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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Ptahh, who has been sitting up near the forward ballista while sharpening his falchion, stands and gazes out toward the lighthouse.

Perception: 1d20 + 7 ⇒ (9) + 7 = 16


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

perception: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18

"Are we sure it is a real one and not just a life-like carving? Or it could be a trained guardian of the lighthouse or even a mage polymorphed...."


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

Perception: 1d20 + 16 ⇒ (3) + 16 = 19


Evil GM

Chell only:

You believe you saw, briefly, the shadow of large winged creature near the top of the lighthouse but now it's either gone inside or shifted to other side of the lighthouse to avoid being seen.

As you travel around the east side of the island, a plateau that once stood above sea level makes the water shallower here, there appears to be a sandbar off the coast.

perception DC 15, excluding Astri:

Under water about half mile from the shoreline is the outline of a sunken ship.

perception 18 + and Astri:

Twenty yards out from the sandy shore an enormous serpentine head, its huge maw gaping with foot long fangs, juts up from beneath the waves. The
creature is completely still, its fearsome gaze fixed on the shore.

At the North side of the island is fishing sloop is anchored there are two fisherman on it's 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

Looks like a sunken ship, there. The crowsnest tells Astrianna and points.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

"I think I saw wings too. Would make for a good guardian." As they circle the island Chell steadily pans her head back and forth trying to take in any dangers they might see. And dangers their were. She instinctively ducks when she sees the sea serpent even though it isn't looking at them. "OH. Sea serpent. Its...staring at something."


Evil GM

What you've noticed is this, so far there is no place to dock the ship this size. To get ashore the rowboats/jolly needs to be used, unless you have other methods, like swim or fly.

Captain Donovan sticks to his original order and sails around the island at a distance of 3 miles. This takes an hour but it is well worth the scouting. I'll put up the overview map when I get home.

Once you complete the circuit around what do you want to do and how close do you want to bring the ship in to the shore. Essentially what are you overall plans?


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, which side of the island do we think looks best for our approach? Perhaps the side that is opposite the one with the Wyvern? And how does anchoring the ship about a mile from shore sound? We don't want her too close, but we don't want her too far out 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:

Astrianna is intrigued by the sunken ship Sorrin has spotted. "It's probably the Razor's Edge, the ship of the late Jacob Razor, Bethany Razor's husband. Boneduece told me Jacob Razor was killed in battle after dealing a fatal blow to Garr Bloodbane, others say the Krakenfiend did him and his crew in. I'm not sure which is correct, Boneduece didn't seem to want to talk about it, so something isn't quite right with the stories. In any case I would predict it's too well known of a shipwreck to have anything of value in it, but we can explore it if Quell provides us with some gills."

The massive sea serpent is quite the surprise... no one mentioned anything about that. Astrianna is puzzled by its expression and stillness. Is it even alive? "I don't think we should anchor anywhere near that serpent, real or not. Maybe it's not a concern, those fishermen on the north side of the island don't seem to care too much. We should anchor a mile out on the north side and take the jolly to the shore. I have the strange feeling there will not be a hospitable welcome, but we can pass by the fishing boat to try to contact the locals."


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

This place is weird. Something isn't right. As soon as she has the thought a vision passes quickly through her mind. A vision of men and women of her faith, of storms and lightning, of shark shaped clouds. She reels slightly at the invasive pictures. What was that? And why did it happen here? "Dajobas. He's at work here. Drango and Alyi'ensi were right. I feel it. I had a vision. How much money can we get together, we might need some aid."


Evil GM

Overview of Beacon Island

The Captain mentions he can get you in a bit closer than a mile to the island.


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

She looks around at all the nervous sailors too. Some of them had seen the serpent and the wyvern. "Should help moral too. I have seen more than one give me an odd look recently." She didn't recognize the look as fear. No one had ever been afraid of her.


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

This island is pretty small, it's only about 1000 feet wide long end to long end. That serpent is freaking me out though.

