PBPGameday V Oykiv's 6–09: By Way of Bloodcove (Inactive)

Game Master Oykiv

Awareness points: 3

Tactical map

Initiatives:

spoiler=Initiatives]
[dice=Enora init]1d20+2[/dice]
[dice=Rallas init]1d20+10[/dice]
[dice=Alek init]1d20+1[/dice]
[dice=Cinderpaw init]1d20+3[/dice]
[dice=Khugron init]1d20+3[/dice]
[dice=Arngrim init]1d20+4[/dice]
[dice=Bhuukka init]1d20+1[/dice]
[dice=Enemy 1 init]1d20+5[/dice]
[dice= Enemy 2 init]1d20+2[/dice]
[/spoiler


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Liberty's Edge

CN Male Nagaji 19/T 11/FF18, BAB +8 F+13/R+6/W+3 CMB +15(+17 w/Disarm) CMD 26(28 vs disarm) rage 12 of 12 left Bloodrager 4/Brawler 2/Fighter (High Guardian) 2 HP 72 / 72 Init +3, Per +13

Khugron looked around as he entered the building, once the others made sure that it was safe.
Perception: 1d20 + 9 ⇒ (4) + 9 = 13


After disarming the trap and opening the hidden panel, the PCs discover a second ioun stone 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.

Having in your posesion the intelligence Malika gathered, you only need to sabotage the upcoming ASpis expedition to finalize your work at Bloodcove. Going back tomorrow to the The Witchlight Cypher and accept the work from the consortium operative is an option, but you can make suggestions.
And you need to make more rolls to lye low


Enora, female halfling arcanist 4 | HP 27/27, Arcane Reservoir 4/7, Prescience 6/6 | AC 13 (17), T 13, FF 11 (15) | F +4, R +5 W +5 (+2 vs fear) | CMB +0, CMD 12 | Spd 30' | Perc +1 | Init +2

"Excellent work! This information will give us the drop on those cursed Aspis devils."

Knowledge (Local): 1d20 + 8 ⇒ (1) + 8 = 9

D'oh.

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

stealth: 1d20 + 11 ⇒ (19) + 11 = 30

Dark Archive

Neutral Wayang Oracle 3/Rogue (Unchained) 4 (Sheet) | HP: 45/45 | AC: 22 (17 T, 17 F) | CMD: 19 | F: 5, R: 12, W: 5 | Init: 5 | Perc: 14 (18 vs traps; trap spotter) | Speed 20 |
Tracked Resources:
Gift of Madness 7/7 | Touch of the Void 7/7 | Level 1 Spells 6/6 | Reroll 1/1

Bhuukka continues to work at covering tracks. Increased DC

Stealth: 1d20 + 20 ⇒ (1) + 20 = 21

Going to use my folio reroll on that. 2GM Stars

Stealth: 1d20 + 20 + 2 ⇒ (3) + 20 + 2 = 25

Not much better, but still, better.

Liberty's Edge

CN Male Nagaji 19/T 11/FF18, BAB +8 F+13/R+6/W+3 CMB +15(+17 w/Disarm) CMD 26(28 vs disarm) rage 12 of 12 left Bloodrager 4/Brawler 2/Fighter (High Guardian) 2 HP 72 / 72 Init +3, Per +13

Looking at the layout of the town, Khugron pulled out his disguise kit with the dark paints and started adding some of it to help break up his outline.
Stealth: 1d20 ⇒ 15
Not sure if it will give me any bonus by using the paints to help him hide, from msg 42

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

Arngrim looks over the papers grimly.. This is indeed very important.. it could help us greatly! Lets get back to the Inn. Perhaps tomorrow we can take that "job" and see what we can do to create some havoc?"

Stealth: 1d20 + 5 ⇒ (5) + 5 = 10

Ruh-Roh, Raggy..


