PFS 9-15 The Bloodcove Blockade (Inactive)

Game Master noral

Maps and Handouts (please update the PC information)


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Sputtering lanterns light the grimy common room of the Poppy’s Bloom, a tobacconist-turned-boardinghouse on the outskirts of Bloodcove’s harbor. Two figures emerge from the room’s darkest corner—the tattooed half-elf Fola Barun and Guaril Karela of the Exchange faction. Fola shrinks into her cloak to avoid being seen, whereas Guaril looks around with a nostalgic glint in his eye.

Please describe your introduction if you like.


Guaril Karela of the Exchange faction grins when he sees you.

"Ahh, there you are! Before you die in this town: Bloodcove is one of the few bastions of civilization on the Fever Sea. Bloodcove borders both the trackless Fever Sea and the vast Mwangi Expanse—two huge wildernesses at the very edge of civilization. Its nearest neighbours are hardly much better." he says while looking around the room.

"Well, and to the north lies the pirate haven of the Shackles, an island chain filled with pirates and the remains of whatever cannibalistic society dwelt there before them. To the south there is the former Cheliaxian colony of Sargava, beset on all fronts by its former owner Cheliax, the greedy Shackles pirates who protect it and its own rebellious Mwangi population."


You look out of the window and look at this strange town in the jungle.

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 colour of the water that pours from the Vanji River into the Fever Sea.


Diplomacy (gather information) or Knowledge (local) - The PCs may know more about the city of Bloodcove and its
criminal power brokers.

DC 15+:
Bloodcove was built atop a forest of giant mangroves
at the Vanji River delta. The mangroves’ root systems
still support much of the city’s foundation, and regular
maintenance is necessary to keep growing roots from
tearing buildings apart. The Saltroot druid circle plays a key
role in tending the mangroves, giving the Saltroots leverage
in a city otherwise run by mercantile interests.

20+:
The Saltroot’s leader, Erwyn Harvacus, uses the
circle’s influence to extort money from merchants who use
the docks his druids maintain. He launders this money
by investing in local plantations, protecting the Saltroot’s
fnances as long as the crops prosper (which he ensures with
regular castings of plant growth).

25+:
Harvacus rarely double-crosses those who pay into
his racket, but he makes an exception for those who work
with fends. Two of his brothers perished in the Mendevian
Crusades, and he’s held a grudge against all evil outsiders
ever since.

* * *

Knowledge (geography or history) - The PCs may know more about the Mwangi Expanse and its various peoples.

15+:
Bloodcove serves as a bastion of urbanization in a
region that largely remains the domain of wilderness and
tribes of Mwangi natives, ranging from humans along the coast to gripplis, lizardfolk, and other races further inland.
Each tribe boasts its own unique cultural heritage, though
many formed among the ruins of much older civilizations
deeper in the jungle.

20+:
Several Bloodcove-based profteers, including Aspis
agents and members of House Cartahegn, regularly steal,
smuggle, or exploitatively swindle cultural relics from
local tribes to be sold abroad. The practice fans divisions
between native populations and foreigners within the city.
Bloodcove’s law enforcement generally favors the looters,
so local dissidents, including Ungala and her guerillas, have
started to steal relics back by force.

25+:
Stealing cultural relics is a lucrative but risky
business. Many Mwangi artifacts contain ancient magic that
even tribal leaders don’t fully understand. Tampering with
these items can release powerful curses upon the unwary.

Liberty's Edge

Male M Halfling Order of the Paw Cavalier 6th HP 62/62 AC 27 /ff 26 /t 13, Fort +9, Ref +5, Will +5, Init +1, Per +3, Spd 20' (15’ in armor)

Somehow, Reggie has ended up in another place where it seems entirely possible for him to fall into water while wearing a suit made out of metal. It's almost like he wants to drown to death.

Still, he chats up the people of Bloodcove on his way to his briefing.

Diplomacy (gather information): 1d20 + 7 ⇒ (7) + 7 = 14

But for some reason, they don't seem interested in talking to him.

