[PFS] 02-01 The Bloodcove Disguise (Inactive)

Game Master Zizazat

A Tier 1-7 PFS scenario played at the 1-2 sub-tier. Roll20 map.


301 to 349 of 349 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Sovereign Court

F Human 5 Sorceror HP 27/27 | AC 14 (18) | 13 | 12 | CMD 14 | Fort +4| Ref +5| Will +6| Init +2| Perc +0| Sense Motive +0

With the immediate threat of the ants taken care of, Alafair heads back over to the records room next door, looking carefully for the correct paperwork in the mass of records.

Perception: 1d20 ⇒ 14

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')
Alafair Stormborn wrote:

With the immediate threat of the ants taken care of, Alafair heads back over to the records room next door, looking carefully for the correct paperwork in the mass of records.

Perception: 1d20d1d20 ⇒ (18, 1) = 19

Grand Lodge

Alafair and Mereck return to the office and look around for something, but don't seem to find what they are looking for. Shortly after several employees of House Cartahegn meekly venture into the basement. One of them speaks up once he realizes the threat is actually gone, "Oh thank you so much! We have a lot of work to do to clean up this mess and get things back to normal operations, but we couldn't have done it without your help!"

The young woman, Novaria, follows minutes after the others give the all clear "Well done indeed!" she smiles at Nightwolf. "I believe you said something about needing to acquire supplies?"

Sovereign Court

F Human 5 Sorceror HP 27/27 | AC 14 (18) | 13 | 12 | CMD 14 | Fort +4| Ref +5| Will +6| Init +2| Perc +0| Sense Motive +0

"Yes," Alafair says, still frustrated by her search in the accounting room. "Per our instructions we are to acquire: 2 tons of food and clean water, five crates of arrows and crossbow bolts, and clean dressings for wounds. Our caravan master Raimondo Scevola will be here in the morning to load the goods and escort us out of Bloodcove. Will you sell us these supplies and prepare them to be loaded for an overland journey?"

Diplomacy: 1d20 + 5 ⇒ (11) + 5 = 16

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

Mareck, tell Alafair to stay here to supervise. You can ransack the file room in the confusion of loading the supplies. If necessary, you can just hit this woman on the head on your way out and grab some stuff.

"Uhh, muh-lady," Mareck says looking straight at Alafair. "You'll be staying to supervise loading, as usual? I'll stay with yuh, a-course.

Mareck nearly moves behind Alafair, playing the part of a bodyguard. But before he can do so, he notices Novaria, the Cartahegn warehouse employee. He immediately stops.

"Well, hello, miss... Novaria. What a beautiful name. It reminds me of an angel I once met in far Varisia. She was almost as beautiful as you... but not quite."

Mareck steps forward, with a huge, genuine, winning smile on his face. He adjusts his hat, self-consciously, hoping Novaria doesn't notice his sudden desire to look good.

How's she NOT going to notice? You are standing right in front of her, you double-headed dolt!

"What do you do here at the warehouse? I'd love to hear more about it. Bloodcove seems rough and tumble, just like I like it. Rough is my first name, eh? And 'tumble' well, that's muh middle name."

When he says "tumble" he grins, just slightly. A wink almost appears, but he refrains from being so crass.

Oh yes, you are a master of subtlety, you hormone-addled cheese-wit. I'm sure she hadn't noticed your eyes unlacing her breeches. Alafair! ALAFAIR! Watch out, Mareck's pecker is going to screw things up, here! DAMN. I wish others could hear me...

Mareck's smile continues and his bright, shining eyes remain focused directly on Novaria.

Grand Lodge

Sorry for the delay, I should have the next update later today.

Grand Lodge

Novaria blushes. "I work in the front office. Mostly I help the customers place their orders and receive the payments." She smiles, clearly enjoying the attention. Turning toward Alafair she regains her composure, "Yes my lady, we can have these supplies loaded into your wagons as soon as they arrive. We've worked with Scevola before and he knows how our warehouse works." She quotes you a price that is about 10% less than the gold the Master of Spells gave you. "You have done us a great service here today and House Cartahegn will not soon forget." She bows and begins to leave, stopping next to Mareck she whispers to him.

Mareck:
"If you don't get killed on this fool mission, come see me when you return to Bloodcove."

While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount.

New day, all per day abilities reset.

