DM B's PFS PbP By Way of Bloodcove (Inactive)

Game Master Beckett

For centuries the city of Bloodcove has controlled access to the invaluable Vanji River, and for nearly as long, the Aspis Consortium has controlled Bloodcove. If the Pathfinder Society is to move the equipment and personnel it needs into the Mwangi Expanse, it needs a reliable means of smuggling resources through this unforgiving settlement operated by its enemies. It’s up to the PCs to establish a backdoor through Bloodcove—all without being caught by Aspis agents.
-
LOW TIER <3-4>

Notes: Aya Allehe has asked you to travel to and infiltrate Bloodcove, a notorious Aspis base of power with a hatred towards the Pathfinder Society. While there, (1) visit the Witchlight Inn to recover an agent's notes, (2) sabotage the Consortium's efforts in the city, and (3) ask around and see if there may be any possible allies in the city.

Awareness: 11/15 (Appraise or Diplomacy)

Awareness DEFCON Level:
Minor
->-> Moderate <-<- (You all suffer a –2 penalty on all Bluff, Diplomacy, Disguise, and Intimidate checks made in Bloodcove, and now the Aspis Consortium is beginning to call in extra aid. The city is not locked down, yet, but word on the streets is that's coming soon.)
Major
Severe

INIT:

[spoiler=INIT ROLLS]
[dice=Avril & Cryxial]1d20+4[/dice]
[dice=Bartholomäus ]1d20+3[/dice]
[dice=Caith]1d20+0[/dice]
[dice=Maldrek]1d20+5[/dice] <Always act in Surprise>
[dice=Roderick]1d20+9[/dice]
[dice=Thoril]1d20+2[/dice]
=====================================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

Bloodcove MAP


251 to 300 of 313 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ungala asks you to let her take the artifacts so that they can remain in Mwangi hands. She offers her services and those of her criminal
network if the you will assist her in this. She suspects you are only acting as guards for House Cartahegn as you need their assistance for something, and whatever that is, it is probably something best done in secret. "Smuggling supplies and people through the city would be a simpler matter for her organization, anyway."

Roderick in particular sees two different paths opening up for his own Faction. Novaria, and House Cartahegn present an old alliance that could be expanded upon, and also seem to be much more legitimate. Ungala however, claims to have less than legal resources at her disposal, ones that Guaril Karela and many former members of the Sczarni faction would approve of. However, as both are interested in the contents of the crates now in your possession, it seems you will need decide.

Grand Lodge

Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness

Your suggestion is interesting, Ungala. But let me provide you with another perspective.

Now you´re captured, and face at the best a trial for banditry and at worst being handed to House Cartahegn so they can do with you what they wish. And you ask us to free you, give away the crates content and all for the promise of future assistance. Maldrek will wait a few moments so Ungala can realize how bad is her situation.

Maybe, if your proposition doesn´t demand so much of us it will be better received.

for example you could ask for your liberation, but without the crates, so we can save the face with House Cartahegn. We could say them we fought and chase away your group. And, in exchange of your liberation and letting you continue stealing the Aspis Consurtium and whoever you wants but House Cartahegn, you´ll help us when we need some smuggling

I´m aiming for both, even if it´s hard. I think having her life in our hands can make her be less stubborn in continue her attacks agains our other ally. If that fails, I´ll let Roderick decide about his faction alliances

Diplomacy: 1d20 + 5 ⇒ (1) + 5 = 6 -2 if the awareness level affects

Once Maldrek had finished to give his reasons, it´s clear to him the woman will face death before allowing their people relics to go away.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

And this is why I detest this tendency in PFS I've seen crop up since Season 5. Both is downright impossible, because the books says so, regardless of how much sense it actually makes.

Grand Lodge

Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness

Well, with my Diplomacy roll that´s not a problem but a consequence

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick shrugs after Maldrek's comments, waiting to see if they have any reception with the woman.

If not, he will move on to plan B away from the woman's ears.

Novaria, and House Cartahegn may be willing to help us with these crates and strengthen our position. I would offer them as an alternative buyer.

