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:

We should go ahead and dock. If Ptahh, Sorrin, and Bri want Astri or Chell or Donovan to deal with them they can explain the situation and see if they'll wait for the Baron to dock.

Astrianna's thin eyebrows nearly shoot up into the stratosphere when Chell says that massive shark is the chosen one of Dajobas and the source of the weresharks. "Are you serious?" She says in a hushed voice. "Well Captain Ahab, we'll have to do our research if we want to kill that thing. Hopefully the healer here knows what to do."

She looks at the supply pit ahead. Ah, my kind of place. I hope I can sell this dragonsmoke I've been holding on to. And those gold teeth. They've been floating around in my haversack for too long.

Astrianna chuckles at Donovan. "I don't have anything strong enough for a nip, but you should take a ration of rum in the mess with the crew when we're settled in. I'll tell Fiosa to keep an eye on you."


Evil GM

Now that you've gathered some information from the crew. What are you going to do? Ptahh are you making an offer to those below deck.


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 offers forgiveness to the priest and other crew that surrendered in exchange for cooperation and information. They can go free at Sharkjaw with the shirts on their backs; since they chose to surrender they can keep their lives.

Is the information you posted from the crew currently aboard the Weasel only? If so, Astri will speak to the Weasel Crew aboard the Baron.


Evil GM

Looks like 37 HP of rigging damage from the elemental.


Evil GM

Astri you have no contact with the what happening on the Weasel.

On the Baron:

Astri and Chell would learn the following form the crew you have on board, along with Rex.

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. Capt Flynn, Lars, and Ja, the navigator, were the ring leaders. They talked about joining Capt Dre fleet and running the Dragon Smoke and the new Dreamfog drugs.

Third Mate, Rex would add: "Capt. Dre is lookin' to take control of Dreamfog trade from Butcher Jill, something 'bout adding a kick to the dragonsmoke mixture. Not a user meself, don't know much 'bout the stuff." He spits on the deck. "The gagged priest, Vern Fain, uses...and seems like he has the shakes now. Must be comin' off the high."

The priest's demeanor has changed significantly since his capture and over the last hour and half. He has turned ashen and is beading with sweat, his eyes show fear, rage, and confusion. It looks like he's wasted away since he's come aboard. The priest himself is gagged, if you recall.

Rex will tell you, "I don't think gunnery mate, Norb, actually follow'd through wit the command,...it was suppose t'be a planned bluff, in case things ev'r went bad."He pauses for a long time, "I didn't think it was wise t'attack this close to Sharkjaw...it's against the rules. Bad mojo gets those ships, captains and officers banned from the port and sister cargo pits, when word travels." He nods approvingly at the offer to go free.


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 the Baron:
Astrianna glances at the priest as they speak about him. That one is coming down hard. I wonder where his stash is at?

She laughs when Rex mentions not following through with killing the prisoners. "I think you bluffed the wrong people.." She thumbs towards Chell. "I've never seen such rage from our priestess when she heard those screams. If those prisoners are still alive Sorrin will probably let Norb and his crew live."

She asks a few questions about Dre. "What do you know about Dre's ship? Seems a beast. Any other pirates working with him right now? You know what his next move is against the Butcher Jill?"

Exhaling slowly, she shrugs. "You don't seem so bad, Rex. Shame you got mixed up with Flynn and the rest. We'll be letting you and your crew go regardless of course, but if you're interested in a privateering job on board the Baron I'll discuss the matter with my colleagues. Hate for you to get press-ganged by Dre when he comes into Sharkjaw."

Astrianna inspects the priest's holy symbol to determine his deity.

Take 10: Knowledge Religion 10+9 = 19

"Kept him gagged so he couldn't get invoke any prayers... You can never be too careful with spellcasters. It looks like it was a good thing or he'd be freaking out and yelling right now. Coming down on the hard narcs is... not pleasant."


Evil GM

On the Baron:

He shrugs when the comment of following the wrong crowd, "Me granpappy use to say two kinds of luck Rex: those that always drop the milk wit the lid on and those that always drop it wit the lid off. I always been a ld off kinda guy."

He rubs his chin on his shoulder since his hands are bound. "Promise of easy money is a great demon." He ponders the question about Capt Dre, "He's got a brigantine, but he's put some coin into it, catapult and ballista, fast sails you know. Fierce crew...ruthless, never met 'im meself, but sea stories tell of deeds. Like the time, he swam and boarded the Virgin Mermaid and slit the Captain, navigator and surgeon's throat for fun. Course she surrendered her treasure." He lets that sink in for a moment. "Don't know 'bout Butcher Jill just that Capt Dre and some gnoll was involved in. They talk'd about 'im having other follow'rs since he's a pirate lord but they didn't much talk 'bout that to me." His eyes widen a bit at the potential job offer. "Don't know...whatcha paying."

Besmara is the holy symbol.


On the Weasel:
Ptahh grabs the two veterans at the ballista and arms them with crossbows. "Follow me."

The half-orc walks over and kneels beside the cargo hatch leading below deck, "I know you can hear me... and I know you can see that we're anchored at Sharkjaw. My dispute was with Flynn and now he's paid his price in blood. Norb has a debt to pay as well for following Flynn's order to kill all those innocent people. Open up, hand over Norb and I will allow you to leave this ship today with your life in your hands... or you can keep this hatch closed and I will becoming through it with my sword in sixty seconds to kill any pirate I see below deck. The choice is yours. One, two, three..."

