DM Beckett's PbP Hell's Rebels (Inactive)

Game Master Beckett

Init:

[spoiler=INIT ROLLS
[dice=Harold]1d20+6[/dice]
[dice=John]1d20+3[/dice]
[dice=Nihm]1d20+1[/dice]
[dice=Sinclair]1d20+4[/dice]
[dice=Xavril]1d20+6[/dice]
-----------------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

City of Kintargo Map

Combat Map


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Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

For dotting only. Please use the Discussion thread for everything else, for now.

Silver Crusade

Aasimar (Angelkin) bloodrager 5 |HP: 48/48 |AC: 19 |FF: 12 |T: 17 |CMB: +9 |CMD: 21 | F: +7 | R: +4 | W: +2 |Init: +4 |Perc: +6 |Sense Motive: +0

.

Sovereign Court

Dotting for fun and profit :-)

Dark Archive

Male 14/14HP, AC: 15, T: 14, FF: 12, CMD: 14, F: +1, R: +5, W: +5, Init +4, Perception +9, Diplomacy +9 CG Male Human Wizard 1/ Empiricist 1 Sword Cane +1(1d6, x2), Light Crossbow +4(1d8, 19-20x2)

Dot

Liberty's Edge

Male 21/21 HP, AC: 17, T: 14, FF: 13, CMD: 15, F: +2 , R: +7, W: 1, Init +6, Pereption +7, CG Male Half-Elf Elvin Curve Blade +6 (1d10+2/18-20x2)

dot

Liberty's Edge

M 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +3 , R: +6, W: +4, Init +4, Perception +5, CG Male Human Bard 2, Rapier +3 (1d6, 18-20 x2) Shortbow +3 (1d6, x3)

dot

Dark Archive

Male Half-elf Mesmerist 1 |HP: 9/9 |AC: 14 |FF: 11 |T: 13 |CMB: +2 |CMD: 13 | F: +0 | R: +3 | W: +3 |Init: +1 |Perc: +7 |Sense Motive: +8

dotting my campaign character

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

PART 1: In Hell's Bright Shadow

It's only been a few days since Kintargo has changed, but the change has been drastic. Only 10 days ago, the Night of Ashes, when all across the city places burned, people where killed, or have been missing, and in many ways the city was thrown into chaos and terror. The Lord-Mayor Jilia Bainilus abandon her post and the city late that night, it is said bound by ship for far off lands, while leaving Kintargo to fend for itself.

Of particular note to be caught in the flames during the Night of Ashes where a few heretical and secret cults, seemingly having been active for far longer than anyone knew. Only 7 days ago, Queen Abrogail II, ruler of the nation of Cheliax sent her cousin to reclaim order and decency within Kintargy. Both a legitimate member of House Thurne, but also a high ranking inquisitor within the Church of Asmodeus, Paracount Barzillai Thrune claimed the throne of Lord-Mayor, and utilizing Hellknights, priests, and loyal Dottari he had brought with him, was able to quell the chaos and destruction, bringing peace to Kintargo under martial law. However, only a few days ago, he has since issued further proclamations, seven in fact, and Kintargo's somewhat free spirited mindset has begun to chaff under them.

Cerfew: Dusk to Dawn.
Proclamation the First: All slayers of city pests (hereby ascribed as doves, mice, and ravens) who present said pests to the dottari shall be rewarded with a bounty of one copper piece.

Proclamation the Second: All places of public business must display in a position of prominence within the first room accessible from the building’s primary entrance a portrait of Her Infernal Magestrix Queen Abrogail II. Said portrait must measure no less than 17 by 11 inches.

Proclamation the Third: All those who capture, alive and unharmed, feral dogs of a weight exceeding 50 pounds, (roughly 23kg), are to be rewarded with a payment of two silver pieces upon transfer of the dogs to the dottari. Such noble guardian creatures should find homes worthy of their kind!

Proclamation the Fourth: The right to wear fine embroidered clothing in public is hereafter proscribed to anyone other than agents of House Thrune or the Holy Church of Asmodeus. Exceptions can be awarded or purchased at the city’s discretion.

Proclamation the Fifth: Grain is life! Should grain be spilled in public, all must be gathered, cleaned, and repackaged within the hour. Any person who allows grain to go ungathered after a spillage shall be fined one copper piece per grain.

Proclamation the Sixth: The imbibing of night tea brings a dangerous imbalance to the slumbering mind. Between the hours of sunset and sunrise, the taking of tea is proscribed.

Proclamation the Seventh: The odor and flavor of mint is an abomination to the refined palate. Be not the cretin! Mint use in candies, drinks, and all manner of confections is hereby proscribed.