Dark Archive

Female Human Fighter (Dragoon) 1 / Summoner 4 Stats Avril: AC26 (T:12; FF21) HP 11/39; Fort +8; Ref +7; Will +9; Perc +1; Init +4 | spells: 1st:1/4 2nd:0/2 || Cryxial: AC16* (T:12; FF14) HP 10/19; Fort +4; Ref +5; Will +1; Perc +6

Waiting for her reply... Aren't we already transporting the crates for House Cartahegn? So we can't really sell to them again...

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sorry, I was awaiting Roderick's reply, as I tried to insinuate it will affect him directly.

Taking a quick step back, you are in fact transporting the cargo for House Cartahegn. It is a test of your talents in exchange for a possible future alliance between House Cartahegn and the Pathfinder Society, (and The Exchange), with the promise that he will help you with you mission and also help you to move around Bloodcove undetected.

Ungala is a pirate, and she doesn't really see that her situation is that dire, (unless you murder her, but as she witnessed you trying to take her alive does not believe that's going to happen). She is also offering her assistance and a possible alliance with her criminal/pirate organization, but because she doesn't know who you are or what you want, doesn't really know what more specific to offer you. She did mention her organization would be better suited towards moving people and cargo through the city undetected than House Cartahegn, and she may suspect you are the Pathfinders the town is getting up in arms about, she doesn't really have any evidence to base a proposal on.

Maldrek "el liberto" wrote:
Maybe, if your proposition doesn´t demand so much of us it will be better received. For example you could ask for your liberation, but without the crates, so we can save the face with House Cartahegn. We could say them we fought and chase away your group. And, in exchange of your liberation and letting you continue stealing the Aspis Consurtium and whoever you wants but House Cartahegn, you´ll help us when we need some smuggling

Ungala looks at Mal curiously as he mentions the proposal demanding so much from the party, but then replies, "You are conspiring to rob the Mwangi people of their treasures, and I will not have any part of that. Turn me in. You are new to Bloodcove. I'll be free in a week! And House Cartahegn doesn't have the pull to do anything to me, either."

Knowing she is still bound, unarmed, and not going anywhere anytime soon unless you release her, "Look. . ." she adds disappointingly. "You have taken out my crew easily. If you wanted to kill us you would have already. You don't seem interested in a deal, and I know that House Cartahegn is starting to take us seriously if they brought in guards like you lot, so I assure you we are not going to attack their cargo for a long, long time. We just can't afford a loss like this. The Aspis, which it seems we both hate, whatever your reason is, make better targets, anyway. You let me and my men go, if they are still alive, and I walk away. House Cartahegn gets to continue to rob my people until I can find a way to do something about it. Deal?"

I'm going to give Roderick one last chance to pick one or the other if he wants, but then I'll assume he is siding with Novaria over Ungala, officially speaking.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Ok, sorry, I misunderstood the connection. If we were already working for House Cartahegn, then it is not a 'new' option but continung to extend the option we are already exercising?

Roderick will discuss the two options with the party away from Ungala.

"It is hard to put faith in the pirate and her crew, despite her claims of robbing her people. If the good they steal from House Cartahegn are given back to the people, that would be one thing. But if she is robbing to fill her own coffers, then I mark her as a hypocrit and continue our work with House Cartahegn. What say the rest of you?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

That's correct. You are pretty sure she does rob from what she considers thieves to give back to her people, but also does so to make money while she is at it. So it's not perfectly noble, but it isn't really totally selfish either.

Grand Lodge

Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness

Having no preferences about who ally to Maldrek just wait to see what the rest of the party prefers.

Nobles, robbers, it´s the same. The only difference is where you bornt.
But surely she doesn´t want to hear that

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

As you have her bound, it's not difficult to step away and have a group discussion. Also, ooc, there is no "wrong" answer.

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

Caith shrugs

"So tha choice be to keep working with tha one we are already working with or a new one....unless the new one is better..or the one we be workin' with now is bad or something..why change?"