Khugron, your paints help, yes

Alek lying low: 1d20 + 3 ⇒ (8) + 3 = 11

You go back to the inn too excited about your discovery to not chat a little about it. Despite being as caoutious as you can, some words slip away and you can see some people looking suspicious to you.

The next day you go to wait that Na'lu and accept the working the warehouse at dock twenty-two. A crew leader brings you to the dock along with the work crew.

While working alongside the dockworkers guarantees the you access to look around, opportunities to actually sabotage the operation in a meaningful way without being seen are slim. Fortunately you're told there's a break at midday,when the jungle heat becomes too great for manual labor.

Tactical map is updated. Do you wait for a better moment or risk to be spoted?

Dark Archive

Neutral Wayang Oracle 3/Rogue (Unchained) 4 (Sheet) | HP: 45/45 | AC: 22 (17 T, 17 F) | CMD: 19 | F: 5, R: 12, W: 5 | Init: 5 | Perc: 14 (18 vs traps; trap spotter) | Speed 20 |
Tracked Resources:
Gift of Madness 7/7 | Touch of the Void 7/7 | Level 1 Spells 6/6 | Reroll 1/1

If we wait for the break, Bhuukka can sneak around more easy and cause stuff to break. Or Bhuukka can try to be a distraction and you can try to break stuff.

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

Angrim wipes the sweat from his brow.. even though its not even noon, the oppressive heat and humidity combined with the labor is showing on the half elf. "I think that may be our best shot, Bhuukka." he whispers back. "Lets just keep working.. keep up the ruse, and then see what we can do while everyone else is resting."

GM: What are our options for the sabotage and how do we go about that mechanically?
Bhuukka, I am sure that with your Disable Device you can rig some "surprises" for later, and if Alek or Enora have Spark or some such prepared, this could get really fun!

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Alek, does indeed, have Spark prepared!

Alek likewise wipes the sweat from his face with a rag, although the oppressive heat causes a near constant stream of sweat. "I think that sounds like a fantastic idea. Perhaps I can assist with a distraction. After all, I do have a large wolf with me." he grins at Cinderpaw.


Arngrim Fleet foot wrote:
GM: What are our options for the sabotage and how do we go about that mechanically?

First option: devise your own plan. ;D

Another options:
-Brute Strength: The PCs might just use a weapon to stave in the boats’ hulls. Although this method is effective, it also leaves obvious evidence.
-Disable Device: The PCs can disable the rudders, anchors, or tools more subtly, causing the crew to perform timeconsuming repairs only after they are farther from Bloodcove.
-Spoiled Supplies: If your moral allows it and you have poison or something similar you can tamper with the expedition’s rations.
-Burn the World: A flashier option involves starting a fire in the warehouse or on the dock. As such areas are vulnerable to fires, but you must use accelerants such as oil, alchemist’s fire, or a massive explosion like fireball to ensure the flames spread fast enough. This also leaves obvious evidence.

If you try any of this when you're working you must avoid guard's vigilance with an opposed Sleight of Hand or Stealth check.

You can also determine when you have caused enough damage to complete the objective with a Disable Device, Intelligence, Survival, or Wisdom check.

So when ar what? If it's at working put yourselves at the map, if it's after that tell me from where you come back to the dock to place you in the map.

Liberty's Edge

CN Male Nagaji 19/T 11/FF18, BAB +8 F+13/R+6/W+3 CMB +15(+17 w/Disarm) CMD 26(28 vs disarm) rage 12 of 12 left Bloodrager 4/Brawler 2/Fighter (High Guardian) 2 HP 72 / 72 Init +3, Per +13

"I keep eyesss on guardss while the otherss up to dirty work. Also try to make it lookss like it was nature rather than someone else did it, like sscaring pack animalss away in ssstorm or something."

Survival: 1d20 + 5 ⇒ (2) + 5 = 7
Someone better at survival able to get an idea on the weather?

