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


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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

K. Geography: 1d20 + 9 ⇒ (2) + 9 = 11

As suddenly I know nothing of Bloodcove weather, I´ll only leave one slot open in case we need it, or colorspray someone to pick him alive.

Blood thirsty mercenaries. You just look like one, Caith. And surely Barth can change his clothes to something thet melds better with the group than delivery-boy clothes. Seeing how Caith hides his wayfinder, Maldrek decides to follow his example and hides his own.

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

Avril nods, glad to have the decision taken out of her hands. "Well, it is true that we get paid for tasks using armed force. That's what mercenary work is all about right? I'm sure you word-twisters can figure out something to say that doesn't require lying that gives them the impression that we are just simple mercenaries. Does that mean I get to keep Cryxial out?" There is a silvery triangle on the forehead of both of both of them.

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 also conceals his wayfinder.

Whatever it is, we best get on about it.

Roderick figures any option will have him look about the same.

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)]

Thoril will do the same a it his wayfinder

"So I guess I am good to keep this?"

As he puts his overly large great ax back on his back

-Posted with Wayfinder

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 don´t see why you can´t keep Cryxial. It´s part of your "profession tools".

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 wobbles from one foot to the next, ready to get on the way and "pretend" to be a bloodthirsty killing machine out to make a buck.

Shadow Lodge

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

As the riverboats come up to Bloodcove, you see that the "pirate city" has little in the way of guards or soldiers. While not a chaotic or barbaric town, it quickly become clear that individuals here usually handle their own problems, and just by asking a few basic questions, learn that here, finances, economy, and trade hold the most sway here, and unfortunately for you, the Aspis Consortium has dominated that arena in Bloodcove for some time. Pathfinders are not welcome here, and as you explore the city, you see the occasional smashed and destroyed Wayfinder handing from posts as a warning.

EVERYONE, please give me a Disguise or Intimidate check. No Aid Another allowed. Guidance on self only, because this check represents an undefined amount of time as you enter the city and begin to explore. Feel free to add some RP to it as well for your cover.

Bloodcove is unique in appearance as the entire city is built into and around the roots and trunks of one of the gargantuan mangrove trees that are found only along the Mwangi coast. The whole city is perched atop boardwalks and scaffolding that keep it out of the Fever Sea. The name Bloodcove comes from the reddish color of the water that pours from the Vanji River into the Fever Sea.

Officially Bloodcove is governed by an individual called "The Grand Admiralty of the Fever Sea", a life-long post and essentially a combination of mob enforcer and sheriff. There is a militia as well, though they are closer to thugs than soldiers. In both cases, their main job is to keep trade going at all costs.

To keep things moving, I'm going to assume your first task is to locate the Witchlight Inn, both to set up a place to rest and also to begin to look into locating the secret Pathfinder Agent Malika Fenn.

The dim atmosphere inside the Witchlight contrasts sharply with the bright Mwangi sun. The sour stench of unwashed bodies and stale beer fills the air as a throng of warehouse workers, ship crews, and less reputable folk take their morning meals. The innkeeper stands behind the bar chatting amiably with patrons, while servers hurry between tables. The Witchlight is a prominent inn and a favorite of travelers visiting Bloodcove for the first time, so the arrival of a new group of armed mercenary types causes no comment.

Perception DC 22:
You notice that the servers hover near certain tables and often take circuitous routes to their customers in order to overhear conversations. There are rumors about this Inn's affiliations, and that might just turn out to be true. If you succeed here, you also get a free +2 bonus on the last Disguise/Intimidate roll below.

Your first objective, the bounty board, hangs prominently near the entrance to the common room and is covered in over a dozen listings detailing various fugitives, missing persons, or unfortunate souls who’ve simply made wealthy enemies. Now to see what you can find.

As you begin to sift through the bounties posted, a few of the other patrons walk up and seem to be scanning them as well, standing a few feet from you, and occasionally making small talk. "Ah, shame to hear of Captain Calgredine. He was a good leader. Tracked down a traitor all the way down to the Azlanti Ridge, but he an' his men where killed by gorillas, o' all things."

EVERYONE, please give me a Disguise or Intimidate check. Feel free to add some RP to it as well for your cover.

After reviewing the different notices, one sticks out like a sore thumb to the Pathfinders: a bounty requesting the recovery of a stolen amulet supposedly posted by Kreighton Shaine. Though few in the Mwangi Expanse would recognize the name, it belongs to the Pathfinder Society’s Master of Scrolls.

