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

We're not moving, no more on ship penalty.


Evil GM

The ships have now drifted out of both the fog cloud and the stink cloud. The nauseous effect still effects the crew members on poop deck of the Weasel.

rds: 1d4 + 1 ⇒ (1) + 1 = 2


Capt Donovan yells out, "You've got 10 maybe 15 minutes and then we need to be sailing. Get some goods at least, something to show for the death and trouble. Astri get a head count of sailors, lubbers, and combatants. I've an idea."

causality count:

I have the following deaths:

2 sailors poop deck
1 able sailor fell from rigging
2 veterans (plank)
2 marines
1 marine stretcher bearer

The others were healed with a channel or are capable of being healed post battle.


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 yells back. "Aye aye Captain! As soon as this Elemental is extinguished!"


"Are you all dancing with those officers over there or you fighting? You made your threats, now end those two." He motions to the priest and new Capt of the Weasel. He looks to Bri, "Can't you do anything about those two."

"Times important folks, we need sea between us and that hellish ship out there, if we'll make port. With a touch of luck maybe we don't lose the Weasel." Luck...right. He starts to think out a plan. "Mate (Astri)...the count!"


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 grins as Donovan begins to think of a plan. The bard is hoping there is going to be some serious, dramatic subterfuge, and she would love it if she has a lead role to play.

She makes a quick count of the crew on board, noting the lifeless ones being dragged away. "We've 14 landlubbers, 7 seamen, 10 able seamen, 10 marines, and 10 veterans, Captain! Ready for orders, I have spells to spare."


"How bad do you want that ship that booty?" He spits over the side of the poop deck. "You get up hear and grab the wheel." He points to sailor, then paces the deck as he pulls a pipe and stuffs it with tobacco. His voice raising, "Did your comrades die, so another ship can take your prize?"


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

Waiting on Ptahh's action to be resolved. Could change things. Dead cleric... 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:

Astrianna is eager to see what Donovan has in store. She pumps her fist in the air and yells. "Hell no! We earned our prize! We paid her price! Our blood is in her timbers!"


Evil GM

RD 12 - Chell DMPC based on discussion thread

Chell assesses the latest twist of the fate. Jelly side down...jelly side down of course it's Capt Dre. She senda flash of lightning at the elemental.

lightning: 3d6 ⇒ (1, 1, 1) = 3

reflex: 1d20 + 7 ⇒ (11) + 7 = 18


Evil GM

RD 2 Spellcaster

He steps five feet behind the mate, he reaches around and touches the mates weapon. Yeah Bri I know you have some comments about the imagery of a wrap around.

casting weapon of awe +2 damage, and if crit then shaken 1 RD no save.

Naval Actions

"Men on deck fight...fight. Capt. Dre is on his way."

Elemental

slams the sails: 1d20 + 7 ⇒ (11) + 7 = 18;burn: 1d6 + 1 ⇒ (2) + 1 = 3
burn: 1d6 ⇒ 3

burn previous sailor: 1d6 ⇒ 2
previous cloth, rd 3 of 3: 1d6 ⇒ 4

rds on new slam: 1d4 ⇒ 3


Evil GM

Updated RD 12 Map

Remember each attack on the spellcaster receives a 20% missed chance


Evil GM

RD 12: Initiative Order:

Chell - call lightning 3 hp

Pirate Spellcasters - stepped behind mate and touched his dagger weapon of awe 2 dam/shaken if crit

Ptahh -
Astri -missed both shots at elemental

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

Naval Initiative Order:

Pirate Spellcasters - encouraged crew
Pirate Mates -
Pirate Capt Flynn -
Chell - none
Sorrin -
Bri -
Astri - putting fire out
Ptahh -
Capt Donovan


The Captain watches Astri's arrows go wide. "Are you blind in one eye? Try shooting one of those men next time."


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

Question: Does the 20% miss chance count for hexes too?

Second Question: Is there anything near the mate and caster to anchor a Web spell to? Enough rigging and railing and whatnot?


Evil GM

Q 1: I believe it does if it's a targeted hex. The spellcaster has the missed chance the Capt/Mate does not.