Intimidation: 1d20 + 13 ⇒ (17) + 13 = 30

Ptahh begins to count as he stands up and draws his falchion from its scabbard. Can't be fighting when that skiff gets here... I hope these pirates are as disloyal to Norb as they were to Captain Haemlin.


Evil GM

Ptahh excellent post. I'm holding off answering until Sorrin, and Bri have a chance to weigh in.


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

Riding the Weasel:

Bri sighs. I'd rather turn everyone over to some proper authorities, but that is unlikely to happen here. I suppose the best we can do is get those in charge and punish them ourselves.

"You people had best make up your minds. Without any hostages left down there with you, I have no problem at all about casting another of those stinking clouds down there with you. With no where to get away from it, it will likely be quite horrible."

bluff: 1d20 + 15 ⇒ (10) + 15 = 25


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

Ptahh, anyone thinks to get by you... An arrow through the eye for their troubles.

Living prisoners would take the edge off, but once a gutless lackey always a gutless lackey, I hear.


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

You gotta Jenkie down there? That could help your cause...

...assuming, he's alive.


Evil GM

There are muffled murmuring sounds coming from below deck, when one voice answers above all others, his voice has a singsong quality to it. Ptahh you do recognize it belonging to that mate, Norb. He was a recent addition to the crew, so you don't know him well although you never had a run in with him. "You say a blood debt is owed...what great crime did I commit?" He listens to the female voice, "Aye that be terrible, but I'm sure Ptahh's mentioned there's a deck below and well...alchemy fire is so dangerous on wooden ships." his voice is smooth as silk, many similarities to Astri's tongue. "What will it take for all of us to be set free from this hold, no sentence on our head, and no fear of future retribution from you?


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

Forty-five seconds!

Your Mates are still alive, on the Baron!


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

weasel:
"If you are stupid enough to start a fire on ship where you are trapped below decks, go right the f#%% ahead. We've already piled up everything we are scavenging from topside. If there is anything left of use down with you, we can just come down there and get it later. Some of our crew breath water the way some of your crew fly. Hells, it just might be easier to set fire to your ship ourselves. At least that would be one way of making sure you lot never try preying on other ships again. Ptahh is trying to be generous with his terms, so you should be glad he is the one making the decision and not me. I would suggest that you agree to them before you try his patience and he starts listening to me.


Evil GM

On Weasel:

"Smell that?"

perception 14

perception 14 results:

It smells like smoke.

"See I can appreciate a good count down but rational people talk. Oh, by the way, fire in the harbor is not a good welcoming. But I digress, I'm simply asking what will it take for everyone...myself included, to walk away from this alive and on cordial terms? I've a responsibility to my men and the passengers. Are you men, who honor a deal."


Evil GM

On the Weasel:

"But this ship is a prize that will fetch a pretty platinum, money to pay shares, money your crew expects to drink an whore with. You've got squat off the top deck the good stuff is down here, of course, if we give up our passengers we'd expect to keep our personal gear, but there is plenty of plunder down here." He pauses and sighs. "Ptahh will tell you, sometimes the crew and officers don't make the decisions. We follow orders...if you've ever been on ship you'd know that missy. But I did not follow the Captain's last order...yet."


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

I could give a rat's arse about the ship, but this idiot is threatening prisoners...

Break it in, Ptahh. Time's up. Sorrin nods, draws a scimitar.


On the Baron:

When you arrive in the harbor you can see the Rabid Weasel has dropped anchor and there is long boat approaching it. There is second ship that dropped anchor and several of the crew are pointing towards the Weasel.

You can look at the earlier description of the dock set up.

"Drop sail!" The captain yells as you drift towards the open dock slip. There is several armed men on the dock, others appear to be gathering, taking orders from commanders. Shyte this isn't going to be good.


Evil GM

"Shame, so be 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

Weasel

"Hold up Soren. You in there, let your hostages speak so that we know you are not just bluffing. Let us first verify that they are indeed still alive before we discuss any terms."


Evil GM

Weasel:

A few moments later a voice calls up..."Hullo, I'm Veni I was seaman on the Mist of the Sea, he's telling the truth he didn't kill us...but they've nothing to live for. They've rigged this whole ship."


Evil GM

Your crew and the those of the Weasel's pace around nervously as threats of annihilation are given."Sirs...launch approaching." There is long pause. One of the Weasel's crew pipes up, "Sirs you may want t'kill 'em...kill us, but those men in that boat will know something's up...you'd be blacklisted in this port and soon others as word spread." He swallows hard. "Bad 'nough Capt ordered an attack near the coast...that's wrong and illegal, but to kill 'ere is death sentence to all on both boats. Won't be tolerated cuz it goes against the principles of a cargo pit. I'll soon 'nough git the Kiss from that shark back there, least I live."


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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:

On the Baron:

Astrianna chuckles when she sees the Jolly Roger Holy Symbol. "A priest of Besmara? You're a rare one. I can certainly relate to the teachings of the Pirate Queen, but Quell has shown us far too many blessings to ignore. I should end you- Dre will certainly pick you up, seeing how he has What You Need. But you surrendered, and even pirates need some guidelines on the sea, eh? We'll toss you out to roam Sharkjaw for a hit soon enough." A mean streak in her brain makes her grin momentarily as she considers terrifying the man with some illusions- the priest is probably already seeing plenty in his crazed state. However, she figures Chell wouldn't appreciate it and returns her attention to Rex.