Player Handout 1 (also see the map):
I am calling upon any who are willing to take up the call and search every part of Bloodcove to find my missing amulet! The artifact is in fact an heirloom called the Terra Fas DeQuere, a jewel-studded pendant that has been passed down for generations by my family. It was stolen by vile thieves from my household at some point in the last week. I am seeking any information leading to its recovery or to any of the lowlifes mixed up in this most heinous crime! Bring your information to the bounty office to receive your reward.
Reward: 342 Gold Pieces to be paid by the bounty poster, Kreighton Shaine, upon return of his valuables.

More is about to happen, but I didn't want this to be a monstrous post. Also, just to avoid confusion, I need a:
1.) Disguise or Intimidate check from everyone
2.) Perception check if you want
3.) and a Disguise or Intimidate check from everyone.

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)]

Thoril walk almost a full foot above everyone around. He has hidden his wayfinder and keeps his sword on his back. intimidate: 1d20 + 2 ⇒ (16) + 2 = 18

As he enters the Inn he looks for something that could point him in the right direction.perception: 1d20 + 4 ⇒ (5) + 4 = 9

Once inside the Inn, he begins to look at the board and takes his sword of his back and uses it to lean on. intimidate: 1d20 + 2 ⇒ (2) + 2 = 4

The Exchange

[retired]

Eeeeeehhhh.... *grumble, grumble* If this was a F2F table I'd be philosophically debating what it exactly means to be making a Disguise check. Nobody here knows us.

Untrained Charisma check #1: 1d20 ⇒ 8
Perception: 1d20 + 13 ⇒ (2) + 13 = 15
Untrained Charisma check #2: 1d20 ⇒ 15

As a girthy individual, asking around town for the nearest eatery comes second nature to Barth. When he asks his first scowling ruffian and gets the cold shoulder, he shrugs it off. When he meets his second, he thinks it must just be a bad day. When he meets his third, and almost gets into a fight, he begins to doubt why he ever decided to take on this assignment.

"Boy... Tough crowd, am-I-right?"

Grand Lodge

1 person marked this as a favorite.
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

Barth, in my experience a Disguise check means: “the author assumes you try to go unnoticed and there´s no skill for that.” But I´m not sure why it can be substituted by an intimidate check, are why trying to look fierce?

Maldrek tries as best as he can to meld with the local population and trying to behave as the bloodcove inhabitants. But he´s fairly sure than a winged skinny tiefling will make some people talk sooner or later.

disguise untrained: 1d20 - 3 ⇒ (1) - 3 = -2 And the answer is sooner
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
disguise untrained: 1d20 - 3 ⇒ (10) - 3 = 7

For a moment, Maldrek forgots he would have the mouth closed to not draw attention, and starts talking about Captain Calgredine to look like a any other bounty hunter. The Captain is dead? I never had the plesure to work with that dwarf, but I was always told to try it, as he´s one of the best trackers of Mwangi expanse. Or well, he was

For Nethys sake, I´ve told about his race. I hope to have had luck about that point

Grand Lodge

1 person marked this as a favorite.
Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

Caith walks up to someone and get's right up in his chin (being a dwarf he's likely not getting any higher)

"Are ya lookin' at me? You must be lookin' at me..there's nobody else good enough lookin' to be lookin' at!"

Intimidate: 1d20 - 1 ⇒ (12) - 1 = 11

Caith takes a good look around

Perception: 1d20 + 4 ⇒ (7) + 4 = 11

before moving his index and middle finger extended from his own eyes to someone nearby

"I be watchin' ya! Don'tcha think I ain't be seein' yah!"

Intimidate: 1d20 - 1 ⇒ (3) - 1 = 2

Man, do we suck at this or what?

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 puts on his fiercest Chelaxian snarl as he is dealing with anyone they encounter. Keeping his verbal communication limited to grunts and snarls.

Intimidate : 1d20 - 1 ⇒ (20) - 1 = 19

Keeping his eyes open for anyone that looks either helpful or intent on harming the party.