He looks around at the location that they've chosen for the briefing with some curiosity, sniffing the air curiously as Rowdy sneezes at the remains of the scents that still fill the place form it's former life.

"That's quite an invitation," he says to Guaril, "But why don't you tell us why you called us here?"

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

Myth stays silent in the far corner as he listens to Guaril Karela's words. He is very wary of the man; a Pathfinder friend of his saved Karela's life on a mission a long while back...but his friend died in doing so...

Knowledge (Local): 1d20 + 4 ⇒ (20) + 4 = 24

Myth recalls a bit about Bloodcove and its mangroves...and also knows of the Saltroot druids and their influence, here, including the shady practices of their leader, Harvacus. He will share this with the other party members, once the briefing is over...

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

A strange figure is slumped in the corner, snoring loudly. He is covered in tattoos, all of them displaying words in a variety of scripts and languages, so many of them that it's a bit difficult to make out whether he is human or perhaps an elf or perhaps something in between. He is wearing a wayfinder over a set of tie-died pajamas and the pajamas too appear to have a variety of notes pinned to them.

He startles violently, stretches lazily, yawns, spits, and looks around the room with bleary eyes. "Oh. Hello. I'm - I'm - I'm..." He trails off in confusion. "It's a pleasure to meet you all. I'm..." He looks around the room, as if perhaps he might find some clue or indication, something to get his bearings. He rubs his eyes to be sure that he is actually awake, and gives himself a good strong pinch. "Ow! Hmm, well I'm awake, no doubt about that, but that doesn't help much to know that, if I don't know who it is that is awake, now does it? I don't suppose any of you know? Frightfully embarrassing, I must say, I'm sure that it will come to me in just a moment, but for just now, I have to admit that I don't have the faintest idea who I am or what I might be doing here. Perhaps you can assist me?"

Pinned to his pajama shirt is a note with large, bold writing: "Birseko Naam - if found, return to nearest Pathfinder Lodge."

Staring down at the note, the figure reads it, and then softly whispers, "Birseko Naam, birseko naam... I wonder if that could be me? I feel so unsure of everything just now, it's as if you wake from a dream and you can't decide if you are awake or still asleep..." He pauses, and then exclaims, "Dreams! Yes, that is one thing I DO remember, in my dream, though it was REAL, not a dream at all, mi'lord appeared to me, assuring me that his time is coming, and that I should go forth to herald him. Lord Ranginori returns! Let all know and tremble!" A look of consternation and confusion crosses swiftly over his brow. "That was real, wasn't it? I saw it in my dream but I'm quite sure it was real, as sure as I am of my own..." He trails off, uncertain, eyes aglow with a mixture of fervent devotion and the straining for memories that seem to dance just out of reach.

He looks around at the assembled pathfinders. "So, my friends, here I am, whoever that is, and I am at your service. You may call me Birseko Naam."


LOL! :-)

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Knowledge (Local): 1d20 + 9 ⇒ (17) + 9 = 26

Knowledge (History): 1d20 + 9 ⇒ (13) + 9 = 22

"It's so odd. I barely recall anything important, and yet unbidden my mind calls forth strange trivia about this place!"

Birseko shares what he remembers, as per the knowledge spoilers above

Sovereign Court

Wilhelmina Murray | Female CG Dhampir Druid (Swarm Monger) 3 | HP 24/24 | AC 15, T 11, FF 14 | CMD 13| F +4 R +2 W +6; | Init +2 | Perc: +8 | Speed 30ft | Fecund Familiar 2/3; Spells: 0 detect magic, guidance, light, stabilize; 1st charm animal, faerie fire, frostbite; 2nd delay poison | Active Conditions: none.

"Ah, Bloodcove. Can't say much to the climate, but the company is fine, eh Jonathan?"

Wilhelmina adjusts her sleeves, which seem too long for the climate, and fastens a sun veil to the brim of her hat.

