PbP GameDay V: DM Sfounder's Before the Dawn I - The Bloodcove Disguise [CORE] (Inactive)

Game Master Chris Marsh

TACTICAL MAP | HANDOUTS

Initiative Quickpost:

[dice=Baddies]d20+0[/dice]
[dice=Thiera]d20+2[/dice]
[dice=Auri]d20+1[/dice]
[dice=Dupine]d20+2[/dice]
[dice=Piper]d20+8[/dice]


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Liberty's Edge

Male Human Cleric 4 (HP: 35/35) | Init: +0 | AC: 19 T: 11, FF: 19 | Perception +3 | F: +6, R: +3, W: +8 | CMB: +6 | CMD: 17 | 3* reroll 1/1

Hah! I'm enjoying that Auri doesn't much care for Merisiel. Hopefully not minding the stabby nature of this pregen. Her dice have been hot.

"I know, Auri. It's not easy to be merciful when you can't see your target. At least we got her now."

Merisiel doesn't turn down the coins from Weigo. To the bartender she says, interceding. "My friend here doesn't always choose the right words. Lura... didn't respond well to them."

She watches the bartender to see if his body language or words confirm or deny that the woman on the ground was their target.

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

Any Auri will use LoH to stabilise the summoner if she is still alive and Kyra doesn't want to use her spells.

"Yes, we got her, but if she is dead... we don't have what we need."

The paladin starts to search her for magical objects or potions that might be what is required. Looking up she asks the barman.

"Did she have a room somewhere? We need to see it, now."

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

Dupine accepts the drink, and downs it. "What a night," he grumbles.


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Will update later today. Auri does save her (she was -1.) So you can post questions etc whilst waiting.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The "new owner" answers Auri. "She didn't keep a room here, ironically she felt it beneath her. She did keep a lockbox behind the bar. She said she'd behead anyone who got caught tampering with it."

At this point she's conscious and gagged.

Liberty's Edge

Male Human Cleric 4 (HP: 35/35) | Init: +0 | AC: 19 T: 11, FF: 19 | Perception +3 | F: +6, R: +3, W: +8 | CMB: +6 | CMD: 17 | 3* reroll 1/1

"We'll see about that," Merisiel smirks. "I'm curious. Let me have a look at that lockbox."

Merisiel will check the lockbox over for traps. Take 10 on Perception? For a 24.
If it's locked, she'll bring out her tools and get to opening it. Take 10 on Disable Device? For a 27


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The gagged woman rolls her eyes and struggles a bit, but not enough to elicit potential retribution.

Merisiel pops the lock with ease. Inside are some extremely high end liquors, narcotics, and.... a vial that can only be the full strength cure for the vendor's son.

Liberty's Edge

Male Human Cleric 4 (HP: 35/35) | Init: +0 | AC: 19 T: 11, FF: 19 | Perception +3 | F: +6, R: +3, W: +8 | CMB: +6 | CMD: 17 | 3* reroll 1/1

"Perfect. We have what we need, guys. Do whatever you like to the woman, but please remind her that retribution is a very dangerous idea for her to entertain."

We got the cure now. Head back to the potion merchant?

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

Dupine speaks to the surviving summoner. "We are going to let you live, but if I were you, I would not plan to show my face around here any time soon. It looks like you were a big deal, but I suspect the speed with which we disabled you will be the talk of the town."

Then looking at the barkeep, he continues. "Congratulations, son. Run it well. DO us a favor, though? Store her away in a back room for a day or two until we get clear? We don't need her getting any ideas of being a thorn in our side." He tossed the man a few gold coins. "Feed her, though. No need to make her more miserable than she is."

Yes, let's go deliver the cure and get moving!


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The barkeep smiles wide, and as you leave he gives all the people too drunk to leave a free round!

With the cure secured, you return to Rulkep Tonics. The tears of appreciation are genuine, and you're proud of the work, even if it hadn't been part of your mission.

With everything secured, and with your travel cover wearing thin, you opt to head out of Bloodcove. You head 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.”

