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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Evil GM

Turning 45 degrees is 2 speed/hexes, turning 90 degrees is 3 speed/hexes.

Bri turns the ship hard 90 degrees to keep the unpredictability and get some fog benefits. You only move 40 feet in the new direction because of the amount of speed necessary to successfully perform the turn. Crew hurry to complete the task in the sails and rigging. Then men begin to move to the other side of the ship.

You'd yell to prepare the starboard (right sided) weapons.

Updated RD 2 Map


Evil GM

I forgot the weasel had the weather so it's going to be two hexes farther.

Corrected RD 2 Map with wind direction

Stealing the Weather:

It’s possible through superior skill — or sheer luck — for one ship to steal the weather gauge from another. To do so, it first must position itself in such a way as to become upwind. A ship can accomplish this through deft sailing techniques or by using magic to change the wind
direction. In either case, once the ship that was furthest upwind ceases to hold that position, it loses all the weather gauge bonuses it had gained (although there is no effect on initiative order). The ship that is now upwind can attempt to claim the weather gauge. The Navigator of this ship attempts a DC 25 Profession (sailor) check; if he’s successful, his ship claims the weather gauge and gains all the benefits — although the bonus to initiative won’t factor in, since the initiative order is already determined. Note that the check to steal the gauge is more difficult than the one to initially claim it.


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:

Once in range we'll probably board so stealing the weather gauge will not be relevant, but who knows what will happen.


Evil GM

Bri made a nice unexpected move with the 90 degree turn.


We may be able to fire the starboard ballista. Then if we make another 90 degree turn to Starboard, we could come along side of them and fire the port ballista... of course, they will be able to fire their starboard siege weapons, but not their port. The only problem is we won't be going as fast as them, so a successful grapple would likely be required or they will pull away from us.


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

Posting a little early I know but I thought I would go ahead since only Sorrin is left.

Round 3

Chell finally realizes what they are doing a moment after the second fog cloud shows up. They were protecting their sailors by keeping them below deck and switching out when necessary. Only the bare minimum were on deck to keep the ship moving. They were probably going to unload as soon as they got within range. Chell adds an extra level of protection now that both ships weren't visible.

Cast Shield of Faith AC 25 with shield and draw staff.

Round 3 Naval

"Kitt, take the others below deck and wait. They have at least three casters and I have a feeling they are going to hit us all at once as soon as they close in." Once they are gone she reaches back into her pack and feels along the wood of the staff. Should she? She pauses, hand still over the shoulder and in the pack, un-moving. Then she pulls it out. Better to be ready. Three casters could be dangerous and she didn't want anymore casualties on their side after the Sahuagins.

Move people below deck.


Evil GM

RD 2: Initiative Order:

Chell - nothing

Pirate Spellcasters - dispelled command water, second fog cloud

Ptahh - shot bow his second shot hits an able seaman in the rigging for 12 HP that tells you that their crew is probably able seaman and veterans. The second fog cloud is in place but I'll let you get the shot off for your LOS.

Astri - fires bow at a man in the deck hits for 5 hp. the second fog cloud is paced before your action but I'll let you have LOS.

Sorrin

Bri - navigates turning 90 degrees
Pirate Mates -
Pirate Capt Flynn
Captain Donovan

Naval Initiative Order:

Pirate Spellcasters - ship turned 45 and moved forward.
Pirate Mates -
Pirate Capt Flynn -
Chell - assessed
Sorrin
Bri - sailors ready sails and move on deck
Astri - none
Ptahh - encourages his crew.
Capt Donovan

Sorrin is up


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

Round 2

Astrianna, close the gunwales. Can Embrianna get around the fog and behind them? He whispers.

He spends time boosting morale, giving tips as how to lead a target. Ballista, is rather take out her maneuverability one rigging at a time than damage the ship. Leading a captured ship into harbor is very different than claiming you sank one.


Evil GM

The Pirate Mates, and the two Captains continue on.

RD 3: Initiative Order:

Chell - casts spell Shield of Faith

Pirate Spellcasters - dispelled command water, second fog cloud

Ptahh -
Astri -
Sorrin
Bri -
Pirate Mates -
Pirate Capt Flynn
Captain Donovan

Naval Initiative Order:

Pirate Spellcasters -
Pirate Mates -
Pirate Capt Flynn -
Chell - Orders stretcher bearers below deck
Sorrin
Bri -
Astri -
Ptahh -
Capt Donovan

RD 3 Map


Evil GM

Sorrin are below deck with the ballista crew?


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
baldwin the merciful wrote:
Sorrin I thought you were below deck with the ballista crew.

I am. Astrianna included me in the casting of Message. She's relaying messages.


Evil GM

RD 3: Spellcasters

spellcasters

Another billowing fog cloud appears, the ship moves. While those on the deck and in the crows nest can see another person flying over the fog cloud. They have used fog cloud defensively to close the gap.

