PFS 9-15 The Bloodcove Blockade (Inactive)

Game Master noral

Maps and Handouts (please update the PC information)


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Quinn the Investigator wrote:
I’m happy to assume Quinn made a desperate attempt to steer the ship, but just didn’t know enough to make it work.

No! :-) You are looking at the ship and have no clue so you will hopefully take another action. So please take your turn Quinn.

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

Using the following chronicle boon from "Pathfinder Tales: Queen of Thorns"

Desperate Bargain wrote:
Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10+ your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.

temp hp: 2d10 + 4 ⇒ (1, 8) + 4 = 13 By my tally, this means the additional 30 damage that Birseko just took (beyond the 6 earlier) wipes out all 13 of these temp hp, leaving him 3 hp above 0, and confused. Correct?

Birseko staggers under the arrows and looks even more confused than usual!


Absolutely works for me! :-) You are confused this round but can make your save at the end of your turn and then act normally if you make the save or roll and see what happens if you are confused.

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)

I'm in the same boat as Myth. I do have characters with Profession (Sailor) but not Reggie. Hopefully the ship won't go down. Swimming ain't his best suit, either. For that matter, he's not that great at ranged combat...

"Well ain't you just an egg suckin' hound dog?" Reggie snarls as the man on shore starts peppering the passengers on the boat with arrows.

He retaliates to the best of his ability.

halfling sling staff: 1d20 + 6 ⇒ (4) + 6 = 10

blunt: 1d6 + 2 ⇒ (4) + 2 = 6

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

I don't think you'll have to worry about ranged fighting next round, Reggie, I think the snake'll be onboard by then, if we haven't sunk beforehand...

Myth fires back at the Mwangi man...

Magic Shortbow: 1d20 + 9 + 1 + 1 ⇒ (18) + 9 + 1 + 1 = 29
Magic/Cold Iron: 1d6 + 1 + 2 + 1 ⇒ (5) + 1 + 2 + 1 = 9

Myth spits out to the archer on the shore. "How do you like it now?"

He then moves and ducks behind the main mast...

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's action is his action--he dramatically spins the ship's wheel to no effect :)

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.

Wilhelmina pulls out a wand of cure light wounds and applies it to Bireko.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Grand Lodge

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

I'm working off the idea that if he had a line on Briseko Dwight will have a charge lane.

Dwight goes hurling off the boat. He gains the resistance of a bear.

Attack: 1d20 + 14 ⇒ (7) + 14 = 21

Damage: 3d6 + 39 ⇒ (1, 4, 4) + 39 = 48


Dwight charges forward on his flying mount and severely wounds the Mwangi Ranger!!

But he is still standing!!

I will update in a couple of hours.

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

Much appreciate the healing, Wilhelmina! Because Birseko is confused, I believe you need to make a touch attack (vs AC 10) for the healing to connect.


Quinn tries his best but he cannot steer the boat and you suddenly hit something really hard!

You do not know what is happening but the front of the ship starts freezing and with it the whole water!

GM:
Ref save DC 16 or fall prone
Duration: 2d4 ⇒ (1, 3) = 4
Ref (Rowdy): 1d20 + 7 ⇒ (13) + 7 = 20
Ref (Reggie): 1d20 + 3 ⇒ (6) + 3 = 9
Ref (Dwight): 1d20 + 3 ⇒ (9) + 3 = 12
Ref (Wilhelmina): 1d20 + 2 ⇒ (7) + 2 = 9
Ref (Jonathan): 1d20 + 4 ⇒ (10) + 4 = 14 (Imp. Evasion)
Ref (Quinn): 1d20 + 6 ⇒ (15) + 6 = 21
Ref (Birseko): 1d20 + 2 ⇒ (2) + 2 = 4
Ref (Myth): 1d20 + 9 ⇒ (1) + 9 = 10

All of you on the ship except of Rowdy and Quinn fall prone!

Myth, this happens right before your turn in round 2 so you had to spend a move action to get up and fire your arrow.


Suddenly, you all see a giant snake climbing into the ship.

This great, writhing snake is pale green with bright yellow stripes, and possesses a long tail.

It bites the prone Reggie but his armor protects him!

Giant snake bite, grab: 1d20 + 9 ⇒ (9) + 9 = 18

-

The Mwangi man is hurt now and wants to take out Dwight!
He 5 ft steps and then shoots his arrows!

"You are hitting hard but I hit harder!" the man shouts!