What now Pathfinders? Parlay? Violence? Acquiescence?

*Key:

From the briefing: “Once you deal with that business, head northwest.” He presents a sealed scrollcase and an ornate, golden key on a leather thong. “Guard these with your lives. The key’s exact purpose eludes me, but the symbol it bears is repeated on a doorway at Azlant Ridge. The scrollcase contains a map to the dig site. My magics secure the case, though, and it will explode violently if opened within five miles of Bloodcove."

Map Updated.

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

"To be honest, with this heat, a swim does sound quite refreshing. But I wonder, what is this key you speak of? What might it be for? We don't know each other, and I expect if we did, we could find some common ground easily enough. Let us pass, and perhaps we can agree to help you in some way?"

Diplomacy: 1d20 + 12 ⇒ (15) + 12 = 27


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

She ponders Dupine's words, but she doesn't budge, "I'm just looking for some quick gold, not the secrets of the universe. But, I like you, I'll be merciful when you surrender."

Baddies: 1d20 + 0 ⇒ (15) + 0 = 15
Thiera: 1d20 + 2 ⇒ (4) + 2 = 6
Auri: 1d20 + 1 ⇒ (9) + 1 = 10
Dupine: 1d20 + 2 ⇒ (18) + 2 = 20
Piper: 1d20 + 8 ⇒ (1) + 8 = 9
Kyra: 1d20 + 0 ⇒ (13) + 0 = 13
Merisiel: 1d20 + 9 ⇒ (1) + 9 = 10


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Round 1:

Dupine: Go
Baddies: TBD
Kyra: TBD
Merisiel: TBD
Piper: TBD
Thiera: TBD

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

Is this the same day?

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

Dupine rushes the guy on her left, hoping to better the odds quickly.

Attack: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Well, maybe vs flat-footed. How well armored are these guys?


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Next day, so recharged.

Dupine tries to get the jump on the thug, but his fist only slams into the steel breastplate warn by the woman.

In turn, they fight back with vigor. The two guards to the east fire their crossbows at 1 is Kyra: 1d2 ⇒ 1

ATK 1: 1d20 + 6 ⇒ (20) + 6 = 26 THREAT
ATK 1: 1d20 + 6 ⇒ (16) + 6 = 22 DMG: 2d8 + 2 ⇒ (4, 3) + 2 = 9
ATK 2: 1d20 + 6 ⇒ (13) + 6 = 19 DMG: 1d8 + 1 ⇒ (3) + 1 = 4

After their hits they give a warcry and draw their scimitars, dropping their crossbows on the jungle floor.

The other two guards maneuver to gang up on Dupine, going straight for their scimitars:

ATK 1: 1d20 + 9 ⇒ (19) + 9 = 28 THREAT
ATK 1: 1d20 + 9 ⇒ (4) + 9 = 13 DMG: 1d6 + 5 ⇒ (2) + 5 = 7
ATK 2: 1d20 + 9 ⇒ (7) + 9 = 16 MISS

The witch steps back and casts a spell of web! See map for Saves

Round 1:

Dupine: Miss
Baddies: ATK
Kyra: Go
Merisiel: Go
Piper: Go
Thiera: Go

Sovereign Court

Gnome Wizard (Illusionist) 7 | AC 17 T 13 FF 15 | HP 63/51 | F +7 R +6 W +7 (+2 vs. Illusion) | Init +8 | Perc +2 (low-light) | Sense Motive +0 | Blinding Ray 8/8 | MageArmor

Reflex: 1d20 + 5 ⇒ (20) + 5 = 25

Piper avoids becoming entangled, and tries to blind the witch to keep her from targeting the Pathfinders.

DC 18 Blindness on the Witch.

Liberty's Edge

Male Human Cleric 4 (HP: 35/35) | Init: +0 | AC: 19 T: 11, FF: 19 | Perception +3 | F: +6, R: +3, W: +8 | CMB: +6 | CMD: 17 | 3* reroll 1/1

Reflex save: 1d20 + 11 ⇒ (10) + 11 = 21
I assume that beats the save DC.

