[PFS/DMK] 2-01 The Bloodcove Disguise (Inactive)

Game Master Kludde

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Liberty's Edge

M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3

Perception: 1d20 - 1 ⇒ (17) - 1 = 16

Hope I make it through this one; that's a lot of mercs and I am flat-footed. I'm thinking Kelsier still has a Javelin out, as that is his default in caravan-escort-mode.

Silver Crusade

Male Human (7.0A) Clrc 3/Wiz (Evoker) 3/ Mystic Thuerge 1 | HP 44/44; AC 19(22 w/ faith);TCH 12; FF 17; F +6; R +5; W+12; CMB +5; CMD 17; INIT +6;
Track:
Force Missile 6/6; Firebolt 6/6; CPE 3/3; Wands: CLW 42/50; MM 46/50; Prot from Evil 45/50 | Pearl of Power(1) 1/1 | Metamagic Rods Lesser Piercing 3/3; Lesser Empower 3/3

Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Tyraneus continues walking, completely oblivious to the stampeding horse approaching.

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander looks around the countryside, ever wary.
perception: 1d20 + 10 ⇒ (17) + 10 = 27 <- includes favoured enermy, assuming at least one is human.

"Ambush!" she cries, firing off an arrow at one of the mercenaries.

attack: 1d20 + 7 ⇒ (13) + 7 = 20 <- FE bonus
damage: 1d8 + 4 ⇒ (2) + 4 = 6 <- FE bonus

Liberty's Edge

Female Halfling Dervish Dancer 2 | HP 7/17 | AC 19 | T 15 | FF 15 | CMB 0 | CMD 14 | Fort +1 | Ref +7 | Will +3 | Init +6 | Perc +7 | SM +0

Perception: 1d20 + 7 ⇒ (9) + 7 = 16

Anara pauses, her guts telling her something is off about their surroundings but unable to figure it out she lets out a sigh of relief, hoping that Raimondo is correct

Grand Lodge

Male Human Bodyguard 2

perception: 1d20 + 5 ⇒ (12) + 5 = 17

Note that Brodey as a Soehi monk always acts in surprise round, this perception check is just to see if he spots where the threats are coming from.

Note that Lunaea and Brodey have the lookout feat, which means she gets to act in the surprise round even if she blows the perception check, and if she makes it both Brodey and Lunaea get full normal actions in the surprise round, not just a std action.

lookout feat http://www.d20pfsrd.com/feats/combat-feats/lookout-combat-teamwork

Sohei monk (look at Devoted Guardian ability) http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-a rchetypes/sohei

We're both still flatfooted until we act, of course.

Grand Lodge

F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2

Perception: 1d20 + 2 ⇒ (7) + 2 = 9

Lunaea is sleepily swaying on top of the caravan until she hears Oleander's shout and Brodey nudges her to "wake up!" and be ready...

Grand Lodge

F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2

As they are all too far away still to be affected by her hexes, Lunaea uses her surprise action to cast Mage Armor on herself.

Grand Lodge

Male Human Bodyguard 2

Brodey will wait on his action till he sees what all those archers who move before him do, especially as he doesn't yet know where they are.

Grand Lodge

F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2

Oh, I'm confused. I thought our surprise actions were before they moved. If not, I'll also withhold mine until it comes up. Sorry for the confusion.


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The Aspis mercenaries appear, and raise their bows, while their captain circles around. A hail of arrows descends on the party.

Attack, Brodey: 1d20 + 3 ⇒ (9) + 3 = 12
Attack, Kelsier: 1d20 + 3 ⇒ (13) + 3 = 161d8 ⇒ 2
Attack, Anara: 1d20 + 3 ⇒ (14) + 3 = 171d8 ⇒ 6
Attack, Eolowyn: 1d20 + 3 ⇒ (8) + 3 = 11 Assuming 11 is a miss even when ff
Attack, Tyraneus: 1d20 + 3 ⇒ (19) + 3 = 221d8 ⇒ 2

Thanks to Brodey's training, both he and Luna quickly switch to alertness before the mercenaries can reload. Lunaea manages to get in a defensive spell, when Oleander releases an arrow and shoots a mercenary straight off his horse.