Liberty's Edge

Male M Halfling Order of the Paw Cavalier 6th HP 62/62 AC 27 /ff 26 /t 13, Fort +9, Ref +5, Will +5, Init +1, Per +3, Spd 20' (15’ in armor)

"Uuuh-huh..." Reggie says watching the man in pajamas dubiously and scratching his head as the man continues.

"You gonna be alright there, fella?"

He gives a nod of welcome and recognition to Wilhelmina when she arrives and tosses Myth a casual wave.

The Exchange

Male LG Human Investigator 1 | HP 8/10 | AC 14/18* T 11 FF 13 | CMB +2 (+3 with sword cane), CMD 13 | F: +1, R: +3, W: +3 [+1 vs charms/compulsions] | Init: +1 | Perc: +5, SM: +5 | Speed 30ft | Inspiration 5/6 |Tireless Logic 1/1 | Active conditions: *Shield (1 min)

A gentlemanly Garundi man enters Poppy's Bloom. He smiles apologetically. "Waylaid by toughs on the way over. You think they'd know a thief-taker when they see one! But Bloodcove is a fascinating place. I'm Quinn, by the way."

Knowledge (local): 1d20 + 8 + 1d6 ⇒ (7) + 8 + (6) = 21
Knowledge (history): 1d20 + 8 + 1d6 ⇒ (12) + 8 + (3) = 23

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Birseko's ears perk up when the Investigator enters. "A detective?!? Why, that's just what's needed. You see, well, it's a bit odd really, but, well, I erm seem to have lost my name. I mean, I have one - this one, Birseko Naam, but I'm just using it, I don't know if it's mine really because well, erm, I seem to have lost my identity too. Do you have much experience solving cases like this?"


Guaril Karela starts giggling after hearing Birseko's request.

"Maybe you can solve this riddle after this mission?" he says with a sly smile.

He looks out of the window and his smile broadens.

“You can take the Sczarni out of the city, but you can’t take the city out of the Sczarni,” Guaril sighs wistfully.

“Not to say Bloodcove and Riddleport are the same, but with a little work we could make it more like home… if you’re willing to lend a hand.”

Fola's demeanor changes and she looks at you all as if this is now serious business.

“Let’s not get ahead of ourselves,” whispers Fola tensely, glancing about for eavesdroppers.

“The matter at hand is greater than a single port. I’ve met with the grippli tribes in the Kaava Lands and they’ve confirmed some troubling reports. A ruined temple that the Society recently surveyed in Kaddodi has a powerful asura sealed within its walls. The gripplis have maintained the fiend’s prison for generations, but the Aspis Consortium recently began mining the temple grounds for minerals. Their operation appears to be threatening the temple’s wards, and should the mining continue, the asura could be released. If we are to prevent an ancient evil from devastating the Kaava Lands, we must halt the Aspis operations around that temple.”

Anyone of you who has played/GMed a scenario which gives you some background (e.g. Champions Chalice 2, 6-09 By Way of Bloodcove, 6-16 Scions of the Sky Key, Part 3: The Golden Guardian, 7-10: The Consortium Compact, or 9-10 Signs in Senghor) can assume that they heard about these incidents in the grand lodge but of course has no first hand information. If you have played any of these scenarios with the character in this game please tell me.

“That’s where we come in,” Guaril says with a smirk.

“The Exchange faction has been exerting pressure on the mine’s business partners, but to shut it down for good, we need to hit its foundations in Bloodcove. Aspis agents rarely honor legal obstacles, so we’ll be returning to my ‘family values.’ A company called the Vanji Prospectors’ Guild runs the logistics for the Aspis mining outfit. Your job is to get in and grab anything that makes the Consortium’s business practices unpalatable. From there we approach some of Bloodcove’s movers and shakers, expose the Consortium’s misdeeds, and convince them to strangle the mining outfit’s supply lines. With a little luck, we may free this city from Aspis coils and earn some new business partners in one fell swoop.”


