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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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 don't think it matters. 6 is fine... Sorrin isn't succumbing to peer pressure no matter how many people are pulling.

Doing his 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:

What are your thoughts on handling this situation, Sorrin? I would like input from everyone- Sorrin can do his own thing in downtime but I hope we're all working together on the job.


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 was in relation to a sixth.

Darkness and Silence could help. Depends on how the ship comes in, if the merchandise isn't already here. Probably wise to let the deal go down, then take out the supplier are report/hunt down these guys.

Or, if there is a ship... Before the merchandise exchanges hands... Board and take the ship over. With Astrianna disguised as ranking dragoon (uniform, not individual), that will scatter the riff-raff, leaving supplier to be dealt with.

Latter is preferred.


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 wouldn't bring it up but what if the Dragoons are more corrupt than anyone thought. They might not get scared away by one.


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

High rank, special hat?

Or, we could go in swords swinging. :)


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:

The dragoons are probably corrupt but I don't think it's in the aspect of drugs. Elder Barrison Hargrove is the most powerful man in the city, and Astrianna learned he HATES the Tulita and Dragonsmoke. The Elders give orders to the dragoons and thus want them stamping out the drug trade in Shaw.

It's probably going to end up going in swords swinging, but I prefer to try subtly first. When that fails carnage time!

By the way Astri fully intents to kill people for the sole purpose of taking their stuff as payment for the job. She'll probably make a donation to the Quell chapterhouse if that makes it any better. It 'll help out all the widows she'll make!


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 do realize we can give ourselves fits talking in circles? It all depends on DM viewpoint.

Excessive killing never works, drains too much resources. Best is surgical, strategic, impactful. There will be witness or you're forced to slaughter everybody.

Sorrin is letting Astrianna call the shots for this sortee, of course she may "cross the line", we'll see.


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:

Oh yeah I have another campaign where we get into huge discussions about everything.

I mean she's not going to spare anyone expect for Garreg if they get in the way. Unless he's not there, then one of the pushers may get spared as a token to the Dragoons. People are going to escape, she's not going to go out of her way to run them down, but she fully intends to kill as many as it takes to get them running.

While most would say they did it in self-defense, I'm just articulating she's doing it solely for the profit of the matter. A dead drug-pusher is worth more to her than a live one.


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

Bri is going to start off trying to pass as a harmless looking whore.

If a fight breaks out, Bri will attempt to sleep hex Garreg first just so that he can't run away or accidentally get killed.


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

That would be wonderful Bri. My plan is to capture Garreg alive and convince him we work for the dragoons/Astri is a friend of the Commandant and he will simply be put on the next ship out of the city and not hanged if he gives up the location of Bonegnaw's hideout. Of course that's all a lie but he won't know that until it's too late. Or he gets a good sense motive. Chell, a zone or touch of truth would be super useful there.

Unless Adriel has a super good idea we'll go ahead with Astri posing as a pusher and everyone else being her muscle. First need to wait on the results of the rolls to see if Astri has time to cast a Disguise Self. Not that she needs it, but she doesn't want anyone to know it's her.


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 a touch of truth scroll but I can cast zone tomorrow.


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

Ehem, resources.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

I like the plan.
I will provide air support at the start and then go straight for Garret.

Frostbite spell does NON-Lethal bonus damage so he will be knocked out before he dies. Grab the unconscious dude. Fly away.


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 think we're going to end up going inside of the building, you may want to come with us instead? Unless it all goes to shit outside then it won't matter and we storm the 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:

If one of those smugglers in the other group recognizes one of our group like I think they will this will probably go to crap quickly, barring another lucky bluff roll from Astrianna.

If we can back off and re-group for the assault that would be ideal, but if not we'll just have to slog through. Adriel you probably already had this in mind but it'll be your job to take out their ranged support/caster on the roof.


Evil GM

Adriel sent me a message, he needs to take a little time off from all his games. I'll DMPC him through this encounter(s) then place him in the background for bit. Hopefully things will work out and he'll be back in a couple weeks.


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

Darn it, we were perfect foils for eachother.


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:

Hope everything is okay with him- Looking forward to his return in a couple of weeks!

Going grocery shopping, be back in an hour or two.


Evil GM

He's taken time off in the past so hopefully this is similar.

I suppose with Adriel taking some time off, the need for another player is heightened, I had someone in mind for that 6th position so I will proceed along.


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

And, I'll have to hold Sorrin's in-game consideration of whether Thrasher tastes like chicken wings or frog's legs.


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

Busy today so posting may be sparse. Just assume i use Enhanced Diplomacy when possible.

-Posted with Wayfinder


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

That 6th player had best be making a male character, otherwise I will have to protest. :P

And Sorrin, since people say frog legs tastes like chicken, wouldn't that be the same thing then?