No real preference one way or the other ..other then that I don't see the benefit of changing...unless we just found out the one we are working with now is exploiting poor pirates/thieves?

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick sees it the same way Caith. No obvious advantage...he is not overly "good" so it is all business to him. If the pirate is offering more than the current alignment, then we should consider.

"You echo my thoughts, Caith. Any objections from the rest of you?

Grand Lodge

Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness

The new one is not better, and it can be worse because she sees obtaining Mwangi relics as robbing her people.

As Pathfinders we obtain relics from many parts of the world, which in her mind it mind being robbers. I don´t mind being called that, is not too far from truth in my case, but I see a potential problem in the future if we ally with her.

So, in my opinion, let´s stay allied with House Cartahegn.

I think the pirate offers something from The Exchange members who miss Guaril Karela and his ways to lead the previous faction.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

"Very well, I care not what happens to the pirate. I have a working relationship with House Cartahegn that I wish to retain."

Roderick will motion for continuing the mission for House Cartahegn.

He will leave the fate of the pirate to the others. He will continue with the good as per the original plan and continue to protect the caravan from any other raids.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Deciding to stick to your original plan, you return to the wagons and continue to guard them for the remained of the trip outside the city. On the way the driver makes a quick stop in the northeastern area of the Free Trade Square, as had been agreed.

Free Trade Square is the busiest part of Bloodcove. The streets swarm with merchants and wagons buying, selling, and transporting food, spices, and antiquities. Lot number 342 sits on the southeastern edge of the market, bordering the fringes of Warehouse Row. A run-down-looking stall dealing in lamps and oil occupies the space, though the poor quality of the lamps may be an indicator of why no customers are anywhere near the stall. The owner, a thoroughly bored middle aged Mwangi man, sits behind the counter making fishing lures, identifies himself as Omombo, though you get the very distinct impression he isn't really interested I selling any of these wares as he dismisses most of your inquiries.

His demeanor changes drastically when you show him the bounty board message. His eyes become serious and he glances around the square before waving you to come around to the back of his stall. As you begin to ask about Malika Fenn, Omombo shushes them worriedly and flashes them an angry look before signaling them to go around to the back.

He emerges from the back of the stall with a small clay oil lamp in one hand. He once again checks the area no one else is watching before handing the lamp over, saying “This will lead you to what you seek. Only one of your number can use it, but keep it protected and out of sight as much as you can. Good luck.” With that he returns to his stall. Omombo knows little about the lamp and its contents other than his message from Malika.

The clay lamp is unremarkable, but it rattles slightly when handled, as though there were a broken piece of clay inside. Turning the lamp over to try to have it drop out reveals that it is something shiny, but too large to come out, and requiring you to break the lamp to get to it. It is actually a small sphere of hematite, a special type of ioun stone, though simply activating it and allowing it to fly around your head doesn't seem to have any noticeable effects.

Omombo seems to be of little help, so you return to the wagon to complete it's mission, escorting it to the city gate safely. The journey is otherwise uneventful, but it gives you a little time to experiment with and discuss Malika's strange ioun stone in secrecy.

Only a few more scenes to go.

Grand Lodge

Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness

Maldreks try to identify the ioun stone, to see if it can shed some light in what they´re supposed to do with it, so he casts detect magic on it

Spellcraft: 1d20 + 12 ⇒ (8) + 12 = 20 If anything is revealed I´ll tell that to the group

Does any of you have a wayfinder? Maybe we need to activate its resonant power

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

You are not sure about the ioun stone, having never seen, or even heard of this type before, but it does help you to find your way when lost, (+2 Survival & 1/day Know Direction). As far as resonance, only one way to find out, though you don't believe it is dangerous.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Along the journey, Roderick will observe the tiefling playing with the prize.

So...what does the lamp do, Maldrek?

Grand Lodge

Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness

I suppose you asks for the ioun stone. The lamp was broken by DM Beckett in his description.