Fola adds, “We’ve already identified two community leaders who may be sympathetic to our cause: Erwyn Harvacus of the Saltroot druid circle, and Ungala, a guerilla warrior the Society has met before. Ultimately we need to shut down the Consortium’s supply lines, by land and by sea. Furthermore, we need to orchestrate the whole thing while deep in Aspis-controlled territory. We’ll cover your tracks as best we can, but I suggest you move quickly to minimize any attempts to retaliate.”

The Exchange

Male LG Human Investigator 1 | HP 8/10 | AC 14/18* T 11 FF 13 | CMB +2 (+3 with sword cane), CMD 13 | F: +1, R: +3, W: +3 [+1 vs charms/compulsions] | Init: +1 | Perc: +5, SM: +5 | Speed 30ft | Inspiration 5/6 |Tireless Logic 1/1 | Active conditions: *Shield (1 min)

Quinn strokes his goatee while thinking. "Guaril, what kind of "unpalatable" material do you think we could obtain? I happen to know a bit about the leader of the Saltroots, and he's already engaged in some "unpalatable" practices, like extortion, already!"

Quinn whispers to Birseko, "Happy to be of assistance. Amnesia is uncommon, but not unprecedented. I'll observe you carefully on this mission and see if I notice anything helpful. Afterwards, if the Society permits, I can delve a bit deeper."

Liberty's Edge

Male M Halfling Order of the Paw Cavalier 6th HP 62/62 AC 27 /ff 26 /t 13, Fort +9, Ref +5, Will +5, Init +1, Per +3, Spd 20' (15’ in armor)

Reggie looks at Guaril quizzically. He's not exactly thrilled by the sort of urban renewal the man is suggesting.

"Well, I'm all for stopping the Apsis and pushing the Society forward. And helping folks keep their freedom. Don't know if I'm the right person for sneaking, though," Reggie chimes in.

And, indeed, he's not wearing it at the moment, but a suit of platemail armor is carefully strapped to the haunches of the wolf that he's riding.

"Although...fast we can do," he continues, patting the wolf affectionately.

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

Myth hisses ”Aspisssss...dealt with them before.”

He ponders before continuing. ”So, this Vanji Prospector’s Guild is a front for the Aspis Consortium? We can start by paying them a visit...what else can you tell us about this guild?”


When Quinn asks about the Saltroots Guaril makes clear that they need more substance than that!

When Myth asks about the Prospector's Guild he is greeted with a flood of information from the group's hosts.

Guaril shrugs and reports, “It once was a minor contractor for the Consortium, used to support mining operations without drawing unwanted attention. The Guild handles everything— personnel, revenue, supplies, even prisoners moving to and from the mine—so the guild house should be rich with secrets about the outfit’s inner workings. The building is guarded, certainly, but you are strong, savvy, and more than capable of getting in and out without too much trouble. Just remember that nobody likes being attacked, and the longer you can avoid drawing blades, the longer you’ll be able to search. If you have to punch someone, just remember to grab what you can and then get out. We’ll run interference while you infiltrate the guild house, but afterward you need to finish the mission before they can mobilize an effective counterattack.”

Fola follows up Guaril's information with some of her own.

"We also suspect that one of our agents who had been working in Bloodcove may be kept there. This is uncertain right now, but Malika Fenn has been missing for a time now and we know no better place the Aspis could be keeping her."

Anybody played those scenarios I asked about above? Would be good to point this out in the discussion as I will unfold more information based on that.

The Exchange

Male LG Human Investigator 1 | HP 8/10 | AC 14/18* T 11 FF 13 | CMB +2 (+3 with sword cane), CMD 13 | F: +1, R: +3, W: +3 [+1 vs charms/compulsions] | Init: +1 | Perc: +5, SM: +5 | Speed 30ft | Inspiration 5/6 |Tireless Logic 1/1 | Active conditions: *Shield (1 min)

Quinn looks around at his companions. "What do you fancy? An undercover operation, or perhaps a midnight burglary?"

