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Hi everyone,
In the module, it states the characters traveled 6 weeks to arrive from Almas. In the module, there's also talk that PCs who place orders will receive a 6 week turn around. If a one way trip is 6 weeks, how is a 2 way trip also 6 weeks?
I've modified for my group by splitting the difference a bit, 4 week one way trip so 8 week turn around but I'm wondering if there's any information out there addressing this. Thanks.

Lintecarka |

Doesn't seem too far-fetched actually. A spellcaster could use sending on the captain of the ship currently at the island to receive a list of items the players ordered.
A large merchant guild isn't unlikely to have access to a spellcaster like that and being able to sell stuff three weeks earlier is pretty nice. The captain himself doesn't need to have any magic capabilities (they wouldn't send their precious spellcaster to an island in the middle of nowhere) as long as he has met the actual spellcaster in the past to be a valid target.

Haldrick |

Page 55 of Book one talks about "At some point
early on during this 6-week period, the Peregrine (or
another supply ship) arrives at Talmandor’s Bounty,
giving the PCs a chance to sell their equipment and
purchase new gear."
I took this to mean there were two supply ships who travel in a six week schedule (possibly with a change of crew)
The ships will be able to message each other to coordinate purchases etc.

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Page 55 of Book one talks about "At some point
early on during this 6-week period, the Peregrine (or
another supply ship) arrives at Talmandor’s Bounty,
giving the PCs a chance to sell their equipment and
purchase new gear."I took this to mean there were two supply ships who travel in a six week schedule (possibly with a change of crew)
The ships will be able to message each other to coordinate purchases etc.
This was my intention, but I agree that I wasn't as clear as I could have been in the text.

Snapshot |

Maybe someone can explain this.
Example Sailing Ship
DESCRIPTION
Pirate brig (sailing ship)
Colossal ship
Squares 3 (30 ft. by 100 ft.); Cost 14,500 gp
Init +8
DEFENSE
AC 16; Hardness 5
hp 1,620 (sails 240)
Base Save +13
OFFENSE
Maximum Speed 90 ft. (wind); Acceleration 30 ft.
Ranged 6 light ballistae +10 (3d8), 4 light catapults +15 (4d6)
CMB +22; CMD 32
Ramming Damage 10d8
STATISTICS
Propulsion wind or current
Sailing Check Profession (sailor)
Control Device steering wheel
Means of Propulsion 60 squares of sails (two masts)
Decks 3
Cargo/Passengers 150 tons/120 passengers
CREW
Captain: NE female human rogue [pirate] 5/deep sea pirate 6
Other Crew CN female dwarf bard [sea singer] 5
First Mate CN male human sorcerer 8
CN male human rogue 2
NE female half-orc barbarian 6
N male human rogue [knife master] 6
45 pirate cutthroats (CE human fighter 6)
EQUIPMENT
Armaments 6 light ballistae (port and starboard) with 200 light ballista bolts; 4 light catapults (fore and aft) with 50 light catapult stones and 10 alchemist’s fire canisters
Modifications ram, rapid-deploy sails, silk sails, 2 smuggling compartments
Cargo 4 points of plunder
.
90ft/rd x 10rd/min = 900ft/min
900ft/min x 60 min = 54,000ft/hr
54,000ft/hr / 5280ft/mile = 10.22 mph
7days x 6 weeks = 42 days
42 x 24 = 1008 hr
1008 hr x 10 mph = 10080 miles
24,901 Golarion approx circumference
Azlant Isles begin around 2000 miles from Almos
It should take under 10 days to sail that distance.
If we lower the speed to Columbus equivalent of approx 4 mph
that only pushes the time up to 21 days still half the time given
What factors am I missing?

Schadenfreude |
Direction of the wind
Wind strength (so the 90' speed may not apply over large distances)
Ship make (a pirate ship is likely lighter and faster than a merchant ship)
Distance (may not be in a straight or direct line)
Weather
Poor navigation
Hazards (including things like kraken or sahuagin that Columbus didn't have to worry about)
Time taken to restock/undergo minor repairs in port; shore leave; etc
Other downtime when not directly travelling between ports

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also, Talmandor's bounty is in an undisclosed location somewhere in the ruin of the Azlanti continent. it might be treacherous sailing betwtixt the islands which might add time to the journey.
i don't think there's an analogue on earth for the massive island chain in the heart of the ocean, which ruined Azlant represents. might be that it presents navigational challenges which renaissance navigators didn't have to deal with. additionally, there's two enormous threats - the elves of the mordant spire and the pirates of the shackles, which might delay navigation in certain ways.
could be that there's other things out there as well which aren't addressed in the text which might slow a ship's progress. winds, tides, giant marine monsters, etc.

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Maybe someone can explain this.
** spoiler omitted **
.
90ft/rd x 10rd/min = 900ft/min
900ft/min x 60 min = 54,000ft/hr
54,000ft/hr / 5280ft/mile = 10.22 mph
7days x 6 weeks = 42 days
42 x 24 = 1008 hr
1008 hr x 10 mph = 10080 miles
24,901 Golarion approx circumference
Azlant Isles begin around 2000 miles from Almos
It should take under 10 days to sail that distance.
If we lower the speed to Columbus equivalent of approx 4 mph
that only pushes the time up to 21 days still half the time given
What factors am I missing?
I know I'm necromancering this, but...
The speed of a sailing ship in PF1 is actually 48 miles per day (Vehicle Speed Table). So, if the travel time is actually 6 weeks, then 42 days at 48mph is actually right on 2000 miles.
As a related fact, normal Teleport only has a range of 100 miles per caster level.