Before the Dawn, Part I: The Bloodcove Disguise (Inactive)

Game Master TriShadow

An ancient power rests beneath the Terwa Uplands in western Garund—a power laid to rest by the Azlanti six millennia ago and coveted today by human and
beast alike. The former include the Pathfinder Society, who pry into the earth uncovering such treasures (though they are not alone in their desires), and the latter, the gorilla king Ruthazek and his ape empire, who lay siege to the Pathfinder expedition even now, hoping to snatch the Azlanti’s power from their cold, dead hands.


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Dot in here!

Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

Dotting in!


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With a flash of light and a stomach-churning shift, the cool, saline air of Absalom collapses into the stifling, wet heat of the Garundi coast. Within moments, sweat begins to ooze from your pores as the fetid stink of the local climate envelopes you like a damp blanket.

The scroll in Aram Zey’s hands crumbles into dust, its magic spent. The Pathfinder Society’s Master of Spells removes his hat and begins fanning himself. “All right Pathfinders, welcome to the blistering hole that is the Mwangi Expanse. Any of you who bother to keep up with your Chronicles know that the Society has an archaelogical expedition working in the Terwa Uplands, about 80 miles northwest of our position. Of course, I doubt if more than half of you read anything but dirty poetry, so allow me to sum up: the Azlant Ridge site shouldn’t be there. There are no known Azlanti sights in the Mwangi Expanse, but here we are. It may be the best-preserved evidence that the Azlanti at least visited the Mwangi Expanse. A servant of Angazhan called Ruthazek the Silverback King claims the site, too. His troops have laid siege to it and our people are starving, dying from disease, and running low on ammunition and personnel, which is where you come in.”

Zey points north through the treeline, to where a ragtag city of boardwalks and wooden buildings straddles a swampy, red river delta. “Your first stop is Bloodcove.” He chokes out the word as if it insulted his mother. “The Azlant Ridge site needs supplies, and Bloodcove is the nearest trade port. They need two tons of food and clean water, five crates of arrows and crossbow bolts, and clean dressings for wounds. House Cartahegn is your best choice as the Society works with them occasionally. We already arranged payment to a caravan leader named Raimondo Scevola several weeks ago. Make contact with him to carry everything north. Also, look for a man named Senzer somewhere in town. He was an alchemist funneling potions and information to our team in the Uplands, but he went silent a month ago. You need to find out why and get that stream of potions flowing again."

“Don’t think this will be a simple trip to the market. Bloodcove is a pit founded by pirates and run by criminals—scum with no sense of achievement or appreciation for arcane advancement. Even worse, it’s a stronghold of the Aspis Consortium, which loves nothing more than perverting and profiting from Pathfinder discoveries like Azlant Ridge. Keep your heads down and do nothing to attract suspicion; perhaps adopt a disguise. Normally I don’t give a damn if you heroic types kick in doors, make asses of yourselves, and die, but more than your lives rests on your shoulders now. If you fail and the Azlant Ridge site receives no backup, it will surely fall.”

Aram hands over a coin pouch. “As I said, we arranged payment for your caravan some time ago. This should cover the cost of supplies. If you dip into your own resources and manage to survive, the Society will attempt to reimburse you."

“Once you deal with that business, head northwest.” He presents a sealed scrollcase and an ornate, golden key on a leather thong. “Guard these with your lives. The key’s exact purpose eludes me, but the symbol it bears is repeated on a doorway at Azlant Ridge. The scrollcase contains a map to the dig site. My magics secure the case, though, and it will explode violently if opened within five miles of Bloodcove."

“Ask your questions now. I return to Absalom the moment I believe you capable of getting to Bloodcove.”

The Concordance

AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) Fort +4, Ref +3, Will +4; +2 vs. enchantments Immune sleep low light vision CLW wand 43 charges remaining hp 25 (bot instrctn hit with staff/buff croaki if dr encountered)

So tempted to say:
”Can I have your hat of disguise Aram Zey, Your Kreighton Shaine impression is making far too much sense.”

”So you want he supplies to continue. So burning down the city is out of the question. Do you know where this house Cartagena and alchemist have their lairs in the city. Oh and when you go back can you ask Marcus Farabellus to look after that sword a little longer. I will pick it up when I get back

Grand Lodge

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NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Earlier.

When you met, something seemed a bit different about Kaya. She wasted no time in telling in great detail what it might be. "Okay so when I last left you all I felt... how do I say it... ready for a change! While trying to figure out what to do, I ran across this nice gnome who suggested maybe a little color and style change to my hair, plus a new wardrobe might be what I was missing. She was very persu.. purswa.. pur-sway-siv. Anyway, long story short this small change turned out to be pretty expansive and well, I really like it!" Her smile is pretty much constant at this point, none of the old dour moments shine through except...

After the teleportation.

HUUURRRRKKKKK!!! Kaya empties the contents of her stomach onto the jungle floor. "uuuugghhh, why didn't you say it was teleportation. Oh no, not agai..." HUUUUUURRRRKKKKK!!!

