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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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

"Sailing for Beacon Island."

Bri will give directions as needed.


Evil GM

Over the next day you spot several sails in the distance but nothing proves to be a threat. The winds continue to favor you.

Bri make another navigation/sailing check.

Over the day the crew gets more comfortable with the ship and equipment. The new members blend in well, and the new mates prove knowledgeable.


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

sail: 1d20 + 13 ⇒ (6) + 13 = 19


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 speaks to the crew, wondering if any are carpenters... His hope on a ramp.


Evil GM

carpenters, 50% chance: 1d100 ⇒ 15
if so, how many: 1d4 + 1 ⇒ (1) + 1 = 2

Yeah you find there are two trained carpenters in the lot of sailors you have on board.


Evil GM

Bri you've plotted a course that takes you a bit south of course, but easy enough to tack and correct for given the wind conditions.

Bri you may as well make two more sail checks for me to use as needed.

----

Sorrin give me two sets of two lookout checks from the crows nest.


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

We also have a sextant now Bri, which will give another +4 to navigation checks.


Evil GM

Astri make a knowledge check (engineering?) as you look over the newly installed water pump and start to understand the mechanism.


Evil GM

Chell it's been something of a relief not being under pressure for 24 hours, it's actually relatively peaceful. You can gather your thoughts and say your prayers without feeling the weight of imminent death or destruction. Granted to doom of the full moon is looming.

Astri make off another day in the razor and till the full moon.


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:

Aye aye on the days! Also Chell, there is some damage to hull and Below the Waterline that could use repair.

I suppose she is the only one around with Engineering and Dungeoneering knowledge.

After a good, hard sleep, Astrianna feels refreshed. In fact, when she wakes up, she's surprised to have slept so long- how strange they didn't get attacked, and clearly there wasn't any kind of calamity while she slept. I used to not worry about getting ambushed or thinking monsters were going to attack around every bend, but the Razor has certainly given reason to change my tune.

She wanders around the ship looking for something to do, and is intrigued by the new pump mechanism installed in the hold. This looks familiar, here...

I don't know if a Take 10 (19 total) would do much good here so I'm going to roll the dice. No whammies!

Knowledge: Engineering: 1d20 + 9 ⇒ (16) + 9 = 25


Evil GM

You would have had time to cast make whole the previous day and regain you spell slot, if you choose.

Astri sits down and starts to tinker with the pump, looking at the design, gears, and simplicity of this ship saving device. One day there should be a universal place where someone could get legal authority over their ideas. Like a license or a patent...hmmm...if only. soon she has figured out all the nuisances of the equipment and then starts to explain it to her water-bale team.


Evil GM

In the meantime, Sorrin and Ptahh have worked groups of men. Organized boarding crews and Sorrin has worked with the seaman in rigging. All looks good.


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:

Hull 1 is 174/200 hp, Hull 2 is 174/200 hp, Hull 5 is 180/200 hp, Hull 6 is 174/200 hp. Below the waterline is 213/240 hp. So that's like.. 5 Make Wholes? Maybe more? Didn't think you'd be in charge of healing the ship too, Chell.

Astrianna enjoys working with the pump, making the gizmo creak and sputter water. Hmm, I bet in a Lawful plane somewhere every idea is cataloged and filed away, and ownership of that idea is claimed by the one that had it. Every time you had a thought or spoke it you would have to give credit to the original thinker!" She chuckles. How silly. But if you could charge for using those ideas...


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

1
Perception, crowsnest, human: 1d20 + 9 ⇒ (7) + 9 = 16
Perception, crowsnest, elf: 1d20 + 11 ⇒ (12) + 11 = 23

2
Perception, crowsnest, human: 1d20 + 9 ⇒ (3) + 9 = 12
Perception, crowsnest, elf: 1d20 + 11 ⇒ (2) + 11 = 13

Whoa, that Capt Dre tickling or arses?


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

Being the daughter of a captain and familiar with ships, Chell is aware that the damage they recently sustained shouldn't compromise the bouncy of the vessel. Still, never leave a wound to fester. She hops in the swing used for painting, de-barnacling, and fixing the side of the ship and is lowered to the damaged section. She didn't need to but the closer she was the better she could heal it completely.

Make Whole: 5d6 ⇒ (5, 1, 5, 5, 2) = 18

Mending doesn't work on something that big so it would have to be Make Whole. A lot of them.


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 checks
1d20 + 13 ⇒ (15) + 13 = 28
1d20 + 13 ⇒ (8) + 13 = 21


Evil GM

By the way, Make Whole scrolls were plentiful back in Sharkjaw if you wanted to buy any for the ship. A very common and popular scroll to have.

arcane version: 1d4 + 2 ⇒ (3) + 2 = 5

divine version: 1d4 + 2 ⇒ (3) + 2 = 5

add gold surcharge, per scroll: 1d10 ⇒ 9

In case you wanted to get any from the ship funds.


