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
Astrianna Sparacello wrote:
He's up in the rigging, so she was having a private conversation with Sorrin?

Sure.


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
Sorrin the Wayward wrote:

Sorrin listens intently to Astrianna. Captain Drango, she said that? And you're self admittedly desperate?

Who is this? Sorrin indicates the Half-Elf.

Chell steps in on this one. "Alyi'ensi Windborn, cleric of the Wanderer Belon, and the one Zalen sent us to find."

Chell thanks Astrianna for the money and hands it and the staff over to Alyi'ensi Windborn for the potions. Powerful potions, information, and a good sale. She was hoping he would come back or tell her some super cure that was cheap to make but she had to keep her feet grounded in reality. This was the next best thing. She had potions that could cure Lycanthropy and a sliver of the ship that had the man who sold it. That was a win.


The half-elf bows, "Alyi'ensi Windborn at your service. Your officers faltered me by advising that I was purpose of your trip. Of course, Father Trafalgar is hard to refuse and by the sound of it he and your group have your work cut out. Alas, my path does not head into Port Shaw at this time." He listens to the chatter around him then continues, "I mentioned to the others that you have few days till the moon is full, if you hurry you may be able to deal a blow to Dajobas' plan and diminish the threat to the port, if you head to Beacon Island. Even with that side trip you should be able to get back to Port Shaw, if you make haste."


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

Reread Baldwin's post, thought I was waiting. Sorry.

Sorrin meets the man on the upper deck. When they're alone... Was there something you wished to discuss in private, Captain Drango?

I am not one to kick a man when he's down... Take her, she's yours. Give me your word that... You know what? Let's not go through that, either. Just take her, 1 silver so it's official.

Sorrin looks concerned, a man about to take a big gamble.

I'm going to get a lot of grief... So, put her to good use, Captain Falken Drango. The Dawnflower watch over you, wherever you may roam. He offers his arm, for a warrior's embrace.


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

Gun deck... below? I was thinking where the dismantled ballista was. Think I goofed.


Sorrin the Wayward wrote:

Reread Baldwin's post, thought I was waiting. Sorry.

Sorrin meets the man on the upper deck. When they're alone... Was there something you wished to discuss in private, Captain Drango?

I am not one to kick a man when he's down... Take her, she's yours. Give me your word that... You know what? Let's not go through that, either. Just take her, 1 silver so it's official.

Sorrin looks concerned, a man about to take a big gamble.

I'm going to get a lot of grief... So, put her to good use, Captain Falken Drango. The Dawnflower watch over you, wherever you may roam. He offers his arm, for a warrior's embrace.

He chuckles. "I've gold. A good Capt keeps coin in most ports or at the very least, arrange to access his funds from any notable money mongers." He embraces the his counterparts arm. "Let's not nickle and dime...she's a good ship." He runs his hands over the wood feeling her beneath his tips. "I'll give you 11,500, if you don't mind me picking up some of those extra crew you came in with. Those that didn't want to join up with you, or get their passage on your ship."

I want you all to get some capital to pay your crew. It also takes the load off you feeling responsible for all those extra souls you've picked up.{/ooc]

[ooc]The gundeck was the deck where the 6 ballista are located. Where Norb and his crew held out before moving further below 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

Apparently, my largesse had fallen upon deaf ears. A prince among men, your offer accepted. May we consider yours... a friendly ship, should our paths cross?

And, if we reclaim the Nightslink by chance. Would you wish her back? Sorrin seems pleased and smiles broadly.


"At least we won't be enemies. As for the Nightslink we can talk if that happens." He looks around the gundeck and then the hold. [b]"I'll have the coin sent to the Baron within an hour.


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

Pleasure doing business with you.

When they regroup with the others, I tried giving the ship away, but he wouldn't stand for it... Payment within the hour.

Grab your gear, start scuttling over to The Baron. Should take about an hour to transfer everyone.


As stated the funds are sent over to the Baron, the docks are bustling as sailors look to join Captain Drango's crew. His reputation, even tainted with suggestions of murdered crew, easily fills his ranks with those seeking wealth.

A merchant appear at the Baron with crate of bolts with silver tips. "I was told you'd need some specialty bolts, there are 12 here." He glances over to the cleric and captain on the other ship. "There are 3 grappling bolts here too."

I have to figure out the cost.


"The three grappling bolts total 36 GP, and the 12 silver tipped bolts are 180 gold."

light ballista are 10 gold each and weigh 10 lbs. The costs to add alchy silver to ammo is 2 gp but there aren't small arrows, so I bumped up the cost to 5 gp each.