--Surprise round--
---
Lunaea - Casts mage armor
Tyraneus - Surprised
Brodey - Can act
Kelsier - Surprised
Oleander - Fires an arrow back
---
Anara
---
Captain
Mercenary
Mercenary
Mercenary
Mercenary - Dead
Mercenary
---
Lunaea
Tyraneus
Brodey
Kelsier
Oleander
---

Liberty's Edge

Female Halfling Dervish Dancer 2 | HP 7/17 | AC 19 | T 15 | FF 15 | CMB 0 | CMD 14 | Fort +1 | Ref +7 | Will +3 | Init +6 | Perc +7 | SM +0

Anara grunts as an arrow plunges into her side. Yay just what I needed...Bloody Archers.

She pulls her bow from her back and begins to sway, trying to ignore the pain in her side.

Move Action to draw Bow, Standard Action - Start Battle Dance

I go first in the first round and Brodey's action shouldn't have any effect on mine so going to do my first round action now.

Grand Lodge

Male Human Bodyguard 2

Brodey attempts a run action, going straight up 40', attempting to jump the 10' over the log as part of the action.
acrobatics: 1d20 + 5 ⇒ (6) + 5 = 11

AC drops to 16, as that action makes me flatfooted (run is 4x speed, but I only get half the distance due to surprise round)


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Brodey takes a run up, jumping over the log and ending far away on the other side, while the wounded dervish dancer goes into her battle mode.

Seeing Brodey appear from the bushes, the captain immediately charges and brings his lance to bear. The lance hits the bodyguard, but the latter's training allows him to avoid the brunt of the blow.

Charge, Lance: 1d20 + 10 ⇒ (6) + 10 = 162d8 + 3 ⇒ (2, 1) + 3 = 6

The archers continue firing, despite the loss of their companion. Lunaea and Oleander each take a hit from the rain of arrows.

Attack, Kelsier: 1d20 + 3 ⇒ (12) + 3 = 15
Attack, Tyraneus: 1d20 + 3 ⇒ (9) + 3 = 12
Attack, Lunaea: 1d20 + 3 ⇒ (11) + 3 = 141d8 ⇒ 6
Attack, Oleander: 1d20 + 3 ⇒ (16) + 3 = 191d8 ⇒ 3

---
Lunaea
Tyraneus
Brodey
Kelsier
Oleander
Anara

---
Captain
Mercenary
Mercenary
Mercenary
Mercenary - Dead
Mercenary
---

Grand Lodge

F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2

Move action: Lunaea moves to a spot that has some cover, within hex range of the leader
this would be two squares to the right and four squares up from there

Standard action: Hexes the Leader with Slumber

Liberty's Edge

M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3

I'm thinking of moving and throwing my javelin at the guys in the "back," but I'm not positive that's what I want to do. I'll wait and see what Tyr and Bro do.

Silver Crusade

Male Human (7.0A) Clrc 3/Wiz (Evoker) 3/ Mystic Thuerge 1 | HP 44/44; AC 19(22 w/ faith);TCH 12; FF 17; F +6; R +5; W+12; CMB +5; CMD 17; INIT +6;
Track:
Force Missile 6/6; Firebolt 6/6; CPE 3/3; Wands: CLW 42/50; MM 46/50; Prot from Evil 45/50 | Pearl of Power(1) 1/1 | Metamagic Rods Lesser Piercing 3/3; Lesser Empower 3/3

Tyraneus rushes beside Lunaea. Sarenrae shall provide us with a little more protection. The cleric says as he begins to weave a spell. Soon long tendrils of mist reach out all around him and spread throoughout the area blocking everything from sight.

Move to stand beside Lunaea and cast Obscuring mist. That should help with those pesky arrows.