After a moment she seems fine, though obviously not happy about throwing up twice. Her breathing calms and she starts casting a spell. Tiny little wet-wipes pop into existence and start cleaning around her mouth. Once good to go, she re-applies lipstick and then casts the spell on the ground, where tiny shovels start mixing the small piles of spew into the dirt. Prestidigitation Cast 2x

Taking a deep breath her nose wrinkles and then she shrugs, "my it is hot. Why do we keep coming to these oppressive places? Maybe we should take a 'trip to the beach' mission next?"

She turns to Aram Zey, "is the weather a concern here? Are we likely to pass out from sunstroke or something like that?"

Silver Crusade

LG Dwarf 5 | HP: 43 (-0) | AC: 22 (12 Tch, 20 Fl): +4 Dodge vs Giant | CMD: 15 | F: +8, R: +4, W: +9; +2 vs Poison, Spell, Spell-Like, Charm & Compulsion | Init: +2 | Perc: +11, SM: +8; Darkvision, Stonecunning | Speed 20ft | Blast Rune 5/7; Channel 4/6 | Spells 3rd: 3/3; 2nd: 4/4; 1st: 5/5 | Active conditions: Deflect Arrows, Brooch of Shielding.

A stout man suddenly appears in the room, his eyes a bit too close together, but a broad grin gleams over his blond, fluffy beard. An overstuff pack seems to weigh him down, though he doesn't appear the least bit bothered. An odd birthmark resembling a closed fist stands out against his pale features

Swaying a little as the world continues to spin and swirl, he grabs his stomach with both hands...willing it to settle. "OYE! Watcha ride dere was!" exclaims the man in broken common.

Raising a beefy hand as the Venture Captain begins to talk, he stumbles forward. "Aye dere laddies. Me's Durvak o dem Stouthearts. Pleased terr..." Cut off by the Venture Captain, he frowns. "Hold ya hearses laddie. Wees gotta...fine. Ave atcha witcha words an tings!"

Plopping down on the ground with a loud sigh, he waits as the briefing continues.

At the mention of the exploding scroll, the dwarves eyes go wide. "AWWW Me likey! Durvak kin make da ground go booms booms two."

"Questications? Uh..." rummaging through his pack, the man tugs out a quill and a piece of parchment. "So....kin ya....ya no....starts o'er peas? I's be ready na-ow."

Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

Despite the twisting through the aether that the group just experienced, Ýridhrendir seems remarkably steady on his feet.

Ah praise Desna. This is a road I didn't expect to take today. Thank you for the opportunity.

"Well it is really great to get the group back together. Too bad about Kord though... I warned him about eating those clams. But well met Durvak. Glad to have you along!" he says with a smile and a nod of his head.

Noticing the sweat on his brow, he offers to fill waterskins with magically cool and clear water as a way to help battle the stifling heat. using create water

After listening patiently as the Venture Captain rapidly informs and insults the group, alternating from one to the other and sometimes doing both at once, Ren finally speaks up when the time for questions is at hand and his friends have had a chance to speak.

"Thank you for the briefing Master Zey. To make sure we have the mission clear, let me summarize things... First we should do all of this discreetly due to our enemies, the Snakes, having such influence in Bloodcove. Once we have secured the listed supplies from the suggested vendor and sent them on their way via the suggested caravan company, we are to find your wayward alchemist and start his operation up again. After that we are to head northwest to the dig site, make sure not to open the scroll case with the map until we are least 5 miles away from Bloodcove, to avoid an explosive repremand. Does that sound correct?" He pauses while he waits for a response...

When ready, he asks further questions, "Wonderful. Now, judging from the oppressive heat, Kaya brings up an excellent question. In your experience, does it get hot enough here that you think we will need protection from the elements, will it likely just be uncomfortable? If I was given time to prepare, I could help protect some of us from the heat, if necessary."

He follows up with more questions after each is answered.

~"Ruthazek the Silverback King seems important, and any additional information aside from his name and what god he follows would likely be beneficial."

~"What does Raimondo Scevola look like and is there any place you recommend we look to find him."

~"Please give us more details regarding the alchemist Senzer. Since he broke off contact the more we know about him the better."

And lastly, he asks, "You seem incredibly uncomfortable here, and not just from the heat. Is there something we should know that isn't part of the standard mission brief?"

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Ahmande handles the teleportation reasonably well; there's too much magic in elven blood for these effects to be disturbing.

The heat, on the other hand, is oppressive. Even though this part of Golarion was starting to become familiar, the heat he'd never gotten used to.

The other thing he'd not yet gotten used to? Condescension from the Society's leadership. We're the ones out doing all the work, yet they still talk to us like we're worthless. It's a shame, really. They need to treat us better than this. Still... it pays.


| Templates | Master of the Fallen Fortress | | Knowledge questions |
Sarathor Naefiel wrote:
Do you know where alchemist lairs in the city.

“As I just said, Senzer serves us as an alchemist and a valuable source of information and potions for our operations in this region. I believe his shop lies somewhere along the Widow’s Walk. Share as little as possible with him; everyone in the town has some stinking agenda. But he already knows of our local operations and the location of the dig site.”