Any PC on the deck or crows nest can make a sense motive check for a hunch.

RD 3: Naval Actions

The ship turns a 45 degree turn and then move forward 60 feet. The gunwales are still closed.

45 turn: 1d20 + 9 ⇒ (14) + 9 = 23

RD 3 Update


Evil GM

I thought you wre but the way you mentioned the gunwales, I wasn't sure. I now read it as you are instructing the crew to close the gunwales.


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:

Inspire Courage Active: +2 competence attack/damage +2 morale save vs fear and charm

Round 3

She grins seeing the spellcaster flying over the fog cloud. I have a special gift for them once they get a bit closer...But flight arrows will have to suffice for now.

sense motive: 1d20 + 16 ⇒ (12) + 16 = 28

The half-elf replies to Sorrin's message. "Aren't you on the gunnery deck, next to the gunwales? There is a flying spellcaster on route, either shoot him out of the sky or take some cover. I say take a shot at them and then brace, we'll be boarding soon."

Astrianna changes up her tune and begins to sing a battle hymn, the bard's boisterous lungs filling the air from the crow's nest. She knocks a slender arrow and sends it screaming towards the flying caster.

Move Action: End inspire competence, begin inspire courage (18/21)

Standard Action: Longbow attack on flying caster above the fog. I count 260ft of distance between the crow's nest and the caster, so that is 1 range increment for a flight arrow.

Longbow, inspire courage, 1 range increment, ship: 1d20 + 9 + 1 - 2 - 4 ⇒ (15) + 9 + 1 - 2 - 4 = 19

Damage, flight arrow, inspire courage: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4

I think the caster is above the fog but in case I need a concealment roll:

Concealment: 1d100 ⇒ 18

Behold my massive damage!And probably missing because of the fog!

Naval Actions None.


Evil GM

sense motive, hunch DC 20:

After seeing Bri's fireball hit at such a long range, you figure the spellcasters probably don't have fireball spells. Otherwise, they would have cast it given the range of the spell.


Evil GM

Astri your position in the crows nest it's 280 feet. He is above the fog.

Astri's arrow fails to strike the flying caster. You swear he smiled at you.

You know the ships should be in range soon.


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 glares at the hovering caster whenthe arrow misses. She was sure that shot was on target, he must have some kind of magical protection.

She yells to the crew below. "We're safe from fireballs or they would have used them already! We'll be entering ballista range soon prepare yourself for artillery and boarding! Take that caster out of the sky!"

The bard sends a message down to Sorrin. "Safe from fireballs. Entering ballista and boarding range soon, we'll need you on deck once the boards go down."


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

Does it appear as if the caster is flying over the ship or open water?


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:

He's the little wings on the map. He's over the water, above the fog, about 40 feet from the ship.


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

Well, pooh, just checked dispel magic range and I can't reach him yet. I wanted to send him into the water. :(

I could toss an ice storm on his head, but that seems a waste for just one person.


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 takes aim at the caster...

atk1, mw longbow, inspired, distance: 1d20 + 13 + 2 - 4 - 2 ⇒ (7) + 13 + 2 - 4 - 2 = 16
dmg1, mw longbow, inspired: 1d8 + 2 ⇒ (8) + 2 = 10

atk2, mw longbow, inspired, distance: 1d20 + 8 + 2 - 4 - 2 ⇒ (13) + 8 + 2 - 4 - 2 = 17
dmg2, mw longbow, inspired: 1d8 + 2 ⇒ (4) + 2 = 6

Ballista, HOLD FIRE!

Wow, perfectly lame.


Evil GM

Both shots miss the flying man but how did you shoot at him? You're below deck with the gunwales closed?


Ptahh orders the marines on deck to take cover and be ready to grapple the ship as the range closes.

"Be ready men. The time for vengeance is coming soon."


Ptahh notices something flying above the mist. He strides up the stairs on to the forecastle deck. Then he draws back his bow and fires at the fool in the sky!

Mwk Comp Longbow : 1d20 + 9 + 2 - 4 - 2 ⇒ (19) + 9 + 2 - 4 - 2 = 24
Mwk Comp Longbow : 1d20 + 4 + 2 - 4 - 2 ⇒ (5) + 4 + 2 - 4 - 2 = 5

Damage: 1d8 + 5 ⇒ (1) + 5 = 6


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
baldwin the merciful wrote:
Both shots miss the flying man but how did you shoot at him? You're below deck with the gunwales closed?

Considered that after I'd posted... Sorry. Brain not working right.


Evil GM

Ptahh's bolt strikes home at the flying man.

Wouldn't it be cruel if the person flying was a prisoner that was enspelled?