Placing her hands on her hips, she paces the deck. "Sorrin and Ptahh like to be in the thick of it when we get into a scrap- they want to be on the enemy vessel, reaping the harvest." She makes a motion with her hands that imitates a scythe cutting wheat. "We could use a repelling mate which will free them to cross the boards, or if you've got experience on the ballista, a Gunnery mate so they don't have to be below deck. Your pay will be getting your belongings back, a mate's share of any of our next plunders, and an officer's salary. If you trust any of these crew with you, they can join our marines as well, as part of your squad." My, I'm so generous. Astrianna the Fair? The Fair Songbird? I should think of a new moniker.

She briefly inspects her nails while letting the offer sink in, the beautiful paint job she received at Molly's is disappointingly melted and warped from the lightning bolt she took. Astrianna clicks her tongue at the manicure disaster. "Of course, I will have to clear this with my group, but we like to pick up talent. Think about it." The half-elf chuckles, briefly considering asking if he knows how to bake. Then it hits her. The Songbird of Fairness!

Astrianna sniffs as she sees the armed men gathering on the dock, and cooly walks over to the edge of the ship as they pull into the slip. "Ahoy, Sharkjaw! Baron of the Tides, looking for a safe harbor. What do we owe this flattering welcome party?" She says coyly, leaning over the edge.

Riding high on their incredible victory she briefly imagines showing them what happened to Flynn, the real perpetrator of all this, by tossing his head into the harbor. The theatrics nearly make her giggle, but she knows that this is no play and she needs to smooth over this entire incident, not put on a show.


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

Wanting to deal with the quick, Bri speaks up. "Since you didn't kill the hostages like we thought you did, you may have a redeeming quality or two left. You may unlock the door when you are ready and go fetch your personal gear and take turns taking the boat to the port. I would like you to agree to tell the truth that it was your Captain that set upon us this close to port in case anyone asks."

"Anything else to discuss?"


Evil GM

On the Weasel:

Norb responds, "Now that sounds reasonable, but are you the Captain? Can you make the deal and I certainly need to hear it from Ptahh and the other terrifying officer." He stops, "I'm sure there are thoughts of killing me, but remember who disobeyed the Captain's order and all these mouths will talk if you do. Reputations, good or bad, will be made."


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

That's Captain, to you... Sorrin ibn Sabbah. The Weasel is under my command. I'm fair and reasonable. To a point. You're plan, your leverage is the ship. Let the people go. Good will, it gets you your life. There's that.

But. You're not the only one willing to die. So that tact won't fly. Release the... passengers.


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

First Mate, Ptahh. Sheathe your blade, as I will mine.

I'd offer you a job, if your story pans out.


Evil GM

"Captain Sorrin ibn Sabbah,' the gunnery mate repeats slowly enunciating each syllable, "I'm gunnery mate, Norb H'belk, and would seek permission to surrender my ballista and evacuate the passengers and my team from these stuffy quarters, provided Ptahh agrees." As cooler heads begin to calm the emotion of the moment.


Evil GM

On the Baron:

Astri and Chell:

"That's a might fine off'r, and I'd like to accept. Know my way around a deck, and I'd b'a fool not to accept it, so I'll consider it. Norb be good with siege weapons, if he still lives and a few of the trustier souls can be found."


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

Ptahh had been nothing but reasonable and even tempered. Flynn's end was punishment. Ptahh's issue with you and the men under your command below deck was in the killing of the prisoners.

I'm sure, if he sees them alive there will be satisfaction for him, an easing of tension and redemption for you, at least in my eyes. It starts with the release of the prisoners. I urge you to make haste.


"Aye, if I see ALL of them alive, we have a deal. And your life will be spared."


Evil GM

The bolt slides open at the hatch, this is followed closely by the hold lock being released. Both access points are opened. "Everyone is coming out...'preciate it if you'd clear a little room for us."


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

Make way, weapons down... Get blankets, water.

Sorrin is the first to offer the captives a hand up and out of the lower deck.


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 are back.

Besmara? Course it is. Pirate god that plunders the the divine. Chell stays quite busy trying to keep people alive, or at least those that will take to her ministrations, without the help of other healers. The cleric certainly wasn't in any condition to help. In fact, he should probably be one of her patients considering the withdrawal he was going through. His poor decisions and attacks on her friends...colleagues...was warring with her gentle nature. She wanted to help but she rationalized that he just needed to wait it out. Bound and gagged would prevent him from hurting himself. So that is how he stayed. When Astrianna brings forth a summary of what the other mate said she has conditions.

"Flynn was the only one I was really concerned about but that one has been laid to rest. Very literally," she said remembering the damage Ptahh did to him. "I am all for second chances and we need more men but its going to hurt morale. That and I'd like to check their sincerity. I have a spell so they can only say the truth. With Embri's and Ptahh's help we could probably make sure it works. THen we can be sure of their involvement or lack their of."