Past custom within Kintargo has been to hold a somewhat unofficial, but peaceful protests, allowing all to voice their opinions and strive for better solutions. Word on the street is that there will be a large protest in Aria Park, something many are finding more and more reason to attend.

Harold:
It's been nearly two weeks now, since the so-called Night of Ashes, when you awoke to find many of your fellow faithful had been killed in a fire that burned your temple to the ground. Worse, many others where unaccounted for. There was no official statement on who was responsible, and, being that the "Rose of Kintargo" had always been an underground faith, a symbol of hope that few new of, there was little anyone could do for justice. But then you noticed that a few of the criminals being executed where indeed some of the faithful, leaving you unsure if they where in fact guilty or not. With no time to investigate, you took it upon yourself to try to replant the Rose, protecting those few you where able to find and help. Like many others, you hope the protest will bring a measure of freedom, but you also hope to find more of your fellows. With all your preparations made, you head out early, unsure what the day will bring. Fell free to place yourself on the map where you like. You have arrived a few hours early, and have some time to spend. (more later)

Nihm:
Life had been, for the most part good. You where not too certain about a lot that you might have heard in the aftermath of the Night of Ashes, but, regardless, you are not at all a fan of the sudden influx of the agents of Thrune and Asmodeus in the last week, and are very hopeful that the Aria Park Protest will be a much needed relief. But you also have an unnatural sense of dread, feeling the winds of change on the wind. But it is a blistering wind that carries that change. . . Your customers and "fans", as it where, have become a bit more populated over the last week, but you haven't really been in it for the money.
With all your preparations made, you head out early, unsure what the day will bring. Fell free to place yourself on the map where you like. You have arrived a few hours early, and have some time to spend. (more later)

Sinclair & Xavril:
Both of you have been less than thrilled with the more recent events, in particular the influxe of agents of Thrune and Asmodeus into the city. What's worse, you can feel the people of Kintargo chaffing beneath the tightening grip of Asmodeus's faithful, and know that it is going to come to a head soon, one way or the other. You have been there. You see the signs, (and feel the stings of old memories, too). But you also know that "the people" can not stand against the amassed "armies" of Thrune and Asmodeus, and when you caught wind of the Aria Park Protest, you knew you had to go. Perhaps you can help keep the peace, directing the protest to attainable goals. Perhaps not. But you might be able to find some allies, at the very least, whose goals might align with our own.
-
With all your preparations made, you head out early, unsure what the day will bring. Fell free to place yourself on the map where you like. You have arrived a few hours early, and have some time to spend. (more later)

John:
Youv'e been stuck here for nearly a week now, and it's begun to really grate on you. What was supposed to have been a quick stop for supplies and to give the crew a short rest, has turned into more than a few days stuck in port. Unable to leave, and unable to afford to stay docked for much longer was bad enough, but in the last 2 days, you have lost five of your crew already. You had believed at first that they had simply moved on, seeking better employment opportunities than doing nothing on a docked ship, but then you got word that they had been arrested, each for violating an assortment of these new proclamations as well as other charges, and the local guards, not much more than thugs themselves, had delivered official letters of release, (more like bounties) if you would fund their release. The prices where ridiculous, and even if you could afford it, which you can't, it's far too outrageous. Finally, last night you got word, overhearing some of the remaining crew talking about it while they worked, of a protest, and you decided that enough was enough. Waking up early, you intend to go find out what can be done so that you can get out of this place and on with your own tasks. With all your preparations made, you head out early, unsure what the day will bring. Fell free to place yourself on the map where you like. You have arrived a few hours early, and have some time to spend. (more later)

You have a little bit of time to try a few things. A few examples are things like Gather Information attempts to hear rumors, try to help organize the various groups within the protest, attempt to discourage various groups within the protest, search the crowd for people, or bolster the protest. Some of you might also have other specific goals, too. Feel free.

Even with the cobblestones of Argent Avenue and the foliage of Aria Park still wet from the morning’s light rain, dozens of Kintargans have gathered along the facade of the opera house to protest the city’s new lord-mayor, Paracount Barzillai Thrune. The city’s new leader was appointed by Her Infernal Majestrix, Queen Abrogail II, in the wake of the previous lord-mayor’s sudden flight from the city, an event that still has local rumormongers whispering furiously. In a scant seven days, Paracount Thrune has instituted martial law, a curfew, and seven outlandish and polarizing proclamations. These actions and more have
called many of Kintargo’s dissatisfied citizens here on this overcast morn. There’s been no sign yet of Barzillai Thrune himself, and the opera house’s doors remain tightly closed—as they have since the man chose the landmark as his new home, but judging by the growing sound of the protesters, he surely can’t ignore the scene on the streets below much longer.