The ioun stone helps to find our way if the owner get lost, or so it looks, I´ve never heard or read of an ioun stone like this. Answers Maldrek. And that´s what I like of this job, you can discover things unknown before

I can´t assure what it will do if we activate its resonant power, but if it helps to locate the correct destination, maybe it will point to our destination.

I really doubt trying it it´s risky at all, and i don´t mind to try it myself. But unfortunately I don´t own a wayfinder.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Fascinating theory. I wish I could assist in the experiment, but alas, I also lack a wayfinder.
I have been saving funds for one of those newer models.

Roderick will look to the others to see if anyone of the team carries a wayfinder.

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

"I've got no idea what that magic stuff was ya'll be talkin' about..but I have a wayfinder"

Caith pulls out his wayfinder to show to the others

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

As soon as Caith slots the strange ioun stone within his Wayfinder, the Wayfinder needle seems to go crazy, spinning furiously in one direction, the stopping, hanging loosely before spinning wildly in the other. Suddenly it stops, the needle pointing directly northwest.

Not wanting to display an open Wayfinder, you make your way back to the wagon, only to realize the direction has shifted. You soon discover it is pointing towards something specific, with the needle following a single point off in the distance as it would normally point towards magnetic north regardless of what way you face.

Convincing the drive to take you to one further location, further into the Free Trade Market. There, a fountain stands in a small plaza, and the needle points to an unoccupied storefront. There is little of interest inside the building beyond its cellar door, which is sealed with an imposing iron padlock.

After working at it unsuccessfully for a few minutes, you realize it's actually an illusion, and the way wasn't barred to begin with. Within you discover Malika’s true Dead Drop Site. With are a second ioun stone, very similar to the one you recently found, as well as a broad, wax-sealed scroll case that contains dozens of pages detailing Aspis activities in Bloodcove, qualitative data about the upcoming expedition, and even dossiers on several of the agents involved.

Some entries stand out from the others, including Pahwoki the Blade, a murderous Bekyar who wears a necklace of ears and is believed able to make the trees walk; Lilianna Alazzario, an agent relocated to Bloodcove after she burned down an Isgeri village just to collect a small debt; Yola Hask, a one-handed smuggler banished from Rahadoum for “crimes against the state;” Micky Threetoes, an Andoren exile with a history of aiding slave traders; Zamil Namoth, an Ustalav aristocrat known both for his charm and his claiming trophies from his macabre hunts; and “Fiveknives” Kalim, a seasoned explorer of the Mwangi Expanse infamous for his callous treatment of the native people. Malika also suspects that the mission’s primary purpose is looting, and she reports that the Consortium is particularly interested in a giant golden statue of some type. Finally, her report suggests the Consortium knows about Venture-Captain Nieford Sharrowsmith’s expedition to the Bandu Hills, though it seems the Aspis are merely planning to attack him but have not actually done so yet.

With the final piece to the puzzle now in hand, you escort the wagon filled with Novaria's goods to the city gate, and wait by as it leaves the city to it's next destination. Returning to House Cartahegn to report in and begin building a friendship for the future, you find Novaria is very pleased with your success, though a little irritated that you would even entertain a "pirate". She explains that "the goods were all purchased legitimately from adventuring expeditions not unlike those sponsored by the Pathfinder Society."

-------------------------------------------------------------------

Exiting Bloodcove is relatively easy, but less than a mile from the city the road leads to a narrow bridge crossing a small tributary of the Vanji River. On the other side of the bridge stands the Consortium agent, Na’alu, (who earlier hired you to work for the Consortium at the warehouse), accompanied by what looks like a common farmer. The farmer stands at the opposite end of the small bridge with a Longspear at the ready, but there is something. . . off about him. Something you can't really put your finger on. “I’ll be taking those documents back now.” he says smugly leaning on his Quarterstaff, “My employer would very much like to know their contents.”

Wis Check DC 15:
Oddly, Na'alu is not someone mentioned in Malika's noted on the prominent Aspis Agents in the area.