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

At the edge of the mist, Oleander fires off another arrow at one of the southern archers.

attack: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 1d8 + 4 ⇒ (1) + 4 = 5

Depending on how/where the mist arrives, Oleander will either use her move to get to the edge of the mist and fire out, or retire back into the mist after firing.

Liberty's Edge

M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3

Tyraneus, you're the bomb.

Kelsier, standing just outside the mist, smiles to himself. He throws his Javelin at the nearest horseman SE of him.

Javelin w/Amentum, -2 for distance: 1d20 + 2 ⇒ (5) + 2 = 7

Then he steps back into the mist...

I'm not sure exactly how this mist works. If he can see outside the mist while standing on the edge of it without being seen, then he'll pull out his Guisarme, ready to AoO the horsemen as they move into the mist. Otherwise he'll pull out his two-bladed sword.

Silver Crusade

Male Human (7.0A) Clrc 3/Wiz (Evoker) 3/ Mystic Thuerge 1 | HP 44/44; AC 19(22 w/ faith);TCH 12; FF 17; F +6; R +5; W+12; CMB +5; CMD 17; INIT +6;
Track:
Force Missile 6/6; Firebolt 6/6; CPE 3/3; Wands: CLW 42/50; MM 46/50; Prot from Evil 45/50 | Pearl of Power(1) 1/1 | Metamagic Rods Lesser Piercing 3/3; Lesser Empower 3/3

obscuring mist:
A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

So basically anything within melee (5 feet) inside the mist has a 20% miss chance while anything further (10 feet and beyond) has a 50% miss chance. The mist is spread out in a 20 foot radius centered on me after I move next to Lunaea.

Liberty's Edge

M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3

It is pretty clear what happens when both parties are in the mist, but not as clear when only one is in the mist. I've heard of parties using a spell (this one or maybe Fog Cloud, not sure) to give Rogues Ranged Sneak Attack on opponents outside the mist by standing just inside the edge of it.


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Can you guys move rules discussions to the discussion thread? I can make quicker posts that way. Firing out of or into the mist gives full penalties.

Lunaea and Tyraneus move into the forest, where an obscuring mist appears. Oleander make good use of the cloud, firing a pot shot, then stepping into the mist.

Will: 1d20 + 4 ⇒ (6) + 4 = 10

Lunaea hexes the leader, who falls asleep on his horse. Kelsier throws his javelin, tough it isn't clear to anyone but Kelsier what he was aiming for.

---
Lunaea
Tyraneus
Brodey
Kelsier
Oleander
Anara
---
Captain - Asleep
Mercenary
Mercenary
Mercenary
Mercenary - Dead
Mercenary
---

Grand Lodge

Male Human Bodyguard 2

hmmm...it looks like the captain did a ride-by attack? That's why he is so far away from Brodey? Assuming the map is accurate Brodey will go for an archer rather than try to finish off the captain. Although I'm not sure how he charged me without provoking an AOO if he didn't stop in range. I lose dex bonus to AC for running, but still get to take AOOs. If he was in range of a coup de grace, that's my action and I 5' back south to be a harder target.

Brodey moves up to the nearest archer and swings the hammer (diagonal left and north three squares puts me in reach of one)

lucern hammer: 1d20 + 6 ⇒ (14) + 6 = 201d12 + 6 ⇒ (1) + 6 = 7

AC is back to 19

coup de grace: 2d12 + 12 ⇒ (2, 10) + 12 = 24 fort save 34 or dead
potential aoo on captain during rideby if he did ride further after attacking: 1d20 + 6 ⇒ (18) + 6 = 241d12 + 6 ⇒ (4) + 6 = 10


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Ride-by, indeed, which doesn't provoke an AoO

Brodey moves towards the nearest archer, and impales the rider, taking another mercenary out of the equation.