"fostering a Warm reception is not the strong suit of these locals. "

Percep : 1d20 + 8 ⇒ (12) + 8 = 20

Intimidate : 1d20 - 1 ⇒ (5) - 1 = 4

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

intimidate/disguise with guidance Avril: 1d20 + 3 ⇒ (17) + 3 = 20
I'm unsure if Cryxial gets guidance
intimidate/disguise without guidance Cryxial: 1d20 ⇒ 3
Avril still rides Cryxial around in town, looking menacing at all around. "Now let's see what this place have to offer. Hopefully it'll be worth her time." She is quite proud of herself for speaking something that is the truth while by most would be interpreted as mercenaries looking for work.

perception Avril: 1d20 + 1 ⇒ (11) + 1 = 12
perception Cryxial: 1d20 + 6 ⇒ (19) + 6 = 25
[spoiler]What rumors?[/spoilers]
Avril is too busy trying to explain Cryxial's presence to the staff to notice what's going on. "Don't worry about him. He's just as smart as me, so he won't hurt anyone unnecessarily. Of course, he's just as deadly as well." Avril says with a wicked smile. For once she's not actually riding Cryxial inside, merely have him walking in after her. "I'm pretty sure the servers are trying to listen in on the conversations. This place is part of organized operations for sure." Cryxial sends telepathically to Avril. Avril quickly pass on the information to the others in somewhat secrecy through the use of the message cantrip.

disguise with guidance Avril: 1d20 + 3 ⇒ (4) + 3 = 7
disguise without guidance Cryxial: 1d20 ⇒ 5

Shadow Lodge

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

EARLIER

Maldrek "el liberto" wrote:

The Captain is dead? I never had the plesure to work with that dwarf, but I was always told to try it, as he´s one of the best trackers of Mwangi expanse. Or well, he was

For Nethys sake, I´ve told about his race. I hope to have had luck about that point

"Was that supposed to be a joke, you Pathfinder-lovin' pitspawn!" He shoves Maldrek back, but when the door slams and the room goes quiet, he looses interest, or more likely forgets, and gets lost in the crowd.

Roderick Xim wrote:
"fostering a Warm reception is not the strong suit of these locals. "

A woman turns around in disgust at what she sees as weakness and retorts "Well maybe you should run back to mommy for a proper hug then." before moving towards the line. (coming soon)

Caith Skullcrusher wrote:
Caith walks up to someone and get's right up in his chin (being a dwarf he's likely not getting any higher) "Are ya lookin' at me? You must be lookin' at me..there's nobody else good enough lookin' to be lookin' at!"before moving his index and middle finger extended from his own eyes to someone nearby "I be watchin' ya! Don'tcha think I ain't be seein' yah!"

The man looks utterly confused, not sure if this is some sort of Dwarven,. . . flirtation, or a typical drunken obnoxiousness, and quickly departs the scene, swearing to find a new drinking hole from now on.

------

Holy crap! So, I'm just going to say from now on you are "Laying Low", because you are pretty close to ending he scenario early already, and there are still more checks to go. Sorry Caith and Thoril, you are both screwed (on skills) no matter what. But, sometimes the party mix just isn't right and sometimes you fail a mission. For skill checks, I'm going to count Cryxial as Aid Another, because there are penalties for failure as a group.

For the rest of the Scenario, all PC's receive a –2 penalty on all Bluff, Diplomacy, Disguise, and Intimidate checks made in Bloodcove.

-----

NOW

Suddenly the inn’s door slams open with a bang, and the room goes quiet. The new arrival is a tall, slender Bonuwat man with long but neatly kept dreadlocks wearing long robes and a brightly colored necklace of beads. Two Bekyar men accompany him and leer menacingly at bystanders. He draws a rolled piece of parchment from his robe, opens it, and announces in a clear voice, “We have ten jobs available for today, working the warehouse at dock twenty-two. Any strong, able-bodied person is welcome to see me for assignment.” He then moves to a table near the door and sits down, and a line begins to form in front of him.

Asking around real quick, one of the locals comments over their shoulder "He is Na’alu, one of the Consortium’s men. Been coming here for two weeks, looking for day workers to load up supplies on some big ships the company is sending upriver. They work you like dogs, but it’s good money and they feed you at midday."

The Exchange

[retired]

"Work us like dogs? Count me in!"

Barth hops in line.

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

"Free food ya say? Count me in as well"

Caith moves towards the sign-in sheet

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 will stand and join the line behind Caith.

Well if they will accept the likes of the two of you, I do not see how they would fail to accept me."

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

You´ll need someone with brain to help this guys understan the orders. Count me in Says Maldrek going to sign.

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

Taking jobs? I guess that's a way to learn what's going on here. "I certainly got the strength to carry things, we both do. You would be hard pressed to find anyone better than carrying stuff than the two of us combined."

Shadow Lodge

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

"Yes, yes, we are always on the look out for strong backs and quick minds." Na’alu responds as you come up, indicating a long, detailed contract you will need to sign. "My employers pay good money for good work, but, keep in mind the stipulation that applicants will work for the entire day or receive no pay and be subject to possible breach of contract fees. If you agree, simply make your mark."