The Pathfinders finally leave Bloodcove and make their way north out of the Vanji River basin and into the Terwa Uplands. If anything, the blistering heat of the Garund plains grows more intense away from the coast. The trade routes cut through winding switchbacks, avoiding the marshiest ground and occasionally crossing a shallow river gorge. As the caravan crests a hill on the edge of a large river gorge, sudden activity silences the ambient jungle noise. Armed guards pile out of the foliage. An ebon-skinned woman strides out alongside them, brushing back her tresses and grinning from ear to ear. "Let’s not mince words, Pathfinders. Give me the key you carry, and I shall let you continue on your way. Refuse, and my men will toss you in the river and you can swim to your destination."

Initiative:

Xeanja: 1d20 + 7 ⇒ (19) + 7 = 26
Guards: 1d20 + 4 ⇒ (7) + 4 = 11
Nightwolf: 1d20 + 4 ⇒ (5) + 4 = 9
Keladry: 1d20 + 3 ⇒ (5) + 3 = 8
Mareck: 1d20 + 3 ⇒ (17) + 3 = 20
Alafair: 1d20 + 2 ⇒ (16) + 2 = 18
Batah: 1d20 + 2 ⇒ (3) + 2 = 5

Round 1:
Mareck
Alafair

Guards
Xeanja
Nightwolf
Keladry
Batah

Mareck and Alafair may act!

Roll20 map updated!

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

...

Mareck delays until after Alafair.

"Well, I knew it wouldn't be long before the Aspis Consortium showed up," says Mareck with a carefree laugh. He pulls his scarf from his hip, cocks his hat with his free hand, and begins to swing the scarf.

With a <snikt> the blades extend.

"Let's do this!" he cries before moving close and attacking the woman.

Atk: 1d20 + 4 ⇒ (17) + 4 = 21 Dmg: 1d6 + 1 ⇒ (2) + 1 = 3

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

Can we assume that over the past day Mareck would've healed up? I notice that you've got me on the Roll20 map has having only 8hp.

Grand Lodge

The only healing would be any resources left to burn before the end of the day (yesterday), plus 1 hp for an 8 hour rest. Though Batah can make a DC 15 Heal check to double that to 2hp.

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')
Mark Garringer wrote:
The only healing would be any resources left to burn before the end of the day (yesterday), plus 1 hp for an 8 hour rest. Though Batah can make a DC 15 Heal check to double that to 2hp.

Ok, cool. Batah, can you hit me with a DC15 heal check?

The Exchange

Male Human Cleric / 1 HP 10/10| AC 16| 11 | 15 | Fort +3| Ref +1| Will +5| CMD 13| Init +2| Perc +3| Sense Motive +3

He will certainly try!!

heal: 1d20 + 7 ⇒ (9) + 7 = 16

He can also use his last 4 channelling as well

4d6 ⇒ (4, 2, 6, 4) = 16

Sovereign Court

F Human 5 Sorceror HP 27/27 | AC 14 (18) | 13 | 12 | CMD 14 | Fort +4| Ref +5| Will +6| Init +2| Perc +0| Sense Motive +0

Seeing the group surrounded suddenly by Consortium thugs, the armorless sorceror casts Mage Armor on herself.

Changes her AC to 16/12/14 for 1 hr.

Grand Lodge

Batah's end of day channel dump should heal everyone back to full :)

Xeanja moves back quickly from Mareck's slashing scarf, chanting some strange words and blowing a handful of dust in his face as she does!

Mareck Will save vs DC 13: 1d20 + 0 ⇒ (18) + 0 = 18

Mareck manages to hold his breath a split second before the cloud is released in his face and misses any ill effects.

Xeanja's guard moves forward, swinging a scimitar at Mareck!

Guard #1 attack: 1d20 + 3 ⇒ (7) + 3 = 10 *miss*

Guards 2 and 3 advance on Keladry with scimitar's drawn!

Guard #2 attack: 1d20 + 3 ⇒ (17) + 3 = 20 *hit*
Guard #3 attack: 1d20 + 3 ⇒ (20) + 3 = 23 *hit*
Guard #3 attack confirm: 1d20 + 3 ⇒ (1) + 3 = 4 *miss*

Guard #2 damage: 1d6 + 2 ⇒ (2) + 2 = 4
Guard #3 damage: 1d6 + 2 ⇒ (2) + 2 = 4

Nightwolf, Keladry, and Batah may act!

The Exchange

Female Elf Rogue 1 | HP 9/9 | AC 13|13|10 | Fort +1 | Ref +6 | Will +0 | CMD 13/10 | Init +4 | Perc +6 | Sense Motive +4.

Nightwolf will Tumble around with grease and ease looking like an elegant ballerina as she moves into the flank setting herself up for the strike with her rapier.