Manyshot, Rapid shot -2, deadly aim -2, pbs +1: 1d20 + 14 - 2 - 2 + 1 ⇒ (19) + 14 - 2 - 2 + 1 = 301d8 + 2 + 4 + 1 ⇒ (6) + 2 + 4 + 1 = 131d8 + 2 + 4 + 1 ⇒ (6) + 2 + 4 + 1 = 13

Rapid shot -2, deadly aim -2, , pbs +1: 1d20 + 14 - 2 - 2 + 1 ⇒ (19) + 14 - 2 - 2 + 1 = 301d8 + 2 + 4 + 1 ⇒ (1) + 2 + 4 + 1 = 8

Secondary, Rapid shot -2, deadly aim -2, pbs +1: 1d20 + 14 - 2 - 2 + 1 ⇒ (5) + 14 - 2 - 2 + 1 = 161d8 + 2 + 4 + 1 ⇒ (5) + 2 + 4 + 1 = 12

Three arrows hit the flying halfling!


- Initiative 2/3 -

Myth, -16

Ranger, -57
Giant Snake


Birseko, -16, prone
Dwight, -34
Wilhelmina, prone
Reggie, prone
Quinn

BOLD may act!

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.

Wilhelmina stands and brushes herself off. She looks at the snake, clicks her tongue and casts charm animal. (DC 14)

Up to you if it gets the +5 bonus, but none of us have attacked it or threatened it.

If it fails, she'll ask it to relax and curl up in the sun.


Will save, Netto, the animal companion: 1d20 + 4 ⇒ (16) + 4 = 20

The big snake seems unaffected by the spell!

In my opinion the +5 would not have applied but it did not go through unfortunately.

Grand Lodge

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

A.C. is 24 so I think the third shot is a miss so Dwight is down 21.

"You are a most worth opponent. Never have I meet someone so deserving of a warriors death. May you find great battles with your god. Give me your name so I made enter it in my gods books to grant you a place in his hall so you want it."

Halfway through his last sentence Dwight begins to charge.

Attack : 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 3d6 + 39 ⇒ (6, 5, 1) + 39 = 51


The human is impaled by Dwight's lance and as Dwight flies onwards, the Ranger is dropped to the ground with a big hole in his chest!

Hi Dwight, the first shot was a 'manyshot' so two arrows hit you with the first attack and another one with second attack.

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 fires twice at the snake...

Magic Shortbow: 1d20 + 9 + 1 + 1 - 2 ⇒ (2) + 9 + 1 + 1 - 2 = 11
Magic/Cold Iron: 1d6 + 1 + 2 + 1 ⇒ (2) + 1 + 2 + 1 = 6

Magic Shortbow: 1d20 + 9 + 1 + 1 - 2 ⇒ (9) + 9 + 1 + 1 - 2 = 18
Magic/Cold Iron: 1d6 + 1 + 2 + 1 ⇒ (5) + 1 + 2 + 1 = 9

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 attempts to swing into Rowdy's saddle (because what kind of lunatic fights on foot?)

Ride (Fast Mount): 1d20 + 11 ⇒ (12) + 11 = 23

He manages to easily get on the wolf's back and pulls out his long sword to attack.

+1 longsword: 1d20 + 8 ⇒ (3) + 8 = 11
slashing: 1d6 + 3 ⇒ (3) + 3 = 6

Liberty's Edge

Male Wolf HP 42/42 | AC 21, T 13, FF 18 | F: +7, R: +8, W: +3 | Perc +6, scent, low-light vision | Init +3

That's a big snake!

But his Best Pal Reggie is in the saddle and there's nothing they can't beat together.

Bite: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Grand Lodge

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

I see the two damage rolls now. Not used to seeing manyshot at those level. Thanks for the correction. 34 big ones.

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 hustles down to midships and draws a smokestick from his bag.

I'm running low on resources, so I hope the rest of you can finish these bad guys off!

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 still needs Wilhelmina to make an "attack" vs his touch AC to see if her Cure Light Wounds managed to heal him (because he's confused he doesn't automatically accept being healed).

Confused: 1d100 ⇒ 16 act normally

Birseko's mind momentarily clears and he shouts out with excitement, "I saw it! I saw it! My past - who I am - everything! Finally... I know... I... I..." he trails off, as the vestiges of confusion continue to whirl around him. Quickly, with great determination, he stands up. "I won't let all this chaos interfere with my memories! They are just there - if I can only have a moment to sit down and write them out so I don't forget again... I'm sure that I will... I mean..." In a fury, he thrusts his mind into that of the giant snake, shouting out, "You won't take it away again! You won't!"

Mind Thrust
dmg: 4d6 ⇒ (3, 5, 5, 2) = 15 Will DC 16 for half

Birseko shakes his head vigorously, trying to clear his mind of the cobwebs.