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

I'll leave it up to Chell, buy as many as you want from the ship funds. If they are caster level 3 scrolls they would repair 3d6 damage for 159 gp each. Or Chell could scribe her own scrolls, sounds like you'd have to time to scribe one at least today?


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

Apparently yes but I can do at least one more today as a domain.

Make Whole: 5d6 ⇒ (1, 2, 4, 5, 5) = 17

So 18 to below the waterline and 17 to Hull 1.

I forgot about scribing but I figure she isn't going to have much time. Plus I can only make one a day even if it is cheap.


Evil GM

The first 24 hours go by without incident the second day, the lookout spots two orca carcass that have been viciously attacked and mostly devoured. Both were huge in measuring 25 and 30 ft length. There are a few lesser sharks grabbing at the skeletal remains.

chell you would have had time to scribe a scroll.


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 wasn't with the away team... Is he brought up to speed? Does he know why we're hear? Is there anything he doesn't know? Need to know if I should read those posts.


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

Astrianna tells Sorrin they're off to fight a haunted lighthouse at Beacon Point that has been possessed and animated by the spirit of Dajobas. It has been using its light to lead ships into the nearby coral reef, causing the ships to sink and then the sailors are set upon by hungry were-sharks. Their current plan is to fire a grappling ballista bolt at the upper rung of the light house, have Sorrin run up the rope to the top while dodging a storm of bricks tossed by the sentient lighthouse and smash the evil jewel beacon that has been placed at the top with a silver sledgehammer dipped in holy water.

Bluff: 1d20 + 18 ⇒ (9) + 18 = 27

After he he digested this, a good laugh is had, and she actually fills him in on everything they learned.


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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

Before she really fills him in... Sounds reasonable... That it?


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

Then deduct 125gp from the ship fund for one scroll of Make Whole (CL5). Might as well make them max level for 5d6 healing.


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

Make it two. You never know when we might get attacked by a giant shark and need to fix the ship.

Bri continues to steer the ship, taking out time enough for a couple hours rest and a meal.

She is also rather disappointed they didn't have time to linger in port for some fun, but figures she'll get a chance when all this Dajobas business is taken care of.


Roughly 39 hours after you set sail from Sharkjaw, 8:00 am on the second day. you left about 5pm on Day 1 You get a shout from the crows nest, "Land HO!!! 10 miles...Northeast."


Evil GM

I lost the post I was working on. Dang it.

Everyone can make one diplo check to pick up information from the crew, the rumors that they've heard.


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

diplo: 1d20 + 2 ⇒ (1) + 2 = 3

Bri is obviously too busy with her work to listen to rumors and gossip.


Evil GM

Chell make a knowledge religion check during your morning prayers.

DC14:

A group of Quell’s faithful, lost at sea amidst storms,lightning, and clouds in the shape of black sharks."

DC 17:

You see a lighthouse and tunnels or cave netweork underneath the water but the picture is blurred.


Evil GM

Diplo Check results:

DC14:
”the tutita put a curse on the lighthouse.’

DC15:
”’heard Garr Bloodbane’s loot is up this way by that Moonfall Atoll. Me sister’s friend works the docks whorin’ and she knows a sailor who has a map he got form a wizard who sold it to ‘im.”

DC16:

A group of adventurers once went to seek Bloodbane’s treasure near Beacon Island and never came back.


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

diplomacy, rumors: 1d20 + 6 ⇒ (12) + 6 = 18


Evil GM

Diplo results

DC17:

”Heard the lighthouse on Beacon Island was an important structure helping guide shipping to eventual safety in Kai Bay. Yet no matter how many folks Port Shaw hires to staff it, the lighthouse eventually flickers out. The last fellow to take the job as lighthouse keeper, never even reached the island. Guess we’re lookin’ into that.”

DC19:

”There’s a legend of an underwater garden off of Beacon Island where Garr Bloodbane hid his treasure!”

DC20:

”Beacon Island that’s where Razor’s Edge went down kilt by the Kracken, himself.


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:

Aye aye on the scribe scroll cost Chell. Baldwin do I need to move the counter another day forward?

Diplomacy: 1d20 + 16 ⇒ (12) + 16 = 28

Astrianna mingles among the crew in the mess, and in typical character gets their entire life story, as well as everything they did and heard in Sharkjaw, over a game of One-and-Thirty.

She finds all these rumors very interesting... especially about Garr Bloodbane's treasure hoard...


Evil GM
Astrianna Sparacello wrote:

Aye aye on the scribe scroll cost Chell. Baldwin do I need to move the counter another day forward?

Yes.


Ptahh spends dome time talking with the crew, both old and new, building comroderie and renewing old acquaintances

Diplomacy: 1d20 - 2 ⇒ (4) - 2 = 2

Despite his best efforts, he gets very little from anyone other than a could shoulder.


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

Reigion: 1d20 + 6 ⇒ (6) + 6 = 12
Diplo: 1d20 + 8 ⇒ (7) + 8 = 15

Surprisingly, Astrianna usually gets better results on Religion.