Ýridhrendir wrote:
First we should do all of this discreetly due to our enemies, the Snakes, having such influence in Bloodcove.

“Well, you're not wrong. The Aspis Consortium runs every crooked or disreputable business practice you can imagine. They strip the history and majesty from anything they encounter and auction it off to the highest bidder. Here in Bloodcove, they shape the law to suit their crimes. From here, they murder, enslave, and pillage their way through the Mwangi Expanse’s interior, stealing away ancient artifacts and knowledge that by all rights belong to the Pathfinder Society. As to the order you choose to complete your tasks? I leave that up to you. So long as everything gets to those Pathfinders on the Ridge. That's your mission”

Ýridhrendir wrote:
"Ruthazek the Silverback King seems important, and any additional information aside from his name and what god he follows would likely be beneficial."

"It seems you all can listen at least. Ruthazek is some sort of hyper-intelligent gorilla and worshiper of Angazhan. He rules the inland city of Usaro and claims the Mwangi Expanse and all its contents. He’s uncivilized and violent, from what we hear, unwilling to negotiate with us. He rules over a race of sentient ape-men, but they keep a healthy distance from Bloodcove.”

Kaya Leafwing wrote:
She turns to Aram Zey, "is the weather a concern here? Are we likely to pass out from sunstroke or something like that?"

"While both oppressive and unpleasant, the heat should not be more than you should be able to handle."

Ren & Sarathor wrote:
Do you know where Raimondo Scevola and House Cartahegn are?

"You will find the trading post in the North East, a few block from the water." Aram Zey also gives a description of Raimondo.

Knowledge (geography) DC 15:

Bloodcove lies on the western edge of the Mwangi Expanse. The local culture blends Cheliax with The Shackles and native Mwangi traditions.

Knowledge (geography) DC 20:
Bloodcove sits on the headwaters of the Vanji River. Much of the wealth from the jungle interior flows through it, making the dingy city surprisingly wealthy.

Knowledge (geography) DC 25:
Retired Shackles pirates founded
Bloodcove to enjoy their ill-gotten fortunes. As a free trade port, the only laws genuinely enforced are those that keep trade flowing.

Knowledge (local) or Diplomacy (gather information) DC 15:

The local elite elect a Grand Admiral, who rules Bloodcove for life. The Admiral enforces a strict hands-off economic policy and very little else.

Knowledge (local) or Diplomacy (gather information) DC 20:

Fiercely competitive trading houses wield the genuine power behind Bloodcove politics, with the Aspis Consortium currently dominating the political and
economic scene. House Cartahegn fiercely opposes its rivals in the Consortium, and makes an acceptable fairweather friend in this area.

Knowledge (local) or Diplomacy (gather information) DC 25:

The trading houses brutally crush any criminal organizations that interfere with their business. As a result, most of Bloodcove’s criminal activity revolves around exports (such as the drug trade) or else focuses on the poorer citizens. The local guard only investigates crimes if well paid for the service, leaving most of the city subject to vigilante law.

Knowledge (local) or Diplomacy (gather information) DC 30:

The Aspis Consortium watches the local Pathfinder chapter house constantly. Foreign Pathfinders who visit it frequently disappear.

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Knowledge (geography): 1d20 + 2 ⇒ (3) + 2 = 5
Diplomacy, gather info: 1d20 + 10 ⇒ (17) + 10 = 27

"Bloodcove's a nasty place, eh?" Ahmande notes. "Got a Grand Admiral that runs things--elected for life, that's interesting--but doesn't really run things at all. It's the trading houses that do that. At least the house we'll be working with--House Cartahegn--seems to hate the Aspis as much as we do. Still, best to keep our eyes up. It's a criminal city, and the local guard isn't going to be much help unless we want to bribe them for it."

He nods at Zey, indicating that the Venture Captain can be on his way. "We've got it, I think."

Once the Venture Captain has left, Ahmande starts strategizing. "So it sounds like we've got three things to do here. Find out what's going on with our informant, meet up with House Cartagehn for the supplies, and meet up with this Scevolo, for transport."

"Why don't we start with House Cartagehn? With them being opposed to the Aspis, they're going to be our easiest allies. Let's see what arrangements Zey made with them; maybe they can also get us more info about our driver and the alchemist."

Silver Crusade

LG Dwarf 5 | HP: 43 (-0) | AC: 22 (12 Tch, 20 Fl): +4 Dodge vs Giant | CMD: 15 | F: +8, R: +4, W: +9; +2 vs Poison, Spell, Spell-Like, Charm & Compulsion | Init: +2 | Perc: +11, SM: +8; Darkvision, Stonecunning | Speed 20ft | Blast Rune 5/7; Channel 4/6 | Spells 3rd: 3/3; 2nd: 4/4; 1st: 5/5 | Active conditions: Deflect Arrows, Brooch of Shielding.

Scratching a word or two on his page as Zey answers the groups questions and Ahmande summarizes, his eyes squeeze closer together...the smell of smoke comes from the dwarf as he considers the elven man's suggestion.