Evil GM

Bri you're up and don't forget to move the ship 5 hexes. (its 2 hexes to turn 45 degrees, 3 hexes to turn 90 degrees, 4 hexes to turn 180 degrees. You need to make a sailor check to complete any of those turns though).

RD 3 Map with coordinates added


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/nav: 1d20 + 13 + 2 + 3 ⇒ (12) + 13 + 2 + 3 = 30

"All right, so here's what I'm doing. I'm going to try swinging out wide around that ship and her fog banks because I don't know what might be hiding in them. Then I'll be swinging around her backside and coming up beside her. Hopefully my little maneuvers are frustrating them."

So that would be aiming for the 16 and 17 columns to sail down to clear the fog, pass their ship and then will turning as best I can with my later rolls.

Bri readies an action to Dispel if the flier gets within range or if he casts something really nasty.


baldwin the merciful wrote:

Ptahh's bolt strikes home at the flying man.

Wouldn't it be cruel if the person flying was a prisoner that was enspelled?

That would be evil... and a semi-waste of a 3rd level spell.


Evil GM

Updated Map RD 3


Evil GM
Ptahh wrote:
baldwin the merciful wrote:

Ptahh's bolt strikes home at the flying man.

Wouldn't it be cruel if the person flying was a prisoner that was enspelled?

That would be evil... and a semi-waste of a 3rd level spell.

Different POV on it it's a waste of a third level spell since several folks on the ship are focusing on the flying man rather than the ship.


Evil GM

RD 3: Initiative Order: Update

Chell - casts spell Shield of Faith

Pirate Spellcasters - flying man, third fog cloud

Ptahh - hit flying man 6 HP
Astri - shots bow at flying man missed
Sorrin - firest two arrows into the ceiling
Bri - turns the ship, readies dispel magic
Pirate Mates -
Pirate Capt Flynn
Captain Donovan

Naval Initiative Order:

Pirate Spellcasters - 45 degree turn
Pirate Mates -
Pirate Capt Flynn -
Chell - Orders stretcher bearers below deck
Sorrin - none
Bri - men turn the ship
Astri - none
Ptahh - encourages men
Capt Donovan


Evil GM

RD3: Pirate Mates, and the two Captains

They continue to ready for battle.

flying man and Capt conversation and mates:

Message:flying man to Capt.The ship's turned hard to our starboard, trying to run. Closed her gunwales. They've a spot'r in the crows and the beast Ptahh's on deck...damn traitor.

Capt Flynn barks the following out, "Git ready t'turn hard to starboard, the bastards runnin' That traitorous scum Ptahh's joined that crew...we'll flay 'im then have 'im run the keel."


Evil GM

RD 4: Initiative Order:

Chell -
Pirate Spellcasters -
Ptahh -
Astri -
Sorrin
Bri -
Pirate Mates -
Pirate Capt Flynn
Captain Donovan

Naval Initiative Order:

Pirate Spellcasters -
Pirate Mates -
Pirate Capt Flynn -
Chell -
Sorrin
Bri -
Astri -
Ptahh -
Capt Donovan

RD 4 Map


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

1d20 + 13 + 2 + 3 ⇒ (5) + 13 + 2 + 3 = 23
45 turn to try to straighten back out a bit and sail by the other ship

"I'll see if I can get us within range of our spells and weapon as we circle around. Maybe do some damage before the boarding begins."

Can I see the flying guy? I may be in range for a dispel now


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

Is the other ship behind us, port side? Misdirection? Shall we speed away? Sorrin asks Astrianna.

Port Ballista, open starboard gunwales!

Can Sorrin hold until gunwales are open?


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

Round 4

Cast Bless. 50 ft burst should get everyone.

Round 4 Naval

Nothing.


Evil GM

RD 4: Spellcasters

The ship is guided through the fog cloud and then turned.

The cleric casts a spell for the crews benefit.

the flying person moves up 60 feet (3 hexes) Note there aren't diagonals with the large scale 20 feet per hex He is now is 140 feet from the starboard side of your ship, is is 180 feet from the Bri and the wheel at the end of his turn.

He releases a spell of magic missile striking one of the men in the rigging.

damage: 3d4 + 3 ⇒ (4, 2, 1) + 3 = 10

Edit I removed the second caster's action he did not fire a magic missle, he is in the fog cloud. I had to adjust the speed of the ship based on the failed 45 degree turn.

Naval Actions

The ship emerges from the fog cloud and turns 45 degees to the starboard. 140 feet separate the bow of the [Weasel] from the starboard side of the Baron

Note only one ballista is in position at this time to fire on your ship. That is because it has 180 swivel; side ballista do not have much side to side movement it is more up and down.(unless outfitted with swivels with would give 45 degree arc)

turn, weather gauge: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13

The ship fails it's turn. So it took 4 turn spped, as opposed to 2 to complete the turn.

one seaman in the rigging get hit and fall.
damage: 3d6 ⇒ (6, 2, 3) = 11

*did you have more than 3 crew members in the each section of rigging?