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 doesn't think she heard Sorrin quite right. "You... tried to give the ship away? Your joke about the barnacles being reserve food was much funnier earlier, but I applaud your efforts to create new material." Surely he knows if he gave this ship away he knows I would use his body for live bait and go fishing for the Chosen of Dajobas.

Cool, grappling bolts!

Astrianna pays for the new bolts when they arrive. Drango certainly knows how to sweeten a deal. Much more generous than that tightwad Boneduece.

With the sale of the ship settled, she moves onto the next item. "We need to resupply and sell off our booty. When the crew return from shore leave we can make our way to Beacon Island as Alyi'sensi suggested. Everyone should pick up some silvered weapons or whatever else it is you need."


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 yells up to The Baron, securing permission to come aboard.

He reports to the current officers and Captain Donovan. Spent some time with Norb and Rex. Looks good for them joining us, but nothing official.

Is that the sail from The Rabid Weasel, Ballista too? She went for 11,500 gold. A little more than the piece of junk we kept insisting she was, but Captain Drango felt she was with that much to him.

He looks around.

If business is all squared, let's be off. I understand time is of the essence.

If silver weapons are available, sure.


Evil GM

The two former mates from the Weasel, Norb and Rex, do join your officer ranks.

You all can go shopping, it's a small town. 1,560 gp base value, 9,000 purchase limit, Spellcasting 4th, Minor Items 3d4; Medium Items 1d6, no major items.


After consultation with the Officers, Captain Donovan, suggests, "You all should go pick-up any gear that you may need, I've already started to resupply for the extra mouths, it looks like we have 10 souls looking for passage back. Capt Drango did us favor, he was able to pick up some crew and I'm sure he already had a few locals ready to go." He smiles, "You got a fair price from him, he was just as likely to steal it under the cover of nightfall, so you did well. The crew will be happy for the pay and I made sure that some of the more 'outspoken' men who lost their nerve saw their way to docks." He has a grim face. "In the midst of battle is no time to loose nerve."


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 asks around, after a silver scimitar and silver arrows and bolts.


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

What time is it?

11,500? And Astrianna would go as low as 7,000. This was awfully generous, for a pirate. It was a little disappointing that he was able to get some many so quickly though, and some of theirs to boot. Pirates. What was so inspirational about them?

Sorrin was right though. Time was of the essence. And she could help with that. She climbs part way down the ladder on the side of the Weasel and sticks her hand in the water. After waving it around for a moment, something large comes up to meet it. She feels a rope in her hand and tugs. Another rowboat, this one larger than the others they had, breaches the surface. She climbs back up and hands the rope off to someone stronger. After some work the boat is righted and drained of water...only to find the oars are broken, but that was typical and mendable. After about half an hour the oars are fixed and things can move much faster in the transition. She turns to the new captain of the ship, "It will last for 24 hours, thank you for your generosity."

Don't know how big a boat I can get for 350 but it has to be a lot bigger than a standard rowboat which is 50.


Evil GM

You find a merchant that has a silver scimitar, he even has a magical silver one. (+1). Being that it's cargo port there a gp surcharge, nonmgical: 2d12 ⇒ (8, 2) = 10 and gp magical surcharge: 2d12 + 50 ⇒ (4, 7) + 50 = 61

They have silver arrows number: 3d10 ⇒ (6, 10, 7) = 23
gp surcharge: 2d12 ⇒ (10, 3) = 13

They have silver bolts number: 3d10 ⇒ (5, 6, 3) = 14
gp surcharge: 2d12 ⇒ (6, 1) = 7

the surcharge is on the total not per arrow or bolt.


Evil GM

Scimitar - magical - yes +1

Scimitar - bane (aquatic, human), 10% chance: 1d100 ⇒ 91

scimitar keen 20% chance: 1d100 ⇒ 58

pearl of the sirens 20% chance: 1d100 ⇒ 30

gloves of storing 25% chance: 1d100 ⇒ 75

Garter belt of striding and springing 40% chance: 1d100 ⇒ 98


Evil GM

silver magical scimitar +2, 30% chance: 1d100 ⇒ 12

gp surcharge: 2d12 + 50 ⇒ (4, 9) + 50 = 63

so he has a silver +1 and +2 scimitar.


Evil GM

Is anyone else looking for anything?

magical +1 composite 14 longbow 20%: 1d100 ⇒ 14

magical +2 composite 14 longbow 10%: 1d100 ⇒ 66

+2 arrows, 20% chance: 1d100 ⇒ 63
number avail, if at success: 1d10 ⇒ 8

gp surcharge: 1d12 + 50 ⇒ (7) + 50 = 57


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

all of the feather tokens. Okay maybe just one.