"Aye. Ter be bestest place ter start, me sposes." he finally replies, climbing to his feet.

Hefting the large pack onto his back, he smiles to his companions. "Mes not good sneaky. Oh! An iffen Durvak touch ground when fight, yas no step dere. Kay?"


| Templates | Master of the Fallen Fortress | | Knowledge questions |

Most of Bloodcove’s merchants close up shop at sundown, disappointing any PCs who hope to operate under cover of darkness. The following checks represent the difficulty of the PCs going about their business without alerting the Aspis Consortium to their presence.

Low Profile: Lying low and sticking to side streets requires no special skills or preparation. PCs who maintain a low profile must make a Knowledge (local) or Stealth check whenever they move from location to location within Bloodcove.

Mercenaries/Pirates: Most people naturally confuse adventurers with mercenaries, bandits, pirates, and other violent sellswords. The distinction is subtle, and in this situation, readily exploitable. Bloodcove teems with undesirables of every stripe. PCs who disguise themselves as mercenaries, pirates, and other sellswords must make a Disguise or Intimidate check whenever they move from location to location within Bloodcove.

Merchants: As a trade port, Bloodcove grants merchants more freedom and access than any other profession. Merchants should not appear heavily armed (it frightens clients), and so PCs must discard or conceal any weapons they are carrying, as well as any obviously magical gear. PCs who disguise themselves as merchants must make an Appraise or Diplomacy check whenever they move from location to location within Bloodcove.

Tribesmen: Mwangi tribes of humans, elves, and halflings regularly send caravans and envoys to Bloodcove, trading animals, exotic plants, and ancient artifacts for manufactured goods from the north. All but invisible, these small-time visitors drift in and out of the city without anyone taking notice. PCs who disguise themselves as natives from the interior must make a Knowledge (nature) or Survival check whenever they move from location to location within Bloodcove.

Turncoats: As a final option, PCs may opt not to hide their identities, instead posing as Pathfinders gone rogue looking to bargain with or join the Aspis Consortium. While suspicious, the Consortium employs many Pathfinder exiles (especially with all the Shadow Lodge drama occurring closer to the Inner Sea). PCs who pose as defectors must make a Bluff or Diplomacy check whenever they move from location to location within Bloodcove.

Each character must roll their own skill check. You can all try different tactics (skills) as you move about the city. As always, if there is something you want to try, just explain how what you want to try relates and give it a go (for example, a profession check you think relates). Play to your strengths.


AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size) Fort +6, Ref +7 Will +2 evasion hp 25 (bot is bite it or if swarm run Croaki hates swarms and steers well clear)

"Yarrk"

Tribesman suits Sarathor he isn't really a city dweller

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Can't beat Ahmande's Gather Intel check and don't have K: Geography... yet.

With their questions answered, Kaya carefully collects the box and key, stashing them away securely. She eyes Durvak closely, "no explodey these please, thanks."

Thinking about her options in town to move about, she figures her knowledge of the city streets will be best suited to moving about unnoticed. She doesn't particularly wish to disarm herself in this den of snakes.

Do we need a roll now as we enter or later between locations?

Once Aram Zey leaves, she will have everyone stop for a second as she smiles and takes out the box and key. "Let's see what we have to work with here. Don't worry, I'm not opening the box, just taking a look at it. I've learned that our bosses don't usually tell us the whole story for some reason."

Casting Detect Magic she inspects the Box: 1d20 ⇒ 3 and Key: 1d20 ⇒ 20 for magical aura's (K: Arcana +7) or magic item identification (Spellcraft +9).

Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

Nodding his agreement with Ahmandé about heading to House Cartahegn, Ren voices his opinion on how they should move through the city.

"I am not very stealthy and have little skills other than my smile when it comes to subterfuge, but perhaps I can still pose as a disenfranchised former Pathfinder, if it comes down to it. I really think we shouldn't split up, but act as if we are not together so we can each work to our strengths." Diplomacy is my best option.

When they start to gather information...

"May Desna guide you on our path to knowledge and information gathering." Ren says discreetly as he casts a short spell on each group member. Guidance +1 on skill checks, and will recast as needed for the immediate checks. Sadly can only aid on the Gather Info roll.

Aid Diplomacy(Gather Info): 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 Can we make it to the 30?

Silver Crusade

LG Dwarf 5 | HP: 43 (-0) | AC: 22 (12 Tch, 20 Fl): +4 Dodge vs Giant | CMD: 15 | F: +8, R: +4, W: +9; +2 vs Poison, Spell, Spell-Like, Charm & Compulsion | Init: +2 | Perc: +11, SM: +8; Darkvision, Stonecunning | Speed 20ft | Blast Rune 5/7; Channel 4/6 | Spells 3rd: 3/3; 2nd: 4/4; 1st: 5/5 | Active conditions: Deflect Arrows, Brooch of Shielding.

Even if everyone aids me, I'd have to crit (or nearly crit) to come close. ;-)

Bowing to Ren, he shows a toothy grin. "Ah me brudda frum anutta mudda. Aye, mes no sneak. Be gud at helpen peoples wit life doe. Gud ole 'Rori be tellen alls kin do anyting iffen ya putcher mind ta 'er."