Liberty's Edge

Male M Halfling Order of the Paw Cavalier 6th HP 62/62 AC 27 /ff 26 /t 13, Fort +9, Ref +5, Will +5, Init +1, Per +3, Spd 20' (15’ in armor)

Reggie perks up at the news of a captured agent. He has a particular interest in freeing those who are in bondage.

But he still shrugs at Quinn's question. "I ain't much of one for a bunch of skullduggery. I'm 'bout as quiet as a dwarf mead hall when the 4th keg's been tapped and my actin' skills go 'bout as far as 'guy riding wolf.' Ya'll just let me know what you want me to do and point me in the direction of the bad guys."

Sovereign Court

Wilhelmina Murray | Female CG Dhampir Druid (Swarm Monger) 3 | HP 24/24 | AC 15, T 11, FF 14 | CMD 13| F +4 R +2 W +6; | Init +2 | Perc: +8 | Speed 30ft | Fecund Familiar 2/3; Spells: 0 detect magic, guidance, light, stabilize; 1st charm animal, faerie fire, frostbite; 2nd delay poison | Active Conditions: none.

"You make a splash wherever you go, Reggie, but I've seen your infiltration skills."

Wilhelmina looks over the group. "That said, we may have more luck with a bit of breaking and entering at night."

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

Myth nods in agreement with Wilhelmina. "I concur...goin' in at night suits me just fine..."

Grand Lodge

| AC24 T12 F23 | HP 45/45 | CMD:18 | F:+10 R:+3 W:+6 | Init:+4 | Perception: +13

A Gnome enters the room in heavy thick plated armor riding a chelaxian heron.

"I have been listening outside and I think I am caught up. I could do some areal surveillance of the build we seek to infiltrate. That may give us a better idea of guards, weak-points and the like. Sorry for jumping in."


Fola is content that you are already planning.

Guaril thinks again and looks at Quinn. "Look, regarding the evidence you should look for. I have an idea. Find anything we can use to drive a wedge between the Consortium and our potential new allies. Look for transactions that work against Harvacus’s interests or stolen Mwangi relics that will anger Ungala.”

Guaril looks to Fola then adds, “Also, the Society is a family that looks after its own, and the undercover agent Malika Fenn is really important to me. Keep an eye out, and tell her Guaril sent you.”

Fola also adds after hearing Guaril talk. “Maybe you know that but as Harvacus leads the Saltroots, the druid circle heavily involved in maintaining Bloodcove’s dockyards, he might be a key influencer. The entire city is built atop a giant mangrove copse, so druids capable of reshaping the root network wield considerable power. Those in Harvacus’ good graces have ready access to usable landings, but those who anger him often find their moorings overgrown!"

Guaril pipes up. "Any other questions or concerns before you head out?"

The Exchange

Male LG Human Investigator 1 | HP 8/10 | AC 14/18* T 11 FF 13 | CMB +2 (+3 with sword cane), CMD 13 | F: +1, R: +3, W: +3 [+1 vs charms/compulsions] | Init: +1 | Perc: +5, SM: +5 | Speed 30ft | Inspiration 5/6 |Tireless Logic 1/1 | Active conditions: *Shield (1 min)

Quinn nods. "I think we have enough to go on." Looking over the at the newly-arrived gnome, he says "If you can scout the place without being noticed," Quinn raises an eyebrow, "then knowing the routine of the guards and any obvious entrances and defences would be extremely helpful."

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

Myth arches an eyebrow as he nods to Dwight. "Excuse me for asking, but you look built more for fighting than recon...what kind of surveillance are you talking about?"

Grand Lodge

| AC24 T12 F23 | HP 45/45 | CMD:18 | F:+10 R:+3 W:+6 | Init:+4 | Perception: +13

"First we would approach by land see that the external surveillance is like. If it is heavy I fly 55 feet above the top of building out of range of vision of any guards with darkvision and scan the roof then I descend to the safest possible height and use both detect magic and detect alignment to see how many auras I can see which may give us an idea of what we are up against. I may also be able to spot entrances. Other people can get ground-level information for which you will likely need to get closer."