Can we combine Zone of Truth and Touch of Truthtelling? Zone of Truth doesn't say if we are aware if they made the save but touch of truthtelling puts a mark above their head. I want to gather all the mates that want to join and check their stories. Sense Motive is unreliable so I thought to force them to tell the truth. But the spells available can be saved against with no way to know if they have been except Touch of Truthtelling but I don't want to prepare 4 or five of those just to be sure. Can we expedite it?


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

You remind me of someone Norb, someone mercurial. I'm sure you're a man of many talents, perhaps some training in the arts. I can appreciate that, though I have none myself.

He pauses.

Such a boring world if we were all the same. So, to be plain... You can vanish into thin air, run, fly or even swim away. And you could have affected the earlier screaming, the voice of Veni or perhaps the smell of smoke. These possibilities are not lost on me, on us.

But, I'm doing my best to take you on your word. Relationships based on lies just aren't healthy, and never work. I have plans, Norb. They include some thinking, a lot of doing. It's going to be hard work. But, I hear it pays well if you can follow the rules. Care for the crew, defend the ship... give up a life of crime.

Privateering, profiteering, yes... Slavery, drugs, theft and murder, no...

Keep in mind, we didn't come for Flynn. He came for us... Back at Port Shaw, he sent assassins. We lost one of our own, family. But, they were put down. On the open sea, he would throw thr lives of his crew away to come at us. He'll have eternity to reconsider. We take care of our own.

If we don't sell this ship, first order of business is changing its name. Mongoose, ferret, even... but, 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

Not sure how metered out that speech would be, you can decide. I just wanted to get my thoughts out before I got to work and my posting is limited. Heavy meeting day.

Everything said is sincere, and even though he's speaking to Norb. Both Weasel crew and Baron crew present can hear him.


Evil GM
Chell Silves wrote:

I are back.

Can we combine Zone of Truth and Touch of Truthtelling? Zone of Truth doesn't say if we are aware if they made the save but touch of truthtelling puts a mark above their head. I want to gather all the mates that want to join and check their stories. Sense Motive is unreliable so I thought to force them to tell the truth. But the spells available can be saved against with no way to know if they have been except Touch of Truthtelling but I don't want to prepare 4 or five of those just to be sure. Can we expedite it?

Getting a perfect crew together is no easy matter, and to expedite the process takes away from potential storylines and creates a superpower character. Hard choices have to be made on how to best spend your resources, while still proceeding towards your goal.


Evil GM

Norb to Sorrin and others:

"Yeah, not the best name for a ship, I'll concede that point." He smirks. "I've done much not to be proud of, but not killing those passengers does not fall in that category." The half-elf pulls out two cigars and hands one over to Sorrin while he takes the other one for himself. He clicks his fingers together and spark appears and he lights tobacco. "It's a parlor trick, flame and smoke, but it can be useful." He has an elven curved blade at his side and he has a simple light blue tunic covering a chain shirt.


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

"We will likely be selling the Weasel. We need to concentrate on repairing and crewing up one ship at a time. I don't know that we have the time or resources to spend on both of them right now."


baldwin the merciful wrote:

Norb to Sorrin and others:

"Yeah, not the best name for a ship, I'll concede that point."

Hey! Never thought that you'd write the ship into the campaign... and I kind of liked "The Rabid Weasel" although I have no idea what inspired that random thought when I was writing my background."


Evil GM

I only played off of the ferret and mongoose name comment. No offense meant.

The launch pulls up closer to the Rabid Weasel and a balding short man goes in a triad, "How dare you bring battle within our navigational waters! You lousy louse. You should be banned...where is the CAPTAIN of the ship!"


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

Embrianna, you're probably right. But, let's keep an open mind. Norb, I can offer a temporary position, until we sort things out with the other two and the rest of our team.

Turning to the liberated.

Alright, who among you can be useful in a ship... This or another? Unless you want to be left here, Sharkjaw. It's a cargo pit, everything traded... Product, people and principle.


Evil GM

On the dock:

"Who is the Captain of this vessel?" There is long pause. "You are aware that it is against the rules to engage in combat in a cargo pit's navigational waters! Not only did you engage another ship, you brought the black near our shores forcing other 'legal' vessels to retreat back into our harbor, disrupting trade." The dockmaster shouts. It is clear his anger is deep. "Tell me, no convince me, why I should not ban this vessel from this port.... FOREVER!"


"I'm Captain Donovan and this here is Astrianna Sparacello, I'm sure she has an explanation that will make you blush." He chuckles to himself. "Now it's showtime."


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

Rabid Weasel

Sorrin ibn Sabbah, sir. We bring no battle, for the very reason that we do not wish to... be banned.

Dre was aggressive, you can take it up with him. Now as to fees... Welcome aboard if you wish.

By harassing us, even as we ever so clearly made our way to Sharkjaw... I was aghast. Desecrating the sanctity of this place.


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 looks over to Captain Donovan and gives her thanks when he passes over the negotiation to her. She chuckles when he mentions it's showtime... F+#+ it. They're going to remember this one.

She pulls a trustworthy veteran aside and tells him to go take Flynn's head off his body, and bring it to her. "You're the first one for shore leave if you bring me Flynn's head."