Assuming you all sign the contract, I'll move forward. If you choose not to, give me a Stealth check or you will need to sit this part out or otherwise find some other way to get yourself into the action.

After a brief explanation of your expected duties, Na'alu and his men take you to the dock where the Aspis Consortium’s riverboats are being prepared is a simple task, as the operation is large enough in scope to have most of the city talking about it. Three large sailing vessels sit in the river slips. All three are serviced by a large warehouse, which contains pallets of food and barrels of water. The dock is bustling with porters packing supplies into crates and building pallets to be loaded onto the boats using an overhead winch.

Throughout the day you work mostly manual labor, taking crates from one place to another, packing them or unpacking them, and other things of this nature. At any point throughout the day, you find that there are at least two armed guards roaming the area within sight, making any overt attempts at sabotage extremely difficult, but, it does afford you plenty of opportunities to get the lay of the land and see just what sorts of things you could do once the docks close down for the night.

A few well placed blows to the ship's hulls could potentially leave that ship port-locked until repairs could be made. This, however, would be a rather obvious attempt, and likely lead to the Aspis Consortium tightening their security immediately. (melee attacks/sunder)

Utilizing more sly methods, you can attempt disable the rudders, anchors, or tools more subtly, causing the crew to perform time-consuming repairs only after they are farther from Bloodcove. (disable device)

You noticed one of the crates contained a large supply of Wolfsbane, which less moral characters might be able to use to tamper with and poison the crews food and water supplies. (evilish)

You just happened to overhear some of the Aspis agents commenting on a hazard risk in one of the larger warehouse at the docks, being so packed for the night that a fire might be difficult to control. Extra care is to be taken, . . . but, if you could get a fire started, it would likely do enough damage before it could be put out to slow down the upcoming war efforts. (alchemist's fire, oil, fireball, etc. . .)

If you are worried about not being able to manage sneaking in after hours, you could also attempt a direct assault, moving in, incapacitating the guards and attempting to do some damage before anyone else comes in.

Any other ideas. You can also purchase things like Potions of Invisibility for pretty cheap, if needed.

The Exchange

[retired]

When the group gets some quiet time alone, such as during a lunch break, or after the shift ends, Barth will propose his plan.

"I'm more of a tech specialist, but I could probably figure out a way to disable those rudders. Would need to come back after dark, though."

Grand Lodge

1 person marked this as a favorite.
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 nods to Barth. He whispers back.

That plan seems sound. I believe I could also create a distraction with a few bombs to light up the dock warehouse. What say the rest of you?

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 say da I would be better suited at causin' a distraction then at be sneaky..so be I wishin' you good luck at the sneaky disablin' part and I'll be joinin' Roderick"

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)]

"Agreed, distraction suites us best"

-Posted with Wayfinder

Shadow Lodge

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

Sneaking back at night, you have a pretty good impression of the layout, but find that while the warehouses are closed down for the night, there are still guards patrolling the area. Each carries a readied crossbow, with a scimitar at their belt, and is wearing light armor. However, you also pot an Orc woman patrolling. Sh has a massive greataxe, and you can see from the way her hand keeps going to it's grip she wants to use it. At first you thought she was alone, walking the path outside, but hidden in the shadows she also has a savage-looking hyena on a leash.

Let me get a Stealth check (or other means of sneaking about) from everyone.

I've got Roderick, Caith, and Thoril heading over to the special warehouse and Bartholomäus going for the ship. Everyone else?

Shadow Lodge

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

Also, map is up and ready. I've uncovered everything as you have already been inside.

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)]

Trying to move as quiet as possible

stealth: 1d20 - 2 ⇒ (13) - 2 = 11

-Posted with Wayfinder

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

"Neither me nor Cryxial are great at sneaking, though we aren't awful either. Why exactly are we looking to sabotage these operations though? I thought we were looking for information on the missing venture captain from the agent within the city?" Avril questions, not quite connecting the dots between the mission and the sabotage operation.

The Exchange

[retired]

Barth waits for the explosions to begin before approaching the ships from the opposite direction.

Stealth: 1d20 + 3 ⇒ (10) + 3 = 13 <== Apparently I took 10

He carefully lays his firearms at the end of the dock, out of sight, so they don't get wet.

Sleight of Hand: 1d20 + 7 ⇒ (13) + 7 = 20

And then slips into the water, safely doggie paddling towards the rudder.