Embrianna wrote:
Make it two. You never know when we might get attacked by a giant shark and need to fix the ship.

Only one a day. Period.

5d6 ⇒ (1, 6, 3, 5, 1) = 16 Another Make Whole that morning on Hull 2


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:

Added the hp to Hull 2. I like how Baldwin spreads the knowledge rolls around. Considering Astri can just Take 10 on all knowledge checks and get a 20 it's probably for the best. :p


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 expiration dates on them though. Plus we may even need one for a ship we capture and want to sail back. :)


Evil GM
Ptahh wrote:

Ptahh spends dome time talking with the crew, both old and new, building comroderie and renewing old acquaintances

Despite his best efforts, he gets very little from anyone other than a could shoulder.

The nickname "Killer" probably didn't warm the crew up to the half-orc.


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

Likely not, but I'm sure Bri thinks it is a hot nickname.


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:

Baldwin can Astrianna make a Knowledge: History or Local check to learn about the Razor's Edge? At first I assumed it was Jacob Razor's ship but then I remembered Boneduece said he was killed by Garr Bloodbane, not the Kraken, so I have no idea who's ship that is.

If so she will take 10 for history 10 + 10 = 20 or local 10 + 11 = 21


Your ship approaches Beacon Island from the southwest and Captain Donovan barks, "Steady now, lets get to 3 miles from the shore then circle once for an overview."


Evil GM

Astri:
Your recollection is correct from what you were told. Something doesn't quite add up to you.


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:

Hmmmmmmm. Thanks. Something is going on there...

Astrianna is on deck when the orders are given to circle the island and give it a once-over. She decides to try out the new telescope, packing it in her Haversack and climbing the rigging into the Crow's Nest.

Carefully setting up the instrument on its tripod Astrianna fiddles with the lenses and nobs, wondering why it's so blurry. Then she notices there is some kind of tabacco stain on the front lens and cleans it off with prestidigitation.

Her keen half-elven eyes peer through the ocular piece, and she trains the scope on the island to give it a sweep as they circle it.

Perception, crow's nest, seaworthy, telescope: 1d20 + 16 + 5 + 2 + 2 ⇒ (18) + 16 + 5 + 2 + 2 = 43 I can see... everything. So beautiful. They should have sent a poet. Oh wait, they did. Considering we're three miles out I assume the DC to see anything will still be pretty high. Probably should have taken that Eagle Eye feat Bri took. I guess I just need every feat? Bard problems.


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

"Aye" Bri will do as suggested, getting within about 3 miles of the island and then doing a counter-clockwise circle around it.


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Evil GM
Astrianna Sparacello wrote:


I can see... everything. So beautiful. They should have sent a poet. Oh wait, they did. Considering we're three miles out I assume the DC to see anything will still be pretty high. Probably should have taken that Eagle Eye feat Bri took. I guess I just need every feat? Bard problems.

Astri keen vision picks up two ferrets rutting near the tree line.


Evil GM

The isle is overgrown with foliage, mostly tangled weeds and wildflowers, but the towering Beacon Light rises from the untamed undergrowth like a colossus. Along the Light’s sides, spirals of black and white paint peel away, exposing the ugly gray stone like the scales of a fish torn off to reveal the soft tissue beneath. The Beacon Light stands dark where once brightness shone forth, directing ships to safe harbor.

Astri:

At the center of this light tower stands an enormous, steel hooded lantern with a rotating lens, fueled by whale-oil. The tower is open to the air, with several archways gazing across the shining waves of the
Razor Sea. You see a wyvern perched up near the lens.

All the other PCs, except Astri, make perception check.


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

perception, crowsnest, elf: 1d20 + 11 ⇒ (4) + 11 = 15
perception, sorrin: 1d20 + 7 ⇒ (5) + 7 = 12

What's that tall thing...


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:
baldwin the merciful wrote:
Astrianna Sparacello wrote:


I can see... everything. So beautiful. They should have sent a poet. Oh wait, they did. Considering we're three miles out I assume the DC to see anything will still be pretty high. Probably should have taken that Eagle Eye feat Bri took. I guess I just need every feat? Bard problems.

Astri keen vision picks up two ferrets rutting near the tree line.

Hahahaha!

Astrianna gasps as she spots the ferrets. Are those grey mitt ferrets? Their fur is quite valuable... They would make lovely scarves.

Training the scope off of her serendipitous discovery, she looks to the tower to inspect its unkempt exterior. Looking farther up, there is giant whale-oil lantern. If they were going to pay for the lighthouse, couldn't they have just paid a bit extra and got a Continual Flame instead of an oil lantern? She muses, before noticing something is... off. Well, on actually, because there's a wyvren perched on the lighthouse.

Astrianna flicks her fingers and says a Cantrip, including Chell, Sorrin, Ptahh, Embri, Rex, Norb, and Donovan in the Message. "There's a wyvern perched on the top of the lighthouse, near the lens. I can't tell what type from this distance but we may want ballista at the ready as we close."


Evil GM

I'll give everyone a bit of time for their perception checks.

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