Perception vs the Farmer DC 20:
Something seems artificial about him. The way he sways and breaths just does not seem natural. Then you see small bits of metal hidden beneath a very clever disguise. He is not a farmer. In fact, he is not even human. But, whatever he, or rather, whatever it is, you are not sure.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The water below is fast moving, though not treacherous, while the bridge above is rather short, not standing tall enough to even offer cover, though it does count as difficult terrain to cross over it's railings.

Also, map is updated.

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

perception: 1d20 + 4 ⇒ (15) + 4 = 19

damn can't charge yet lol... If we go to combat please leave middle open

-Posted with Wayfinder

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick is please with the deal with House Cartahegn.

"Always a pleasure, and many more mutually beneficial exchanges are in our collective futures, I am sure.

===

Roderick is taken back by the appears of the two on the bridge.

wisdom: 1d20 + 1 ⇒ (2) + 1 = 3
perception: 1d20 + 8 ⇒ (12) + 8 = 20

Roderick nudges Caith.

I do not believe these two are entirely trustworthy.
It appears to be a common trait of the locals...even when they are not

This is all the same day as the pirate raid, correct?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The raid happened last night. You where able to rest after that, but it's still the same day as that. So the bombs and mutagens you used defending the wagon are still gone.

Grand Lodge

Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness

If you don´t mind, I would had use my pearl of power to recover my grease spell

Wisdom check: 1d20 + 0 ⇒ (5) + 0 = 5
Perception: 1d20 + 10 ⇒ (2) + 10 = 12

It will change anything if I told you we don´t know what documents are you talking about? Or are you planning in attack us no matter what we say?

Two against five doesn´t look wise, but they were waiting for us, so surely they had an ace in the sleeve. Well, I have my aces too

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

Wisdom: 1d20 + 0 ⇒ (1) + 0 = 1
Perception: 1d20 + 4 ⇒ (2) + 4 = 6

Caith raises an eyebrow at Roderick's words

"..I'll have tha take your word for it, what do ya suggest we do about it?"

Caith replies as he swats some fly away from his nose, clearly distracted by the buzzing creature

Dark Archive

Female Human Fighter (Dragoon) 1 / Summoner 4 Stats Avril: AC26 (T:12; FF21) HP 11/39; Fort +8; Ref +7; Will +9; Perc +1; Init +4 | spells: 1st:1/4 2nd:0/2 || Cryxial: AC16* (T:12; FF14) HP 10/19; Fort +4; Ref +5; Will +1; Perc +6

@Thoril: I'm the one required charge to work. You don't deal one third damage while not charging:p. Though I wonder if Avril can still charge despite her position. It's still possible to draw a line.

wisdom Avril: 1d20 + 1 ⇒ (7) + 1 = 8
wisdom Cryxial: 1d20 ⇒ 4
perception Avril: 1d20 + 1 ⇒ (10) + 1 = 11
Perception Cryxial: 1d20 + 6 ⇒ (18) + 6 = 24

"That farmer is not a farmer nor human. It's made of metal. Not sure what it is." Avril whispers after getting it relayed from Cryxial.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

INIT ROLLS:

Avril & Cryxial: 1d20 + 4 ⇒ (14) + 4 = 18
Bartholomäus : 1d20 + 3 ⇒ (14) + 3 = 17
Caith: 1d20 + 0 ⇒ (19) + 0 = 19
Maldrek: 1d20 + 5 ⇒ (9) + 5 = 14 <Always act in Surprise>
Roderick: 1d20 + 9 ⇒ (1) + 9 = 10
Thoril: 1d20 + 2 ⇒ (8) + 2 = 10
=====================================
Na'alu: 1d20 + 6 ⇒ (9) + 6 = 15
Metal Man: 1d20 + 6 ⇒ (20) + 6 = 26

With a nod from Na'alu, the disguised man of metal plants his spear, readying against a charge should things come to violence, but does not attack. Na'alu does reply, "How very perceptive of you. You are correct, my "body guard" is not a man."