Dark Archive

Male Half-elf Mesmerist 1 |HP: 9/9 |AC: 14 |FF: 11 |T: 13 |CMB: +2 |CMD: 13 | F: +0 | R: +3 | W: +3 |Init: +1 |Perc: +7 |Sense Motive: +8

DM:
His shop's name is "The Silver Oculus". Kintargo is a big silver mining area and a lot of things in the region receive some silver plating on their names.

The interior is decorated in deep blue fabrics and silver tchotchkes. The air is lightly perfumed by a stick of incense slowly burning in the corner. On the wall in the front room hangs a 10gp, silver-framed portrait of Her Infernal Magestrix Queen Abrogail II (no less than 17 by 11 inches). It appears to be a very recent purchase.

Strange librams in well-worn covers fill a few bookcases. Most of the books aren't tomes of true occult study, but instead works of pretenders that are easily obtained on the cheap from used book stalls. Still, unless one has 'the gift' or been properly trained it is difficult to tell the fanciful fraud from the genuine article at first glance. Plus, patrons to the shop are usually entranced by their writings and imagery. The true lacunae of esoteric knowledge lay in a locked trunk in a private study upstairs.

Nihm the Splendiferous does not look like his usual self today. If it weren't for the fact that his robes and gloves were shades of blue, he might be mistaken for a Prophet of Kalistrade. However, due to the fourth proclamation of the new Lord-Mayor, the mesmerist has had to order an entirely new wardrobe. All of Nihm's former garments were embroidered across every inch he could afford and thus were now considered illegal for him to wear. It has been an unfortunate week.

The fortune-teller finds a bench by the water and begins to work his mundane talents by listening to the whispers and reading the people around him. After all, he has some time to kill before she's likely to show up. He has to make sure she stays safe when she does.

DM:
Like all bad magicians, he and his assistant have a bit of a thing going on. He worries about her and is almost certain she will show up at the protest.

Sense Motive vs the Crowd: 1d20 + 8 ⇒ (4) + 8 = 12
Perception to notice anything out of the ordinary + Tagging Along bonus: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Nope, too distracted by the fact they put too much starch in my new robes when they washed and ironed them. These things really itch.


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

Harold is still quite shaken by recent events. So many friends missing, dead, or worse. What happened? Why did it happen? Was there a traitor? These and other questions whirled through his troubled mind. Absentmindedly, he scratched behind the right ear of his faithful hound, Cappelthwaite, as he surveyed the crowd. Hopefully, he would spot a familiar face, but at worst, he had simply wanted to be here, to try and work out what, exactly, was going on...

Spending some time looking around, what, exactly, *are* the different groups/factions that have a presence here?

Liberty's Edge

Male 21/21 HP, AC: 17, T: 14, FF: 13, CMD: 15, F: +2 , R: +7, W: 1, Init +6, Pereption +7, CG Male Half-Elf Elvin Curve Blade +6 (1d10+2/18-20x2)

As Xavril arrives with Sinclair we watches the croud for anything that would stick out or possibly bring harm to Sinclair

perception: 1d20 + 8 ⇒ (12) + 8 = 20

sense motive: 1d20 + 4 ⇒ (12) + 4 = 16

Liberty's Edge

M 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +3 , R: +6, W: +4, Init +4, Perception +5, CG Male Human Bard 2, Rapier +3 (1d6, 18-20 x2) Shortbow +3 (1d6, x3)

Sinclair arrives at the protest with Xavril. As they wander around he hopes to catch a glimpse of his missing father perhaps. He's also looking for any of his fellow performers from the Opera House, hoping they may have information on when it will reopen. The crowd gives him a great opportunity to sing a few songs here and there and get his mind off things, maybe even earn him a little extra on the side.

Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Perform: 1d20 + 11 ⇒ (10) + 11 = 21

Dark Archive

Male 14/14HP, AC: 15, T: 14, FF: 12, CMD: 14, F: +1, R: +5, W: +5, Init +4, Perception +9, Diplomacy +9 CG Male Human Wizard 1/ Empiricist 1 Sword Cane +1(1d6, x2), Light Crossbow +4(1d8, 19-20x2)

John will ask around about current affairs and the powers that be, meanwhile trying to keep an eye out for the white gloved man. Diplomacy: 1d20 + 3 ⇒ (20) + 3 = 23. Perception: 1d20 + 4 ⇒ (11) + 4 = 15

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Harold Wainright wrote:
Spending some time looking around, what, exactly, *are* the different groups/factions that have a presence here?