Merisiel moves outside of the webbed area, heading toward the crossbow-firing guards. She stabs at one (white border) with her rapier!
Rapier attack: 1d20 + 11 ⇒ (19) + 11 = 30
Rapier Crit Confirm?: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Extra Crit Damage: 1d6 + 3 ⇒ (4) + 3 = 7

"I really hope someone stops the mage-type for any more magical nuisances!"

Grand Lodge

Male Human (ulfin) Paladin 3(HP: 31/31) | Init: +0 | AC: 19 T: 10, FF: 19 | Perception +1 | F: +8, R: +4, W: +5 CMB: +5 | CMD: 19 | 1* reroll 1/1

reflex: 1d20 + 4 ⇒ (17) + 4 = 21
Krya goes to help Merisiel to the east and attacks with her scimitar.
attack: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 1d6 + 3 ⇒ (3) + 3 = 6


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Piper slips the worst of the threads, and tries to knock the witch out early. FORT: 1d20 + 3 ⇒ (15) + 3 = 18, and she barely blinks out the spell!

Merisiel has better luck, getting a good stab in. The elf's target is tough though, and he's got a lot of fight left. Kyra escapes too, but her blade hits only armor.

Thiera tries to escape the web, REF: 1d20 + 6 ⇒ (6) + 6 = 12, but she's caught fast. She tries to twist against the webs, Escape Artist: 1d20 + 3 ⇒ (16) + 3 = 19, and breaks free! She moves a bit.

Round 2:

Dupine: Go
Baddies: TBD
Kyra: TBD
Merisiel: TBD
Piper: TBD
Thiera: TBD

DM:

White: 14


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Oops, somehow I skipped Auri. Auri goes for Round 1.

Round 1:
Auri: Go

Round 2:

Dupine: Go
Baddies: TBD
Kyra: TBD
Merisiel: TBD
Auri: TBD
Piper: TBD
Thiera: TBD

DM:

White: 14

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

Dupine changes his focus to the spell caster, really putting his strength into a one-two punch.

Flurry, PA: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 + 12 ⇒ (8) + 12 = 20

Flurry, PA: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d8 + 12 ⇒ (1) + 12 = 13


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

August's fists can't find their mark on the magically protected woman.

Round 1:
Auri: Go

Round 2:

Dupine: Miss
Baddies: TBD
Kyra: TBD
Merisiel: TBD
Auri: TBD
Piper: TBD
Thiera: TBD

Spoiler:

White: 14

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

Auri tries to avoid the entangling vines I assume from above it is entangle, but I can't see it spelt out anywhere
ref: 1d20 + 4 ⇒ (12) + 4 = 16

She charges the closest of the guards.

charge,PA: 1d20 + 11 + 2 - 2 ⇒ (12) + 11 + 2 - 2 = 23
NLdamage, merciful: 2d6 + 9 + 6 + 1d6 ⇒ (1, 5) + 9 + 6 + (5) = 26

"Give up, there is no need for bloodshed."


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

It's a web, not entangle. Even if you make your save it's still rough going.

Auri ALMOST knocks he man out, but he somehow holds on despite her hit and Merisiel's stab.

On the Eastern front the guards try to get a better position. One steps up to slash at Kyra: Scimitar: 1d20 + 9 ⇒ (2) + 9 = 11, but focuses more on moving than swinging.

The other slashes at Merisiel, thinking her the easier target. Scimitar: 1d20 + 9 ⇒ (8) + 9 = 17. But he thinks wrong.