---
Lunaea
Tyraneus
Brodey
Kelsier
Oleander
Anara
---
Captain - Asleep
Mercenary - Dead
Mercenary

Mercenary
Mercenary - Dead
Mercenary
---

Silver Crusade

Male Human (7.0A) Clrc 3/Wiz (Evoker) 3/ Mystic Thuerge 1 | HP 44/44; AC 19(22 w/ faith);TCH 12; FF 17; F +6; R +5; W+12; CMB +5; CMD 17; INIT +6;
Track:
Force Missile 6/6; Firebolt 6/6; CPE 3/3; Wands: CLW 42/50; MM 46/50; Prot from Evil 45/50 | Pearl of Power(1) 1/1 | Metamagic Rods Lesser Piercing 3/3; Lesser Empower 3/3

Anara posted her action above for this round I believe

Dataphiles

Venture Agent - Play By Post - Castamir Station

I think her last post was for the previous round. Can someone post for her for this round?

-Posted with Wayfinder

Liberty's Edge

M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3

The previous round was the surprise round, in such she could not act. She stated the action was for the first round, which is this one.

-Posted with Wayfinder

Grand Lodge

Male Human Bodyguard 2

Anara rolled good init. She goes first in the second round, which is the same as all of us going last in the first round

Anara moves out of the fog and in a weaving dance, taking cover behind some bushes,(6 squares to her left). As she arrives she lets fly her arrow at the enemy furthest to the south.

bow+dance: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 91d4 + 1 ⇒ (3) + 1 = 4

Liberty's Edge

M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3

OOOOH. I did not realize her going "last" was actually just going first in une next round. I get it now.

-Posted with Wayfinder


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And fly the arrow does, just not in the right direction.

The snoring captain is unable to give commands to his men, who keep firing at the increasingly hard to hit shapes in the mist, and the lone fighter outside of it.

Attack, Brodey: 1d20 + 3 ⇒ (17) + 3 = 201d8 ⇒ 4

20 or lower on 1d100 means a miss
Attack, Kelsier: 1d20 + 3 ⇒ (1) + 3 = 41d100 ⇒ 99
Attack, Oleander: 1d20 + 3 ⇒ (13) + 3 = 161d100 ⇒ 541d8 ⇒ 3

---
Lunaea
Tyraneus
Brodey
Kelsier
Oleander
Anara

---
Captain - Asleep
Mercenary - Dead
Mercenary

Mercenary
Mercenary - Dead
Mercenary
---

Grand Lodge

F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2

Having nothing that can reach the Mercenaries so far away, Lunaea moves back to the cart, staying within the mist, and heals Oleander so she can keep firing away...

CLW: 1d8 + 2 ⇒ (3) + 2 = 5

She will probably keep focusing on healing arrow wounds, since there is little productive else for her to do in a long-distance battle. I can see she's going to want that Fortune hex back ASAP just for situations like this.

Grand Lodge

Male Human Bodyguard 2

Brodey is tired of being a pincushion. He charges the last archer, aiming his helmet for the stomach of his enemy. Even if he misses, he'll threaten every square the archer might shoot at with either unarmed strike or his pole arm. (charge two squares to the left)

unarmed strike charge: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 171d6 + 4 ⇒ (5) + 4 = 9

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

"Mangy scum suckling maggot." calls out the somewhat angry Oleander. One might almost think that for someone who seemed passable with a bow, she didn't much like having the tables turned on her.

At the gentle touch of Lunaea, she quietens slighty. "Ahh, thanks."

Then steps out again to try to plug one of the archers.

attack: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 1d8 + 4 ⇒ (2) + 4 = 6

She rushes the shot and it goes far and wide. "Blast it!"

Silver Crusade

Male Human (7.0A) Clrc 3/Wiz (Evoker) 3/ Mystic Thuerge 1 | HP 44/44; AC 19(22 w/ faith);TCH 12; FF 17; F +6; R +5; W+12; CMB +5; CMD 17; INIT +6;
Track:
Force Missile 6/6; Firebolt 6/6; CPE 3/3; Wands: CLW 42/50; MM 46/50; Prot from Evil 45/50 | Pearl of Power(1) 1/1 | Metamagic Rods Lesser Piercing 3/3; Lesser Empower 3/3

Tyraneus charges forth from the fog drawing his scimitar as he runs SW towards the final two mercenaries. Getting as far as he can he ducks behind a tree to avoid the arrows as much as possible. Stop these foolish attacks or you will be judged by Sarenrae's flames!