Acrobatice: 1d20 + 8 ⇒ (15) + 8 = 23

Attack: 1d20 + 4 ⇒ (12) + 4 = 16

Damage: 1d6 + 1d6 ⇒ (1) + (6) = 7

The Exchange

Male Human Cleric / 1 HP 10/10| AC 16| 11 | 15 | Fort +3| Ref +1| Will +5| CMD 13| Init +2| Perc +3| Sense Motive +3

Batah takes a 5' step and then strikes at the guard in front of him.

Attack-Melee: 1d20 + 2 ⇒ (11) + 2 = 13
damage: 1d6 + 2 ⇒ (3) + 2 = 5

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')
Batah ibn Abbala wrote:

He will certainly try!!

heal: 1d20+7

He can also use his last 4 channelling as well

4d6

Many thanks!

The Exchange

Female Elf Rogue 1 | HP 9/9 | AC 13|13|10 | Fort +1 | Ref +6 | Will +0 | CMD 13/10 | Init +4 | Perc +6 | Sense Motive +4.

Dang it I forgot to add the +2 on attack for Flank so that becomes an 18 to hit

Grand Lodge

Batah and Nightwolf both land blows on their respective targets!

Keladry may act!

Sovereign Court

Male Assimar

sorry for lack of posting, work and my body giving up on me ended up in little pc time..

With the Aspis Consortium finally showing their hand he grabs the mace and swings it at the nearest Aspis attacker

attack: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d8 + 2 ⇒ (8) + 2 = 10

Grand Lodge

With a mighy swing Keladry drops one of the Aspis guards.

Round 2:
Mareck
Alafair

Guards
Xeanja
Nightwolf
Keladry
Batah

Mareck and Alafair may act!

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

Attack!

Atk: 1d20 + 4 ⇒ (7) + 4 = 11 Dmg: 1d6 + 1 ⇒ (1) + 1 = 2

Sovereign Court

F Human 5 Sorceror HP 27/27 | AC 14 (18) | 13 | 12 | CMD 14 | Fort +4| Ref +5| Will +6| Init +2| Perc +0| Sense Motive +0

Feeling more secure with her magical armor on, Alafair looks to help the group in their melee combat. Seeing the leader is a caster of some sort, Alafair will attempt to neutralize her this round while the guards are dealt with. She intones and gestures at Xeanja and a blast of electrical energy arcs across towards the enemy leader.

Ranged Touch, elemental ray: 1d20 + 2 ⇒ (20) + 2 = 22
Ranged, Touch confirm: 1d20 + 2 ⇒ (18) + 2 = 20
Crit Damage: 2d6 ⇒ (2, 6) = 8

Grand Lodge

Xeanja cries out as Alafair's bolt shocks her, charring her flesh and twisting her face in agony! The witch moves forward, closing on Alafair and her friends while chanting, crimson arcane energy swirling around her hand as she gestures. Finally Xeania unleashes a wave of scorching fire that engulfs Alafair, Keladry and Batah!

Damage: 2d4 ⇒ (2, 1) = 3 fire.

Alafair Ref: 1d20 + 2 ⇒ (8) + 2 = 10 *full damage: 3*
Keladry Ref: 1d20 + 1 ⇒ (13) + 1 = 14 *half damage: 1*
Batah Ref: 1d20 + 1 ⇒ (15) + 1 = 16 *half damage: 1*

Mareck and the guard continue to trade blows.

1d20 + 3 ⇒ (14) + 3 = 17 *hit*

Keladry has his hands full with the remaining guard engaged with him!

1d20 + 3 ⇒ (15) + 3 = 18 *hit*

Mareck damage: 1d6 + 2 ⇒ (1) + 2 = 3
Keladry damage: 1d6 + 2 ⇒ (5) + 2 = 7

Nightwolf and Batah may act!

I believe that knocks Keladry unconscious at -2?

The Exchange

Male Human Cleric / 1 HP 10/10| AC 16| 11 | 15 | Fort +3| Ref +1| Will +5| CMD 13| Init +2| Perc +3| Sense Motive +3

Does touching Keladry and using sacred touch (Trait) count as a move equivalent action? I want to take a 5'step back, Firebolt the thug by us as well as stabilize Keladry, that is why I am asking

Grand Lodge

Sacred Touch is a standard action. Using a (Sp) like your firebolt will provoke an AoO, and take a -4 ranged into melee penalty. I've played a cleric of Sarenrae for a long time and I love the flavor of that ability, but it's kind of hard to use effectually :(

The Exchange

Female Elf Rogue 1 | HP 9/9 | AC 13|13|10 | Fort +1 | Ref +6 | Will +0 | CMD 13/10 | Init +4 | Perc +6 | Sense Motive +4.