Turning her attention to the men assorted at the deck, she nonchalantly leans over the railing and begins her account of the events. "Yesterday we came upon a broken ship, its sailors captured to be sold into slavery and the ship left for dead in the oncoming storm by the Rabid Weasel. The only survivor gave us the brutal recount themselves. After weathering the storm ourselves as we made our way to Sharkjaw, at approximately 6 bells this morning the sun crested over the Pearl Eye Atolls, and we saw Sharkjaw in the distance some 4 miles out... And there was the Weasel, bearing down on us, ready to make us their next mark under no provocation of our own. They must have heard our loosening coin purses, intended for your port."

At this point she had stalled enough that the veteran would be back with Flynn's head. She takes it and keeps it under the railing, out of sight for dramatic effect. "Their sorcerers blasted us with lightning and they opened fire with their ballista, but were not going to cow us. We crossed the boards, traded blows and blood, but in the end, we were victorious. Meanwhile Captain Dre saw an opportunity to pick our bones and raised the Black against us... But he was too slow." Astrianna points to the Weasel with her free hand. "The Weasel belongs to us now and is crewed by our men. We have multiple witnesses, surrendered crew from the Weasel, including officers, that are willing to back up our story. We were not the aggressors in this matter and they will repeat my story to you. Now, you may ask, what happened to Flynn the Mouse, the true perpetrator in this affair?"

Astrianna holds up Flynn's hour-dead head, a few bits of ichor dripping off his bloody neck stump. The bard dangles the proof over side of the ship. "His transgressions have been thoroughly punished." She lets go of Flynn's greasy hair, and it plummets into the sea with a plop. Her hand goes back to nonchalantly rest on the railing.

Perform Oratory: 1d20 + 9 ⇒ (17) + 9 = 26


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 always roll good on the performs.


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:

Isn't that weird...? Who needs diplomacy!


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
Quote:

The launch pulls up closer to the Rabid Weasel and a balding short man goes in a triad, "How dare you bring battle within our navigational waters! You lousy louse. You should be banned...where is the CAPTAIN of the ship!"

Rabid Weasel

Sorrin ibn Sabbah, sir. We bring no battle, for the very reason that we do not wish to... be banned.

Dre was aggressive, you can take it up with him. Now as to fees... Welcome aboard if you wish.

By harassing us, even as we ever so clearly made our way to Sharkjaw... I was aghast. Desecrating the sanctity of this place.

"Sir, the Captain of this ship at the time of its attack upon us is currently dead. I think his body is over on our ship. This vessel attacked us sir, under its former Captain's orders and we were just defending ourselves. As to why we brought this ship to port rather than just continueing to sail away on our own vessel. You see, during the battle we found out that there were survivors of the last ship attacked being held aboard and we wanted to see them safely back land after their traumatic experience at sea."

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Welcome! I'm currently concluding a long running Council of Thieves campaign.

COT Link

I took an AP from Book 1 through book 6 on this board, and you can see there were over 26,000 posts in the game thread.

The Rappan Athuk campaign game that I run is very active and likewise a fun game for the players and DM.

RA Link

I'm providing this information so you, as a potential player, know that you are getting a GM that is committed, consistent and reliable.

I'm currently gathering an interest check in running a Razor Coast Campaign. I would be looking for 5-7 players, although I already have at least one or two potential players.

A little bit about Razor Coast:

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.

Every year another colony of hopeful settlers springs up, only to be silenced by the unforgiving landscape or butchered by fearsome tribes of monsters lurking just beyond the tree line. Yet still the colonists come in their hundreds, lured to the coast’s riches: its kava, its jocas fruit and koa wood, to name but a few. All treasures worth twice their weight in gold and all ripe for the picking along the Razor. Mossy placards emblazoned with the bold names of these colonies’ founders are the only testament left to their brief, prideful existence. The last chapter of their story is now told in dust and ash.

Port Shaw is the only survivor. The town clings to the coast like the sea’s most stubborn barnacle, impossible to scrape from the Razor’s edge. At times it limps along, vexed by demons, angry gods, cannibal tribes, dread pirate armadas and worse; but at present the city thrives as foreign vessels flock to its harbor, their holds hungry for whale oil and other treasures.

Port Shaw menaces and delights in equal extremes. Treasures and pleasures abound in this whaling boomtown, but evil and abandon take almost every soul who comes her way. This playground of pirates is ruled by the crushing fist of the Municipal Dragoons and filled with both the ancient curses of the coast’s Tulita natives and dark secrets of its own. It is an easy place to die, and a town where countless legends are born.

- Reiker Glassgrinder, accredited naturalist of the
Guild of Cartographers and Explorers

-------------------
I'm not looking for builds yet - as I'm gaining interest first - but two classes that I know I will not permit are alchemist and summoner. If guns are permitted they will be rare, so keep that in mind.

I'm sure most will have build questions, my thoughts are to begin at level 4 with a pre-adventure. This will be a homebrew beginning. I'm not really looking for builds, just interest right now. I will post more on the beginning build stats after I gain interest (if there is interest).

The plot of Razor Coast is non-linear, but the campaign has a trajectory because its major villains work hard to drive sinister plans to fruition. That being said this is a sandboxy type of campaign that can go in many directions. This works perfectly with my DM'ng style.


I've been excited about The Razor Coast since it was first announced so many years ago, but never did pick it up when the Kickstarter launched. I think I'd love playing in that setting!