Thumbing his beard a moment as he considers his options, "Watcha tink o mes wanderin bout given life advices? Ya? Tink it be divertizing nough wes not pathfinders? Or be standen out ta much?"

GM: Referring to my Profession (Life Coach) Skill - if you feel it's applicable

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

"Ren, I think I will join you in the disguise. I could just as easily try to look like a merchant, but I fear I have too many weapons to try to hide away. And besides... I already look like a Pathfinder; that's easy."

@GM Can Ahmande have purchased a wayfinder before heading down here? I'll note it on my ITS for this chronicle.


| Templates | Master of the Fallen Fortress | | Knowledge questions |
Kaya Leafwing wrote:
Do we need a roll now as we enter or later between locations?

Technically, any movement in the town requires a roll. The downside is that you don't know the DC or any possible ramifications. So, my advice is to all of you is to pick what you think your character is going to be the best at and stick with it.

@Durvak Stoutheart: Sounds like a 'Merchant' to me, I'll allow it.

@Ahmandé: Yes, go ahead and purchase the Wayfinder.

Actually, as we have yet to make it into town, I will let you guys make any purchases you would like.

So, once you decide what your disguises will be, you just need to pick a location to start. I will move forward as soon as three of you agree on a course of action.

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

As Ahmande shows off his fancy new pathfinder tool before secreting it away Kaya thinks to herself, wayfinder wayshminder... only a novice gets lost or needs light.

She then turns around and realizes the group went the other direction towards town... not away from it. Hustling up to catch them, she tries to stay off the main thoroughfares, sticking to side streets and alleys to avoid notice as they head to House Cartagehn.

K: Local): 1d20 + 7 ⇒ (6) + 7 = 13

Anything on the detect magic?


| Templates | Master of the Fallen Fortress | | Knowledge questions |

@Kaya: Nothing on the coin purse, a strong aura you cannot place on the key, and strong evocation on the scroll case. Apparently Aram Zey was not bluffing about wanting to keep the map away from the Aspis.

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Looking at his shiny new wayfinder, Ahmande knows he'll never look the part of the disgruntled Pathfinder agent like that. He casts prestidigitation and roughs it up, then leaves it hanging from a chain outside his pocket to help sell his ruse.

Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18 to appear as a Turncoat

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Kaya thinks to herself about how she usually hides her ring, tomorrow I can try to hide these items a bit better, but for now they'll have to just stay in my pack.

Silver Crusade

LG Dwarf 5 | HP: 43 (-0) | AC: 22 (12 Tch, 20 Fl): +4 Dodge vs Giant | CMD: 15 | F: +8, R: +4, W: +9; +2 vs Poison, Spell, Spell-Like, Charm & Compulsion | Init: +2 | Perc: +11, SM: +8; Darkvision, Stonecunning | Speed 20ft | Blast Rune 5/7; Channel 4/6 | Spells 3rd: 3/3; 2nd: 4/4; 1st: 5/5 | Active conditions: Deflect Arrows, Brooch of Shielding.

Thudding along towards town, Durvak nods. "Aye, Cart-da...Cart-tag...in... Me tinks wes shud go ter store house."

Noting the little woman staying off the beaten path, he shrugs. "Is harder ta walk en weeds, miss." advises the man as he continues towards town.

The Concordance

AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) Fort +4, Ref +3, Will +4; +2 vs. enchantments Immune sleep low light vision CLW wand 43 charges remaining hp 25 (bot instrctn hit with staff/buff croaki if dr encountered)

sarathor is a tribesman: 1d20 + 8 ⇒ (19) + 8 = 27

he has a pet raptor

Silver Crusade

LG Dwarf 5 | HP: 43 (-0) | AC: 22 (12 Tch, 20 Fl): +4 Dodge vs Giant | CMD: 15 | F: +8, R: +4, W: +9; +2 vs Poison, Spell, Spell-Like, Charm & Compulsion | Init: +2 | Perc: +11, SM: +8; Darkvision, Stonecunning | Speed 20ft | Blast Rune 5/7; Channel 4/6 | Spells 3rd: 3/3; 2nd: 4/4; 1st: 5/5 | Active conditions: Deflect Arrows, Brooch of Shielding.

Profession Life Coach: 1d20 + 9 ⇒ (9) + 9 = 18
sorry forgot this party earlier


| Templates | Master of the Fallen Fortress | | Knowledge questions |

So, as far as I understand:
Ren: Diplomacy {Turncoat} Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26
Durvak: Profession {Merchant} (rolled 18)
Kaya: Know Local or Stealth {Lay Low} (rolled 13)
Ahmandé: Diplomacy or Bluff {Turncoat} (rolled 18)
Sarathor & Croaki: Know Nature or Survival {Tribesman} (rolled 27)

The checks cover your entire movement over a period of time (like a crafting check). As such, Guidance will not help you with these checks through town. (It has such a short duration, and casting a spell draws attention).

Ahmandé wrote:
"Why don't we start with House Cartagehn?"

With support from Ren & Duvak.