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

Ah, you've identified the subtlety. Yes.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

*URRRPPPPPP*


Evil GM

We have barbarian coming to the party. He should fit nicely with the Broken Skull angle.


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:

This party is about to get interesting.

A barbarian is great though we need another front-liner for Astri to retreat behind when the talky talk fails.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

*Busts in through a door* OOHHH!!! YEAHHHH!! *trips and falls over in a drunken heap*


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

Barbarian? Hmmm....no high charisma males for this group, huh? :P


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 am seriously looking forward to this.

We have at least three high charisma NPCS Bri we don't need no PCs.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Barbarian HP: 4d12 ⇒ (4, 1, 4, 9) = 18

Reroll the 1HP: 1d12 ⇒ 7


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Okay, here is my write-up of Warrior/Drunken Brute Barbarian, Torgue. Feel free to poke it to make sure it works

Crunch, Fluff:

Full Name : Torgue
Race: Human
Classes/Levels Warrior 1(Skill points) Barbarian(Drunken Brute)4 (Skill points)

Gender M

Size M

Age 25

Special Abilities :

Alignment: CN

Deity ALE!

Location : Port Shaw

Languages : Common

Occupation : Off and on Enforcer,laborer,etc

Strength 16 (+3)
Dexterity 12 (+1)
Constitution 18 (+4) (15 + Human Bonus,4th level bonuses)
Intelligence 10
Wisdom 10
Charisma 10
Height: 6'4" Weight: MIND YER OWN BUSINESS! Hair: Black Eyes: Grey
Favored Class: warrior(Skill)
EXP:
Hit Points: 60
Spd: 30
Init: +1
AC: 18 ( 7 armor shield)/Touch 11/FF 18)
BAB: +5
CMB: +8 (+10 Sunder )
CMD: 19 (21 against Sunder)
Saves: Fort +9 Ref +2 Will +3

Weapons:
Greatclub +1 +9 1d10+4
Greatclub+1 Power attack +7 1d10+10 (Power attack gives 1-1/2 bonuses)
Rage Greatclub +1 +11 1d10+6
Power Attack Rage Greatclub +9 1d10+12
Brass Knuckles +8 1d3+4
Brass Knuckles Power attack +6 1d3+8
Rage Brass Knuckles +10 1d3+6
Power Attack Rage Brass Knuckles +8 1d3+9

Skills: (3+1 Warrior/5+1 Barbarian)
Intimidate (3 rank 1 Trait 3 Class)7
Swim (3 Rank 3 Ability 3 Class)9
Climb (3 Rank 3 Ability 3 Class)9
Profession(Laborer) (3 rank 3 Class) 6
Perception (4 rank 3 class) 7
Craft(Brew) (3 rank 3 class) 6
Know-Local (3 Rank) 3

Feats:Power Attack (-2/+4),Improved Sunder(No AoO on Sunder attempts, +2 to Sunder/CMD against Sunder),Iron Will (+2 Will save)Toughness(+3 HP +1 per level beyond 3)
Traits: Dockside Brawler(+1 damage with brass knuckles and improvised weapons, have brass knuckles),Bully(+1 Intimidate)
Special Abilities:Second Wind (1d4+1 2/day as standard action),Raging Drunk,Rage(+4 Str/Con +2 Will save -2 AC 14 Rounds) Smasher (1/Rage may ignore hardness of unattended object or a sunder attempt)Trap Sense (+1 AC/Reflex Saves vs. traps)Uncanny Dodge(Cannot be caught flat-footed)Good for What Ails You
Raging Drunk
While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does.This ability replaces fast movement.
Good for What Ails You:While raging, the barbarian who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting her: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If she succeeds at the save, the effect is suppressed for the duration of the rage. She also may attempt a new saving throw if poisoned; a successful save counts against those
required for a cure, but a failed save has no ill effect.
Stats While Raging 20 Str(+5) 22 CON(+6) Will save +5 AC 16 HP 70
Equipment
Greatclub +1 (2005)
Breastplate +1 (1200) AC +7 ACP -3
Brass Knuckles (Free)
Handy Haversack (2000)
3 potions CMW (900)
4 Potions CLW (200)
4 Potions Enlarge person(lvl 2) (400)
Barbarian's Kit (9 gp)
belt pouch
blanket
flint and steel
iron pot
rope
soap
torches (10)
trail rations (5 days)
waterskin.
Lots of ale!
5 Alchemist's Kindness (5)
Brewer's Lab
3570 gp