At this point, the crowds is still gathering, as you are a few hours early. The small factions gathering in the market square consists of Kintargo partisans (who despise Cheliax’s tightening grip on their city and demand local rule); economic conservatives (who feel the squeeze as Thrune enacts new taxes and business policies); advocates of democracy (whose bitterest complaint is Thrune’s appointment instead of legal election); anarchists (who hope the protest turns into a good riot); and Chelish loyalists (who support Thrune’s actions to curb the city’s dissentious streak).

Nihm:
At this point, walking around, seeing what you can see, nothing really catches your attention, though watching the crowds gather, you do get the impression that the guards stationed outside the Lord-Mayor's new home are becoming a bit nervous.

Xavril:
What would harm Sinclair?
During th first hour or so, making some rounds and watching the crowd, you do notice two things. One, you do spy, just for a moment, a shadowy figure inside the Lord-Mayor's home glancing out at the protest from behind a heavy curtain. Secondly, you also hear a random group of folks talking, and something catches your ear. “Shame they closed down the opera house—I was looking forward to seeing Shensen in the role of Aolar in Huntress of Heroes. Of course, they say she’s gone missing too. . ., wouldn’t surprise me if she got herself thrown in some Thrune oubliette, the way she’s gone on about the government.” Another person seems to be missing. Jeeze, what is going on around here this last week.

John:
As you do your rounds, looking out specifically for your white-gloved contact you get the impression from the crowd that their general mood is agitated and discontented, but not overtly violent, but the longer you watch and listen, the more you get the distinct impression, just an impression that there seems to be some sort of unusual subcurrent in the crowd’s movement, as if there were an organizing force among the people.
-
Lost in your thoughts for a moment, you suddenly spot some low-class thug attempting to rob a citizen not far from you. They have a hand on their belt pouch, and fiddling for a small knife to cut it free. You receive a +4 to Initiative later on for something, if it happens. :P

Sinclair:
As you and Xavril arrive, Xavril decides to do a few rounds while you pass the time with your voice, making a bit of coin and offering a bit of respite from the slowly rising agitation in the growing crowd around you. Xavril stays close to keep an eye and ear out for you, but otherwise is off doing his own thing.
-
The crowd around you seems to appreciate your talent, offering up a few coins for your trouble, (GP: 1d3 ⇒ 1). You also get a +1 to all Cha checks in the park, as people remember your songs and appreciate your talents. <you will also not count the crowd as difficult terrain later.>

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Just want to point out, as people begin to meet up, I'll do away with the spoilers. Right now, though, everyone is kind of on their own, so I'm handling each person separately.


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

DM Beckett:
Well, we can't have that...

Realising that some of those groups are definitely undesirably, Harold does his best to strong-arm the anarchists into dispersing.

I assume Intimidate is what I need to use.

Intimidate: 1d20 + 6 ⇒ (11) + 6 = 17.

Also, if I can keep doing this to the other groups, let me know :-)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

You can keep doing it, (having a public debate), and you can use either Bluff or Intimidate.

Harold:
You manage to mash wits with the local anarchist who seem ill prepared for your retorts, and eventually causing them to scatter, licking their wounds and giving you the evil eye, along with a few choice words meant to throw mud and sting, but in the eyes of the crowd around, simply shows how immature they truly are. Remind me of this in Act 2 please, if I forget.

After the first hour, the park begins to become a bit more crowded as more citizens show up. To help compensate, more Dottari are called in to patrol the park and stand guard outside the Lord-Mayor's home.

This seems to have been eaten in the last post. :(

They seem very nervous due to the large amount of people arriving at the park for the protest, and as most of them are outsiders to Kintargo, (where this sort of thing is not allowed), are not entirely sure how to handle it, but are remaining calm, under the circumstances. At the Lord-Mayor's house, a strange woman appears to stand with the guards. You've heard rumors of her, if it is in fact her, Nox, Paracount Barzillai Thrune's loyal and personal bodyguard. Nox walks around with a cruel-looking glaive drawn and ready with impunity, and wears masterfully crafted red and black colored chainmail armor. She is known for having no sense of humor, and being an extremely cold fish.

Know Local or Diplomacy DC 15:
Rumor has it that Nox is a Half-Devil, or perhaps something even worse. Whatever the truth, there is certainly something different about her, something, . . . inhuman.

One hour has gone by, and it's a lot closer to the beginning of the actual protest. Let me get another "round worth of actions. Up until this point, for those of you looking for specific people, they where not present, so it was impossible to succeed at finding them. This round, you don't know until you try.