Evil GM

Updated RD 4 Map


Was that our seaman falling from the magic missile or one of the Weasel's men falling?

Ptahh hollars to the marines and veterans, "The Weasel lost speed. When we come about prepare to grapple her. Once secured, we'll board her. GIVE NO QUARTER!"


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:
Wouldn't it be cruel if the person flying was a prisoner that was enspelled?

Hahahahaha I love you Baldwin. Too bad we can't do things like that. I have to say if Chell and Sorrin weren't our moral compasses there would be some really questionable activities in this group...

As far as I know we only have the minimum seamen in the rigging.

So the caster stayed in the fog cloud? Still no mother trucking LOS for a silence!

Buffs:Inspire Courage Active: +2 competence attack/damage +2 morale save vs fear and charm, Bless +1 attack (7 minutes)

Round 4

Astrianna is a bit perturbed when the caster sinks into the fog cloud, she had a special present for him. She quickly replies to Sorrin. "Embri is taking us around. Weasel off the Starboard side, 140 feet! You're in range to fire! Can you get their ballista? The caster is in the fog"

Continuing her song, she knocks a regular arrow in her bow and attempts to send a few ballista operators to Pharasma's Boneyard.

Free action: Maintain Inspire courage (17/21)

Standard Action Longbow attack on Weasel fore ballista operator.

Longbow, 1 range increment, ship, inspired, bless: 1d20 + 9 - 2 - 4 + 1 + 1 ⇒ (20) + 9 - 2 - 4 + 1 + 1 = 25

Damage, inspired: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4

Threat: 1d20 + 9 - 2 - 4 + 1 + 1 ⇒ (15) + 9 - 2 - 4 + 1 + 1 = 20

Damage x2: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Damage x3: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9

22 hp total if threat confirmed

Naval Action: None


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

dispell: 1d20 + 7 ⇒ (18) + 7 = 25

According to the map, it looks like the flyer is out of the fog and within my dispel range now. So Bri will do a targeted dispel against his flight.

sail/nav: 1d20 + 13 + 2 + 3 ⇒ (2) + 13 + 2 + 3 = 20

Bri continues her move, circling around the fog clouds and trying to get around the backside of the ship.

A 45 turn I think for this one.


Round 4

Ptahh Action: Full Round range attack with Masterwork Composite Bow forecastle ballista operator or loader if Astri killed the operator

Mwk Comp Longbow: 1d20 + 9 + 2 + 1 - 2 - 2 ⇒ (7) + 9 + 2 + 1 - 2 - 2 = 15
Mwk Comp Longbow: 1d20 + 4 + 2 + 1 - 2 - 2 ⇒ (19) + 4 + 2 + 1 - 2 - 2 = 22

DamageFirst: 1d8 + 5 + 2 ⇒ (8) + 5 + 2 = 15
DamageSecond: 1d8 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Naval Action Continue to encourage and enrage the marines.


Evil GM

Ptahh that was one of your crew men in the rigging that was hit with the magic missile spell and fell horribly to the deck.

Astri staying partially in the fog cloud was unintentional, but for his failed 45 degree turn. The failure made ship use 4 speed movement rather than 2 to complete the action.

the flying man is 180 feet from your position that is 10 feet outside your range unless you use a move action to close the gap.

Astri's arrow hits home the bow ballista operator. This arrow is quickly followed up by one of Ptahh's which kills the operator. The half-orc quickly lets his second arrow go at the loader and that hits him for 10 HP.


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

If it is just 10 ft, then yes, I would like to close the gap. I had asked Capt Donovan to stay close, if he still is, I would ask him to hold the wheel for a moment so that I could deal with flying man.


Evil GM

The Capt stayed close. Astri's dispel attempt hits the flying man, who quickly looks horrified as his spell ends.

DC 11+CL (7)= 18.

He flaps his arms wildly tryign to stay aloft.

I don't have his skills with me at the office but he will try to acro to lessen the fall.


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 the Wayward wrote:

Is the other ship behind us, port side? Misdirection? Shall we speed away? Sorrin asks Astrianna.

Port Ballista, open starboard gunwales!

Can Sorrin hold until gunwales are open?

Waiting on this?


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:

Nice Dispel Embri! Hilarious.

I figured the fog was unintentional, but it's working out for them!

Astri told Sorrin the Weasel is on Starboard side if you're referring to me?

Astri wrote:
Embri is taking us around. Weasel off the Starboard side, 140 feet! You're in range to fire! Can you get their ballista? The caster is in the fog"

I don't know what action it takes to open/close the gunwales but you might be able to fire them this round?


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

Use it as a naval action and tell someone to open it.

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