The team makes their way to the northeast side of town. The air is laden with the heavy scent of salt and fish. Thirty minutes of walking through the Bloodcove leaves you all feeling empathy for the wretches who live here. Aram Zey's words hang on each of you and you come to believe every eye lingers on you just a second or so too long. Finally, you reach your first destination.

Surrounding a sprawling, two-story trading post is a mass of citizens and merchants alike. Some wear worried expressions and wring their hands, while others shout angrily at a well-dressed young woman by the entrance. “As I said,” shouts the Cartahegn spokesperson from atop a wooden crate, “all Cartahegn resources are needed to deal with this emergency with our sugarpress, and our storefront is closed for the remainder of the day or until management resolves the situation. We apologize for the inconvenience, but for now please return to your homes and places of business.” As she climbs down, most of the grumbling mob begins to disperse.

GM Screen:
CAP1

Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

"Excuse me madam." Ren says with a serious, yet non-threatening, voice. "What manner of emergency is this you speak of? I only ask because it's possible I may be able to help."


| Templates | Master of the Fallen Fortress | | Knowledge questions |

“Oh yes? You can deal with giant ants can you?” asks the well-dressed woman of barely twenty summers. “This ant situation in the sugarpress is dire! We’re losing thousands of pounds of sugarloaf an hour, and frankly I doubt we’ll be able to turn these clicky beasts back. We expended all the available sword arms just chasing the monsters back into the basement. If more ants show, we’ll surely lose the entire mill. I hope you aren’t here to buy food, because if Cartahegn must continue to devote all its resources to fighting off the ants, expect food prices around Bloodcove to triple overnight!"

She seems to be mulling over Ren's offer, trying to determine if his offer is legitimate. She may also sense the importance of the supplies may mean to the team. With the inner battle over, a large sigh proceeds her next words. “A shame we have no more soldiers. An idea came to me, you see—my housekeeper makes a sort of lotion that frightens bugs away, and I bet if someone dumped a load of it in the ants’ tunnel, it would keep them away until we could brick it up! You didn’t happen to bring any guards or soldiers with you, did you? If you were hoping to buy food and are willing to help us out, I promise you quite a discount in exchange for your services once we’re open again.”

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

"Actually, I believe our employer already made arrangement with your for a shipment of supplies." Ahmande lowers his voice as he steps closer. "We shouldn't discuss those details in the open, however."

"Regardless, I think we have a strong incentive to help. Your discount would be most appreciated, as well. Let's get this 'lotion' out here and we'll see what we can do."

Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Kaya smiles cheerfully, "oh yes! This will work fine. I'm sure the ants are like maybe a foot tall or something. That would be quite big indeed. We'll just have Kord crush them under his boots."

She looks around quizzically, "where is the big lug? Did we forget him somewhere?"

Auto-Aid Diplomacy

Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

"Kord had another engagement he couldn't get out of." Ren says helpfully to Kaya.

Turning back to the well dressed woman, he adds to the reply from Ahmandé.

"As you can see, we are more than willing to aid you in your time of need. The discount is appreciated, and rest assured we understand the value of your offer. Lead us to this lotion so that we may rid you of these unwanted creatures."

Diplomacy aid: 1d20 + 6 ⇒ (5) + 6 = 11 Phew!


| Templates | Master of the Fallen Fortress | | Knowledge questions |
Ahmandé wrote:
"Actually, I believe our employer already made arrangement with your for a shipment of supplies."
Aram Zey wrote:
They need two tons of food and clean water, five crates of arrows and crossbow bolts, and clean dressings for wounds. House Cartahegn is your best choice as the Society works with them occasionally. We already arranged payment to a caravan leader named Raimondo Scevola several weeks ago.

Just to clarify, payment was made to transport the goods. The Society recommended House Cartahegn to you, but has not made any purchases or other arrangements with them.

As you follow Novaria through House Cartahegn, she tells you that their guards just finished chasing the ants back into the basement before she made the announcement outside. The ants killed or injured most of the trained guards in the fighting, leaving Cartahegn without any way to prevent further attacks unless the ant tunnel can be blocked off. She escorts you toward the basement stairs with a large, stinking sack of goo. "Killing the remaining ants only helps in the short term. More ants will soon arrive to drag away the mill’s sugar stockpiles, along with anyone they happen across. You need to coat the walls of the ants’ tunnel with this foul-smelling sludge. If it works like it should, that should give us time to permanently seal the tunnel."

After the humidity above, the stark dryness of the basement stands out as unsettling, almost as unsettling as the acrid smell and constant, methodical clicking emanating from the darkness. The remains of bags and crates lie scattered across the floor amid a sea of grayish dust.


| Templates | Master of the Fallen Fortress | | Knowledge questions |

GM Screen:

INITIATIVE
Ýridhrendir: 1d20 ⇒ 3
Durvak: 1d20 + 2 ⇒ (12) + 2 = 14
Ahmande: 1d20 + 3 ⇒ (13) + 3 = 16
Kaya: 1d20 + 4 ⇒ (19) + 4 = 23 (forewarned)
Sarathor: 1d20 + 2 ⇒ (5) + 2 = 7
A's: 1d20 ⇒ 6
WA: 1d20 ⇒ 11

You may buff and/or adjust your position on the map before opening the door.