Nightwolf will tumble up to flank and hit his foe with great pain.

Acrobatics: 1d12 + 8 ⇒ (9) + 8 = 17

Attack: 1d20 + 2 + 4 ⇒ (19) + 2 + 4 = 25
Damage: 1d6 + 1d6 ⇒ (4) + (3) = 7

Chance for me to Crit on them.

crit Attack: 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12
crit Damm: 1d6 + 1d6 ⇒ (1) + (1) = 2

The Exchange

Male Human Cleric / 1 HP 10/10| AC 16| 11 | 15 | Fort +3| Ref +1| Will +5| CMD 13| Init +2| Perc +3| Sense Motive +3

Batah takes a 5' step back and lays his hands upon the prone Keladry, anchoring his soul within his body and halting further damage to him.

Grand Lodge

Nightwolf - It doesn't matter since he only had 2 hp left and your roll of a 19 would hit anyway...however...There is nobody there to provide you a flank (Keladry was knocked unconscious) and on a crit you double the weapon damage but not the sneak damage, so you should have ended up with 3d6 not 4d6 worth of damage. Again, moot in this case because you min damage of 3 would have been enough to drop the guard :)

As Batah rushes to stabilize his friend, Nightwolf takes the opportunity to finish the guard!

Round 3:
Mareck
Alafair

Guard
Xeanja
Nightwolf
Keladry *unconscious/stable*
Batah

Mareck and Alafair may act!

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

Mareck, quickly, move closer to the woman to prevent her from casting with impunity!

Mareck's eyes briefly look upwards and left, as if listening to a voice. He steps a short 5ft towards the caster and attacks her from behind.

"Die, you b&+#$!" he shouts as he swings his bladed scarf at her unprotected neck.

Atk: 1d20 + 4 ⇒ (8) + 4 = 12 Dmg: 1d6 + 1 ⇒ (3) + 1 = 4

"Batah, close with her! shouts Mareck as he moves in. "Alafair, keep the pressure on her! Hit her with your disintegrate power!"

Obviously, his tactic is meant to give him an AoO against Xeanja and the guard, should they cast or move to flank him.

BTW, I'm tracking Mareck's HP on Roll20. Note the health meter.

Grand Lodge

Xeanja manages to dodge the bladed scarf.

Alafair is up!

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

Mareck yells, "Disintegrate her, Alafair!"

And then he ducks theatrically.

Sovereign Court

F Human 5 Sorceror HP 27/27 | AC 14 (18) | 13 | 12 | CMD 14 | Fort +4| Ref +5| Will +6| Init +2| Perc +0| Sense Motive +0

Isn't that guard behind (east) of Alafair now dead? I think that's what i read above, if not, ignore the move part below

Alafair twirls her fingers, and releases a Magic Missile at Xeanja.

"It may not be disintegrate, but in Sheyln's Sweet Name, let it be enough."

After casting, she 5ft steps into the square behind Batah.

MM damage: 1d4 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Alafair - you are correct, my bad :)

The magic missile flies forth, striking Xeanja and knocking her off her feet to the ground unmoving.

The remaining guard screams in rage and hacks at Mareck!

Attack: 1d20 + 3 ⇒ (8) + 3 = 11 *miss*

Nightwolf and Batah are up!

The Exchange

Male Human Cleric / 1 HP 10/10| AC 16| 11 | 15 | Fort +3| Ref +1| Will +5| CMD 13| Init +2| Perc +3| Sense Motive +3

Batah mutters a short prayer under his breath as he brings up his sword, pointing to the final guard. Flame rolls along the edge of the weapon, then gathers at the tip and is released as a bolt of fire.

Ranged-Touch (Flame bolt): 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 ⇒ 5

The Exchange

Female Elf Rogue 1 | HP 9/9 | AC 13|13|10 | Fort +1 | Ref +6 | Will +0 | CMD 13/10 | Init +4 | Perc +6 | Sense Motive +4.

Nightwolf moves over and with her Rapier stabs the last guy.

att: 1d20 + 4 ⇒ (7) + 4 = 11
dam: 1d6 ⇒ 1

and she does a bad job of it. sorry guys

The Exchange

Male Human Cleric / 1 HP 10/10| AC 16| 11 | 15 | Fort +3| Ref +1| Will +5| CMD 13| Init +2| Perc +3| Sense Motive +3

Better than mine...I think I set one of the corpses on fire with that miss!!LOL

Grand Lodge

The guard manages to dodge and weave the Pathfinder's advances as they close in on him.

Round 4:
Mareck
Alafair

Guard
Nightwolf
Keladry *unconscious/stable*
Batah

Mareck and Alafair may act!