Run straight SW and get behind tree as close to them as I can without getting into melee range.

Liberty's Edge

Female Halfling Dervish Dancer 2 | HP 7/17 | AC 19 | T 15 | FF 15 | CMB 0 | CMD 14 | Fort +1 | Ref +7 | Will +3 | Init +6 | Perc +7 | SM +0

Frustrated in her lack of ability to hit one of the mercenaries with her first couple of shots, Anara takes a calming breath before shooting again. Shooting at southern most mercenary

Attack: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Liberty's Edge

M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3

Hearing his allies charge out of the fog, Kelsier sighs and puts his weapon away, then pulls out another javelin-wrapped Amentum.

Move action to sheath, move action to draw Javelin.

-Posted with Wayfinder


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Brodey finishes off the last mercenary in the northern group with ease. As Anara gets in a pot shot at one of the archers in the southern group, they remaining two mercenaries decide that enough is enough - three of their comrades are dead, and they've lost contact with their leader. Quickly, they turn around and ride back into the jungle.

Combat over!

The captain is still asleep on his horse

Liberty's Edge

M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3

Let's get a move on. There must be more still on our trail.

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander approaches the sleeping captain.

"We can't just leave him here to hound us."

She removes his weapons and lowers him from the horse before tieing his hands together.

"We should be able to go a bit faster now with four horses."

She has a quick look over his equipment to see if any is of obivous high quality and checks his body for a pouch or orders, and then mounts the horse.

Silver Crusade

Male Human (7.0A) Clrc 3/Wiz (Evoker) 3/ Mystic Thuerge 1 | HP 44/44; AC 19(22 w/ faith);TCH 12; FF 17; F +6; R +5; W+12; CMB +5; CMD 17; INIT +6;
Track:
Force Missile 6/6; Firebolt 6/6; CPE 3/3; Wands: CLW 42/50; MM 46/50; Prot from Evil 45/50 | Pearl of Power(1) 1/1 | Metamagic Rods Lesser Piercing 3/3; Lesser Empower 3/3

As the group gathers up to head out once more Tyraneus grasps his holy symbol and whispers a small prayer to Sarenrae. Once the prayer is finished a small burst of energy erupts all about them as the leaves in trees sway and a warm feeling overcomes each of them as if they are touched by the sun. Within seconds their wounds begin to close as the pain leaves their bodies.

Channel Positive Energy: 2d6 ⇒ (3, 2) = 5
Channel Positive Energy: 2d6 ⇒ (3, 3) = 6

Use 2 charges of Cure Positive Energy which should top everyone off.

Liberty's Edge

Female Halfling Dervish Dancer 2 | HP 7/17 | AC 19 | T 15 | FF 15 | CMB 0 | CMD 14 | Fort +1 | Ref +7 | Will +3 | Init +6 | Perc +7 | SM +0

Anara smiles warmly at Tyraneus as she feels her wounds mend. I do love clerics.

"That will definetly be nice. I would prefer to get to the ruins as quickly as possible. One ambush a trip is enough for me." Anara quips.

Grand Lodge

F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2

Lunaea smiles at Tyraneus, That was lovely. Much nicer than these harsh mage spells. At least I've used up all the old Cure Light Scrolls I've been carrying around. More room in my spell case for something more interesting!

Lunaea climbs back up on the cart and looks forward to the rest of the journey.

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Returning with the hose and any good equipment she managed to loot from the captain, Oleander also thanks Tyraneus. "My thanks. That feels much better."