Astrianna suggests that they anchor 500 feet of the north side of the island, then.

THe bard is very wary of the amount of money Chell wants to use... "Are you summoning an outsider made of diamonds or something?"


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

"No but their aid is not cheap. It might require direct donation or a gift to a church in their deities name. Depends on how much we ask of them. If I ask Quell it might require a donation to the chapterhouse. I think I might actually have that covered if we get back. I have an item on hold like what Torgue did. But I want a little more information on that vision or some inkling as to what is on this island. Gods are fickle though so who knows what might happen. Whatever it is I can guarantee it will be better than going in alone. I need 500 start the spell."

Best divination at my level is Divination but that is one question. Or I can try and summon something that could provide Commune and physical aid, much more powerful. We could probably go in there guns blazing and win but I want to see what will happen.


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

"Actually," she says pausing for a moment, thinking. "Nevermind I think I can manage without having to drain anyone else's funds. It is my choice to do this anyway. Just drop the anchor and keep anyone from bothering me."

Once the anchor is dropped and a suitable place on the deck is cleared for use, Chell gets to work. The first bit is familiar to the crew, a short prayer to Quell for the spell she intended to use. The rest is new, even to here. In fact she is not even sure of her own actions until they are done. As usual, when she accepts divine power into her, her eyes cloud over to a stormy grew. But the way she moves after is that of a person in a trance. Her movements are fluid, slow, meticulous, but she is completely unaware of what is going on around her. First she places gold coins in a circle on the deck and ten fills the middle with celestial runes. The gold is a certainly a temptation to many but the creepy atmosphere keeps most away. Once the circle is done she walks the perimeter with a censure of incense. She takes small measured steps, speaking more unintelligible words. As she walks and speaks the gold coins begin to glow in time with here chant. Everyone can feel them radiate a strong power. Carefully she puts the censure down and sits next to it.

She chants more and slowly brings her arms out in a prayer of supplication. The wind picks up and the hairs on back of everyone's neck rises in anticipation of some great miracle. Everything grows unusually quite and still.

Then, with the sound of a thunderclap she slams her hands together right in front of her. The coins explode with fire but somehow do not burn the boat. The gold melts and flows together, making the circle a solid gold object. The wind picks up, swirling around the symbol and taking the incense with it. Chell's chanting seems to reach a peak and the gold begins to swirl inward with the wind, forming one solid golden disc. It pulls upward into the form of a tiny humaniod being with wings. The little creature made of gold maintains its form for only a moment before the gold shatters and disintegrates.

Leaving behind something beautiful but...otherworldly.

Pray for 15min for the spell and Cast Lesser Planer Ally to summon an Azata, Lyrakien. Take it away DM.


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 very curious about this ritual, and decides to watch. "If you're summoning something, you should have some backup. I'll be down in a moment. She leaves the crow's nest and the telescope to the crew in the nest, warning them to treat it with care... it's expensive.

The half-elf leans against the mast and watches Chell's ritual with her arms folded over her chest. She lets the cleric do her thing but she's ready to intervene should things go... awry.


Evil GM

So is Astri's suggestion what you have agreed to? Anchor a 500 feet or so, to the north of the island


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

Maybe make contact with those fishermen...

Unless it's just and illusion as bait.


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, I would say 500 feet if we can get that close without endangering the ship. I don't know how far out the shallows extend or how close we can safely get the ship to the Island. So 500 feet or as close as we can safely anchor is my answer.

"I don't have much experience at summoning things, so how long will it stick around? We don't really have anything to tell it to do yet and nothing has yet to be aggressive to us. Should we do it now or wait?"


Evil GM

the east side of the island you need to anchor about 1/2 mile out because of the plateau. the North, west and south side of the island you can get in closer 500 ft to 1500 ft off the coast depending on where you go.


id say the 500' off the west side to avoid the serpent until we determine what it is.