As for me as a player, I've played a few PbPs before (though not on this site), and I have a couple ideas for characters that I've been wanting to use for some time (e.g. naieve halfling fighter with a heart of gold), but before I start working on a concept to submit for approval, do you have any tips for the kind of personalities, traits, or even themes to touch upon that would fit in this game?

Liberty's Edge

I'd definitely be interested in playing. Love the pirate and Lovecraftian themes.


You had me at fickle gods. I really enjoy jungle/island setting. Moreover, I really like the implication of mystery and things beyond mortal kin. What can you tell me about the gods of the razor coast or its unfathomable creatures?


This game is going to be sandboxy, so I'm not 100% certain on the personalities, traits and themes right now. The players will be at the core.

I don't really have alignment restrictions but I do require the players to play well together. The RA campaign that I run is a good example where I have a CN player who believes in the power of magic over the power of the gods. He is surrounded by a paladin and LG cleric. There is an underlying in-game tension, but they all RP it well and to no player's detriment. I've even taken a player on a complete side mission (several weeks in length) while the rest of the players pushed along the campaign arc.

I like balanced characters over optimized character. However, that being said I have several awesome builds in my current games that are pretty optimized, but the key distinction is they are all excellent roleplayers.

At the core I like RPs. I don't like a bunch of dice roll only posts.


Ixos wrote:
You had me at fickle gods. I really enjoy jungle/island setting. Moreover, I really like the implication of mystery and things beyond mortal kin. What can you tell me about the gods of the razor coast or its unfathomable creatures?

As far as the fickle Gods are concerned I'm thinking of sticking (converting to) the gods in pathfinder. I'll provide notice if this becomes an issue.

As to the "unfathomable creatures" I will let your imagination run wild...


Given that there are Lovecraftian gods in Pathfinder, would this be a good place to explore that? I've been thinking it would be interesting to play a priest of Yog-Sothoth who is interested in keeping the squamous things out, since Yog-Sothoth is the key and the guardian of the gate. Or maybe a witch doctor of some sort. . . This sort of setting is rather exciting.


I'd be interested, had several of my games fizzle lately (that I play in, not run). In general I usually RP well, sometimes I paint myself in a corner with specific characters, but I try not to. :)

You can see my posting stats if you're curious. I rarely run AP's, usually home brew. But I've played in several obviously.


I'd be tentatively interested, but from glancing at your CoT game it appears you don't use maps in combat. Is that correct?


I use maptools and dropbox. I usually place a map at the top of the round and several updates though out the round. I post my maps in the game thread.


Great! How do you feel about a merman synthesist summoner, who uses his eidolon shell to create land legs? He's kind of a wise cracking pirate, but only in the mercenary sense. He's not really evil. He's seen a lot of fighting though, so he has a drinking problem to help deal with all the messed up stuff he's seen/been through.

Edit: Went back and read the OP in more detail. Guess summoner's out. I'll need to think about an alternate concept then.

Edit edit: Since you're not looking for builds yet anyway, I suppose that's a good thing. I'm definitely interested though. Especially considering that you're one of the rare people who has more total posts than me. I'll be dedicated poster, and you know I'm not kidding as I'm DMing six active PBPs at the moment and have 17k posts to my name.


Consider me interested! Looking forward to hearing more about your homebrew ideas for the campaign and house rules.

Edit: The fact you use maptools makes me happy.


dotting for interest. What are the character types of the players you already have? I don't have a PC to offer yet but maybe the concepts I have can fill up the gaps.


DFang wrote:
dotting for interest. What are the character types of the players you already have? I don't have a PC to offer yet but maybe the concepts I have can fill up the gaps.

I don't have any character types just players from my other games. It is still wide open.


Hello. (^_^)

Dotting for interest...

I also have pretty much all the Razor Coast books.

I would love to have some where to use them. :)


Interest! Always up for swashbucklery fun...


Sounds very interesting :)


Dotting for interest-

Have The Razor Coast book.
Was thinking something Druid-ey, with a Sea Gull animal companion.


Dotting for interest. Will have a more thorough response for you once sufficient interest has been shown.

Grand Lodge

i will also dot my interest.

as you can check out i run one game and is a reliable poster in all the game i participate...


A couple different out of state moves later and I am feeling settled enough to start playing again. So dotting for interest since I'm sure your game will be great. :)


Lucrezia Villanova wrote:
A couple different out of state moves later and I am feeling settled enough to start playing again. So dotting for interest since I'm sure your game will be great. :)

It's good to see you back on the boards. :-)

The COT game is at the final battle, you should drop in and say high I still have two original players.

Dark Archive

Interested, although I'd like to know more about build options.


As for character concepts, I have a Wyrwood Sorcerer I made for an exploration game that fizzled after 2 weeks when the GM vanished on me. He's an interesting character, and I'd like to play him again. I think he might work well.

The original premise for him was he's a golem that was made to be a helper for exploration. But he was accidently made with the wrong control crystals, and ended up being sentient and a sorcerer. I could see him having been sent as part of a colony attempt.

One thing I'd liked about it was the GM was ok with him incorporating his equipment into his body (MW Lockpicks that slid out of his fingers and ice skates that descended out of his feet on need). Not sure if you'd be ok with that. He's level 1, so I'd need to level him up to 4. But if you are ok with a wyrwood, I think you'll find him amusing and also a decent character.


