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

Yes, but they may not be as fun. I been cooped up on a ship for a bit and need to have some fun. Though there is still that fighter to look up later.....


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:

After we get Embrianna her ink fix we should hit up Father Trafalgar for more information on the Wave Riders and Falken's lost ship. Then let's see if we can find Thalios at the tavern Jasper mentioned, he might have a job or two for us?

While we go to the Run Around Tavern in the Tide, we should talk to the Quartermaster about the ships for sale, get some prices.


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

Later we can do that, I need to kick Sorrin's ass first.


Evil GM

Note: I updated the campaign info tab. Under the last spoiler is Port Shaw Locations are the maps to the various shops you've been.

I still need to update the Port Shaw overview map with those locations.


Evil GM

Sath is there any particular shop you are looking for that I should think of creating.


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 what your plans are for the port, but...

I could easily imagine a smokeshop/recreational club (gambling) with a egyptian/persian flair.

Hookah, backgammon, teas, coffees, spices... all imported.

I don't know where "the middle east" is in the campaign setting. But, this would be an ex-pat to set up shop. Crew probably stop there to send/receive messages from their homeland long distances off.

Perhaps Sorrin's father keeps tabs on him, perhaps his "loyalists" do. But, regardless... Sorrin likes the proprietor and stops by when he's a bit homesick.

And, the food! Falafel, fava beans, baklava, feta, hibiscus, etc...


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

Would there be a brothel upstairs?


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

Nope. Moral, ethical and devout people for the most part. Family people.


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

I don't think that there is anything morally wrong with a brothel as long as the employees are there of their own free will and everything is consensual.

Though if you are going for a family environment, the brothel would be out, but then I would also veto gambling as not being family friendly either.


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:

By the way: Magical Tattoos.

The Caster's Tattoo is pretty amazing, and so are the Spell tattoos. Astrianna might get a Feather Fall tattoo on her wrist, just to be safe. It would be 100 gp.

As for a business, that sounds good to me but know that Astrianna is an ex-drugrunner and she would be trying to sell the hard stuff out the back door, maybe without telling anyone- I don't think Sorrin would be pleased with that. Not to mention she would demand a place to perform.

Baldwin mentioned the campaign takes 60 in-game takes or thereabouts. He said one part of it is not time-dependent and the other is time dependent, which makes me wary of growing roots in Shaw.

I'm starting to lean towards continuing to explore Shaw for a day or two, at least until Astrianna can start using Knowledge: Local, and then set off to try and find Falken's lost ship. When we get to the Run Aground Tavern, Astrianna is going to ask Thalios about it, and see if he wants in.


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

I am strongly considering the SPELL SCARS arcana later on. Think of the scars nightcrawler had in X Men 2


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

Something he never had in the comics. :(


Evil GM

Bri/Astri look in the freebooter players guide (if you downloaded it) beginning on page 72, they have a bunch of tattoos.


Evil GM
Embrianna wrote:
I don't see the guide on the paizo website :(

Go to froggodgames.com then clink on the free download tab on their home page. The razor coast freebooters pdf is there, it's listed for 14.99, but it is actually free when you click on the pdf.


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 looked all those over, but I can't remember them right now. It's not on my laptop, might have to download it. I don't think I saw any I was too interested in.


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

Sorry, didn't mean gambling as in gambling hall.

More like friendly games of backgammon, chess where winner pays for tea, coffee or pastries sorta thing.

Also, not a business proposal, long standing NPC operation.


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/sporadic for the rest of the day. I think I want Astrianna to get a feather fall tattoo on her wrist (100gp) if available, but I haven't looked at the other tattoos on the freebooter's guide.


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:

Here are the "magical item" tattoos listed in the Razor Coast Freebooter's Guide. Note that these do take up your magic item slot for wherever they are tattooed, but can be tattooed in any slot except armor, headband, eye, or shield slots.

