[HQ Ignorance] Scene 64: Departures and the Waertagi
Dougie Punk
dougiepunk at gmail.com
Mon May 12 06:25:00 EST 2008
I'll also add a sorry g'vner, bit busy at the mo lame excuse..
Don't know whether Karalas Reindeers spirit can patrol the near-by
spirit realms as we're at sea .. hmm, could Karala use Open Spirit
World (soz, don't have the Rulebook with me) and find a groovy Sea /
Water / fish/ sea monster spirit to bind. She can then then use it to
help patrol the area both physical and spiritual for danger (Karala
has a load of HP I really must get round to spending)..
-:)
Dougie.
On 11 May 2008, at 16:07, Sam Elliot wrote:
> Lev, as you know, I'm a bit short on initiative at the mo. but, with
> Icthya's climbing and scrying skills, attaching herself to the top of
> the mast might be an idea.
> S
>
> On Sun, May 11, 2008 at 9:24 AM, Lev Lafayette
> <lev_lafayette at yahoo.com.au> wrote:
>>
>> --- Lev Lafayette <lev_lafayette at yahoo.com.au> wrote:
>>
>>> Leaving the archipelago within two days, and with
>>> the
>>> combined power of both a beforewind in the sales,
>>> and
>>> the Salamanders firing the Mostali engine the ship
>>> makes incredible speed along the coastline, passing
>>> Orninior and the coastline of the Thrachodon Marsh
>>> within the first day in the open seas. By evening
>>> they
>>> were close to the notorious pirate haven of Smelch -
>>> but they were most certainly in the region of
>>> Maniria.
>>> "Now that's Mostal machinery for you", remarked
>>> Kalen.
>>> Reaching Esrolia will take a mere two more days.
>>
>>
>> So... shall I just have the pirates of Smelch capture
>> you all, or is someone going to take precautions? ;-)
>>
>> (I'm looking at you Godlearner, you're the one with
>> some sailing/navigation skills in the group)
>>
>>
>> Lev (gently prodding new roleplayers to take the plot
>> initiative and see how far they can push it..)
>>
>>
>>
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