Liberty's Edge

M 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +3 , R: +6, W: +4, Init +4, Perception +5, CG Male Human Bard 2, Rapier +3 (1d6, 18-20 x2) Shortbow +3 (1d6, x3)

Diplomacy: 1d20 + 9 ⇒ (4) + 9 = 13

As Sinclair continues to perform he notices the intimidating woman watching the crowd, a face he doesn't recognize. He takes a break from singing to the crowd to ask around about his fellow performers at the Opera House and to see if anyone knows who's organizing this protest.

Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

It's pretty common knowledge. Being so far from Cheliax, Kintargo has never really been that loyal to the Empire, nor has it succumbed to the normal, orderly lifestyle most of the nation has. In the past, the prior Lord-Mayors put on a show whenever large Priests of Asmodeus and Abadar, agent's of House Thrune, or Hellknights would arrive by boat, acting strict and orderly for a week or so until they where gone and then going back to the much more free-spirited way of doing things everyone was accustomed to. It wasn't a big secret per se, but House Thrune had never really seen a need to change things in such an unimportant little town. (Based on the location of Kintargo, this seems like a gross oversight on the authors part that makes no damn sense, but that's what the setting lore says. Strategically, it actually appears to be in a prime location to be probably the biggest and most important ports in the entire country, a massively important target for would-be conquerors, and House Thrune would have to be incredibly stupid to not dominate and protect this city, but again that's not what the setting says, so we will go with that. It's also very odd, in my opinion, that not no one seems to suspect Rahadoum (a pretty close neighbor with a known history of burning temples and murdering faithful of having anything to do with the Night of Ashes. Major oversight that, to me, really stretches credibility.)
While a protest in mainland Cheliax would have been crushed harshly, here it is a common form of public sentiment. No one really organizes it, per se, as much as word tends to spread amongst associated circles. In this case, the associated circles are pretty much everyone. It's not a formal protest, but it is something that the people of Kintargo typically do when many of them have strong feelings on some matter. They do not lead to riots or violence, but simply allow people to state their views and hope something changes. Sometimes they do, sometimes they don't.


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

DM Beckett:
Satisfied that the local anarchist's have been seen off, Harold turns his attention to the Chelish Loyalists.

Bluff: 1d20 + 8 ⇒ (6) + 8 = 14.

When Nox shows up, he shivers slightly.

There is something very wrong with her...

Diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14.

Silver Crusade

DM:
Given the circumstances John would be using the staff as his walking stick, shouldn't be too threatening right?
John watches the crowds with a stern eye not liking the way that person got mugged. Knowledge Local: 1d20 + 4 ⇒ (10) + 4 = 14 not too sure what to think, only that he doesn't want to get too close to that guard. John will continue to mingle asking about the guards and their corruption, mentioning the capture of a few of his "Friends". Diplomacy: 1d20 + 3 ⇒ (10) + 3 = 13

Liberty's Edge

Male 21/21 HP, AC: 17, T: 14, FF: 13, CMD: 15, F: +2 , R: +7, W: 1, Init +6, Pereption +7, CG Male Half-Elf Elvin Curve Blade +6 (1d10+2/18-20x2)

diplo: 1d20 + 5 ⇒ (2) + 5 = 7

When Nox appears Xavril get a shiver up his spine.

After Sinclair stops his show Xavril will finds the group that is still loyal to cheliax and attemp to show them the error in their thinking

diplo: 1d20 + 5 ⇒ (8) + 5 = 13

-Posted with Wayfinder

Liberty's Edge

M 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +3 , R: +6, W: +4, Init +4, Perception +5, CG Male Human Bard 2, Rapier +3 (1d6, 18-20 x2) Shortbow +3 (1d6, x3)

"Hey Xavril, maybe you're better off not talking to people. Just stand there and look strong. No matter how hard you try, you will never have my charm." Sinclair punches his friend in the arm, knowing how often his loose lips get him in trouble.

Liberty's Edge

Male 21/21 HP, AC: 17, T: 14, FF: 13, CMD: 15, F: +2 , R: +7, W: 1, Init +6, Pereption +7, CG Male Half-Elf Elvin Curve Blade +6 (1d10+2/18-20x2)

"These bastards are too thick headed to understand what i am saying anyway"

-Posted with Wayfinder

Dark Archive

Male Half-elf Mesmerist 1 |HP: 9/9 |AC: 14 |FF: 11 |T: 13 |CMB: +2 |CMD: 13 | F: +0 | R: +3 | W: +3 |Init: +1 |Perc: +7 |Sense Motive: +8

Sense Motive vs the Crowd: 1d20 + 8 ⇒ (19) + 8 = 27
Perception + Tagging along: 1d20 + 7 ⇒ (6) + 7 = 13

Nihm looks in the crowd, attempting to find his assistant. Maybe she has arrived early. Maybe she got caught in the crowds and she hasn't arrived yet. He just has to make sure she is okay.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

More and more people begin to show up, cramming into the park area, and as the crowd grows, so does the general sense of agitation. Many people are standing shoulder to shoulder, and it's becoming very difficult to move through the crowds. Various groups, their numbers increasing significantly, begin debating about what "the people" need. Some call for stricter laws, to squash the street gangs and bring peace. Other call for some of the proclamations to be removed in the name of personal freedom or better business.