Not sure about others, but the first channel was enough to top off Oleander

Grand Lodge

Male Human Bodyguard 2

Brodey comes back covered in blood. It takes both channels before he's moving easily again. He drains his waterskin, has a bite or two of rations then helps Oleander with policing the scene...gathering valuable items and helping via wild empathy with the horses...maybe.

wild empathy: 1d20 - 2 + 1 ⇒ (3) - 2 + 1 = 2


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Does anybody busy himself with the snoring captain? He's not going to be asleep forever...

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Yeap. Oleander took him out of the sadle, tied him up an d looted him.

Grand Lodge

F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2

...and took his horse :)


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The captain had a very nice chain shirt, a steel shield (mwk), a lance (mwk), a short bow, a scroll case with some scrolls (cmw, magic missile, shield), a signal whistle. The fallen archers just carried longbows and shortspears.

You climb ever higher out of the jungle, the series of thin switchback trails just large enough for Raimondo’s caravan wagons. Suddenly, from the canopy below comes an unearthly bellowing roar. Thousands of colorful birds take flight and wing off away from the noise, and a cacophony of screeching, chittering, and screaming follows the roar.

As you approach the top of the ridge, a dilapidated camp comes into view. The camp is surrounded by a hastily constructed palisade wall forming a semi-circle that both starts and ends at an imposing cliff face stretching hundreds feet up from the palisade. The bodies of hundreds of ape-like creatures lie outside the walls in various states of decay. The stench is overpowering, and a cloud of flies is thick above the carnage. A cry goes up from the tower built over the palisade’s gate as the lookouts spot you, and the gate itself rumbles aside on rickety wooden wheels. A tall woman with black hair pulled back against her head and a shortsword on her hip strides out from the camp to meet you.

At that moment, a horn sounds from down in the valley, closely followed by the screams of men and horses. Looking below, you see another group of Aspis Mercenaries, riding fast up the switchback trails, with hundreds—maybe even thousands—of ape-men hurling stones at them and running hard on their heels.

Welcome to Azlant Ridge. I see you’ve met the locals. she says, and then Quick, get inside! Trust me, you don’t want to be out here when they get here., she ushers the pathfinders in, gate already closing. It seems the Aspis mercenaries will be stuck between the rocks of the monkey horde, and the hard place that is the palisade. Unless the adventurers intervene, of course.

t’s your call. We could use extra swords against those things, but they’ve been chasing you and trying to kill you. I’ll back your decision.

Liberty's Edge

M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3

I will take the Chain Shirt, if that's okay, as it would replace what I'm currently using. Can anyone identify it? I'll also take one of the longbows and some arrows, and retrieve my thrown Javelin if I can find it.

Kelsier looks at his companions. They are mercenaries. If we show them mercy, they might aid us.

Silver Crusade

Male Human (7.0A) Clrc 3/Wiz (Evoker) 3/ Mystic Thuerge 1 | HP 44/44; AC 19(22 w/ faith);TCH 12; FF 17; F +6; R +5; W+12; CMB +5; CMD 17; INIT +6;
Track:
Force Missile 6/6; Firebolt 6/6; CPE 3/3; Wands: CLW 42/50; MM 46/50; Prot from Evil 45/50 | Pearl of Power(1) 1/1 | Metamagic Rods Lesser Piercing 3/3; Lesser Empower 3/3

That is quite a few to show mercy to. Perhaps it may be better to retreat and regroup behind closed doors.

I have detect magic but it does not look as if I have placed a rank into Spellcraft, which better be remedied soon as it now seems silly that I did not place a rank into it.

Grand Lodge

F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2

Lunaea looks from Kelsier to Tyraneus, considering their words carefully. hmm... there is merit to both of your points of view - but if we win their gratitude, perhaps we could negotiate a truce between the Aspis and the Pathfinders? If not, we can surely deal with them ourselves. That would leave only one enemy to manage, indicating the apes. Perhaps we could even gain their help in the coming battles.

Glancing at the chain shirt, she seems to recognize it.
Identify: 1d20 + 8 ⇒ (17) + 8 = 25

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