Certainly interested. I love these sort of games.

Scarab Sages

I haven't had an opportunity to play any 3PP yet, but I have been getting a lot more interseted in them. This one sounds really interesting and I would definitely like to express some interest. Especially for a more sandboxy style game!


Add me to the list of certainly interested.


I had a look at the material, and I'm interested, but I have some questions:

-Would we be "civilization", as it clings to the Coast? Will we be from Port Shaw, or recently arrived?

-What is the initial theme you have in mind (bringing civilization to the heathen; stripping the place of its natural resources; exploring and documenting tribes, beliefs and customs; random backgrounds caught in the same situation) that would bring players together?

Sounds fun, but knowing me, I'll need some time and some background info to think of a character, let alone stat him or her!

Thanks!


Hello all. I have been in Baldwin's COT game since the start and will be submitting for this.

Let me assure you there is no better DM I have encountered on these boards, both for maps and story telling.


Dotting for interest. I've had a character concept kicking around my head for a little while now that would work as a barbarian or brawler. I've also had another concept based around a saltbeard dwarf diviner that may work depending on campaign setup.

Would you be accepting ACG characters?


To answer a few of the posts and give a little bit of flavor to the setting.

Everyone will begin together aboard a ship that is heading from Golarion to the Razor Coast. You don't need to know each other well, some will be passengers, others adventurers, or crew. Events will unfold that will provide a solid link.

As far as your purpose going to the RC or theme that will play out and will be player driven. I'm very adaptable as a DM. I will state this: Do not expect this campaign to play out as written; I will add tons of personal touches, side stories and arcs to this campaign.

A concern usually arises when playing a 3PP game is how much of the 3PP material do the players have access to. I'm not one to suggest or require players to purchase outside material. The players guide is known as: Razor Coast—Freebooter's Guide (PFRPG), if you don't own it don't sweat it. I don't own it and I'm not certain that I will use it.

My question to those interested is who already owns: Razor Coast—Freebooter's Guide (PFRPG)? Again please don't go running out to get this if you do not own it.

I obviously own the campaign setting and I also own Fire as She Bears!

------
I'm still gauging interest and I'll post more about build options soon enough.

Dark Archive

I have it, as well as Razor Coast CS, Fire as She Bears and Heart of the Razor.

If allowed, I'd like to play Catfolk or similar race Paladin. I already have a character and I think that Ferran race from the Thunderscape CS would be ideal for this character. Here is the basic concept.

Num-Rah:
Num-Rah is just a bit under 7 feet tall and 250 lbs heavy mountain of muscle. His broad back is straight as a spear and he carries his heavy backpack and strange-looking great sword as lightly as feathers. Num-Rah's pelt and mane are whiter than a fresh snow and eyes blue as waters of a mountain lake burn with quiet intensity. Num-Rah speaks but rarely. When he does, his voice is deep and rich. In a sheet across his back rests a strange sword, as large as a greatsword, but single-edged and with a handle made from carved bone of some large beast. By his right arm there's another strange weapon. Similar to long sword in size, this is obviously a weapon made for
both chopping and stabbing, but with an inward-curved blade and wider end section.

Num-Rah was at the height of the summer, to a mother of Mátamelcan caste and unknown father. His white pelt and pale blue eyes marked him as obviously unsuited for anything else but to day under the harsh sun. The elders of her caste pressured her to do just that - to leave the cub to the vultures and gnolls outside the city walls.

She refused.

Instead, she prayed to the High Ones, to the creators. To the skies above and the Sun and the Moon - and someone answered.

Num-Rah has grown to be the tallest and strongest of his caste. In time, he sought to better himself, realizing that he has the potential for something greater than a common laborer. He passed through many tests and tribulations, but his innate sense of honor guided him towards his goal - to become the warrior, to protect his people, to give worth to his mother's sacrifice and strength of will. She passed away the day he became the member of warrior caste, happy to see her white cub tall and proud.

Num-Rah is defined not by his great strength or martial proves, but by his sense of honor. Although he has risen from the lowest of castes, he never sought out to throw down his betters, but to improve himself. He demands of himself to be the best that he can be and to never stray from the path of honor - and he demands nothing less from the others. He realizes that the laws of the ancestors kept his people alive when the High Ones disappeared and that the most people want stability. Therefore, he has no tolerance to those who act without honor. He understand that sometimes the laws are flawed, but tries to be guided by the honor that his mother has shown when she decided not to obey the elders. It may be lawful to leave the cubs to die, but it brings shame and dishonor. In time, he became known as the strictest but fairest of the Belegohtar and gained the title of Tyil-Belegohtar. Cubs and young males also call him Clawmaster, because he has mastered the use of great two-handed curved blades left by the High Ones. On the day he became Tyil-Belegohtar, he went to meditate in the caves on the mountaintop above his city and came down bearing a beautiful set of curved silvery blades with edges on the inner curves. The blades were marked with a flowing letters of the tongue of High Ones. He called them Dreadclaw and Smallclaw.

At some point, Num-Rah went on a pilgrimage to the holy sites across the land. That is when he encountered the Black Ones and his nostrils were filled with a stench of their evil. He encountered their patrol as they were burning a village of gnols. When he approached, he saw that all the adults were dead and the Black Ones are killing cubs. He roared and attacked, flashing with Dreadclaw and tearing the enemy to pieces. But they were to many of them. At the end, he prevailed, but only one gnoll cub was saved. Not knowing what to do with the frightened and snarling cub of his people's enemies, he went to look for a tribe that would accept the little one. And that's how destiny found him...