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

survival: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24+1is from guidance on my wayfinder

Dark Archive

Neutral Wayang Oracle 3/Rogue (Unchained) 4 (Sheet) | HP: 45/45 | AC: 22 (17 T, 17 F) | CMD: 19 | F: 5, R: 12, W: 5 | Init: 5 | Perc: 14 (18 vs traps; trap spotter) | Speed 20 |
Tracked Resources:
Gift of Madness 7/7 | Touch of the Void 7/7 | Level 1 Spells 6/6 | Reroll 1/1

Most efficient solution would probably be to send in Bhuukka alone (with perhaps Rallas as lookout/helper) with his +20 Stealth and +18 Disable Device, but that's also probably the least fun for the rest of you.

As for a distraction, it would depend on the number of guards. (I assume there would be some when the workers are resting.) One guard I would probably hide somewhere and cast a silent cause fear spell to hopefully get them to run. More than one guard, a silent murderous command would be in order.


Enora, female halfling arcanist 4 | HP 27/27, Arcane Reservoir 4/7, Prescience 6/6 | AC 13 (17), T 13, FF 11 (15) | F +4, R +5 W +5 (+2 vs fear) | CMB +0, CMD 12 | Spd 30' | Perc +1 | Init +2

"I know a number of spells which might be useful, beginning with making people invisible or at least creating a mist around them. I could use pyrotechnics on a fire we start to make it flare up and catch their attention. I could make the guards or a stack of merchandise disappear into a pit."


The weather is not stated son I searched for a random weather generater for a temperate climate and I obtained:

Description: Clear
Temperature: Moderate
High: 68°F (20°C)
Low: 50°F (10°C)
Relative: Normal
Wind Force: Light
Wind Speed: 2 mph (3 kph)

Light Wind: A gentle breeze, having little or no game effect.

Rallas can inform Khugrom and storm is not to be expected in the forecoming days.

Rallas, you're working for the Aspis Consortioum right now, are you sure you want to pick a wayfinder to cast a spell?

Enora, neither of those spells are on your prepared spell list. You can wait another day before act, but that will need more rolls to lye low


Enora, female halfling arcanist 4 | HP 27/27, Arcane Reservoir 4/7, Prescience 6/6 | AC 13 (17), T 13, FF 11 (15) | F +4, R +5 W +5 (+2 vs fear) | CMB +0, CMD 12 | Spd 30' | Perc +1 | Init +2

Quick Study As a full-round action, Enora can spend one reservoir point to study her spellbook and swap one of her prepared spells for any other spell in her spellbook of equal level.


Enora Pregen wrote:
Quick Study As a full-round action, Enora can spend one reservoir point to study her spellbook and swap one of her prepared spells for any other spell in her spellbook of equal level.

Ok then, Can you copy your information in the paizo page? This way I only need to enter in your avatar profile to check it.

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Unfortunately the only thing there that Alek is really good at, would be brute strength. He's not exactly a subtle kind of guy. I can be a look out if need be, or find a way to be a distraction.

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Oh yeah...wayfinder=bad...forgot. i think with the high disable device and my alchemists fire we can set a nice trap....i also have craft traps as well...but only +5....


Enora, female halfling arcanist 4 | HP 27/27, Arcane Reservoir 4/7, Prescience 6/6 | AC 13 (17), T 13, FF 11 (15) | F +4, R +5 W +5 (+2 vs fear) | CMB +0, CMD 12 | Spd 30' | Perc +1 | Init +2

Got it updated for you. My apologies for not doing that sooner.

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

Arngrim considers the options for a few moments, then suggests to the group "Perhaps Enora can help Bhuukka disable the ships and set a trap or two, and then right before we leave, we can set something on fire. I think maybe if we hide a flask of Alchemist fire in something and then walk away, it can be set on fire from a bit of a distance.. preferable with someone else standing closer. That way we can escape in the mayhem, and any witnesses will be able to say that person set it, not us."