Description:Torgue's unremarkable features have suffered due to his love of ale and subsequent deterioration of grooming habits. His thickly muscled body has a noticeable beer gut and his fist pummeled face is further marred by a red nose and bloodshot eyes with scruffy black hair. While people in Port Shaw often smell of fish and smoke, Torgue has ale breath as well. His breastplate is kept in good shape from the enchantment and infrequent polishing and the log of wood that he carries over his shoulder is decorated with carvings and odd fetishes and is well treated by Torgue who considers it his most valuable object since it was a gift from a shaman as payment for Torgue's service as a guardian.
Background: Born and raised in Port Shaw, Torgue was a sturdy and hard-working boy who signed up as a militiaman when he wasn't doing basic labor around town. Considered a dull but dependable person, Torgue may have very well spent decades doing the same things day in and day out if it wasn't for his developing love of drink.
Going beyond tipping back a tankard or two of ale after work, Torgue kept indulging and even snuck flasks when he was working which lead to trouble with public drunkenness and getting booted from the guards. Left with only basic labor jobs, Torgue stayed with the bottle but developed a mean streak a mile wide which could boil over into snarling rage. He made some attempts at fighting at the Broken Skull Tavern with middling success since he was capable of absorbing large amounts of damage but lacked good grappling and hand-to-hand skills. Rather surprisingly, due to getting cut off numerous times at taverns, Torgue has been dabbling in making his own ale and has set up a still at his hovel to keep himself supplied and is becoming a talented amateur brewer.


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 think CN drunken brute is going to land you/us in the fort. But, that's fine.

You only get to medium armor, and honestly anything more is dangerous around bodies of water, but your low Dex will make you an easy target, raging moreso.

Your rage (power) is good against one target at a time, but your low AC is valid for every attacker.

Glass cannon? Power attack just makes it worse to hit, unreliable.

Maybe 14 Str, 18 Dex, 16 Con... Also, looks like you didn't use 1 pt.

Avoid attacks consistently, deal consistent damage. Weapon focus Unarmed Strike?

Female would be more distinctive.


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:
Sorrin the Wayward wrote:
Female would be more distinctive.

Ha! Embri would not be amused...

Sorrin is correct, you have one point left in your stat buy. Point Buy Calculator


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, female would not be more distinctive. A lot of people make that assumption and there are plenty of female drunken barbarians running around. I've been in enough groups with those before.


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 may be true, but a Broken Skull champion?


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

Let me tell you, every guy that wants to make their character "distinctive" decides to make them female. It is extremely annoying.


Evil GM

Torgue - you awake yet? How close are you with your character?


Evil GM

I'm going to be offline for a couple hours that should give everyone time to post the perception check and will will give torque a chance to respond to my question.


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'm not into the gender bending thing...

Roll call!

Real guy here, playing a guy!


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

I'm here. I'll put 1 point into Int and get my statline done

12 Dex is to reflect that he is overweight and is more of a slogger in combat, beat down targets rather than dance around the battlefield. I will get cleave as my next feat.

Potions of Enlarge are good for increased reach and damage. Plus if he sunders weapons, people will have to beat at him with their fists while he holds them back with a hand on their head.

He is good for making an entrance by busting through doors. Might see if I can get Stunning Irruption for Kool-Aid Man magnificence.

I can also pay my way by making Fine Craft-Brews. Might need a Fort save though. :)


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 just my take because we were asked.

Go with what you feel works!


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:

Going to be out until the evening.

Astri will attempt her lacedon illusion to distract the western goons. Once they realize the rouse she will make towards the eastern side and cast grease on the area of J 4-6 L 4-6 to slow them down. Attack with bow/stay at ranged if possible from there.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Thanks for the info peeps, I'll make sure to guide Torgue in a way that can help everyone. :)


Evil GM

I actually have an old dragon or dungeon magazine that has some variations on drinks and saves.


Evil GM
Torque2 wrote:
Thanks for the info peeps, I'll make sure to guide Torgue in a way that can help everyone. :)

Update your profile stat line


Evil GM
Torque2 wrote:
Thanks for the info peeps, I'll make sure to guide Torgue in a way that can help everyone. :)

Are you about ready?


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Yep


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 my phone. I see the situation has changed but now we have a barbarian. Ain't be able to post until the evening so Astri's resources are able to the group until then.


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

Just to be clear... :)

The situation hasn't changed, this is exactly the scenario expected to unfold. Mid level dealers waiting on a shipment.

You start talking about taking the "ship/barge", you're back to Sorrin's original proposed/rejected plan.

Now, Redd told you where to find him (supposedly). And, the barge can't be too fast... so, it can be taken by the sloop (Captain/Jenkie) with us as a boarding party.

Take the barge... back to Pier 13, take Redd. Voila!

Barge probably has war canoes.

But, if we waste resources here/now... Muhahaha!


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

The problem is that we don't want to bother with the barge later because the drugs will no longer be on it then. So there isn't much point in us chasing it down later. They will be unloading the drug shipment any moment now and would be done before we could get back the sloop and then get back here.

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