Harold:
Seeing the loyalists beginning to amass, you try to talk the down, countering some of the ideals they advocate, but fail to gain any ground. They have quick responses to the questions you bring, and seem ready, turning your accusations around to gain even more support. But before you can try one last time to discredit the Loyalists, you catch wind of a something going on off to your right. A group of people talking, and a few specific words catch your ear. “The Thrashing Badger burned down a few nights ago. They’re saying it was another bar fight gone too far, but they’re just a bunch of drunk old professors and barristers. . . Seems like a lot of places are burning down lately, between this, the Silver Star, and the Victocora estate.” But, before you can turn to ask for details. . .

Nihm:
It's getting much more difficult to find you assistant with this crowd, much, much larger than you had anticipated, or foreseen. Something is nagging at you, something you can not fully put your finger on. You get the impression from the crowd that their general mood is agitated and discontented, but not overtly violent, but the longer you watch and listen, the more you get the distinct impression, just an impression that there seems to be some sort of unusual subcurrent in the crowd’s movement, as if there were an organizing force among the people. As you try to follow the psychic current, tracing it back to it's source, suddenly you spot your assistant . At first it's out of the corner of your eye, but as you look, you see her speaking to someone. A man, you think, though his back is turned. Hard to tell, but as he drops one hand to his side, you see an odd white glove. You wonder, why he would only wear one as you begin to make your way there, when. . .

Xavril:
Walking the grounds more, looking for threats, and deep down, hoping one of the Asmodian scum makes themselves one, you can hear your friend calling you to stay close. The crowd is growing, making it difficult to see much, to overhear anything. Looking over your shoulder, you see he seems to be doing well. A small group of people are standing near him, listening to one of his songs and dropping a few coins in his hat on the ground. Just as you begin to make your way back, a little closer, . . .

John:
The mugger makes off with the purse as you watch, not wanting to get too close. No one seems to have any answer to your questions, and it seems to be at best an exercise in frustration. As it stands, you are not sure if your ship even has enough hands to make it out of port now, even if you could get clearance to leave. Leaning hard on your staff, suddenly you catch a bit of conversation off to your side. A few folk commenting on some local news, or more likely rumors. “I hear the dottari guard towers are so full of prisoners now they’re keeping those they arrest in warehouses. My cousin even said they’re putting prisoners to work in places like Sallix Salt Works.” Just as you begin to turn to ask where they heard this, . . .

Sinclair:
Try as you might, you can't really seem to get any solid answers. You had hoped you might run into your father so you could drag him back home, but that doesn't seem to be the case, and now, with all these people, your not sure you would be able to spot him even if he was here. Unable to get what you want, you pack up your gear, taking the money from your hat and placing it into your coin purse, thanking those still standing around that commented on your songs, and begin to make your way towards Xavril to try again, but then. . .

At 3 minutes after the third hour, the bells of the Cathedral of Asmodeus ring out three peals. A moment later, Barzillai Thrune throws wide the windows and their curtains to address the crowd below. Thrune is an imposing man dressed in red, orange, and black clothing and an ornate breastplate, all emblazoned with the pentagram of Asmodeus and the cross of Cheliax. Middle-aged, with short, dark hair and a diabolical mace cradled in his hands, the lord-mayor of Kintargo addresses the crowd with a condescending sneer. The gathering swiftly grows quiet as he clears his throat and gives the following short speech.

“Ah, my adoring little chickadees. I am sorry to say I have not yet adapted to your quaint, country ways, being accustomed as I am to the sophistication and learning of Egorian. Nonetheless, know I have heard your concerns, and that I appreciate your valued feedback, and I know we shall eventually find a mutual understanding in the fullness of time. I take pride in updating Kintargo’s quaint, outdated laws to the modern standards the city deserves, and strengthening its ties with the empire in these cruel times, but obviously I have approached my duties too aggressively."

He pauses for a moment, contemplating his next words and allowing time for the previous ones to settle in amongst all the amassed people.

“You say you chafe at the presence of nonnatives in positions of power? That authorities not of this city have no place as its leaders? That you will not be yoked by intruders? Your lord-mayor hears you. And so it is with a heavy heart that I issue this proclamation, in response to your demands: all ships’ captains are hereafter barred from leaving their vessels and setting foot on Kintargo docks or streets, under pain of... let’s say... squassation!”