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 suggested the North side because that's where the fishing boat was at.


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

The fisherman seem out of place with a sea serpent and Wyvern nearby so West seems better.


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:

They're probably Dajobas Cultists, honestly. Cultists gotta eat too. West is fine as long as we make a decision.


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, if they are cultists, then we need to kill them anyway. May as well go West.


I've heard enough calls for anchoring on the West side of the island, so to move the game forward that where the Captain anchors.

"Alright I can the Baron about 700 feet off the coast. What the plan from here?" He chuckles. "Let me guess, Ptahh, Sorrin, Astri, Bri, and Sorrin will drop the jolly and a couple crew will row you to the shore so you can poke around a bit?"

He motions to drop sails and anchor.


Evil GM

I inadvertently forgot Chell from my last post.


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:
I inadvertently forgot Chell from my last post.

Nah, you just called her Sorrin.


Evil GM
Sorrin the Wayward wrote:
baldwin the merciful wrote:
I inadvertently forgot Chell from my last post.
Nah, you just called her Sorrin.

You gave me a nervous tick and I counted you twice.


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

Sooo...?


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 chuckles at the Captain. "You certainly catch on to our mannerisms quickly... Take care of the ship while we're ashore. We'll try to be back before sundown."


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

Please, not past my bedtime... Sorrin gives some orders and helps lower the jolly.


Evil GM

The jolly moves over the clear blue water to the shoreline. The lighthouse looms in the middle of the island behind a tree line. The men in the jolly get you up to the shore before they head back out to the ship, they mention to signal when you want picked up.

As you approach the lighthouse make a perception check.


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:

Are we going to deal with Chell's Planar Ally?

perception: 1d20 + 16 ⇒ (11) + 16 = 27


Evil GM

I wasn't sure if she actually called it, you all where talking about the money. I'll go back to the post tomorrow.


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

perception,+3 if hidden/trap: 1d20 + 7 ⇒ (11) + 7 = 18


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

Still doing it since I think I can get around the money part. Also what I plan to do will answer a lot of questions before going in.


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'm fine with using the 500 gp to actually start the spell, but not so much the 2,000 to get it to help us.


Evil GM

chell prays and there's a spark near her which grows in intensity. The bright light expands as a creature appears, a lyrakien, it looks a bit startled as is pulled to the material plane. Wide blued eyes it stares at Chell.


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 as briefly taken aback by the size of the outsider that answered the call. She had intended to call on the aid of something...bigger. The tiny being before here could not have been a fighter.

K:Religion: 1d20 + 9 ⇒ (20) + 9 = 29

And indeed it wasn't. She knew without a doubt it was a Lyrakien. They were fast, stealthy and nimble. They were also very charismatic and wonder to behold. It was said a performance from one could liven the hearts of even the sourest people. The also had the innate ability to commune with the higher powers. And now that she thought about it this little woman, for its figure was definitely feminine, was probably the perfect choice.

"Salve meum...Hoc cogi Celestial? Ego Scisne Celestial? Quomodo, ut accidere? Numquam animo. Permitte mihi tendo iterum. Et est nomen meum ego Silves Chell Quell sacerdos. Quia vocavi te deus meus in auxilium petas ab exspectando certamen. Nondum sum ita potens mittere manum alicuius necessariae carmine possent."

Calestial:
"Hello my...Was that Celestial? I know Celestial? How did that happen? Never mind. Let me try again. My name is Chell Silves and I am a priest of Quell. I have called you here because I seek aid from my god and in the upcoming fight. I am not yet powerful enough to cast the necessary spell so I reached out to someone who could."

Used Latin for Celestial in google translate.


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

perception: 1d20 + 6 ⇒ (10) + 6 = 16

Also, Bri would have cast Mage Armor on herself before they left the ship.


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 watches as the tiny being appears in a flash of light, fluttering about. The life of an outsider must be interesting, to know you could be pulled somewhere else by a mere spell.