Then looking back at Mal, "Come now, friend. Playing stupid will not help you. You know precisely what documents I'm talking about. The ones that you went to so much effort coming into Bloodcove to find. I paid a small fortune to watch you as you located them. I watched you hide them in your pack, and managed to travel here through the pathways of magic. Those notes contain some very important information about some very important folks within the Aspis Consortium, and they want it back. Now, be so kind as to hand them over, and you may go on your way."

IF someone initiates combat:

Round 1
-
1.) Metal Man (Readied Longspear vs Charge)
2.) Caith (), Avril, & Cryxial ()
3.) Na'alu
4.) Maldrek (), Roderick, & Thoril ()

Dark Archive

Female Human Fighter (Dragoon) 1 / Summoner 4 Stats Avril: AC26 (T:12; FF21) HP 11/39; Fort +8; Ref +7; Will +9; Perc +1; Init +4 | spells: 1st:1/4 2nd:0/2 || Cryxial: AC16* (T:12; FF14) HP 10/19; Fort +4; Ref +5; Will +1; Perc +6

Well, it's not like we have the social skills to do this without combat. Caith is first in iniative. Can Avril charge from her current position?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I would say yes for the machine guy, but no for the mage. Both Avril and Thoril can charge, too.

Round 1

1.) Metal Man (Readied Longspear vs Charge)
2.) Caith (), Avril (), & Cryxial ()
3.) Na'alu
4.) Maldrek (), Roderick, & Thoril ()

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Also, can I have everyone look at the Recruitment thread real fast and just confirm that their info there is correct.

Dark Archive

Female Human Fighter (Dragoon) 1 / Summoner 4 Stats Avril: AC26 (T:12; FF21) HP 11/39; Fort +8; Ref +7; Will +9; Perc +1; Init +4 | spells: 1st:1/4 2nd:0/2 || Cryxial: AC16* (T:12; FF14) HP 10/19; Fort +4; Ref +5; Will +1; Perc +6

Caith goes before Avril, but I'm not sure if Caith is charging or just walking up (or not attacking at all). Can Avril charge past the robot due to ride-by-attack and Cryxial still get to attack? I put her there, but if Caith blocks the spot I'll obviously go in the other location. The readied attack would go off against Avril, but due to ride-by-attack she doesn't provoke AoO from moving closer.

"Enough talk. It seems like we won't be able to get to an agreement." With that Avril tighten her hold on Cryxial and launches forward. The eidolon pounces forward, powerful muscles rippling under shiny black scales. "Let's see who hits harder." She sneers towards the lowered spear as she thrusts out at the metal man.

Charge Lance: 1d20 + 10 ⇒ (15) + 10 = 25 damage: 3d8 + 18 ⇒ (4, 4, 1) + 18 = 27
Bite: 1d20 + 7 ⇒ (14) + 7 = 21 damage: 1d6 + 5 ⇒ (3) + 5 = 8
Claw: 1d20 + 7 ⇒ (1) + 7 = 8 damage: 1d4 + 5 ⇒ (2) + 5 = 7
Claw: 1d20 + 7 ⇒ (3) + 7 = 10 damage: 1d4 + 5 ⇒ (2) + 5 = 7

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

@GM Roderick's info looks good on recruit.

@Avril, anyone:
being fond of riding pouncing kitties with my other chars,
my understanding is only the rider gets to ride-by attack since the feat says "when YOU are mounted".
Neither of you provoke moving past, but if you want Cryxial to pounce, I think you need to stop in a legal pounce square.
I did not see any FAQ/Errata on it...so YMMV

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I need Caith to go before I can really advance further.

@Avril: If Cryxial has reach, which it does not look like, than she could also attack. This is one of those areas about Mounted Combat I really wish they would make an effort to clarify more. Is it the Rider, the Mount, or both that is actually Charging? Do you get to choose? Etc. . . The main issue is, if Cryxial can not attack, can either of you Charge at all? (In order to charge, you need a straight line and path, must move at least 10ft, and must attack from the first square you are able to)
So, I can see a few possibilities.
A.) You can both charge, Avril attacking the Construct guy and then continuing your movement a bit further, BUT, because there is no valid path to charge Na'alu, Cryxial can not attack.
B.) Instead, you could Charge the Construct, and Cryxial could utilize Pounce, BUT because Pounce must come AFTER the Charge, neither would be able to move further with Ride-By Attack.
Nevermind, it looks like it doesn't even matter.

