should go into storage for later use. No point in selling what they can use themselves.

After Soren's little questioning she looks over to him. "I'm rather loathe to let any of them go. They're nothing but slavers and murderers, but I guess we can weigh the importance of any information they have against the crimes they have done and then decide what to do with them."


Evil GM

Loot of Officers

Boarding Mates: Rex and Lars

(1) +1 greataxe
(2) +1 Hide armor
(2) +1 ROP
(2) +1 cloak of resistance
(2) msw daggers
(4) throwing daggers
(2) msw saps
(2) boarding axes

Capt Flynn

Peacock Tricorn hat
+1 rapier
+1 silver light mace
msw light crossbow 17 bolts
+1 chain shirt
(2) potions CMW
(1) potion Bull str
(1) potion levitate
(1) potion remove disease
caster level: 1d10 + 5 ⇒ (3) + 5 = 8
(1) potion of remove fear
caltops
superior buoy
compass
hourglass 1 hour
magnifying glass
silver mirror (255 gp value)
sextant
handy haversack
water skin will with fine spirits (15 gp value)

Value
gold: 1d10 + 100 ⇒ (5) + 100 = 105
rubies: 6d10 + 20 ⇒ (4, 2, 4, 9, 10, 7) + 20 = 56

Priest

msw rapeir
sap
+1 chain shirt
(5) CLW potions
wand CLW (8 charges)
wand CMW (9 charges)
wand bull strength (3 charges)
(2)Holy water
scroll bless

pearl value: 10d100 ⇒ (90, 47, 2, 71, 88, 92, 73, 60, 1, 25) = 549
silver: 3d20 ⇒ (9, 4, 10) = 23
scroll drench

Two Sorcerers

msw long bow (10) +1 arrows, (5) +1 fire arrows (1d6 fire damage)
msw spear
(2)cloak of reistance +1
(1) ROP +1
(1) bracers of armor +1
(3) msw daggers
+1 crossbow (light) (6)+2 bolts, 17 regular bolts

(6) potion CLW
(4) potions of CMW
(1) potion CSW
(1) potion of bear endurance
wand o web (7 charges)
(2) scroll of shield
scroll of nondetection
scroll of misdirection

795 GP
500 GP pearls
300 GP in diamonds

Ptahh knows of smugglers hold under the foredeck and within that it contains 1 plunder pt (1000GP), he also know of a smugglers hold under the poopdeck but that hold is empty.


After showing Sorrin and Bri the smuggler's holds, he checks the Captain's quarters for anything of value, including maps, documents, etc.

"I don't believe there is any other access to the lowerdecks other than the hatch." True, Baldwin? "And I agree, we should have the baron dry dock. We can load up the jolly's with the loot and transport it to the Baron. Do we take any of the riggings before we sell her?"


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

Let's discuss matters when we're together. Before the Baron docks.

I'm more interested in their stories at the moment. We can always tie them up and sink the damn thing if they don't open up and come out.Swimming off doesn't seem a good option at the moment. Shark infested waters and all.


Evil GM

All quarters are below deck. There were smuggler and storage holds under the fore (I gave you the loot) and poop deck (empty).


Evil GM

There is on scorced light ballista swivel mounted on the foredeck and 8 bolts for it's use. You don't see any extra sail cloth or coils of rope, and Ptahh knows that is usually kept under the poop deck in the storage compartment, along with line.

There are two accesses below deck: a hatch and then there is the cargo hold which has two ladders. All are locked. The moveable weather deck was slid in place to prevent entrance into the cargo hold. You also know there is only one access to the lower cargo hold. There are two decks below.


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:

On board the Baron

Astrianna is momentarily stunned when the massive shark bursts through the surface of the water with an orca in its mouth. .... these are some dire omens. I picked a fine time to come to the Razor. Dajobas continues to influence these lands.

Once Dre has cut off his pursuit, she busies herself with going through some of the items they brought on board, and stripping down the captives. Flynn's tricorn hat intrigues her... She casts detect magic on it.

If it's magical she will use her Wand of Identify to identify it

Spellcraft: 1d20 + 6 + 10 ⇒ (3) + 6 + 10 = 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

No spyglasses amongst the loot? :)

Bri will get crew organizing things, such as setting aside the extra sail and rope into piles that will be shipped over to the Baron.

We can use the little boats to go ship to ship, right?

And are people still locked up below deck?


Evil GM

No magic on the tricorn and you haven't found a spyglass - yet.

Yes the jolly's/rowboats can be used to go between ships or to the dock.

people are still locked below.


Evil GM

As the Rapid Weasel anchors in the harbor a longboat approaches from shore. It has two men in it, three guards, and four men rowing. They are heading towards the first ship that anchored, but most of the people are looking towards the Weasel. There is some shouting from the ships deck to the men in the longboat. Those on the Weasel's deck can pick up a few words. "Battle...Capt. Dre in pursuit...There's another ship comin'...ain't suppose to 'appen so close to a cargo pit....bad business....there are rules....we aint payin' fer another day in harbor bill them."

Note that the Baron has not made port yet since she is slower.


Evil GM

Sorrin I'll get to the conversation with the crew, when I get time.


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:

There is a sextant though Bri!

Astri is on the Baron so better dust off those diplomacy dice! Worst case scenario she can smooth things over when she arrives.

She's a bit disappointed the hat isn't magical. It's quite fetching. Stepping onto the poop deck, she offers it to Donovan. "You saved us from embarrassment and lost booty with that incredible display of Captaining. Care for a trophy?" She taps Flynn's hat. "Already cleaned the blood off of it. If not, I'll be more than happy to show it off to Flynn's priest in the deck below."


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

Was hoping to get some things resolved before entering harbor. Conversation, crew disposition and killing as needed.