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

Mareck attacks him!

Atk: 1d20 + 4 ⇒ (18) + 4 = 22 Dmg: 1d6 + 1 ⇒ (4) + 1 = 5

The Exchange

Female Elf Rogue 1 | HP 9/9 | AC 13|13|10 | Fort +1 | Ref +6 | Will +0 | CMD 13/10 | Init +4 | Perc +6 | Sense Motive +4.

I like the way you are doing the rounds. Telling us who is up and having the list there. Much better than the other PBP game I am running in. but then again he is having all the enemies go at one time then we all go at the same time so it's not THAT big a deal but I like they way you are doing it, Re-posting it each round. Thank you.

Grand Lodge

TLDR; Glad you like it - thanks :)

Thanks Nightwolf. I've played in a few and my own way of doing it has evolved into what I think works best for me. I go back and forth on single monster initiative, but in the PBP format it could really, really slow things down unnecessarily IMO. For example, in this combat I rolled the witch and the guards separately, but tactically it's silly for her to rush off first in the order without the support (hopefully) of the guards so I just had her delay till the guards anyway :) I've seen it run where it always just evolves into an 'us' vs. 'them' order and I think that could take away from specific high init builds.

Sovereign Court

F Human 5 Sorceror HP 27/27 | AC 14 (18) | 13 | 12 | CMD 14 | Fort +4| Ref +5| Will +6| Init +2| Perc +0| Sense Motive +0

Alafair snaps her fingers sending a blinding flash of light at the remaining bandit.

Cast Flare DC 14 or be dazzled. I'll let one of you guys finish him off in melee.

Grand Lodge

Guard Fort save: 1d20 + 3 ⇒ (18) + 3 = 21 vs. DC 14

Returning the attack, he lunges with his scimitar at Mareck!

Attack: 1d20 + 3 ⇒ (19) + 3 = 22 *hit*
Confirm: 1d20 + 3 ⇒ (11) + 3 = 14 *no confirm*
Damage: 1d6 + 2 ⇒ (6) + 2 = 8 *ouch! Mareck becomes disabled*

Nightwolf and Batah may act!

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

Mareck, back away, or you'll be killed! Let the others handle it!

Mareck, obstinately, remains where he is. Despite the voice in his head, despite the blood pouring from the scimitar wound, he begins to swing his scarf one more time...

You don't have the energy to survive this, Mareck!

The Exchange

Female Elf Rogue 1 | HP 9/9 | AC 13|13|10 | Fort +1 | Ref +6 | Will +0 | CMD 13/10 | Init +4 | Perc +6 | Sense Motive +4.

I will take a 5 foot step and stab at him.

Att: 1d20 + 4 ⇒ (6) + 4 = 10

dam: 1d6 ⇒ 3

And I will just swing over his head. :(

The Exchange

Male Human Cleric / 1 HP 10/10| AC 16| 11 | 15 | Fort +3| Ref +1| Will +5| CMD 13| Init +2| Perc +3| Sense Motive +3

Batah moves forward and swings his sword at the last standing guard.

1d20 + 2 ⇒ (20) + 2 = 22
Confirm Crit: 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Crit Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Sovereign Court

F Human 5 Sorceror HP 27/27 | AC 14 (18) | 13 | 12 | CMD 14 | Fort +4| Ref +5| Will +6| Init +2| Perc +0| Sense Motive +0

If the determined guard still stands, Alafair will blast him with another magic missile. If not, she'll beginning searching the ambushing bad guys while healers tend to the wounded (maybe they have healing items?).

Magic Missile, if necessary: 1d4 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Batah's scimitar slices down the final guard. There is no healing magic, but this was the last fight so it's all good :)

Out of Combat.

I'll get a wrap up posted in the morning.

Grand Lodge

As Batah tends to Keladry's wounds, Alafair and Nightwolf being searching the Aspis for usable gear. Mareck hears a wheeze from Xeanja. The witch smiles gently as he looks over at her. "Travel safely, Pathfinders, but travel swiftly," she says. "I’m far from the only Consortium vulture looking to pick your bones today. She looks toward the road back to Bloodcove, where in the distance birds and chattering monkeys scatter from the canopy as if frightened by a large force moving in this direction and, at best, two hours away.

Caravan Master Scevola urges haste, it is still a 2 day journey to the protective walls of the Azlant Ridge excavation. He seems confident that he can keep you in front of any pursuers, but just barely...

End of The Bloodcove Disguise.

1 to 50 of 349 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS] 02-01 The Bloodcove Disguise All Messageboards

Want to post a reply? Sign in.