GM Fuzzfoot's PBP Gameday IV: #2-01: Before the Dawn—Part I: The Bloodcove Disguise **CORE** (Inactive)

Game Master PJP

Current Map - Azlant Ridge

Part II: Clearing

Part I: Witch Way | Sanguine Pit | Rulkep Tonics | Sugarpress Basement Map | Wandering Way Map


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Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Welcome! We will begin on Sept 19, but meanwhile feel free to dot yourself in.

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

Þ

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

The young man walks through the streets of Absalom. Here and there he sees the street children, the invisible ones. His reaction is fickle. Sometimes he tosses them a copper, hoping to help them out. Others he ignores them, making them earn their way out of the gutters.

He walks with his head held high, yet his hood pulled firmly over his face. The juxtaposition is a man proud of himself, yet detached from the social lives of others. The irony continues beyond his posture; for his leathers are hardly new looking, yet they are meticulously cared for. Every buckle is oiled and every fastener is clean of grime.

When he pulls his hood back he reveals features that are handsome, yet severe. His expression is an artist's study in acrimony. The shadow of a beard on his jawline tenses and moves in a clench that puts others off. His eyes are dark by blood, but closed to gimlet.

This is Thorn the Savvy, footpad and rogue. This is Thorn, Pathfinder agent.

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

Dot.

The Exchange

Evasion (Core) Human Monk 3.0 HP: 20/24 - AC 15 (19) - Tch 15 - FF 12 - Init +2 - Perception +8 - CMD 21 (23 grapple) - F/R/W 5/6/6

dot

A bald, muscled man walks through the streets, scanning the streets and alleyways as he goes. He buys a loaf of bread, and bites a chunk off and gives the rest to a small child running around the streets.

He walks into the Absalom office, and sits down, awaiting some form of instructions.

Grand Lodge

Male Elf DEAD

Dotting for fun and profit.

A tall, rangy Elf in well-worn explorer's gear, with a large bow across his back, and a broad-brimmed hat obscuring his facial features, wanders into the room. Rather incongruously, he has an exquisitely-detailed crystalline flower tucked into his top shirt pocket, in a crude parody of a lapel ornament.

"Good Day."

Grand Lodge

Male Hakon (PreGen) Human (Ulfen) Skald 1 - Init +2 - AC 16, touch 12, flat-footed 14 - hp 10/10 - Fort +3 (+4 while performing), Ref +2, Will +1 - Speed 30 ft. - Perception +3 - Raging Song: 7/11

Dot.

“May the blessings of the Dawnflower shed light on the dark corners of Golarion.”

A young Keleshite woman enters the meeting hall of the Lodge. She is dressed with typical Qadira clothes, which cover almost all parts of her body. Her skin is tanned like all the people of the desert, and she emanate calm and peace to the others, making those around her feel a good sensation.

Beyond the beauty traces in her face, other thing calls attention in her - a holy symbol of Sarenrae, The Dawnflower that she carries featured.

When she enters there, with a resilient posture and a serious semblant, she greets the others: My compliments, Pathfinders. I'm Kyra and I'm here to help you in this new mission. Does anybody already know what are we gonna do?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

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 2 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.”


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

If you would like to make a Knowledge (geography) to search your recollection of the area, roll once and read each spoiler you rolled high enough for.

15+:
Bloodcove lies on the western edge of the Mwangi Expanse. The local culture blends Cheliax with The Shackles and native Mwangi traditions.

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.

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.

You can also make a Knowledge (local) or Diplomacy (gather information) to recall what the word on the street is.

15+:
The local elite elect a Grand Admiral, who rules Bloodcove for life. The Admiral enforces a strict handsoff economic policy and very little else.

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.

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.

30+:
The Aspis Consortium watches the local Pathfinder chapter house constantly. Foreign Pathfinders who visit it frequently disappear.

Grand Lodge

Male Elf DEAD

Wyatt raises an eyebrow.

"You don't happen to know roughly where in town we could hope to find any of the three groups that we are looking for?"