Thanks Enora. By the way I'm just waiting until you decide when and how are you doing the sabitage

Liberty's Edge

CN Male Nagaji 19/T 11/FF18, BAB +8 F+13/R+6/W+3 CMB +15(+17 w/Disarm) CMD 26(28 vs disarm) rage 12 of 12 left Bloodrager 4/Brawler 2/Fighter (High Guardian) 2 HP 72 / 72 Init +3, Per +13

Khugron frowned at the mention that there was not going to be any storm today to cover their actions. "I guessss we do what we can. What you needss me to do? he asked

Dark Archive

Neutral Wayang Oracle 3/Rogue (Unchained) 4 (Sheet) | HP: 45/45 | AC: 22 (17 T, 17 F) | CMD: 19 | F: 5, R: 12, W: 5 | Init: 5 | Perc: 14 (18 vs traps; trap spotter) | Speed 20 |
Tracked Resources:
Gift of Madness 7/7 | Touch of the Void 7/7 | Level 1 Spells 6/6 | Reroll 1/1

Bhuukka will come back when the workers are away and try to sneak up to the warehouse.

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

I had a post yesterday...site must have ate it...dang it

How about Bhukka and I go plant a surprise on thje shipment...and the rest provide a diversion? If the diversion is unfeasible, we can go without it...I am confident in our abilities...

basically we use the alc fire and make a bomb so to speak...

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

"Perhaps Khugron and I can get into a slugging match in view of everyone. Nothing quite as distracting to a bunch of dock workers as I good old fist fight?"


All of you go away with the rest of the workers, but come back later to the warehouse. Some aspis guards are still patrolling the warehouse, with a half-orc and his hyena.

AS they're not expecting trouble, it's easy to arrange yourselves in position to cause as much harm as posible to the warehouse or the ship. But from now on, you know avoiding them will be harder as you go sabotaging,

So put yourselves wherever you want in the map before start sabotaging

Options:
1- Kill them all and, after that, sabotaging at leisure. Not the goodest option, but it's an option
2- Try to bribe them to let you sabotage the facilities But you risk to start a combat if this doesn't work
3- Try one of the options stated before, making a stealth to avoid the nearest guard.

options:

-Brute Strength: The PCs might just use a weapon to stave in the boats’ hulls. Although this method is effective, it also leaves obvious evidence.
-Disable Device: The PCs can disable the rudders, anchors, or tools more subtly, causing the crew to perform timeconsuming repairs only after they are farther from Bloodcove.
-Spoiled Supplies: If your moral allows it and you have poison or something similar you can tamper with the expedition’s rations.
-Burn the World: A flashier option involves starting a fire in the warehouse or on the dock. As such areas are vulnerable to fires, but you must use accelerants such as oil, alchemist’s fire, or a massive explosion like fireball to ensure the flames spread fast enough. This also leaves obvious evidence.

The bomb Rallas has prepared will work, but that will also alert the guards. I'll suggest to use it as your last attempt to cause enough damage before running away instead of the first

Remember that you can determine if you have caused enough damage to complete the objective with a Disable Device, Intelligence, Survival, or Wisdom check.

Dark Archive

Neutral Wayang Oracle 3/Rogue (Unchained) 4 (Sheet) | HP: 45/45 | AC: 22 (17 T, 17 F) | CMD: 19 | F: 5, R: 12, W: 5 | Init: 5 | Perc: 14 (18 vs traps; trap spotter) | Speed 20 |
Tracked Resources:
Gift of Madness 7/7 | Touch of the Void 7/7 | Level 1 Spells 6/6 | Reroll 1/1

After some scouting, Bhuukka finds at least one entrance that isn't being carefully watched by a guard. He quietly slips in to do some damage.

Stealth: 1d20 + 20 ⇒ (16) + 20 = 36
Disable Device: 1d20 + 18 ⇒ (1) + 18 = 19

Remember Bhuukka has the trap spotter trait and a +12 Perception to find traps if any have been set.

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

Arngrim follows Bhuukka around the back of the nearest warehouse, trying to stay out of sight and covering the wayang with his bow ready.