Liberty's Edge

Male M Halfling Order of the Paw Cavalier 6th HP 62/62 AC 27 /ff 26 /t 13, Fort +9, Ref +5, Will +5, Init +1, Per +3, Spd 20' (15’ in armor)

Both Reggie and Rowdy perk up when the gnome arrives. Seeing another small, heavily armored warrior interests Reggie.

Rowdy tries to decide if he can play with, or eat, the bird.

Reggie is impressed when Dwight goes through the list of things he can do. "And here, all I can do is ride at things and poke 'em with a stick," he says.

Rowdy is disappointed when it becomes obvious that he will be allowed neither to eat, nor play with the bird, at least for the moment.

The Exchange

Male LG Human Investigator 1 | HP 8/10 | AC 14/18* T 11 FF 13 | CMB +2 (+3 with sword cane), CMD 13 | F: +1, R: +3, W: +3 [+1 vs charms/compulsions] | Init: +1 | Perc: +5, SM: +5 | Speed 30ft | Inspiration 5/6 |Tireless Logic 1/1 | Active conditions: *Shield (1 min)

"Okay, it sounds like we have a plan. Or at least the beginnings of one. Surveillance will inform how we get into the place. Let's go!"

Grand Lodge

| AC24 T12 F23 | HP 45/45 | CMD:18 | F:+10 R:+3 W:+6 | Init:+4 | Perception: +13

Appologies Reggie. I try not to bring characters that are too similar to others, but in tier I had overlaps with basically everybody in this game. I'm hoping, though mounted, that an inquisitor will feel different enough from a cavalier. Sorry again.


Dwight please make a fly or stealth check for additional information than the below. Also the others are encouraged to participate with whatever means available. :-) Please also make the respective skill check you believe would be reasonable.

GM :
1d20 ⇒ 6

VANJI PROSPECTORS’ GUILDHOUSE

Dwight flies over the guild house!

The Vanji Prospector’s Guild operates out of a small building overhanging the Vanji River, with most of its rooms supported by large mangrove roots.

It has wooden doors, smooth wooden walls and floors, and ceilings roughly 12 feet high. Windows provide normal illumination. There is a waterlogged ground beneath the guild house that would rather function like shallow bog Dwight would assume. The sluggish Vanji River requires swimming to traverse.


See map.

A1. Boardwalk

Bloodcove’s waterfront features numerous boardwalks that allow pedestrians to travel unimpeded above the mangrove roots and marshland surrounding the Vanji River.

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

With Dwight doing the aerial recon, Myth will recon by land, sneaking around the outskirts of the building, concealing himself as best he can, looking for guards, alternate entrances, and anything else that might be relevant to their mission...

Stealth: 1d20 + 21 ⇒ (18) + 21 = 39
Perception: 1d10 + 11 ⇒ (10) + 11 = 21


Myth manages to get a good look into the windows.

You identify two unarmored bouncers in the storefront (A2) and two elves overseeing the business from the office (A3).

Liberty's Edge

Male M Halfling Order of the Paw Cavalier 6th HP 62/62 AC 27 /ff 26 /t 13, Fort +9, Ref +5, Will +5, Init +1, Per +3, Spd 20' (15’ in armor)
Dwight Dimbledon the Daring wrote:
Appologies Reggie. I try not to bring characters that are too similar to others, but in tier I had overlaps with basically everybody in this game. I'm hoping, though mounted, that an inquisitor will feel different enough from a cavalier. Sorry again.

No apologies necessary. That was all IC and good natured. Both I and Reggie like to work with people who are skilled in lots of ways. Reggie's got a couple tricks up his sleeves but they're all combat oriented. We can have the little armored cavalry charging around together.

Liberty's Edge

Male M Halfling Order of the Paw Cavalier 6th HP 62/62 AC 27 /ff 26 /t 13, Fort +9, Ref +5, Will +5, Init +1, Per +3, Spd 20' (15’ in armor)

Reggie armors up, and gets Rowdy's armor on him, too. They keep their distance from the place, knowing they'll stick out like a sore thumb but make sure they know a quick path to it and stay close enough to get into any trouble that starts up.