Q2: there is mast, the stairs to the foredeck, the foredeck, and side rails. So I'd say there is enough. Note you will hit Ptahh with the spell.


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

Oh pooh. Missed Ptah's icon there.

Bri targets the mate/now Captain with a sleep hex spell. will save dc 18

And so target spells should miss, but AoE spells would be fine. Like if I had casted a web there?


Evil GM

Correct.

Ptahh and Sorrin hold just a split second so the witch can weave her enchantment. The mate now capt feels a wave of lethargy intrude into his mind,

will save: 1d20 + 3 ⇒ (8) + 3 = 11

He falls prone in a slumber.

Updated Map


Evil GM

RD 12: Initiative Order:

Chell - call lightning 3 hp

Pirate Spellcasters - stepped behind mate and touched his dagger weapon of awe 2 dam/shaken if crit

Ptahh -
Astri -missed both shots at elemental

Sorrin -
Bri - put the mate/capt to sleep
Pirate Mates -
Pirate Capt Flynn
Captain Donovan

Naval Initiative Order:

Pirate Spellcasters - encouraged crew
Pirate Mates -
Pirate Capt Flynn -
Chell - none
Sorrin -
Bri - none
Astri - putting fire out
Ptahh -
Capt Donovan


Ptahh takes a 5' step towards the caster takes a full attack.

Only had a few minutes here before Church and the day starts with acitivities. I'm not sure which of the buffs are still active beyond Astri's Inspire. Please adjust accordingly. If the caster dies, any additional attacks would be on the sleeping mate. If not, the Ptahh would slit his throat next round, than take the bodies back with him to the Baron asap.

PwrAtk1: 1d20 + 13 + 2 + 1 ⇒ (17) + 13 + 2 + 1 = 33 +13 BABw/PA +2Inspire +1Bless
PwrAtk2: 1d20 + 8 + 2 + 1 ⇒ (6) + 8 + 2 + 1 = 17 +8 BABw/PA +2 +1
PwrAtkHaste: 1d20 + 13 + 2 + 1 ⇒ (20) + 13 + 2 + 1 = 36 +13 BABw/PA +2 +1

Crit1: 1d20 + 13 + 2 + 1 ⇒ (5) + 13 + 2 + 1 = 21
CritHaste: 1d20 + 13 + 2 + 1 ⇒ (4) + 13 + 2 + 1 = 20

Damage1: 2d4 + 36 ⇒ (4, 3) + 36 = 43
Damage2: 2d4 + 18 ⇒ (2, 1) + 18 = 21
DamageHaste: 2d4 + 36 ⇒ (4, 4) + 36 = 44


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 repeats. Crew can live! Lay down your arms!

Sorrin steps once again towards the plank, with the cleric stepping away from Ptahh... Should make for a clearer shot.

atk1, mw longbow vs cleric, inspired, haste: 1d20 + 13 + 2 + 1 ⇒ (13) + 13 + 2 + 1 = 29
dmg1, mw longbow, inspired: 1d8 + 2 ⇒ (3) + 2 = 5
concealment: 1d100 ⇒ 99

atk2, mw longbow, inspired, haste: 1d20 + 8 + 2 + 1 ⇒ (2) + 8 + 2 + 1 = 13
dmg2, mw longbow, inspired: 1d8 + 2 ⇒ (6) + 2 = 8
concealment: 1d100 ⇒ 50

haste, mw longbow, inspired, haste: 1d20 + 13 + 2 + 1 ⇒ (20) + 13 + 2 + 1 = 36
dmgh, mw longbow, inspired: 1d8 + 2 ⇒ (2) + 2 = 4
concealment: 1d100 ⇒ 28

crit, mw longbow, inspired, haste: 1d20 + 13 + 2 + 1 ⇒ (8) + 13 + 2 + 1 = 24
dmg, mw longbow, inspired: 2d8 + 4 ⇒ (5, 7) + 4 = 16

If cleric is down, Sorrin targets the men closest to or advancing on Ptahh. Affirming, Ptahh is not alone.

Naval Action.

Put out the fire!