Liberty's Edge

M Human Cleric of Desna Init +8, Per +2 HP 15/15, AC 15/12/13, Fort +4, Ref +2, Will +5

"Elf's got a good question there Zey. Maybe tell us a bit more about this Senzer too. If he's gone quiet, there's always a chance someone might try to trick us into thinking they're him."
Diplomacy to gather: 1d20 + 8 ⇒ (3) + 8 = 11


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

“Senzer? As I just said, he 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.”

"Don't know where you need to look, but surely resourceful people such as yourselves can find your way. Just don't be obvious about who you are, or the Aspis agents will find you and torture or kill you."

Liberty's Edge

M Human Cleric of Desna Init +8, Per +2 HP 15/15, AC 15/12/13, Fort +4, Ref +2, Will +5

"Great. That helps. But what does Senzer look like? Mwangi? Gnome?"

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

still running. Will post tonight. Feel free to bot my knowledge rolls.

-Posted with Wayfinder

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

D'lack was happy to go back home. He miss the hotness and dampness of his birthplace.
He known that this town was not a good place to live and of the Aspis but his mission was his priority.

Diplomacy (Gather Informations): 1d20 + 4 ⇒ (15) + 4 = 19

Master, If we are unable to deal with the Carthagene, do you know another House from which we can buy ? Have we some leverage if they refuse to help us ?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

D'Lack:

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

"Senzer is a gaunt, half-elven man. I don't know of any other resource besides Carthagene, so try to make it work, eh?"

Liberty's Edge

M Human Cleric of Desna Init +8, Per +2 HP 15/15, AC 15/12/13, Fort +4, Ref +2, Will +5

"Thank you Master Zey. I don't think I have any more questions. I am ready when my companions are."

Grand Lodge

Male Hakon (PreGen) Human (Ulfen) Skald 1 - Init +2 - AC 16, touch 12, flat-footed 14 - hp 10/10 - Fort +3 (+4 while performing), Ref +2, Will +1 - Speed 30 ft. - Perception +3 - Raging Song: 7/11

Gather information: 1d20 + 6 ⇒ (2) + 6 = 8

"I'm with your Vimar. Let's take our path to Bloodcove and pray for the bless of The Dawnflower in our mission. Mr. Zey, who will stay with this 'key'?"


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

"Stay? No, you must take the key with you and guard it with your lives. I will be leaving as soon as you make way."

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

Sorry for the delay. Finished the race. I can't walk, but I'm done. I'll be back to my normal posting rate now.

Knowledge (Local): 1d20 + 7 ⇒ (15) + 7 = 22

"So I know a bit about this shindig. 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. 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."

Thorn looks around and his eyes close slightly to gimlets.Tell us more about Ruthazek. What kind of... thing are we dealing with. I also want to know everythign about this Senzer guy. What he looks like, what his vices are etc... You know... just in case."


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

"Ruthazek? 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.”

"Senzer Rulkep originally came to Bloodcove from Sothis nearly 20 years ago. He hates the city, and especially the Aspis Consortium, but lacks the money to move his shop and 12-year-old son to a cooler city along the Inner Sea. Three years ago, he began passing along local rumors and magical resources to the Pathfinder Society, with the understanding that we would eventually move him to Absalom. As the local contact for the Society’s Azlant Ridge excavation, Senzer’s sudden silence risks the Society’s entire expeditionary force."

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

"Greeeeaaaat. Duly noted." Ready

Liberty's Edge

M Human Cleric of Desna Init +8, Per +2 HP 15/15, AC 15/12/13, Fort +4, Ref +2, Will +5

Vimar nods, "At least we shouldn't have to worry about the apes. Let's get this going. What do you all think? Should we start with Senzer or House Cartahegn? I'm thinking House Cartahegn. Might take them some time to get the goods together and we could use that time to find Senzer and contact Scevola."

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

Goog thinking Vimar. I agree with you.

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

"do it"

-Posted with Wayfinder


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Trying not to meta-game too much, but Bloodcove is no place for Pathfinders. I want to point out that keeping your head down is pretty important here, both for your health, and for mission objectives. This scenario has a method for tracking it which you won't necessarily see, so it would be good if you all discussed how, in general, you plan to avoid notice. This could be any number of ways - disguises, creating cover stories, staying hidden in the dark, etc.