Dot of Interest! I want to see where this goes.


baldwin the merciful wrote:

To answer a few of the posts and give a little bit of flavor to the setting.

Everyone will begin together aboard a ship that is heading from Golarion to the Razor Coast. You don't need to know each other well, some will be passengers, others adventurers, or crew. Events will unfold that will provide a solid link.

As far as your purpose going to the RC or theme that will play out and will be player driven. I'm very adaptable as a DM. I will state this: Do not expect this campaign to play out as written; I will add tons of personal touches, side stories and arcs to this campaign.

A concern usually arises when playing a 3PP game is how much of how much of the 3PP material do the players have access to. I'm not one to suggest or require players to purchase outside material. The players guide is known as: Razor Coast—Freebooter's Guide (PFRPG), if you don't own it don't sweat it. I don't own it and I'm not certain that I will use it.

My question to those interested is who already owns: Razor Coast—Freebooter's Guide (PFRPG)? Again please don't go running out to get this if you do not own it.

I obviously own the campaign setting and I also own Fire as She Bears!

------
I'm still gauging interest and I'll post more about build options soon enough.

Thanks! This is helpful, but then I have more questions ;p

-So we're on board the ship for various reasons, which opens up numerous backgrounds. But what is it that made each of us singled out and motivated? A form of greed (for knowledge, gold, power, etc.)? The Common Good? Surviving? Obeying orders for a cause? For a person?

I hope I'm clear. For example, if I'm preparing a character for Wrath of the Righteous, I kind of know what kind of motivation will help the character link to the story. I don't know The Razor coast enough for now.

You can also just say: "Don't worry." and I won't.

Thanks.


1 person marked this as a favorite.

Don't have the RC setting or player's guide. Sorry.

I actually prefer that, personally, as I'm not tempted to look up things. :)

Grand Lodge

I also do not have that book


@ Dreaming Warforged and others

Your personal motivations of why you boarded the ship to head to a strange land is your own. I will eventually provide some rumors and information that could entice a character to get aboard.

For some, perhaps, they are already working on the ship or seeking employment. Others could be looking to bring civilization to the heathens, while some will be adventurers seeking riches and glory. Then again, maybe someone is running from the law or their past. The common denominator is everyone is on board at the time the events unfold.


Will any large parts of the game be taking place on/in the water?


I also own none of the RC books. I kind of prefer it that way, going in fresh.


I cannot help but laugh at the Num-rah name. :)

Perhaps this will finally be a good game to try out my Changeling concept in :)


This sounds interesting and would be the perfect setting for a crit fisher build I have had in mind for a while. Most likely he be on the ship in chains, exiled to the Razor Coast or running from crimes. Unfortunately I made him in DND 3.5 using Tome of Battle. Its unfortunate Pathfinder didn't add and update that book to their own growing list. If you see fit to allow that book though I would be eternally grateful. Is this going to be a jungle run or mostly aboard ships or both?

Scarab Sages

Do not have any of the books myself.


@ Zayne, Jelani and others: There will be large chunks run on/in the water, the jungle and Port Shaw.

@ Zayne: I'm not inclined to bring in 3.5 Tome of Battles.


Dotting for interest.

I don't own any of the books either.

Dark Archive

Num-rah was originally a paladin, but I can envision him as a ranger with headhunter archetype. I have other ideas, but a lot depends on stats. Will we do point-buy or roll, and what point-buy value?

The Exchange

Interested with no RC books.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I'm interested in this campaign.

My character idea is loosely a bodyguard type. Maybe he would be a bodyguard/partner to one of the other PCs, or maybe he's looking for work.

Crunchy summary:

Crunch-wise it looks like several levels in Monk (Sensei archetype, most likely, for WIS-to-attack rolls), a level or 2 in Magus (Kensai archetype, for weapon focus, int-to-AC, and extra attacks via Arcane Mark-Spellstrike), but his main class would be something else--maybe Inquisitor if he's bodyguarding a Divine type, or maybe Ranger (Witchguard archetype) if he's guarding a Witch or other Arcane, or maybe just a Fighter archetype.

Unfortunately, this is more than a little bit MAD, so it may be difficult to pull off without the right rolls or a high enough point buy.

My backstory ideas are vague, but it makes sense that I would be flexible as I will probably be the lifelong bodyguard of one of the other PCs.

I have no RC books.

Liberty's Edge

I have two characters who, I believe, could fit in this campaign. I would be content to play either, depending on party dynamics.

The first is a human male archaeologist bard who specializes in artifacts and ruins related to the Elder and Outer Gods of the Far Realm, as Lovecraft put it. He is a bit obsessed with his research, and less concerned with its impact on his safety and sanity.

The second is a female human rogue who makes a living picking pockets and scamming the rich and lecherous. She was in a Skulls and Shackles campaign that recently hit a reef, and was a lot of fun to play.

Dark Archive

Interested - mostly with an arcane build of some sort, probably a witch as I truly love the flavor of the class (and an unknown patron might fit in well with Lovecraftian mechanisms.)

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