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 can sense a little animosity towards her after the fight. But the more she thought about it the more she realized she wasn't exactly in the wrong. They told these people they would be privateers. And the first day out they meet a pirate. And the sentence for piracy is normally death anyway. They were doing what they set out to do. But apparently some weren't up to it. Maybe she wasn't either considering her reaction to Flynn's actions.

Then a giant shark appeared and things got very confusing.

[k:Religion]1d20+6[/dice]

She joined several in prayer both for answers and spells to fill in the empty slots. She then sets out to fix the damage from from the battle, both to the ship and to the people.

I have two make whole now if that helps. Cast on the sail the fire elemental damaged.

Make Whole: 10d6 ⇒ (5, 4, 5, 4, 5, 5, 4, 4, 5, 4) = 45


Evil GM

Chell:

Your skin tingles when you spot the breaching shark, you instinctively know that is the source of weresharks...Dajobas chosen one.

-----
@ Sorrin:

The first hour that you're being pursued it's all hands on deck working like there is no tomorrow. You're not looting and identifying items during that time, you are worrying about surviving. the Weasel is 2 miles out and approaching the harbor when the crew can relax a bit and start to identify items and gather up loot form the bodies. That's going to be a good 10 minutes to strip the men down and sort their items. After that you all can start to identify items, but note Bri is the only caster on board and her attention is on navigation. With that set-up you and Ptahh have roughly 30 minutes before you are inside the harbor and dropping anchor.

As I understand it, you are now trying to gather information and intimidate the Weasel's crew and potentially trying to get below deck. It takes about 15 minutes of time to gather segments of the crew (and still maintain the ship sailing). The men in the rigging and those on deck are pretty consistent in their stories: Capt Flynn mutinied and killed the previous Captain about a week ago. This came after Capt Flynn had a chance encounter with Capt Dre in another cargo pit roughly three weeks ago. (Ptahh can confirm the killing and the previous stop in the cargo pit). Capt Flynn, Lars, and Ja, the navigator, were the ring leaders. (Ptahh can confirm they were tight). They talked about joining Capt Dre fleet and running the Dragon Smoke and the new Dreamfog drugs.


Ptahh turns to Sorrin and Bri. "I have an idea to get them to open up the lower decks. Pirates are self-preservationists. They'll give each other up to save their own neck. I could talk to the marines and verterans below deck and give them an offer; if they give up Norb... he's the gunnery mate... then we will let them leave right now. I'll let them know that the port authorities are headed this way and they only have a minute to decide. I'll, of course, use a little intimidation to get them to realize the seriousness of their situation."


Evil GM

From your experience you know that cargo pits tend to be neutral in their tendencies catering equally to pirates, privateers, military, and dragoon patrol ships. That is not to say they don't have private leanings, desires, or favorites, it's just they will generally take anyone's money and trade.

Cargo Pits:

On some islands there exist small settlements run by natives seeking relative isolation or by the descendants of early explorers and pirates. These settlements run supply stores known as cargo pits that cater to the
needs of passing ships. Generally, they consist of a few docks, a general store, and maybe a ramshackle tavern. Typically neutral, cargo pits cater to whoever wishes to do business, including pirates and other
blackguards. Incoming ships purchase dock space, hull and rigging repairs, new sails, or provisions. Even when the descendants of explorers or pirates run these places, manual labor is predominantly performed by
underpaid or outright exploited indigenous people. Cargo pits make great “neutral ground” for encounters with unfriendly captains, as generally, they constrain bad behavior. No one wishes to be denied supplies the
next time they sail through.


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

Can't believe I forgot to add dice on that roll.

That's it. That's the source." She didn't know how she knew it but she didn't question it either. They may have had a few days to deal with this but adding shark-hunting was going to push it. She wondered how long it was going to stay in the area.

At some point she approaches Donovan and Astrianna and quietly states as much. "That's not just any shark. That's the source. The reason we are headed to Sharkjaw."


Capt Donovan looks at the tricorn hat and accepts it, "You wouldn't have a nip of fermented juice now would you?" His hand on the wheel to keep it steady.


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

"You certainly deserve something for saving the day. But could you stop at a nip?" she asks seriously.


He smacks his lips, his tongue heavy on the roof of his mouth, "Don't know, actually. Suppose I'd find out after that taste."


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

All my posts are what Sorrin is "trying" to do. Other players/characters can help guide what happens, he's not being obstinate regarding any course of action. He's protective of Baron crew, forgiving (but not easily) of most Weasel crew if they wish "to start a new life" and live within ethical/moral boundaries. He's actively involved, but more shepherd than warrior at this juncture. Morale.


Evil GM

The Rabid Weasel's crew is quick to throw Capt Flynn, Mate Lars, and Navigator, Ja, under the keel. When pushed or questioned about the merchant ship, Mist of the Sea, the crew point to Capt Flynn wanting to pay tribute to Capt. Dre.

"We've a few barrels of booze, lard, and dry goods, a bit of silk too in the lower hold. Storm hit hard though, Capt didn't complete the looting. Capt. Flynn took 13 prisoners...theys be down there too, unless they now be dead." They glance behind the ship towards the Baron, "Third mate, Rex, be fair tried to reign it in...like us." He adds. "Don't know what's overcome the priest...lots of cold night sweats...always grinding his teeth and now likes 'is dreamfog. He fell hard fast, think he took the ol'captain's death hard they were friends."


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

Better idea. I don't think the sail took that much damage so only one make whole which is 23 damage healed. The other level 2 will be Zone of Truth. For when we need to get the others out of the hold and question them.

Are we going to dock the Baron or get close to the Weasel to deal with the incoming guard? Seems like we need to do that before docking.

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