As Avril spurs her Eidolon forward, grasping her lance tightly, she rushes forward, but suddenly the Metal Man's spear raised, catching Cryxial in the chest, nearly fatally. The Eidolon drops to the ground, almost throwing Avril to the ground as well, though she manages to pole vault with her lance, landing on her feet and thrusting the lance forward into the Metal Man. The blow is solid enough, though it seems that he is not nearly as harmed by it than he ought to be. It would have probably killed a human outright, though it takes it in stride. As Avril pulls the lance out, reading for a new attack, you can clearly hear what sounds like the squeal of metal grinding on metal, and see some sort of blue and red sparks coming from the hole she just left, though it doesn't seem to slow it down. I'm going to still allow the "Charge" with a lance for this round, though, I think technically dropping the mount might have ruined the Charge, again, it's not 100% clear, and I'm going to rule in your favor.

Mounted Combat Ride Check to Negate: 1d20 + 13 ⇒ (9) + 13 = 22 <Fail>
Readied Longspear Attack vs AC 14: 1d20 + 6 ⇒ (19) + 6 = 25 <Hit>
Damage: 2d8 + 12 ⇒ (7, 6) + 12 = 25

Ride Check to Soft Fall DC 15: 1d20 + 13 ⇒ (6) + 13 = 19 <lands on feet, no damage>

Round 1

1.) Metal Man (-22)
2.) Caith (), Avril (), & Cryxial (-25, bleeding)
3.) Na'alu
4.) Maldrek (), Roderick, & Thoril ()

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

Sorry..I thought I had posted yesterday, but it seems I didn't. Trying again

Caith looks at Roderick

"Do we want to make an aggressive move here or talk it out?"

..and then sees Avril charge forward

"..never mind, I got me answer"

Caith follows after Avril

Just double moving since my charge path is blocked

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Caith delays for a moment until he sees Avril rush in, then moves closer to the action himself. As much as he hates to do so, he is able to hide behind the fallen Cryxial to avoid taking the Metal Man's longspear to the face himself, but as he gets closer, the mage audibly sighs, then grabs a strange bit of colored "string" (?) from his belt and begins chanting. It's not in the typical spidery words of magic most wizards speak in while they craft their spells, but rather it almost seems as if he is repeating two words over and over, though their order seems to be completely random.

In Halit:
"One, one, two, one, two, one, one, two, two, two, one. . ." (Its a joke. No game mechanics here.)

Spellcraft DC 18:
FIREBALL!!!

Random Targets: 1= Maldrek, Roderick, & Thoril / 2= Avril, Cryxial, & Caith: 1d2 ⇒ 1

Suddenly a small glowing orb, no larger than a pebble appears in the mage's open palm, and begins to fly towards the group, landing just past the bridge. As it flies, seemingly of it's own volition, Na'alu steps back, getting behind the cover of some of the local brush and trees, as the small glowing orb suddenly explodes into a massive globe of orange flame.

Maldrek, Roderick and Thoril: Refl DC 17 for Half: 6d6 ⇒ (3, 6, 5, 4, 1, 1) = 20

Round 1

1.) Metal Man (-22)
2.) Avril (), & Cryxial (-25, bleeding), & Caith ()
3.) Na'alu
4.) Maldrek (), Roderick, & Thoril ()

Dark Archive

Female Human Fighter (Dragoon) 1 / Summoner 4 Stats Avril: AC26 (T:12; FF21) HP 11/39; Fort +8; Ref +7; Will +9; Perc +1; Init +4 | spells: 1st:1/4 2nd:0/2 || Cryxial: AC16* (T:12; FF14) HP 10/19; Fort +4; Ref +5; Will +1; Perc +6

How is your charge path blocked? Avril is only 5 food wide.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Because you can't charge through allies, even unconscious ones. Caith probably didn't want to go before you and risk messing with your action as it had already been adjudicated, even though technically he did go first.