Stealth: 1d20 + 5 ⇒ (20) + 5 = 25
Perception: 1d20 + 12 ⇒ (4) + 12 = 16


Enora, female halfling arcanist 4 | HP 27/27, Arcane Reservoir 4/7, Prescience 6/6 | AC 13 (17), T 13, FF 11 (15) | F +4, R +5 W +5 (+2 vs fear) | CMB +0, CMD 12 | Spd 30' | Perc +1 | Init +2

Enora casts invisibility on herself, taps herself with mage armor, and follows them in.

Do I need a stealth check while invisible? if so:

stealth+invisible: 1d20 + 2 + 20 ⇒ (9) + 2 + 20 = 31


GM roll:

guard: 1d20 ⇒ 19

Even being invisible you can make some noise, so you should roll if you're going to do some sabotage (but not to just stay waiting to see how everything unfolds). Also the +20 helps a lot.

Bhukka moves toward the ship to subtly disable the rudders and anchors so the crew doesn't notice it and they'll be forced to make repairs only after they are far from Bloodcove.

The guard doesn't seem to have notice him, neither Arngrim or Enora.

What's next?

Liberty's Edge

CN Male Nagaji 19/T 11/FF18, BAB +8 F+13/R+6/W+3 CMB +15(+17 w/Disarm) CMD 26(28 vs disarm) rage 12 of 12 left Bloodrager 4/Brawler 2/Fighter (High Guardian) 2 HP 72 / 72 Init +3, Per +13

While the Ulfen stood an impressive 6'4", he was still shorter by half a foot compared to the Nagaji that was standing in front of him.

"You make fun of way me talk Huu-man? I punch you teeth in!" Khugron bellowed as he gave Alex a sly wink. Punches were flying, missing Alex but sometimes connecting with a bystander.

intimidate: 1d20 + 5 ⇒ (18) + 5 = 23
Combat expertise to gain +1 to AC (Dodge), Move action to gain improved grapple (martial flexibility) Use intimidate to make the others think that I am really mad. The punch is to hit a bystander to get his buddies to join in the fun. Non-lethal.

punch: 1d20 + 6 ⇒ (18) + 6 = 241d6 + 4 ⇒ (2) + 4 = 6

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Rallas keeps an eye on his surroundins as he watches over Bhukka.

stealth: 1d20 + 11 ⇒ (16) + 11 = 27

perc: 1d20 + 11 ⇒ (6) + 11 = 17

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Cinder growls and bears his fangs when Khugron suddenly swings at Alek, but he quickly stands down after his master whistles. "Hah, you dim-witted snake! Not only can you not talk, you can't punch either! Like taking down a linnorm from back home!" Alek quickly lands a light punch to his companion's shoulder.

Punch: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d3 + 3 ⇒ (1) + 3 = 4 Non-lethal damage since Alek doesn't have Improved Unarmed Strike.


Khugron wrote:
The punch is to hit a bystander to get his buddies to join in the fun. Non-lethal.[/ooc]

There's no bystanders, you had gone and come back when everybody is away but the guards

I can take that as you and Alek are simulating a fight to distract the guards. This will make them aware of you two but also will give a bonus for the rest of the group in their stealth checks. Is ok for both of you?
I'll write about what Rallas found in a few hours, now I have to go

Dark Archive

Neutral Wayang Oracle 3/Rogue (Unchained) 4 (Sheet) | HP: 45/45 | AC: 22 (17 T, 17 F) | CMD: 19 | F: 5, R: 12, W: 5 | Init: 5 | Perc: 14 (18 vs traps; trap spotter) | Speed 20 |
Tracked Resources:
Gift of Madness 7/7 | Touch of the Void 7/7 | Level 1 Spells 6/6 | Reroll 1/1

Bhuukka continues to try to fix things to break.