Her emerald eyes look over the creature. Take 10 knowledge: planes 10 + 10 = 20


Evil GM

The tiny female loops around in large circle, her colorful wings catching an thermal updraft, when she settles down she sniffs the salty air.

”Petere vocasti me domo mea per laborem. CONLAEVO has tibi turn cum ex posse. Quaero payment haC militiam accedo fungi officio.”Latin

translation:

You called me from my home to seek a task. Quell has favored you with this ability. I seek payment fo this service before I agree to perform the task.

Or French.

Vous m'a appelé chez moi pour chercher une tâche. Quell vous a favorisé avec cette capacité. Je cherche paiement fo ce service avant que je suis d'accord pour effectuer la tâche."


Evil GM

Astri knowledge check:

Lyrakien are divine musicians and messengers, mainly in the employ of deities of travel and natural wonders. They love to explore and visit beautiful places, especially locations with excellent views of rainbows, moonlight, and the stars. Whimsical and joyous, they love contests of song, dance, and knowledge, and keep journeys happy by distracting their companions from weary feet and stale food. Mortals who please them with excellent tales and new songs may be rewarded with elaborate maps, forgotten shortcuts, or rambling directions to hidden locations that hold lost magic.


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 smiles as she recognizes the Lyrakien. She knows the two are speaking celestial, but doesn't know the language herself. "You chose a wise summon, Chell, these creatures are wonderful musicians. I would be delighted to challenge it to a contest of song in exchange for its services." I will win, but it doesn't know that...

She's itching to challenge her fiddle or voice against the celestial musician.


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

Where is this happening, aboard The Baron, on jolly or on land?


Evil GM

I assumed the summoning occurred in the controlled environment on your ship. It's a 10 minute casting time and it would stink to have that potentially interrupted.


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

Even as she spoke more information flooded her brain about the spell. She blushed slightly at the cost. That was more than she had. But at least their were options. "Utrumnam maluissetis vellet donationem vel opus aut recta solutio ? Vocavique vos hic et si id incommo paenitet vos, quod audivimus et uti sectatores aliquam notitiam Dajobas hic fundamentalis ."

Translation:
"Would you prefer direct payment or would a donation work or deed? I called you here, and sorry if that has inconvenienced you, because we heard followers of Dajobas have a base here and we could use some information."

Would a donation of 7000 to the chapterhouse work? That is how much is left on the Cauldron of Plenty I have on layaway.


Evil GM

The fluttering wings hum sweetly as it hovers considering the question. Placing a small hand on it's chin.

"EGO amo meus payment directly..sparkly gemstones meo ligurrire libido est. Illud est quod notitia est quaeritis me missi sunt conloqui vobiscum Quell velis? DC, aureos uiperae aestimantur gemmis."

translation:

"I like my payment directly..sparkly gemstones is my fancy. Information is the task that you seek, you would like me to commune with Quell? 600 gold piece valued sparkly gems."

She does a quick loop d'loop.


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 tries to follow the little creatures antics. She moved like a fly. "Bene illic. Est, Sed quia etiam nemo potest fugere posse sperabam insula cessit. Illa nuntiavit cultists of Dajobas fecerant a base here. Nos ad septentrionem et orientem maculosa piscator similitudo eius quasi mare sonabit. Fari wyvern summitate est. Non ponas te expectant ut des magis notitia in nobis, periculi magis praesentis casus auctoritatem habemus aliud nihil serpit Dajobas efficiatur."

Traslation:
"Well there is that. But since none of us can fly I was hoping you could also scout the island. We were told cultists of Dajobas had made a base here. To the north we spotted what looked like fisherman and to the east was what looked like a sea serpent. And on the top of the lighthouse is a wyvern. I don't expect you to put your life in danger but the more information you can give us the better chance we have of making sure Dajobas doesn't spread his influence further."

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