Magical Tattoos:

BLADE’S KISS TATTOO
Aura faint evocation; CL 1st
Slot tattoo any; Price 720 gp; Weight –
DESCRIPTION
A tattoo depicting a dagger, knife, or other melee weapon
favored usually by the bearer grants a +1 luck bonus on
attack and weapon damage rolls for melee weapons for 1
minute per day.
CONSTRUCTION
Requirements Inscribe Magical Tattoo, divine favor; Cost 360
gp

BLUE BIRD TATTOO
Aura faint enchantment; CL 1st
Slot tattoo body, chest, shoulders or wrist; Price 900 gp;
Weight –
DESCRIPTION
The blue bird, sparrow, or swallow depicted within this
tattoo represents the 5000 miles the bearer has sailed.
This tattoo grants a +2 competence bonus on Diplomacy,
Intimidate, and Sense Motive checks against sailors
and pirates.
CONSTRUCTION
Requirements Inscribe Magical Tattoo, hypnotism;
Cost 450 gp

CANNON’S LONG ARM TATTOO
Aura faint evocation; CL 1st
Slot tattoo any; Price 720 gp; Weight –
DESCRIPTION
A tattoo depicting a cannon, flintlock, or even arrows favored
by the bearer grants a +1 luck bonus on attack and weapon
damage rolls for ranged weapons for 1 minute per day.
CONSTRUCTION
Requirements Inscribe Magical Tattoo, divine favor;
Cost 360 gp

COCK & SWINE TATTOO
Aura faint transmutation; CL 3rd
Slot tattoo feet; Price 480 gp; Weight –
DESCRIPTION
This colorful tattoo of a cock and swine displays upon the
sailor’s feet. If the bearer is ever washed overboard, or his
ship sinks into the depths; the sailor floats atop the water
without risk of drowning. The bearer acts as he is under
the effects of the buoyancy spell until he reaches land
or leaves the water, upon which time the tattoo fades
and disappears.
CONSTRUCTION
Requirements Inscribe Magical Tattoo, buoyancy; Cost 240
gp

COMPASS ROSE TATTOO
Aura faint transmutation; CL 1st
Slot tattoo any; Price 800 gp; Weight –
DESCRIPTION
The mapmaker’s compass rose that makes up this tattoo
grants a +2 competence bonus on Survival checks to avoid
becoming lost and allows the bearer to instinctively know
which way is north.
CONSTRUCTION
Requirements Inscribe Magical Tattoo, know direction; Cost
400 gp

GRACE OF THE PORPOISE TATTOO
Aura faint transmutation; CL 1st
Slot tattoo any; Price 1600 gp; Weight –
DESCRIPTION
A tattoo of a friendly porpoise (or other mammalian sea
creature) grants the bearer a swim speed of 30 feet along
with a standard +8 bonus to swim checks and the ability
to take 10 even if distracted or endangered. The bearer
can also use the run action while swimming, provided he
swims in a straight line. This does not provide the ability
to breathe water. This effect lasts for 10 minutes per day,
split up as the bearer chooses (minimum of 1 minute
per use).
CONSTRUCTION
Requirements Inscribe Magical Tattoo, touch of the sea; Cost
800 gp

HOLD FAST TATTOO
Aura faint transmutation; CL 3rd
Slot tattoo hands; Price 976 gp; Weight –
DESCRIPTION
This tattoo places the words “hold” and “fast” – one
word per hand – and together the words grant a +4 competence bonus on Climb checks and Acrobatic checks
to balance for 30 rounds per day, split up as the bearer
chooses.
CONSTRUCTION
Requirements Inscribe Magical Tattoo, certain grip;
Cost 488 gp

MERMAID’S BLESSING TATTOO
Aura faint conjuration; CL 1st
Slot tattoo any; Price 1440 gp; Weight –
DESCRIPTION
This tattoo of a mermaid allows the bearer to hold his
breath once per day for twice as long as normal (i.e. 4
rounds per point of Constitution instead of 2 rounds)
before requiring Constitution checks to continue to
hold breath.
CONSTRUCTION
Requirements Inscribe Magical Tattoo, air bubble;
Cost 720 gp