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

Myth returns back to his companions...

"Saw a couple of brawler types in the storefront, neither armored...and there were a couple Elves running the business office...that's all I got..."


You can also try swimming or information gathering or whatever else you can envision.

The Exchange

Male LG Human Investigator 1 | HP 8/10 | AC 14/18* T 11 FF 13 | CMB +2 (+3 with sword cane), CMD 13 | F: +1, R: +3, W: +3 [+1 vs charms/compulsions] | Init: +1 | Perc: +5, SM: +5 | Speed 30ft | Inspiration 5/6 |Tireless Logic 1/1 | Active conditions: *Shield (1 min)

Quinn listens to Myth's report and strokes his chin. "Okay, good work. So not too much opposition. What do you all think? Should we wait until the middle of the night and then go in? If we're lucky, maybe some of the staff will have left."

Grand Lodge

| AC24 T12 F23 | HP 45/45 | CMD:18 | F:+10 R:+3 W:+6 | Init:+4 | Perception: +13

Fly take 10: 1d20 + 17 ⇒ (19) + 17 = 36

Dwight keeps his mount at the exact right height to keep it out of sight and to use the building to blind any views. If anyone could see this flying they would be impressed, alas.

Grand Lodge

| AC24 T12 F23 | HP 45/45 | CMD:18 | F:+10 R:+3 W:+6 | Init:+4 | Perception: +13

I look forward to a stacked groin and face double charge.

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Before leaving the mission briefing, Birseko asks Fola and Guaril if either of them has any item or possession belonging to Malika Fenn? "It might help me sense her presence."

When they are about to approach the Guildhouse, Birseko will activate wands of Mage Armor and Heightened Awareness.

"You know, I could also see if I can befriend the people who work here. I think I used to remember something about how to do that... If only I could remember..."

Spell Recollection, Charm Person: 1d100 ⇒ 30

Birskeo sighs. "Nope, it's just there, flitting in and out of my memory, but I can't quite catch it."

Unsuccessful, so Birseko uses 1 level 1 spell slot but does not gain Charm Person as a spell known. He can attempt again (this spell, or another) in an hour.


Dwight sees a young man with a piece of paper in his hand and a package on his back approach the building. He seems to read what is stated on the piece of paper and then knocks on the door! He then seems to read what is stated on the piece of paper out loud and tries to put the piece back into his pocket but it drops and flies into the air due to the wind.

Your great flying allows you to catch it.

’Remember: customers who ask to “inspect their dividends from the Kaddodi project” are brought to the overseers to discuss valuables recovered from the mining operation!

The boy exits after 5 minutes and leaves.

Liberty's Edge

Male M Halfling Order of the Paw Cavalier 6th HP 62/62 AC 27 /ff 26 /t 13, Fort +9, Ref +5, Will +5, Init +1, Per +3, Spd 20' (15’ in armor)

Reggie gets bored with just watching after a while. Even the excitement of seeing someone head in and come back out after 5 minutes isn't much to relieve the tedium.

He ambles away, to find someone to talk too.

"Pardon me, but I went by that prospector's guild place and it got me thinkin'. What kind of prospectin' can you do on a bunch of trees? What're they all about?" he asks, turning up the country mouse in the city charm.

Diplomacy (Gather Information): 1d20 + 7 ⇒ (7) + 7 = 14


Reggie unfortunately cannot gather any useful information on the Aspis!

Tell me when you are ready to move on or want to take any other action.

Grand Lodge

| AC24 T12 F23 | HP 45/45 | CMD:18 | F:+10 R:+3 W:+6 | Init:+4 | Perception: +13

"So, I think I found a secret code to get in. But, I can't lie well and this bird does not hide well. So, someone with some skills is going to have to pull the old we were just reassigned hustle."

Dwight brings the group up to speed.

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