-Posted with Wayfinder


Evil GM

Feather tokens availability

swann boat 20%: 1d100 ⇒ 63

catapult 20%: 1d100 ⇒ 38

fan 20%: 1d100 ⇒ 83

tar and feathers 25%: 1d100 ⇒ 30

sky hook, 25%: 1d100 ⇒ 16

floating feather, 30%: 1d100 ⇒ 87

surcharge on any feather token: 1d12 ⇒ 5


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 Silver Scimitar +1 (2405gp), all the silver arrows and bolts (97gp).


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

Potions? Jump, Shield of Faith, Barkskin?


Evil GM

Sure they have a few potions:

jump: 1d2 ⇒ 1
gp surcharge per potion: 1d6 + 5 ⇒ (6) + 5 = 11

shield of fath: 1d2 ⇒ 1
gp surcharge per potion: 1d6 + 5 ⇒ (5) + 5 = 10

barkskin: 1d2 ⇒ 1
gp surcharge per potion: 1d6 + 5 ⇒ (3) + 5 = 8


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:

Good let's drain this place of silver! Baldwin, Astri will take 50 ft of silk rope and 50 feet of bloodvine rope if it is available.


Evil GM

You can get both ropes Astri. Each have a surcharge of gp surcharge per item: 1d12 + 2 ⇒ (6) + 2 = 8


The crew has been well paid, they've partook in a couple extra shares of rum or ale, and had two fine meals, so their spirits are pretty high. Although there is some grumbling that they didn't get to spend much, if any, of their pay in the port they understand the need to get underway.

It's about 5 pm when all hands are accounted for and the Captain Donovon yells, "Quarter sail and get those lines in. Sailors get on deck and push off, get me two sets of good set of eyes in the crowsnest. We need to be vigilant...NO surprises! With that the ship's crew gets to work.

I assume you've brought him up to date on the destination of Beacon Island. If so, he would make sure Bri and her sailor helpers have clear sense of location.


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 would normally volunteer for the crow's nest, but she hasn't slept in 36 hours.

She passes out in a fold-out bunk in the officer's quarters, and it will take the Chosen of Dajobas trying to swallow the ship to wake up the half-elf.

By the way we have a sextant which gives a +4 bonus to navigation while above ground (The rulebook says only to survival checks but because Baldwin is letting us use multiple skills I assume it applies to any of them?) a spyglass, and a big silver mirror for signaling ships.

Baldwin what kind of bonus does our telescope give? Or is it a spyglass? I think they're two different things according to the rules but I can't recall.


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 gives a tour, familiarizing new crew and officers with The Baron. Immediately after, he's back to echoing Donovan's orders and barking his own.

Whatever his past, he was a working man, now. He did his best to me one of the crew and not a distant officer.

You and you, crowsnet. He selects an elf and human.

Sorrin finds the men that were concerned with The Chaplain. So, what do you want to do about this? If you need my help a little or a lot, I'm here for you...

It's my duty.


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

For what time is left in the day, Chell teaches her stretcher-bearers the items in the healing kit and their uses then how to organize it. It was best to be able to reach in to find what you needed without looking or thinking. Sometimes seconds was all you had.

She also is unconsciously over-protective of her pack since it held 9 potions capable of curing the very disease they were fighting. She watches like a mother hawk watching her chicks and constantly reaches back to touch it just to make sure it is still there.


Evil GM
Astrianna Sparacello wrote:


Baldwin what kind of bonus does our telescope give? Or is it a spyglass? I think they're two different things according to the rules but I can't recall.

[ooc]Feel free to look it up on the pfsrd.com and check out a message boards that may mention telescopes. If I get a chance I'll do a search through the RC material to see if its a specialty item they reference.


Evil GM

The telescope was not this item:

Astrologer's Telescope:

Price 54,000 gp; Slot none; CL 110th; Weight 30 lb.; Aura moderate divination
DESCRIPTION

This telescope has over a dozen lenses and measurement devices attached to it. An astrologer's telescope functions as a telescope with ×50 magnification.

A skilled astronomer can use an astrologer's telescope to glean insights into the future by carefully manipulating the various lenses and other apparatuses attached to the telescope while gazing at the stars. When doing so, the user selects a Knowledge skill and attempts a DC 20 Knowledge (geography) check over the course of 1 hour while stargazing with the telescope. If she doesn't possess ranks in Knowledge (geography), she can attempt a Perception check instead, albeit at a –5 penalty.