Swim check, if needed: 1d20 + 5 ⇒ (16) + 5 = 21

I wish those checks were in reverse order =(

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

"I guess I'll go with you to the warehouse, that's better than fiddling with some rudders. Here, let me grant you all a small bit of guidance on this mission." Avril says and briefly touches everyone, making it easier for them to hide or whatever else they might chose to do.

Going to take 10 on stealth for 13 each with guidance for Cryxial and Avril. Avril being dismounted for the moment

Shadow Lodge

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

See the very top of the page. :)

The Exchange

[retired]

See those barrels just above my icon? Barth will hide his guns (and ammo) there.

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´m not very good at hiding and making distractions, sorry. My master never ask for something similar and I never thought on it. But I can cover the retreat.

A well placed web, grease the ground or a pit under a pursuer will give us some time

Stealth: 1d20 + 3 ⇒ (19) + 3 = 22

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}

Before reaching the warehouse with Caith and Thoril, Roderick will mix a mutagen to enhance his dexterity (and stealth). As they get sight of the warehouse, he will also drink a shield cocktail.

"Psstt. Are you gentlemen ready? Just watch for that orc female with the large pet. I work better from cover."

He scowls as he sets his mind to the task at hand at sneaking up to the warehouse doors.

stealth: 1d20 + 4 ⇒ (13) + 4 = 17

Are there obvious targets of burnables outside or within the warehouse. Roderick will try to pick the lock if we need to get inside...unless Thoril is more proficient.

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

Avril is with the people at the warehouse. She'll cast shield on herself before entering and mount up on Cryxial before anyone initiates anything (if we are surprised by combat she'll have to mount up during it).

Shadow Lodge

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

DM Notes:

Caith Stealth: 1d20 - 3 ⇒ (16) - 3 = 13
Avril - 13
Cryxial - 13
Bartholomäus - 13
Caith - 13
Maldrek - 22
Roderick - 17
Thoril - 11
Perception 3: 1d20 + 4 ⇒ (3) + 4 = 7
Perception 4: 1d20 + 4 ⇒ (10) + 4 = 14
Perception Half-Orc: 1d20 - 1 ⇒ (10) - 1 = 9
Perception Hyena: 1d20 + 8 ⇒ (1) + 8 = 9

Bartholomaus manages to sneak by just in time, just as he makes it up the dock and onto the ship, the large Half-Orc woman rounds the corner with her pet. The hyena stops for a moment to sniff the air, but then cocks a leg up and begins relieving itself. Able to duck down behind the railing and crawl over to the rudders, all that left to do is cause a little damage. And make it back out of here of curse. (can I get a Disable Device check.)

Avrixial, Caith, Maldrek, Roderick, and Thoril, manage to crack one of the warehouse windows open as they spot a pair of guards doing rounds inside. Keeping as silent as they can, they, one by one begin to slide on inside. So far so goo, they get inside without being noticed, YET, but Roderick also spots a pair of locations the would do the most damage before the building's magical flame controls can be of too much assistance. Making certain to unlock the door from the inside, now it's time to make it happen. What's the plan now?

The Exchange

[retired]

Disable Device: 1d20 + 15 ⇒ (1) + 15 = 16

I think I'ma reroll that...

5 Star Reroll: 1d20 + 15 + 5 ⇒ (14) + 15 + 5 = 34

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 would wait for the others to gather within, then move to first spot (A) to hurl a bomb at the southern most boom boxes.

Then quickly fall back to (B) and repeat with a bomb to the western boxes as indicated, all while trying not to be seen by the internal guards.

Let me know if you need stealth or attack rolls. I will post them as soon as the others with Roderick state actions.

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 will stick to Roderick like a big glob of greasy shadow, trailing the man and trying to protect him in case we do get spotted so that hopefully we all make it out.

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

After buffing up, Avril will mount up on Cryxial and step into the path of any approaching enemies after Roderick hurls his first bomb (1S of A), staying ready with her lance to charge at any enemies.

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

Can we buff ourselves and remain unnoticed, if so I want to cast heightenend awareness. By the way, the guards carry crossbows and melee weapons, right?

Start the distraction as soon as you wish Roderick Whispers Maldrek, I´ll entangle, throw to a pit or just attack anyone who survives our melee companions

I´ll suggest Roderick throw bombs, and use it as a signal for Barth to sabotage the ship. After that Avril and Caith can crush the guards and I´ll act as needed

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 waits for the team to affirm they are ready before executing the proposed plan.