SEA KING’S BOON TATTOO
Aura faint transmutation; CL 5th
Slot tattoo any; Price 2000 gp; Weight –
DESCRIPTION
This tattoo showing a crowned merman holding a trident
(or other symbol of office) allows the bearer to breathe
water as easily as air for a up to 10 minutes per day, split up
as the bearer chooses (minimum of 1 minute per use).
CONSTRUCTION
Requirements Inscribe Magical Tattoo, water breathing;
Cost 1000 gp


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

I'm good with the shops we have at the moment.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Tramp stamps for everyone! :)


Evil GM

I'm just getting home, so I'm not going to post tonight.


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:

Oooh Tulita tatoos.

Here they are Sath, I think you'll have to ask for prices:

Tulita Tattoos:

CRESCENT MOON
Aura moderate evocation and transmutation; CL 10th
Slot tattoo any; Price special; Weight –
DESCRIPTION
As a free action, this tattoo allows its bearer to either
generate as many +2 icy burst shurikens as they can hurl
in one round and throw them that round as if they were
proficient with shurikens, or gain immunity to cold for
three rounds.
CONSTRUTION
Requirements Inscribe Magical Tattoo, chill metal or ice
storm, elemental body I, magic weapon, creator must be a
Tulita wise man; Cost special

RIDGE BACKED WHALE
Aura feint evocation and transmutation; CL 7th
Slot tattoo any; Price special; Weight –
DESCRIPTION
This tattoo allows its wearer to either cast bull’s strength
on themselves, or make all unarmed strikes in one round
as if they were one size category larger and possessed
the Awesome Blow feat (even if they do not possess the
prerequisites for this feat).
CONSTRUCTION
Requirements Inscribe Magical Tattoo, bull’s strength,
telekinetic charge, creator must be a Tulita wise man; Cost
special

SCHOOL OF DOLPHINS
Aura feint evocation and enchantment (compulsion); CL 5th
Slot tattoo any; Price special; Weight –
DESCRIPTION
This tattoo allows the PC to cast aid, or add a +2 to attack
and +2d6 to damage on all attacks made against any shark,
wereshark, Dajobas worshipper, or any other monster
related to Dajobas in a single round. For more information
on Dajobas, see Dajobas, Devourer of Worlds available at
www.talesofthefroggod.com.
CONSTRUCTION
Requirements Inscribe Magical Tattoo, aid, consecrate,
creator must be a Tulita wise man; Cost special

TURTLE
Aura feint abjuration and transmutation; CL 5th
Slot tattoo any; Price special; Weight –
DESCRIPTION
This tattoo grants the PC a +4 natural armor bonus for 10
rounds, or the ability to cast shield other.
CONSTRUCTION
Requirements Inscribe Magical Tattoo, barkskin, shield other,
creator must be a Tulita wise man; Cost special

VIPER’S FANG
Aura moderate necromancy [poison] and conjuration
(healing); CL 7th
Slot tattoo any; Price special; Weight –
DESCRIPTION
This tattoo allows the PC to ignore the effects of one dose
of poison, or inflict an additional 1d4 Con damage on all
unarmed strikes made in one round.
CONSTRUCTION
Requirements Inscribe Magical Tattoo, neutralize poison,
poison, creator must be a Tulita wise man; Cost special

VOLCANO
Aura moderate abjuration and evocation [fire]; CL 10th
Slot tattoo any; Price special; Weight –
DESCRIPTION
This tattoo allows its bearer to inflict an additional 2d6
fire damage on all unarmed strikes for one round, or gain
immunity to fire for three rounds.
CONSTRUCTION
Requirements Inscribe Magical Tattoo,
, creator must be a Tulita wise man; Cost special

A monk with a volcano tattoo and flurry of blows... sweet mercy the damage.


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 be out for the rest of the morning/afternoon.