<<ROUND 1>> Bold may post
Kaya
Ahmande
Durvak
-----
?
-----
Sarathor & Croaki
-----
??
-----
Ren

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Kaya takes a deep breath, activates her magical shield, checks her crossbow to make sure it is loaded and then points it at the doorway. With a curt nod she advises, "ready."

Cast Shield.

Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

Ren takes out his morningstar and then calls for the favor of Desna before following the others through the door.

Divine favor(1 min duration). Need to conserve spells a bit just in case. Position is perfect.

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Ahmande retrieves a wand from his bag, and makes ready to summon aid against the ants.

wand of summon monster I (CL 3)

When the door is opened (I'm assuming, based on initiative and positioning, that Durvak will do the opening), he quickly scans the room for the ants to try to identify them. He shares what he learns along with strategy and motivation for fighting them.

Round 1 Actions:

Free: Knowledge (nature): 1d20 + 6 ⇒ (3) + 6 = 9
Standard: begin bardic performance to inspire courage +1

Bardic performance: 1/18 rounds used

Silver Crusade

LG Dwarf 5 | HP: 43 (-0) | AC: 22 (12 Tch, 20 Fl): +4 Dodge vs Giant | CMD: 15 | F: +8, R: +4, W: +9; +2 vs Poison, Spell, Spell-Like, Charm & Compulsion | Init: +2 | Perc: +11, SM: +8; Darkvision, Stonecunning | Speed 20ft | Blast Rune 5/7; Channel 4/6 | Spells 3rd: 3/3; 2nd: 4/4; 1st: 5/5 | Active conditions: Deflect Arrows, Brooch of Shielding.

"Yas keepin mind. No need ter be stwong er smat. O'ly need ter has faith in selves!" advises Durvak with a smile.

Watching as the others prepare themselves, he reaches forward and grabs hold of the door. "Hopes yall bein ready fer dis nah-ow."

Reaching forward, he grabs hold of the door and yanks it wide open.

Assuming we see enemies ahead:

Move Action: Open Door

Standard Action...Create an explosive rune on the floor directly ahead of me

"Oye! 'em er bigguns! Yall stay back. Lettuce make 'em cum ter us." exclaims the dwarf. Muttering a prayer to Irori, he leans down and touches the ground in front of him.

Explosive Rune if activated Damage (Cold Damage): 1d6 + 1 ⇒ (4) + 1 = 5

Blast Rune ability in following spoiler

Spoiler:

Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

If we don't see enemies:

Durvak would walk straight ahead 20ft


| Templates | Master of the Fallen Fortress | | Knowledge questions |

Wary of what could be on the other side, the team prepares for the worst. Kaya calls forth a mystic barrier to aide in her defense. Ren likewise calls upon divine protection before the battle. Ahmandé draws a wand and begins to recite an ancient ode dedicated to a warrior of old, known for his battles against insects; one Or'kin. Durvak swings the door wide and sees three ants on the far side of the large chamber. Plenty o' time! he thinks to himself. However, he could not imagine how fast these giant creatures are. One of the ants sprints toward the dwarf, faster than a horse. Durvak barely manages to finish his rune before the mindless insect activates the blast. Everyone near the burst feel the intense chill blow past them. Before the cleric can pull his arm away, the aggressive insect latches on to Durvak's wrist. Jaws designed for piercing thick carapaces begin to crush dwarven bone.

GM Screen:

Bite: 1d20 + 3 ⇒ (20) + 3 = 231d6 + 2 ⇒ (5) + 2 = 7
Confirm?: 1d20 + 3 ⇒ (19) + 3 = 221d6 + 2 ⇒ (4) + 2 = 6

<<ROUND 1 (continued)>> Bold may post
Kaya
Ahmande
Durvak (14/27 hp) Unless I missed something. Let me know.
-----
Worker ant (BLACK) {-5 hp}
-----
Sarathor & Croaki
-----
Red Ant
Green Ant
-----
Ren

The Concordance

AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) Fort +4, Ref +3, Will +4; +2 vs. enchantments Immune sleep low light vision CLW wand 43 charges remaining hp 25 (bot instrctn hit with staff/buff croaki if dr encountered)

Sarathor edges through the door and swings at the ant

quarterstaff: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
staff damage: 1d6 + 5 ⇒ (6) + 5 = 11

"CROAKI Attack!"

handle animal: 1d20 + 8 ⇒ (16) + 8 = 24


AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size) Fort +6, Ref +7 Will +2 evasion hp 25 (bot is bite it or if swarm run Croaki hates swarms and steers well clear)

Croaki moves forward and attacks the black ant if it is still up or the green if it is not

talon swipe: 1d20 + 4 ⇒ (16) + 4 = 20
talon damage: 1d6 + 1 ⇒ (5) + 1 = 6

both croaki and sarathor attacks include inspire courage remove the wrong Croaki token


| Templates | Master of the Fallen Fortress | | Knowledge questions |

The druid and raptor team up to end the mindless insect. The other two ants, slightly smaller, also move forward to defend their recent gains. The elf barely dodges the first attack, but like Durvak, Sarathor is also surprised by the speed of these creatures. The second any takes a large bite out of the elf's thigh.