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

"I suck at disguises. I'll give you guys some distance and hide in the shadows. THAT I can do. It'll be easier to shank someone if need be."

-Posted with Wayfinder

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

I'm not good at disguise too, but I'm a local here, and I know how to bluff. I could be some sort of merchant and you my bodyguards ?

Liberty's Edge

M Human Cleric of Desna Init +8, Per +2 HP 15/15, AC 15/12/13, Fort +4, Ref +2, Will +5

"I think I am best to be what I am. An itinerant priest of Desna who is traveling for now with your group of merchants. I am good at talking to people, but not as good deceiving them."

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

"sounds like it's just better to travel in a VERY loose pack. That way if one blows it, we're not all screwed. Rather not put too many miles on the getaway sticks."

-Posted with Wayfinder

Grand Lodge

Male Hakon (PreGen) Human (Ulfen) Skald 1 - Init +2 - AC 16, touch 12, flat-footed 14 - hp 10/10 - Fort +3 (+4 while performing), Ref +2, Will +1 - Speed 30 ft. - Perception +3 - Raging Song: 7/11

Well, I can be your bodyguard, D'lack. The question is: why are you traveling with a merchants group, Vimar? I believe if all of us act as the bodyguards of a merchant, it will become more easy to disguise us.

Liberty's Edge

M Human Cleric of Desna Init +8, Per +2 HP 15/15, AC 15/12/13, Fort +4, Ref +2, Will +5

"That's simple. It's safer than traveling alone. Not even a lie."

The Exchange

Evasion (Core) Human Monk 3.0 HP: 20/24 - AC 15 (19) - Tch 15 - FF 12 - Init +2 - Perception +8 - CMD 21 (23 grapple) - F/R/W 5/6/6

I am no good at disguising myself. I would prefer to simply stay out of sight altogether. , as Taidus cracks his neck in prep of the travels.

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

So, rather than a merchant, I could be a scholar with Kira and Vimar my colleagues.
I want to show them some of the beauty of the Expense.
The other will stay in the shadows, never publicly meeting us, but always following us.
It will justify our meeting with Senzer and the people of House Cartaghen

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

should we summarize our individual technique choices in one post to make it easier on GM.

-Posted with Wayfinder

Grand Lodge

Male Elf DEAD

Wyatt regards the others dubiously.

"If we pretend to be something that we are not, and some of us are not goof at lying, it will be pretty easy for others to spot. I vote for maintaining a low profile."

Specifically, Wyatt intends to use Stealth, and 'Take 10' for traveling between locations.

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

Thorn: Stealth
Wyatt: Stealth
D'Lack:
Taidus:
Vimar:
Kyra:

Grand Lodge

Male Hakon (PreGen) Human (Ulfen) Skald 1 - Init +2 - AC 16, touch 12, flat-footed 14 - hp 10/10 - Fort +3 (+4 while performing), Ref +2, Will +1 - Speed 30 ft. - Perception +3 - Raging Song: 7/11

My vote is for D'lack second idea. He being a scholar with Kira and Vimar as his colleagues. The main problem for me is: in any point, we all will be seen together. And how to explain this to the stranger observant? I can't imagine how Kira could be stealthy, and a group of six armed people walking through the streets will attract the attention of the curious, that's why we need to have a plan if someone see us together.

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

"Shank'em." Thorn then reads Kyra's face after. "um, just kidding."

He then thinks for a bit, rubbing his chin stubble, "I largely think that depends on who and what happens. First we try to smooth things over, then we make something up. If Plan B of making something else up we threaten to shank'em. If plan C works, we knock'em out."

Grand Lodge

Male Hakon (PreGen) Human (Ulfen) Skald 1 - Init +2 - AC 16, touch 12, flat-footed 14 - hp 10/10 - Fort +3 (+4 while performing), Ref +2, Will +1 - Speed 30 ft. - Perception +3 - Raging Song: 7/11
GM Fuzzfoot wrote:
"Stay? No, you must take the key with you and guard it with your lives. I will be leaving as soon as you make way."

