[PBP GameDay V] GM Ragged's 2-01 The Bloodcove Disguise (Tier 3-4) (Inactive)

Game Master waynemarkstubbs

Part of PBP GameDay V, we will be playing The Bloodcove Disguise starting on 27th August, and then most players will be going on to Rescue at Azlant Ridge as soon as we have finished the first part.

Jungle Ambush - Tactical Map


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Grand Lodge

Female Elf Hunter/3 18/18hp] [AC:20 T:13 FF:17] [Perc +10] [F+3/R+7/W+3 {+2 vs Enchantment}] [CMB +2] [CMD 16] [SP 30FT] [INIT +6]

CMB: 1d20 + 2 ⇒ (20) + 2 = 22
With a mighty roar surprising for one of such small stature, Giggles finally breaks free of the surrounding webbing, Joining Jazmine at the side of the wagon. "About time you get out of that and decide to help us!" the elf playfully chides her companion.
Going to lose the rest of Giggles turn.. I don't think Jazmine can tell her to attack if its not Jazmines turn.


You are correct about the other thug - I've moved him off the map

As Balomar advances, the witch unclenches her fist, and a cone of flame errupts from her hand, engulfing Balomar and the other remaining thug.

Burning Hands: 4d4 ⇒ (3, 4, 3, 2) = 12

Balomar Reflex: 1d20 + 6 ⇒ (10) + 6 = 16
Thug Reflex: 1d20 - 1 ⇒ (6) - 1 = 5

Balomar ducks and avoids the worst of the flames, but the other man has no such luck, screaming as he is engulfed.

As Balomar steps into the area of Jazmine's spell, the (slightly singed) grasses and vines clutch at him, trying to entangle his legs...

Balomar Reflex: 1d20 + 6 ⇒ (19) + 6 = 25

but to no effect, and he strides purposely forward, and brings his blade down upon the witch in a mighty blow. Her magic exhausted, she cannot escape his mighty blade, and she falls in a spray of blood.

The burning thug is felled by Kitoro's sonic attack, amd the stench of burning flesh fills the air.

The last thug, seeing the others fall, drops his weapon and bolts from his hiding place, fleeing into the jungle, pursuedby the arrows of Jasmine and Borax.

As the strands of the web begin to turn brittlre and crumble away, stillness returns to the jungle.

The horses and wagon are easily freed, and after claiming the posessions of your Aspis foes, Scaevola is able to guide the wagon onto a northwards trail, heading towards Azlanti Ridge, and the Pathfinder encampment there, bringing with it the vital supplies that might just save the lives of dozens. But can you reach there on time?

End of Part I

Well done everyone - you completed the mission, and managed to not attract too much attention in doing so. You have a full set of supplies on their way to Azlant Ridge.

In case you hadn't realized, this scenario came out around the same time as the Advanced Player's Guide, which is why three of the main protagonists are an alchemist, a summoner and a witch.

Next Steps:

1 - There are convention boons available. Everyone (including me) gets to roll 1d20. If you roll a natural 20 or a natural 16, I put your name forward for a boon. No rerolls, bonuses or any other shennanigans allowed on this roll.

2 - I will write up, scan and post on Google Drive your Chronicle Sheets. This probably won't happen until Friday night though, as I am away from home Thursday night.

3 - Please indicate if you still want to play part II.

4 - For those playing part II, even though the story follows on immediately from part I, you get to apply the part I Chronicle, go shopping, level up if appropriate etc.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

per our conversation

Day Job (Craft Alchemy): 1d20 + 19 ⇒ (19) + 19 = 38

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