Stealth: 1d20 + 20 ⇒ (2) + 20 = 22
Disable Device: 1d20 + 18 ⇒ (9) + 18 = 27

He will then look around to see if there is more to be done.

Perception: 1d20 + 9 ⇒ (10) + 9 = 19

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

That works for me!

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

Arngrim will continue to tail behind Bhuukka, making sure that his companion has some support, should he need it.
Stealth: 1d20 + 5 ⇒ (7) + 5 = 12
Perception: 1d20 + 12 ⇒ (10) + 12 = 22


Enora, female halfling arcanist 4 | HP 27/27, Arcane Reservoir 4/7, Prescience 6/6 | AC 13 (17), T 13, FF 11 (15) | F +4, R +5 W +5 (+2 vs fear) | CMB +0, CMD 12 | Spd 30' | Perc +1 | Init +2

Enora also follows along, watching for danger and waiting for an opportunity to put her spells to good use.

stealth+invisibility: 1d20 + 2 + 20 ⇒ (3) + 2 + 20 = 25


GM rolls:

perception: 1d20 ⇒ 10
Consider the distraction.

Thanks for waiting

Rallas has to stop as one of the guards make his rounds, and that also allows him to spot a small chest inside one of the buildings. He can go inside an catch it, but he needs to make sure to do it unnoticed. It will be an stealth check against guard perception.

Bhuuka continues messing with the ships until he, an Arngrim, realizes he has done as much as he can with the ship, but it's still not enough. Pick another sabotaging option. And make another check to see if that's enough

Not far from them, one of the guards hear the fighting and goes to intervene. What's going on here? he asks, [b]Go to solve your problems away. Alek, Khugrom, your turn to bluff the guard or whatever you want to do to continue distracting him

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Rallas times the guard's movements and darts in to geab the chest.

stealth: 1d20 + 11 ⇒ (15) + 11 = 26


Rallas run into the building, picks the small chest and goes away before no guard can notice he'd been there.

In the street he moves to a discrete place where he can check the chest's contents, but unfortunately it's lockd. I've moved you a little

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Rallas will check the chest for traps before opening it.

perc: 1d20 + 12 ⇒ (12) + 12 = 24

DD: 1d20 + 13 ⇒ (4) + 13 = 17+1 more for trap

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

I really have no use full skills, unless we want me to use my earthbreaker on the hull of the ship or something. If we are going to do that, though, I would prefer some sentry removal first. It's up to you guys.

-Posted with Wayfinder

Dark Archive

Neutral Wayang Oracle 3/Rogue (Unchained) 4 (Sheet) | HP: 45/45 | AC: 22 (17 T, 17 F) | CMD: 19 | F: 5, R: 12, W: 5 | Init: 5 | Perc: 14 (18 vs traps; trap spotter) | Speed 20 |
Tracked Resources:
Gift of Madness 7/7 | Touch of the Void 7/7 | Level 1 Spells 6/6 | Reroll 1/1

Bhuukka really can't do anything else other than Disable Device. I'd use poison if I had any, but I don't. The other options sound loud. We could use the bomb, but do we know if that's going to be enough?


Enora, female halfling arcanist 4 | HP 27/27, Arcane Reservoir 4/7, Prescience 6/6 | AC 13 (17), T 13, FF 11 (15) | F +4, R +5 W +5 (+2 vs fear) | CMB +0, CMD 12 | Spd 30' | Perc +1 | Init +2

Can we find the food supplies? I don't have poison but I could burn them up with burning hands or something.

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

we may want to leave that to coincide with the bomb.. it sounds pretty flashy!

-Posted with Wayfinder


Enora, female halfling arcanist 4 | HP 27/27, Arcane Reservoir 4/7, Prescience 6/6 | AC 13 (17), T 13, FF 11 (15) | F +4, R +5 W +5 (+2 vs fear) | CMB +0, CMD 12 | Spd 30' | Perc +1 | Init +2

It depends where they are. If it's in one of these buildings I think that it might not be that bad?

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