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:

Ptahh has Inspire and Bless. Chell's Blessing of Fervor ended this round so no third attack, but I don't think he needs it. Sorrin has Haste this round but it expires next round.

Bless should last another 6 minutes. Astri's Mirror images x5 should last another 6 minutes. I'm not aware of any other buffs.

Astri is still fairly good on spells. She's got another Haste or Slow in case it's needed.

Astrianna huffs as both of her arrows miss and Donovan calls her out on it. "It's the damn ship tossing about! I'm half elf, not half sea hag."


"Your gonna a be a plaything for Capt Dre if we don't get a move on it and get that damn officer down."


Evil GM

Previous link when land was sighted

Your a mile closer now so 8 miles from the safe harbor.

Baron speed 3.0 (3 riggings)
Weasel speed 3.5 (4 riggings)
Capt Dre speed 4.0 (5 riggings)


How much time until we have to o leave to avoid Cap Dre? I'm wondering if we have 2 to 3 rounds for one last action .


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... roll your 20% miss for cleric, Rex dozed before your attack. That's how I read 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:

Ptahh-

baldwin the merciful wrote:

"She struck the Black! Bloody Bones over a Chest! 40 maybe 50 minutes." There is along pause then a second cry, "Second ship twin masts, five miles out coming from the port Sharkjaws."

One of the crew that you picked up confirms, "That's Capt Dre."

Capt donovan wrote:
Capt Donovan yells out, "You've got 10 maybe 15 minutes and then we need to be sailing. Get some goods at least, something to show for the death and trouble. Astri get a head count of sailors, lubbers, and combatants. I've an idea."


Evil GM

That is odd, I must have missed the update with Ptahh and sorrin's actions.

Ptahh's missed chances
missed chance: 1d100 ⇒ 7
missed chance: 1d100 ⇒ 76


Evil GM

Looks like Ptahh missed his attacks but Sorrin thunks the priest twice for 25 hit points of damage but he is still up on his feet.


Grrrr. Keep forgetting that blur spell.


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 wrote:
Grrrr. Keep forgetting that blur spell.

Where is your magic +1 and weapon training +1? Does 19 hit?


Evil GM

Mates crew climbs up the side of the ship.

climb: 1d20 + 4 ⇒ (19) + 4 = 23

And the conscious remaining officer on the deck puts his hands in the air. "I surrender, drop or sheath your weapons men."


”Ok men. You’ve a choice be a runner or take what you’ve earned. If you’re just gonna be a turtle and insist on fleeing inside your protective shell…fine, we can do that! But let it be known you’ll be put off at the next port labeled a runner. It’s not the time to lose nerve because that Captain out there will press-gang you if he finds you in port or if he catches us out here sell you for sport. Ah… but we if accomplish the task that I propose it will be legendary!” He has a twinkle in his eyes. ”Think about the fame and glory, because this task is worthy of a night of free rum. Oh, and did I mention an extra share of booty!”

inspiration speech, extra pay, extra rum, deck crew surrender: 1d20 + 9 + 2 + 5 + 5 + 2 + 2 + 2 ⇒ (3) + 9 + 2 + 5 + 5 + 2 + 2 + 2 = 30

”We ain’t got much time but were gonna skeleton crew both these blessed vessels into the safe harbor of port. We need to get close to the Sharkjaw…it’s a race cause even Capt Dre won’t attack near a cargo pit. He’d be blacklisted everywhere.” He lets it sink in a second.

”First Mate Sorrin get your arse over there and take command of that ship, take Bri, and by all means keep Killer on your deck.” He motions towards Ptahh. ” You four fighters who fled and left Killer on deck get your arses back over there and take another 5 marines with you. If anyone comes out of that hold deal with him.” He looks sternly at the men.

”Now, I need 9 able seaman in our rigging, all other seaman and able seaman I want on that ship to help crew her. Bri put to sleep anyone in their riggings who refuses work and watch them fall to the deck. Then toss them in the sea as jetsam. A stern example for seacrimes committed.” He shouts so the other crew can hear. He puffs his pipe. “I want five ballista men to load up the port side weapons, everyone else I need on our deck to crew. We need 18 hands on our deck and they need 18 hands on their deck so lubbers fill-in where you can…make yourself useful.”