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 nods at Roderick, signaling that he's as ready as he's going to be for what is to come.

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

Avril nods that she is ready as well. She'll need him to toss his bomb before she can step out to block the path and to charge at any enemies coming their way though.

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 - once you are ready, assume Roderick hurls the first and/or second bombs. I will make attack rolls if needed.

The Exchange

[retired]

I'm back from DunDraCon and ready to go whenever.

Shadow Lodge

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

Sorry for vanishing, work is a but crazy here. I'm trying to be able to post again tonight.

Shadow Lodge

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

OUTSIDE
Bartholomaus manages to sneak by just in time, just as he makes it up the dock and onto the ship, the large Half-Orc woman rounds the corner with her pet. The hyena stops for a moment to sniff the air, but then cocks a leg up and begins relieving itself. Able to duck down behind the railing and crawl over to the rudders, all that left to do is cause a little damage. And make it back out of here of course.

Crouching down and climbing out behind the ship to get at the rudders, he gets to work filing away at some of the small components, unscrewing a few bits here, damaging a piece there, all the while keeping an eye out for the patrols roaming the area.

INSIDE
Avrixial, Caith, Maldrek, Roderick, and Thoril, manage to crack one of the warehouse windows open as they spot a pair of guards doing rounds inside. Keeping as silent as they can, they, one by one begin to slide on inside. So far so goo, they get inside without being noticed, YET, but Roderick also spots a pair of locations the would do the most damage before the building's magical flame controls can be of too much assistance. Making certain to unlock the door from the inside, now it's time to make it happen.

Inside the warehouse, the rest of the Pathfinders make ready for battle, as Roderick hurls his first bomb into the closer pile of crates and goods. There is a loud explosion, and the pile of crates quickly begins to burn. Almost instantly, the building's magical wards begin to kick in, and a few spots in the ceiling begin to conjure small amounts of water from nothingness, which as soon as gravity takes hold, simply fall onto the ground and crates beneath them. It's clear, that this simple orison would normally be effective at putting out fire here, if the are where not so packed with good, but as it is, it is not going to be that effective.

As soon as the bomb lands, the guards within are alerted. They begin to rush around, unsure of what just happened, and call out loudly "Alert! We have a fire in the warehouse." The guard on the southern side of the warehouse begins to open the back door, not wanting to be caught in here without a way to escape, and again repeats the call. The other one inside the warehouse begins to head towards the north, and as he gets closer, spots Roderick and "Avrixial". "Thieves!"

INIT ROLLS:

Avril & Cryxial: 1d20 + 4 ⇒ (5) + 4 = 9
Bartholomäus: 1d20 + 3 ⇒ (6) + 3 = 9
Caith: 1d20 + 0 ⇒ (18) + 0 = 18
Maldrek: 1d20 + 5 ⇒ (6) + 5 = 11 <Always act in Surprise>
Roderick: 1d20 + 9 ⇒ (7) + 9 = 16
Thoril: 1d20 + 2 ⇒ (13) + 2 = 15
=====================================
Guard 1*: 1d20 + 4 ⇒ (13) + 4 = 17 (different building)
Guard 2*: 1d20 + 4 ⇒ (19) + 4 = 23 (different building)
Guard 3: 1d20 + 4 ⇒ (6) + 4 = 10
Guard 4: 1d20 + 4 ⇒ (13) + 4 = 17
Orc Guard: 1d20 + 5 ⇒ (7) + 5 = 12
Hyena: 1d20 + 2 ⇒ (12) + 2 = 14

ROUND 1
Caith ()
=============================
Guard 4 ()
=============================
Roderick () & Thoril ()
=============================
Hyena () & Orc Woman ()
=============================
Maldrek ()
=============================
Guard 3 ()
=============================
Avril (), Cryxial (), Bartholomäus (), & Caith ()
=============================

Bolded individuals are up.

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 roars and moves next to the guard with the crossbow warpping his short stubby arms around the man, trying to prevent the man from using it against us by pinning the crossbow between both of their bodies and trying to pierce the guards flesh with his spiked armor.

Grab vs CMD 4: 1d20 + 10 ⇒ (15) + 10 = 25
Shouldn't provoke unless he has combat reflexes and isn't wielding a crossbow

I'll admit I'm a bit influenced by the picture..in case he isn't wielding a crossbow I'd like to change to a preposition and move him north to me, so that the rest of the party can get easier access to him

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

Avril can charge him from her current position as long as noone else steps in between right? Or does the corner prevent it?

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