Sorry for this. Reformulating my question: who of us will carry this key? And I have another question: the supply is already with Raimondo, or we will have to take it from another place to him?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Thanks, Thorn for the summary - that's perfect. If part of the party is laying low (stealthy) and part is in disguise, that is fine. Basically, there will be checks from act to act to see how successful you are, so this is looking good. Let's just firm it up. (And, of course, you can always change tactics if needed)."

@Kyra - You don't really know for sure if you need to move the supplies or not.

Liberty's Edge

M Human Cleric of Desna Init +8, Per +2 HP 15/15, AC 15/12/13, Fort +4, Ref +2, Will +5

Ok, what about this...

- D'Lack (Bluff +8 and Polyglot) is our merchant.
- Thorn (Knowledge (local) +7 and/or Appraise +7) is his companion with local knowledge and an expert at judging value of items.
- Vimar (Profession (sailor) +8) has the knowledge of moving goods over the river or seas
- Kyra (Diplomacy +6) is there to smooth things over.
- Taidus (Stealth +7) and Wyatt (Stealth +4) hang back and try to blend in with the rest of the city instead of hanging directly with us.

I'm inferring that the supplies are not currently with Raimondo. I think we need to arrange for them with House Cartahegn. Then either we will have to arrange to get them to Raimondo or get House Cartahegn to help us do so.

Grand Lodge

Male Hakon (PreGen) Human (Ulfen) Skald 1 - Init +2 - AC 16, touch 12, flat-footed 14 - hp 10/10 - Fort +3 (+4 while performing), Ref +2, Will +1 - Speed 30 ft. - Perception +3 - Raging Song: 7/11

Well, we have another problem here. The longer we stay there, the greater are the chances of Aspis Consortium find us.

We can divide us in 3 groups in a first moment:

1) D'lack could go to House Cartahegn with Thorn
2) Kyra could go to Raimondo with Vimar.
3) Taidus and Wyatt goes to Senzer's shop.

This is just to we have the first impressions of the three situations and, I believe that two people call lesser attention of the curious.

When we have the information of these three spots, we can regroup in a discreet place outside of the city's wall to decide what are we gonna do.

What do you think about this, my friends?

Grand Lodge

Male Elf DEAD

Never split the party - let's go to one area at a time ;-)

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

"I'd rather we not split up. Really, once we're inside a location it's less of an issue, we just don't want to get caught moving around. I don't have a wayfinder or anything."

Yeah, I don't to split the party. I also don't think we need to worry this much, I think we just need to go with our strengths when we leave an area.

Liberty's Edge

M Human Cleric of Desna Init +8, Per +2 HP 15/15, AC 15/12/13, Fort +4, Ref +2, Will +5

"Kyra must have been a field commission. I think that was lesson number one from all three masters. Still, I'm glad I never got around to picking up a wayfinder either Thorn. Might have been deadly on this run."
I fear we could easily end up in three fights where we're all undermanned. I'd also rather not split up.

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

I think Kyra's idea is perfect ! began to say D'lack before his comrades convince that it was not. playing my 8 Wis character here :P

In this case, those stealthy follow those not in the shadows, never meeting us in public and playing as if they were watching us.
I prefer my plan to present me, Kyra and Vimar as sages, seeking to prepare an expedition in the Expense.
As I'm from around, It seems normal to go to Senzer first to be able to buy some tools against the faune and flora of the area. Then go the the Carthagene House to buy some basic equipment.

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

Let's do it.

-Posted with Wayfinder

Grand Lodge

Male Hakon (PreGen) Human (Ulfen) Skald 1 - Init +2 - AC 16, touch 12, flat-footed 14 - hp 10/10 - Fort +3 (+4 while performing), Ref +2, Will +1 - Speed 30 ft. - Perception +3 - Raging Song: 7/11

Ok, let's do this way, she says, but after the party starts to walk, she continues, "BUT! I have a final suggestion", she smiles, "if we start to looking for Raimondo? If he is already with the stuff, we don't need to talk with this Carthagene House. What do you think?"


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Good call on staying together. I haven't seen a scenario yet where splitting up was an advantage to anyone... I have seen 3 suggestions of where to start first, so once you all decide, I can post the first act.

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