He lowers his voice a bit. ”Astri and Chell I need you on the Baron, we’ll run some interference since the Weasel doesn’t have use of her weapons. Ptahh keep that gunnery mate and his team below deck, no need to fight them just bottle them up and make sure they don’t cripple the rudder or worse scuttle the ship. Bri you’ve got the navigation and Sorrin you’ve got command of the Weasel. ”

”By Quell's graces it’s gonna be close but if we can get moving within 5-10 minutes we can pull this task off.” He looks at the priest who surrendered and the new Captain, "Let's bind them and get them aboard the Baron separated from their crew."

Essentially the Baron will keep 33 to crew (28 to work the sails and deck and 5 to man the ballista), plus Capt D, Chell and Astri. While the Weasel keeps 12 able seaman in her sails and receives 1 able seaman from the baron along with 7 seaman. 11 other landlubbers/marines will go to the Weasel to work the decks. She should have 19 on the deck to work, plus Bri, Sorrin and Ptahh.


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:

As the priest and the crew finally surrender Astrianna breathes a sigh of relief. "Finally!" She puts her bow away and listens to the Captain's plan with a grin. "Aye Aye Captain! Get those on deck that surrendered in hold. AND GAG THAT PRIEST! We'll deal with them later they'll live since they had the mind to surrender."

She turns to Chell. "I'm concerned the Gunnery Mate in the Weasel might fire on the ship coming in from Sharkjaw to provoke her, or might scuttle the ship as Donovan suggested. Do you have any spells that could prevent that?"

As the crew scramble over the single boarding plank connecting the two ships, Astrianna paces the deck, shouting orders to get the lubbers to put out the smoldering flames in the rigging. THIS will be worthy of a song or two. Now, what kind of Illusions could I make to help us here...

Astrianna will use Inspire Competence: Sailor for +3 to sailing checks when we start moving.


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 moves to the other ship, making sure Embrianna crossed safely.

He takes marines and checks before deck for prisoners. And orders any Weasels above deck.


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, strip him, gag him, tie him up and blindfold him. Same for sleeping beaut over there.

I'm checking below quickly. Be right back.

You marines, with me. Drawing a scimitar, he descends.


Ptahh follows Sorrin below deck and searches for the prisoners or for their bodies. He orders the gunwalls closed. the less we do to provoke them, the better..

Should he run upon prisoners being harmed by crew of the Weasel, he will brandish Flynn's rapier which he had kept handy (I considered bringing Flunn's head along for proof, but decided against taking the time to hack it off) and try to intimidate them into surrender.


Evil GM

Sorrin tugs on the hatch door to descend but he finds it is latched shut from the inside.

Are you spending time trying to get below deck or are you working to get the Weasel's crew working for you and getting under sail?


Once the two officers are brought to the Baron, then Capt Donovan orders the boarding plank removed and grapples cut.


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 would seriously advise not messing around with the crew below deck and just keep them bottled up as Donovan suggested. Seems they've already shut themselves in for you. Donovan made it clear we do not have time to deal with them right now if we all want to get out of this alive/not enslaved.

At least get the Weasel moving towards Port before you try to talk to them. Please.


Evil GM

The gunnery mate and his crew did not surrender, they really don't know what has happened on deck since they closed the hatches and gunwales then secured them. You have control of the upper deck and sails, they have control below deck. The idea was to keep them below deck while you sail the ship towards port.


"Get those grappling lines back, move it... move it. So, Astri what magic can you do? How about a work song for our crew." He motions to several crew to perform some tasks. "Were slower then either of those ships without that rigging, but the Weasel has no friendly weapons right now so we best not get on her sides. That means well stay to aft which shouldn't be a problem since we need to tack around to get to Shackjaw."


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

Sail. Sorry, afk.


Since Ptahh can't really help with sailing the ship. He'll order his marines to help with the sailing as best they can and stand guard over the hatch. If it looks like we may come under attack, he'll get two veterans to man the ballista on the bow. Other than that, he'll shout encouragements to the crew in an attempt to keep up morale.