On the west, the two guards continue to focus on August:
Scimitar: 1d20 + 9 ⇒ (5) + 9 = 14 MISS
Scimitar: 1d20 + 9 ⇒ (13) + 9 = 22 DMG: 1d6 + 5 ⇒ (1) + 5 = 6

The witch steps back while taking out a wand. She looks at August and gives him the STINK EYE! Will DC 18 or suffer the Misfortune Hex/

Round 2:

Dupine: Miss
Baddies: Stuff
Kyra: Go
Merisiel: Go
Auri: Go
Piper: Go
Thiera: Go

DM:

White: 14 (26 NL)

Liberty's Edge

Male Human Cleric 4 (HP: 35/35) | Init: +0 | AC: 19 T: 11, FF: 19 | Perception +3 | F: +6, R: +3, W: +8 | CMB: +6 | CMD: 17 | 3* reroll 1/1

Merisiel moves between both guards, tumbling fast as she goes to avoid their attacks.

Going to tumble to where she is on the map. Because of the number of threatened squares to get there, she'll go at full speed (which bumps their CMD by +10.)
Acrobatics to Avoid AoOs: 1d20 + 20 ⇒ (12) + 20 = 32
Her AC is 27 vs AoOs, thanks to Mobility

Once flanking with Kyra, she stabs a guard (blue border) for all she's got.
Rapier Attack w/Flanking: 1d20 + 13 ⇒ (9) + 13 = 22
Weapon Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Sneak Attack Damage: 4d6 ⇒ (1, 6, 6, 6) = 19


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Despite the danger, Merisiel gets through despite the danger, showing off her skill. When she lands, her blade slips between the witch's wounds with ease! She howls in agony. Another hit like that and she's not long for this world.

Round 2:

Dupine: Miss
Baddies: Stuff
Kyra: Go
Merisiel: Stabbity
Auri: Go
Piper: Go
Thiera: Go

DM:

White: 14 (26 NL)
Witch: 26

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

Will Save: 1d20 + 7 ⇒ (5) + 7 = 12
Awesome. As if my rolls didn't already stink enough!

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

Auri continues to push through the web
CMB: 1d20 + 9 ⇒ (7) + 9 = 16

Once clear she then slashes out at the nearby guard.
attack,flank: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
NL damage, merciful: 2d6 + 9 + 1d6 ⇒ (1, 1) + 9 + (3) = 14

But strands of web clog her blade.

Third one I have rolled today for melee attacks! NB Auri is moving in a manner that will not attract AOO


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August continues to struggle, and this time, so does Auri.

Thiera decides that enough is enough and drops a fireball on the witch and two of her guards. The flames lick her teammates, but her placement is perfect. DMG: 6d6 + 6 ⇒ (1, 2, 2, 1, 3, 5) + 6 = 20

Witch: 1d20 + 5 ⇒ (8) + 5 = 13
Black: 1d20 + 2 ⇒ (15) + 2 = 17
Red: 1d20 + 2 ⇒ (2) + 2 = 4

All three are taken by surprise! The witch most of all as she drops from the extensive burns!

Round 2:

Dupine: Miss
Baddies: Stuff
Kyra: Go
Merisiel: Stabbity
Auri: Miss
Piper: Go
Thiera: Fireball

Round 3:

August: Miss

DM:

White: 14 (26 NL)
Witch: Dead
Black: 20
Red: 20

Sovereign Court

Gnome Wizard (Illusionist) 7 | AC 17 T 13 FF 15 | HP 63/51 | F +7 R +6 W +7 (+2 vs. Illusion) | Init +8 | Perc +2 (low-light) | Sense Motive +0 | Blinding Ray 8/8 | MageArmor

Piper tries to blind the guards fighting August.

DC 17 Glitterdust on the two thugs.

-Posted with Wayfinder


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Piper brings forth another spell full of vivid colors.

Black: 1d20 + 2 ⇒ (3) + 2 = 5
Red: 1d20 + 2 ⇒ (17) + 2 = 19

The one farther away shakes out the glitter, but the one close by (red) is blinded by the gnome's spell!

Round 2:

Dupine: Miss
Baddies: Stuff
Kyra: Go
Merisiel: Stabbity
Auri: Miss
Piper: Glitterdust
Thiera: Fireball

Round 3:

August: Miss

DM:

White: 14 (26 NL)
Witch: Dead
Black: 20
Red: 20


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

I'll be sporadic from Wednesday November 23 through Sunday November 27 due to American Thanksgiving. I suspect this game will be wrapped up before then. I'll start part II on Monday, even if we finish early.