GM Screen:

Red vs Sarathor: 1d20 + 3 ⇒ (14) + 3 = 171d6 + 2 ⇒ (5) + 2 = 7
Green vs Sarathor: 1d20 + 3 ⇒ (19) + 3 = 221d6 + 2 ⇒ (4) + 2 = 6

<<ROUND 1 (continued)>> Bold may post

-----
Ren

<<ROUND 2>>
Kaya
Ahmande
Durvak (14/27 hp)
Sarathor & Croaki (9/15 hp & full)
-----
Red Ant
Green Ant
-----
Ren

Silver Crusade

LG Dwarf 5 | HP: 43 (-0) | AC: 22 (12 Tch, 20 Fl): +4 Dodge vs Giant | CMD: 15 | F: +8, R: +4, W: +9; +2 vs Poison, Spell, Spell-Like, Charm & Compulsion | Init: +2 | Perc: +11, SM: +8; Darkvision, Stonecunning | Speed 20ft | Blast Rune 5/7; Channel 4/6 | Spells 3rd: 3/3; 2nd: 4/4; 1st: 5/5 | Active conditions: Deflect Arrows, Brooch of Shielding.

"OYE! Em be smatten bits!" exclaims the dwarf, pulling back from the creatures mandibles.

Lumbering forward, he turns to the closest bug and slaps at it. "Yas quit dat! Quits er alrighty?! NA-YOW!"

Mechanics:

5 foot step, attack Red

Imp Unarmed, IC: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Damage?: 1d6 - 1 + 1 ⇒ (1) - 1 + 1 = 1

Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

Ren takes out a wand, activates its magic and steps forward to touch Sarathor on the shoulder, releasing healing magic into is friend.

CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6

Move action to take out wand, standard to activate it, 5' step and free action to deliver touch.


| Templates | Master of the Fallen Fortress | | Knowledge questions |

The rugged dwarf steps forward and slaps the ant, but he feels like he is striking armor. The Desnan undoes all of the damage dealt to the druid.

<<ROUND 2>> (cont.) {bold may act}
Kaya
Ahmande
Durvak (14/27 hp) {attacked}
Sarathor & Croaki
-----
Red Ant
Green Ant
-----
Ren

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Stepping over to get a clearer view into the room, Ahmande continues his tale of the Pathfinder Or'kin, and the way that he used his own custom poison formulations to drive off the insects that he fought. Was House Cartahegn's formula a derivative of one of those original recipes?

He points his wand and begins drawing on its power.

Actions:

5' step
Free: continue bardic performance
Full round: activate wand of summon monster I

Pretty sure that a full round spell is also a full round action in a wand, so I will complete the summoning next turn.

Bardic performance: 16/18 rounds remaining

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

K: Nature: 1d20 + 7 ⇒ (11) + 7 = 18 DR?

Kaya eyes the ants, looking for a small gap between her allies to fit a bolt through and also hit the enemies. She murmers to herself, "almost got... right there!" Pulling the trigger the bolt flies forward, seeking a target. She quickly reloads.

Crunch:
Standard to shoot Red Ant, Move to Reload.

P.S.D. + PBS + Inspired Courage - Soft Cover: 1d20 + 6 + 1 + 1 - 4 ⇒ (2) + 6 + 1 + 1 - 4 = 6 for Piercing/Cold Iron + PBS + I.C.: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8


| Templates | Master of the Fallen Fortress | | Knowledge questions |

The bard continues to bolster the spirit of his allies as he pulls a wand. Kaya does not believe the ants have any particular resistances. The ants have no DR. That said, her shot is wide of the mark.

@Ahmandé:

From the PRD
Full-Round Actions
A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

Manipulate an Item
Moving or manipulating an item is usually a move action.

This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door. Examples of this kind of action, along with whether they incur an attack of opportunity, are given in Table: Actions in Combat.

So, you can draw the wand and 5' step this round. Next round you can start casting.

<<ROUND 2>> (cont.) {bold may act}
Kaya {fired}
Ahmande {Bardsong & Casting via wand}
Durvak (14/27 hp) {attacked}
Sarathor & Croaki
-----
Red Ant
Green Ant
-----
Ren

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

GM:
Ahmande readied the wand in this post; it was already in his hand.


| Templates | Master of the Fallen Fortress | | Knowledge questions |

Ahmandé:
Ah, I missed that. No worries then, cast away.

The Concordance

AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) Fort +4, Ref +3, Will +4; +2 vs. enchantments Immune sleep low light vision CLW wand 43 charges remaining hp 25 (bot instrctn hit with staff/buff croaki if dr encountered)

Sarathor edges in to the room to attack green
staff: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
staff damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6

and calls on Croaki to attack green
handle animal: 1d20 + 8 ⇒ (1) + 8 = 9

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