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 an FYI, all our marines with siege weapon experience are on the Baron right now. So they don't have the weapon proficiency for it.

Astrianna thinks for a moment. "All I have that would be helpful in this situation are silent illusions. I can make illusions around 1600 square feet in size. If we are going to be behind the Weasel I can put up a backdrop of the shore behind the Baron. Dre won't be able to see where we're going for a while unless he curves around to the side. Should confuse them for a bit, or keep them from firing their catapult at us." She smiles. "Best case scenario, they think we became invisible."

By the way Baldwin, will Astri's illusions move with the ship, or stay still relative to the ocean? From what I've read there is no set rule on this and it is GM digression. Either the caster picks where they would like the illusion to be relative to (i.e. an illusion relative to the ship moves with the ship, an illusion relative to a singular point in space stays where it is), or the illusions are cast on a single point relative to the planet and can only move within the boundaries of the spell area. I've always figured they are fixed in space.


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 was more than glad to see things come to an end. She was a little disappointed that it took the captain for them to listen but she would take this lesson to heart. She let her emotions get the better of her. Made a mistake. And from what they said, Dre was probably worse. She needed to harden up. Or get out of the way. She wasn't being the spirit of the crew if she got flustered at a slaver. Their were worse things out there and she needed to keep her cool.

Astrianna Sparacello wrote:
She turns to Chell. "I'm concerned the Gunnery Mate in the Weasel might fire on the ship coming in from Sharkjaw to provoke her, or might scuttle the ship as Donovan suggested. Do you have any spells that could prevent that?"

"Wood and Nails?" she suggests with a shrug. "Or put us between them and the vessel. I need to tend to the wounded first."

Do I have an hour to do post battle recovery?


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

Oh and one more channel so everyone can get healed.

Channel: 4d6 ⇒ (1, 2, 1, 4) = 8


Astrianna Sparacello wrote:
Just an FYI, all our marines with siege weapon experience are on the Baron right now. So they don't have the weapon proficiency for it.

I thought all of the veterans and Marines were the same. Once I had divided them up into groups, I had them rotating through the different trainings. Besides, I'm proficient with the catapult, and I believe when commanding them, they get the benefit of my proficiency and feat.


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 gives herself two taps with her wand, healing the singed flesh from the multiple lightning bolts she took.

Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Ptahh might need another heal, but he's on the other ship.

I'll leave it up to Baldwin, Ptahh, but I know for a fact only 5 of our Veterans have siege gunnery experience and the associated proficiency/naval gunnery feats.

Astrianna begins to sing a working song. Something to encourage the crew and make them think about the extra rum rations to follow!

This beautiful number, That Blatcher's Rum, is in the Fire As She Bears book. Anthony Blatcher is a famous NPC in the book, he seems pretty cool.

Astrianna begins Inspire Competence: Sailing

"Gods made the sugarcane grow where it’s hot,
And teetotal abstainers to grow where it’s not,
Let the Sin Boson warn of perdition to come,
We’ll drink it, and chance it, so bring on the rum.

Rum Rum, That Blatcher’s Rum,
Will tan your insides and grow hair on your bum,
Let the Blue Ribbon beat on his old empty drum
Or his waterlogged belly, we’ll stick to our rum.

These are men who drink it, hard men indeed,
Men of the pirating old-time hairy-necked breed,
They shave with their axes, they dress in old rags,
They feed on old boots, they sleep on old bags.
Dull care flies away when their voices resound,
And the grass shrivels up when they spit on the ground.

When they finally die and are sunk in the clay,
Their bodies are pickled and never decay,
On the morning of judgment, when the skies
are rolled back,

They’d stroll from their graves up the long golden track,
And their voices would echo throughout Kingdom Come,
As they toast the Archons in That Blatcher’s Rum!"


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 can try and see what kind of hasty repairs and mending I can do with the rigging or would you rather have me on the wheel?"

Curious, can Bri cast a web over the gun port to stick the cover shut or to at least block over the opening?

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