Dark Archive

Female Human Fighter (Dragoon) 1 / Summoner 4 Stats Avril: AC26 (T:12; FF21) HP 11/39; Fort +8; Ref +7; Will +9; Perc +1; Init +4 | spells: 1st:1/4 2nd:0/2 || Cryxial: AC16* (T:12; FF14) HP 10/19; Fort +4; Ref +5; Will +1; Perc +6

Oh, I misunderstood. I didn't notice Avril being next to Crxyail. Why is Avril next to Cryxial? Shouldn't Avril be standing on top of him?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Another odd Mounted Combat situation. You can't occupy the same square, but because the Readied Action kicked in right before your attack, but right after you both came into range (10ft), it left only two possible squares. Because you are also using a Reach Weapon, I wanted to try to place you into the most opportune place, though it didn't really matter as far as I can tell if you and Cryxial swapped places.

Dark Archive

Female Human Fighter (Dragoon) 1 / Summoner 4 Stats Avril: AC26 (T:12; FF21) HP 11/39; Fort +8; Ref +7; Will +9; Perc +1; Init +4 | spells: 1st:1/4 2nd:0/2 || Cryxial: AC16* (T:12; FF14) HP 10/19; Fort +4; Ref +5; Will +1; Perc +6

This is the first time I've seen anyone rule that you can't share squares with unconscious characters. That's really counter-intuitive. Edit: Seems the rules agree with me:

Ending Your Movement
You can't end your movement in the same square as another creature unless it is helpless.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick tries to dodge the blast of flame, avoiding half of the damage.

reflex: 1d20 + 8 ⇒ (12) + 8 = 20

It seems we are decided.

Then he looks at Caith and shugs. Not having a clear shot at the mage he mixes a concoction and drinks it, becoming invisible. He then proceeds across the bridge.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Looks like you are correct. I could have sworn I saw you could not occupy the same square as even an ally if they where still alive, (to avoid them being healed and no longer being helpless), but I can't find it online and I'm not going to search.

Round 1

1.) Metal Man (-22)
2.) Avril (), & Cryxial (-25, bleeding), & Caith ()
3.) Na'alu
4.) Maldrek (R), Roderick (invis, -10), & Thoril (R)

Grand Lodge

Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness

Spellcraft: 1d20 + 5 ⇒ (3) + 5 = 8
Reflex save: 1d20 + 5 ⇒ (6) + 5 = 11
Prescience: 1d20 ⇒ 18

Badly burned, Maldrek decides to focus his inner vision in the upcoming future activating his prescience and tries to blind the mage, or whatever that caster is. Glittedust DC 18 will save, it will only catch the "mage" unless theres something hidden to ambush us

Dark Archive

Female Human Fighter (Dragoon) 1 / Summoner 4 Stats Avril: AC26 (T:12; FF21) HP 11/39; Fort +8; Ref +7; Will +9; Perc +1; Init +4 | spells: 1st:1/4 2nd:0/2 || Cryxial: AC16* (T:12; FF14) HP 10/19; Fort +4; Ref +5; Will +1; Perc +6
DM Beckett wrote:

Looks like you are correct. I could have sworn I saw you could not occupy the same square as even an ally if they where still alive, (to avoid them being healed and no longer being helpless), but I can't find it online and I'm not going to search.

Then either Caith could have charged or have left space for Thoril to charge.

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

Well if there would have been room for Caith to charge he would have done so..it's in his nature to rush into enemies ;)
Charge to hit AC: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
Spiked armor damage: 1d6 + 7 ⇒ (5) + 7 = 12

If you feel it's too late to change stuff I'm fine with just the movement though

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

sorry for posting late. I will update this afternoon

-Posted with Wayfinder

251 to 300 of 313 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM B's PFS PbP By Way of Bloodcove Game All Messageboards

Want to post a reply? Sign in.