Will DC 18 vs confusion: 1d20 + 9 ⇒ (15) + 9 = 24 Birseko is no longer confused. He would lose any remaining temporary hp, but they have all already been expended. He's at either 3 or 10 hp, depending on whether Wilhelmina was successful in landing the CLW earlier.


Myth's arrow pierces the snake's skin an Reginald can bite the snake!

-

The snake can shake off most of the impact of Birseko's mind blast!

Will vs. mind blast: 1d20 + 4 ⇒ (16) + 4 = 20

-

This great, writhing snake bites Reggie again and holds him tight and constricts him!

Giant snake bite, grab: 1d20 + 9 ⇒ (17) + 9 = 261d4 + 10 ⇒ (2) + 10 = 12
Grapple: 1d20 + 9 + 5 ⇒ (8) + 9 + 5 = 221d4 + 10 ⇒ (2) + 10 = 12

* * *

- Initiative 3/4 -

Myth, -16

Ranger, dead
Giant Snake, -22


Birseko, -16
Dwight, -34
Wilhelmina
Reggie, -24
Quinn

BOLD may act!

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 continues to fire at the large snake...

Magic Shortbow: 1d20 + 9 + 1 + 1 - 2 ⇒ (6) + 9 + 1 + 1 - 2 = 15
Magic/Cold Iron: 1d6 + 1 + 2 + 1 ⇒ (2) + 1 + 2 + 1 = 6

Magic Shortbow: 1d20 + 9 + 1 + 1 - 2 ⇒ (6) + 9 + 1 + 1 - 2 = 15
Magic/Cold Iron: 1d6 + 1 + 2 + 1 ⇒ (5) + 1 + 2 + 1 = 9


Both arrows fail to pierce the naturally hard skin of this giant snake!

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 lights and hurls a smokestick, intending to provide Reggie and Rowdy some protection against the snake's attacks!

Making a ranged touch attack against an AC 5 intersection, with a -2 range increment penalty on the attack roll. Smoky area will be drawn on map.

Attack: 1d20 + 2 ⇒ (9) + 2 = 11

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.

touch for CLW: 1d20 + 5 ⇒ (13) + 5 = 18

Wilhelmina tells Jonathan to attack the snake, and her familiar bursts into swarm form and shouts out advice about fighting snakes.
Knowledge (nature): 1d20 - 1 ⇒ (19) - 1 = 18
If that beats the ID DC, people get +1 to attack for the next round.

Swarm Damage: 1d6 ⇒ 3

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 tries to wriggle out of the snake's crushing coils.

Escape Attempt: 1d20 + 4 ⇒ (8) + 4 = 12

But isn't able to escape.

Liberty's Edge

Male Wolf HP 42/42 | AC 21, T 13, FF 18 | F: +7, R: +8, W: +3 | Perc +6, scent, low-light vision | Init +3

Hey! That stupid snake is trying to hurt his Best Pal Reggie!

Rowdy does NOT like that!

Snarling, he tries to take a bite out of the serpent.

Bite: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

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 blasts the snake with his wand of magic missile.

force dmg: 1d4 + 1 ⇒ (1) + 1 = 2


With the bite of Reggie's dog, the swarm biting and the single magical missile, you take the giant snake down!

Grand Lodge

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

"Well done." Dwight yells from distance. ""That was the best fight I have had in while. Is the ship ok?"


The ice melts after a minute and you can continue your journey!!


Upon escaping Bloodcove your team rendezvous with Fola and Guaril to debrief.

Everyone communicates how to signal the start of the embargo, which Fola and Guaril promise to do once they’ve communicated these details with their own contacts and superiors.

Before long, Aspis ships begin struggling to make landfall in Bloodcove, and Pathfinder allies report that traffic to the Kaddodi mining operation quickly diminishes in the face of frequent raids.

With the mine’s supply lines compromised, Fola and her agents begin planning ways to further cripple the excavation projects before it undermines Parveen’s prison. Fola makes a point of asking that you all remain in the area in case further intervention is necessary.

Having rescued Malika Fenn, she thanks you all for releasing her and posits that it may be time for her to relocate now that Bloodcove has become so dangerous for her.

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 is pleased to have completed another mission successfully. But he is frustrated that his past continues to elude him. In hopes that - this time - he may remember a bit more, he quickly scribbles several new notes to pin to his pajamas (one says "avoid Asuras!") and even adds tattoos of his comrades' names to the lengthy roster already outlined on his body, in hopes that he may recognize them in the future.

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