If the viewing is successful, the user records that check result. Anytime during the next 24 hours that the user would roll the selected Knowledge check, she can use the result of the earlier check as the result of her Knowledge check instead of rolling as normal. If the user is untrained in the selected Knowledge skill, she can use her Knowledge (geography) check result as the Knowledge check's result only if the DC is 20 or lower. If she doesn't use this benefit within 24 hours after the viewing, it is lost. The user can increase the amount of time she has to attempt the Knowledge check by adjusting the telescope's various apparatuses and taking a cumulative –5 penalty on her Knowledge (geography) or Perception check for every additional 24 hours she wishes to retain her insight.

On a failed check to use the telescope, the user gains no useful insight into the future. Unskilled viewers can attempt only one Perception check per night; a viewer with ranks in Knowledge (geography) can attempt to use the telescope one additional time per night for every 2 ranks she has in Knowledge (geography). Each additional viewing attempt requires the user to spend 1 hour gazing through the telescope. A character can benefit from only one viewing at a time; a second viewing removes the previous benefit, regardless of whether the new attempt succeeds or fails.
CONSTRUCTION REQUIREMENTS

Cost 27,000 gp; Feats Craft Wondrous Item; Spells divination; Special creator has at least 10 ranks in Knowledge (geography)


Evil GM

Telescope:

Source People of the Stars

Price 2,000-8,000 gp; Weight 12-44 lbs.

This basic, semi-portable telescope allows the user to see greater detail on very distant objects. Telescopes can be built to a variety of specifications, but those most often used by adventuring stargazers are listed here. A telescope grants the listed circumstance bonus (+2, +4, or +6) on Perception checks (see table above) to discern celestial bodies and on Knowledge (geography) checks to learn about the planets when used at night.

A telescope can be used to look at either terrestrial or celestial objects. Distance penalties on Perception checks for viewing objects through the telescope are divided by the telescope’s magnification. Assembling, disassembling, or significantly moving a telescope takes 1 minute.

You'd have the +2 version of the telescope.


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:

Great thanks! Kind of a pain that it takes a minute to set up, but every bit counts. And we can study other planets now yaaaay.


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

If they don't have a feather token fan I can think of nothing to add.


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

Yalah, Habibi... Hey-lah-hobe... This is repeated as Sorrin puts his back into it and encourages the others to do likewise. He goes his Qadiran work-slang is accepted.

Helm, where do we sail to? Sorrin asks loudly.


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

know geo: 1d20 + 11 ⇒ (10) + 11 = 21

Bri plots out the best course before giving orders.


Evil GM

The Captain has Bri plot adjust the course to Beacon, a location familiar to him, he takes the wind into consideration. Once clear of the harbor it's full sails and the ship glides over the water. Remember you require 3 more people in the rigging now to manage that extra sail you've picked up.

The crew is a bit nervous with Captain Dre lurking around, but the Captain Donovan seems unconcerned.


Evil GM

Sorrin you can make two perception checks for your crows nest people.

Astri uses a few hours to sleep hard. Anyone else need rest or taking a rest?


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

How long til Beacon? I'm trying to figure when would be a good idea for Bri to take her two hour sleep


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Perception, crowsnest, human: 1d20 + 9 ⇒ (9) + 9 = 18
Perception, crowsnest, elf: 1d20 + 11 ⇒ (8) + 11 = 19

I thought he didn't need the sleep, but if there's time he will. Sorry.


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

If night rolls around she'll get 40 winks for spells.


Evil GM
Embrianna wrote:
How long til Beacon? I'm trying to figure when would be a good idea for Bri to take her two hour sleep

I can't seem to put my hands on the the speed/distance covered that I put up a few weeks ago. I mentioned 3.0 mph, 3.5, and 4.0 mph if I recall.


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, I remember that discussion, but I can't remember if you mentioned The Beacon's distance from the port. :(


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 Baron now travels at 3.5 mph. Beacon Island is 150 miles Northeast from Sharkjaw. So 43 hours or 1.8 days of travel to arrive.


Evil GM

Beacon Island is roughly 150 miles from Sharkjaw. A ship traveling at 3.5 mph can cover 84 miles in 24 hours, a ship traveling at 4.0 mph can cover 96 miles in 24 hours, a ship traveling at 4.5 mph can cover 108 miles in 24 hours. I believe Astri has you at 3.5 mph so you'd make Beacon Island in in about 43 hours, or so. You have favorable wind so if the wind holds out it'll be closer to 38 or 40 hours.

Essentially you have time to snooze.


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:
Helm, where do we sail to? Sorrin asks loudly.

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