Evil GM

HS football tonight, so I won't be on until later this evening.


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

Hmmmm, those are pretty much the spells I would have requested for such tattoos.


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 trying to keep the "circle of trust" tight. Also, if we intend on bringing the larger ship back... a small vessel can be brought on the larger vessel's deck.

What's listed in pathfinder is very limited as to types of vessels with some high crew requirements. I'm imagining a sailboat possibily with an outrigger.

Perhaps Sorrin doesn't have all the facts.


Evil GM

I will say for what RC lacks in maps and ships maps, they do have some good descriptions and interesting NPCs. Granted, I've added some NPCs to the mix like the bard in the broken skull, but there are some do have some good ones.


Evil GM

Astri do you have a list of rumors and NPCs that you've come across? I recall that you were going to put a list together.


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 do!

Razor Coast Party Tracking Sheet

I haven't updated it in the past four days, been working on a presentation. There are various tabs at the bottom.


Evil GM

Excellent job!


Evil GM

clarification for a couple potential hooks:

Dragonsmoke Drop (I know it's a rumor but you've heard enough that you are fairly certain something is about to happen)

Damn roaches and sewers. (I know it is listed as a rumor)

Track down Salty Dogs and Rikard Bleardon (leader)

Who was the mysterious lady last seen talking to Dirk at the bar before he up and left.

------
Note: I know Sath has the RC book, (I don't believe anyone else does), so note that as I will mix up the encounters (how they play out/gear/spells/and other things).


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 thanks I'll update my lists when I get the chance (probably sometime tonight).


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

Freebooter's Guide? I had it. Where I saw the fighter archetype.I skimmed it for ambiance.

The Tulita remind Sorrin of the different desert tribes/factions/nations. Pele/Dawnflower have similarities. Fire/Sun.


Evil GM

I'm not referring to the Free booter's guide. The actual core book is called Razor Coast do you own that book?


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

Nope. Blissfully ignorant.


Evil GM
Sorrin the Wayward wrote:
Nope. Blissfully ignorant.

Perfect.


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

I haven't been looking at the RC book at all, except to check the general info about Port Shaw- to refresh myself on what Sath should know firsthand.


Evil GM
Sath Saltblood wrote:
I haven't been looking at the RC book at all, except to check the general info about Port Shaw- to refresh myself on what Sath should know firsthand.

Cool


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 knows Draconic, his people in the desert surrounded by kobolds, lizardfolk, desert reptilians.


Evil GM

super busy today,this evening, and tomorrow morning, so I'm probably not going to get a substantive post up until late tomorrow morning.


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 should be doing work anyway, so it's for the best for me.


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

New job plus commute kicking my... buttocks- will get a post up tomorrow, need to crash. Good night all.


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:

Goodnight! Time to get a satellite-uplink smart phone with a roll-up keyboard attachment. If you're driving- text to speech program so it can perform hilarious misreadings.

"Sath leaps forward and draws her skim a tarp no dammnit skim a tarp you piece of garbage stop!"


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

@Sath - pathfinder has some ships requiring upwards of 20 or 40 crew to operate properly. Sorrin hadn't disparaging your ability as a sailor.

Also, we need to be free to take other action and not crash, capsize, etc... Board enemy ships, repel boarding, fight monsters, cast spells, etc...

We can give the orders and make the rolls, but we need others to actually do it.

Just thoughts...


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:

Just a forewarning that Roland is probably going to cause some conflict with our party. Adriel, Embri, and Astri are chaotic, Sorrin and Sath are neutral, and Astrianna certainly has some have some questionable morals.

If he takes the offer I don't think he'll like being with us for long.


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

I went with true Neutral for Bri. She definitely has some questionable morals. They are sometimes masked by a soft heart though.


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:

Durr I thought you were chaotic- sorry. We have an interesting yet functional mix, regardless.


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

Adriel is Neutral Good.


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

i thought you were coming across as lawful 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:

Wow I can't remember anyone's alignment. I'm going to stop talking for today.

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