Round 2:

Dupine: Miss
Baddies: Stuff
Kyra: Go
Merisiel: Stabbity
Auri: Miss
Piper: Glitterdust
Thiera: Fireball

Round 3:

August: Miss

DM:

White: 14 (26 NL)
Witch: Dead
Black: 20
Red: 20


Krya does the slashy slashy thing to aid Merisiel's stabby stabby thing.
attack: 1d20 + 8 ⇒ (12) + 8 = 20
damage?: 1d6 + 3 ⇒ (1) + 3 = 4


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Kyra draws blood with a quick slash, but Merisiel eyes an opportunity while the foe pays attention to the cleric.

Despite their wounds though, the guards change positions to avoid the worst of it. They then slash like their lives depend on it!

Blue v. Kyra: 1d20 + 9 ⇒ (5) + 9 = 14
White v. Merisiel: 1d20 + 9 ⇒ (9) + 9 = 18

but neither can connect.

Both of the remaining guards on the left slash at August before stepping back.

Black: 1d20 + 9 ⇒ (3) + 9 = 12
Red: 1d20 + 9 ⇒ (7) + 9 = 16

Their skills aren't any better. Thiera continues her barrage, and drops another fireball, hoping to knock them out in one fell swoop.

Black: 1d20 + 2 ⇒ (8) + 2 = 10
Red: 1d20 + 2 ⇒ (5) + 2 = 7
Fireball DMG: 6d6 + 6 ⇒ (5, 5, 3, 1, 3, 6) + 6 = 29

Indeed, when the flames dissipate, there's little left of the two guards.

Round 3:

Dupine: Miss
Baddies: Stuff
Kyra: Go
Merisiel: Go
Auri: Go
Piper: Go

Thiera: Evoke!

DM:

White: 14 (26 NL)
Witch: Dead

Blue: 4

Liberty's Edge

Male Human Cleric 4 (HP: 35/35) | Init: +0 | AC: 19 T: 11, FF: 19 | Perception +3 | F: +6, R: +3, W: +8 | CMB: +6 | CMD: 17 | 3* reroll 1/1

Merisiel tumbles to a flanking position with Auri...
Acrobatics: 1d20 + 20 ⇒ (5) + 20 = 25

Once positioned, she stabs at one of the guards (white border).
Rapier Attack w/Flanking: 1d20 + 13 ⇒ (10) + 13 = 23
Rapier Damage w/Sneak Attack: 5d6 + 3 ⇒ (2, 5, 1, 6, 2) + 3 = 19

"You really should just give up. You made a mistake, and it's looking like it'll cost you your life."


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Merisiel's words fall on deaf ears. The rapier stab and the bruises from Auri are too much and the man is unconscious before the elf finishes her admonishment.

With no one left, the remaining guard throws down his weapon and begs for mercy!

Before you can interrogate him, the burned witch raises her head for a moment. It doesn't take a psychic to know that she understands these are her dying words. She even seems at peace with it. The witch smiles gently. “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...

And with that, she takes her last breath.

Weary and mere hours ahead of the Aspis Consortium’s own force sent to overtake you on your way to the Azlant Ridge excavation, you divest the guards of their gear and make off for the safety of the site, a two day hike.

Well played Pathfinders! It's a bummer about TomG, but this was solid play. As I mentioned above we'll get to part II on Monday. It'll be the same thread, so no worries. I'll try to get chronicles out today.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Since we're all in tier now, chronicles are HERE. We'll start up on Monday. I'll drop Thiera another line.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Actually, since part II isn't a GameDay game I'm going to deactivate this thread and start up a new one. You can post HERE. I'll close this one once everyone dots the new one.

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

You okay with me editing in Auri's day job and cutting the xp/gold for slow progression?


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Doh! Yes, and my apology for never remembering that.

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