Squassation is a torture where the victim is hanged from their hands with weight adds to their dangling feet, then left there for hours.

John:
This is actually part of the AP, I didn't make it up just for you. But I'd imagine you would be excessively pissed off, almost like it was directed at you personally. Well, it kind of is, Captain John Harker. As of this moment, you are breaking the law. . .

It's like a slap in the face, and someone in the crowd feels it, calling out an insult, and throws a handful of manure at Barzillai. Though the putrid projectile misses Barzillai’s noble personage, the lord-mayor nonetheless flinches and spills wine across his ornate clothing. With his wardrobe and dignity endangered, the lord-mayor’s demeanor shifts from amused to bellicose. He shrieks, “Enough of this! Nox, run them off, arrest them, or kill them. I don’t care which!” before retreating into the opera house and slamming the windows. Down below, Nox immediately mobilizes the dottari, who draw their weapons. At the same time, men and women throughout the crowd pull back their cloaks, revealing matching armbands, truncheons, and the sadistic grins of Chelish Citizens’ Group members eager to mete out
some “justice.”

The crowd goes wild, some seeking to flee to safety, some thinking they stand a chance to fight against the dottari they see as the agents of tyranny. It becomes nearly impossible to move, to see. You can hear screams, yells, and cries all around you. Some in pain, some in violence, and some in fear.

INIT ROLLS:

Harold: 1d20 + 6 ⇒ (14) + 6 = 20
John: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12
Nihm: 1d20 + 1 ⇒ (20) + 1 = 21
Sinclair: 1d20 + 4 ⇒ (17) + 4 = 21
Xavril: 1d20 + 6 ⇒ (6) + 6 = 12
-----------------------------------------
evil guard 1: 1d20 + 0 ⇒ (17) + 0 = 17
evil guard 2: 1d20 + 0 ⇒ (15) + 0 = 15
evil guard 3: 1d20 + 0 ⇒ (17) + 0 = 17
evil guard 4: 1d20 + 0 ⇒ (13) + 0 = 13

Every single square here counts as both difficult terrain and also, for ranged attacks, also counts as shooting into a melee and offers soft cover due to the sheer amount of people. It's also worth noting that area affects WILL hit a lot of innocent people here.

Sinclair:
A lot of people remember you from your songs, and make it easy for you to move around. You do NOT suffer from any difficult terrain.

Off all the guards, priests, and Hellknights around, four seem closest to you. With the exception of Sinclair (???), none seem to be going directly at you with their drawn weapons, but rather "bringing justice and peace" to the crowd.

RIOT ROUND 1

Sinclair (), Nihm (), & Harold ()
-------------------------------------------------------
Guard 1 (), Guard 2 (), Guard 3 (), & Guard 4 ()
-------------------------------------------------------
John () & Xavril ()

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Also, hopefully soon everyone can officially meet up. :P

Dark Archive

Male Half-elf Mesmerist 1 |HP: 9/9 |AC: 14 |FF: 11 |T: 13 |CMB: +2 |CMD: 13 | F: +0 | R: +3 | W: +3 |Init: +1 |Perc: +7 |Sense Motive: +8

Nihm tries to move into the crowd toward where his assistant was last. As Nihm nears one of the guards, he uses his power much as a thief uses a set of lockpicks and opens a door into his target's mind.

Double move in difficult terrain, so 30ft. Swift action Hypnotic Gaze at guard 3 who receives a -2 to Will saves and takes an additional 1 point of damage if attacked due to Painful Stare. I also disallow the guard to realize that I am using Hypnotic Stare nor will the guard have any memory I used this ability.


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

Ah, Hells...

Harold shakes his head sadly.

"Just the sort of heavy-handed approach I would expect from Thrune..."

Deciding that he wants to neither be arrested, or killed, Harold decides to beat a hasty retreat.

Double move.

Liberty's Edge

M 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +3 , R: +6, W: +4, Init +4, Perception +5, CG Male Human Bard 2, Rapier +3 (1d6, 18-20 x2) Shortbow +3 (1d6, x3)

Since we aren't a party yet will inspire courage affect anyone?

Liberty's Edge

M 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +3 , R: +6, W: +4, Init +4, Perception +5, CG Male Human Bard 2, Rapier +3 (1d6, 18-20 x2) Shortbow +3 (1d6, x3)

As chaos ensues all around Sinclair, he notices that he seems to have caught the attention of one of the guards with his weapon drawn. "Hey now, there's no need for that. I just came here trying to find someone and I intend to leave peacefully. There's no need for violence, but I will defend myself if I must."

Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17

If diplomacy fails he will take a 5 foot step towards where he last saw Xavril and draw his rapier and shield as a move action. As a standard action he casts Ghost Sound (DC:13) to create the sound of an angry rioter right behind the closest guard yelling "Down with Asmodeus!!"

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Most of the crowd tries to disperse, but in a fit of terror at how poorly this has all turned out, and working against itself, most find it very difficult to move at all. It seems more and more of the local guards are showing up to keep the peace, though their methods of doing so involve the use of their maces as much as not. Off to the side you see one beat a woman to a pulp for resisting, and while she will live, it's clear they mean business. An old man off in another direction suffers the same treatment for his inability to move out of the way quickly enough.

Here and there some of the citizens attempt to fight back, some drawing blood with simple knives or walking sticks, but most obviously just do not have the training or the weapons to offer any serious resistance.

The entire scene quickly devolves into madness, and as it becomes clearer that the local guards can not maintain peace with just their authority alone, more begin to draw weapons.

You yourselves, mostly just lone individuals here, also realize that there is little you can do, and need to get out of here to avoid being beaten and arrested. One of the guards seems to be going directly at John, and as he comes closer, John realizes it is one of those that he had attempted to talk to earlier in regards to his men. Clearly he recalls that conversation, and in light of the new proclamation, seems keen on enforcing the new standard. Moving closer, he has yet to draw his mace, but attempts to be as intimidating and authoritative as he can, looks directly at John, "You heard the new law. No Captain is allowed to leave his vessel. You should have turned yourself in. Now you are under arrest. Drop your staff, hands behind your head, and turn around. Now!"

Intimidate (Demoralize) DC 11: 1d20 + 6 ⇒ (17) + 6 = 23
<A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.>

Two other of the guards make their way towards Sinclair, one drawing a weapon while the other points directly at him after shoving a citizen out of the way, "Aye, that was the one."

RIOT ROUND 1

Sinclair (), Nihm (), & Harold ()
-------------------------------------------------------
Guard 1 (), Guard 2 (), Guard 3 (-2 Will), & Guard 4 ()
-------------------------------------------------------
John (Shaken 3 Rounds) & Xavril ()

Dark Archive

Male 14/14HP, AC: 15, T: 14, FF: 12, CMD: 14, F: +1, R: +5, W: +5, Init +4, Perception +9, Diplomacy +9 CG Male Human Wizard 1/ Empiricist 1 Sword Cane +1(1d6, x2), Light Crossbow +4(1d8, 19-20x2)

Just out of curiosity how do you get the DC for Intimidate checks? if John won't provoke he will cast Urban Grace as a standard and then move 30ft away, alternatively he will full withdraw trying to put as many people between himself and the angry guard as possible.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

DC is 10 + HD (1) + Wis Mod (0) = 11 to demoralize. For every 5 you beat the DC by, it lasts an extra round. Its part of the Intimidate Skill.

Liberty's Edge

Male 21/21 HP, AC: 17, T: 14, FF: 13, CMD: 15, F: +2 , R: +7, W: 1, Init +6, Pereption +7, CG Male Half-Elf Elvin Curve Blade +6 (1d10+2/18-20x2)

my character dissapeared when i moved it on map

Xavril will move up 30ft and hit the guy infront of sinclair

atk: 1d20 + 4 ⇒ (14) + 4 = 18

dmg: 1d10 + 2 ⇒ (6) + 2 = 8

Leave him alone

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The crowd continues to panic, fleeing in whichever way they are able to, and somewhat clearing out the park. At least enough for most of you to escape.

I'm just going to move things along a bit, seeing as most of you seem to want to flee if possible.

Somewhere close to the gate to the Lord-Mayors new home, a younger boy hurls a knife at Nox, catching her in the shoulder.

Perception DC 20:
As she removes the knife, more angered that someone, anyone would dare to attack her than at any sort of pain the little sting may have caused, the wound heals instantly, though a thin layer of her blood is still on the blade as she hurls it. As it lands, the young boy is slain instantly, but it is not fully because of the knife. It is almost like her blood was somehow acid, or even magma as it burned him.

She leers without crying out at the pain, then draws the knife out, and hurls it in anger back at the youth, catching him in the throat. A single gout of blood sprays from the wound as he falls to his knees, then collapses. Dead.

"Show no mercy!" she snarls at the other guards, pointing out at the remaining crowd, then withdraws back inside the gate, vanishing behind the heavy door she slams shut. As ordered, many of the other guards begin to move out, drawing their weapons.

You all manage to escape, running down to the nearest street, then ducking into an alleyway.

->->Everyone gains 1,600xp / 5 = 320 plus 1,000xp / 5 = 200 for a total of 520xp<-<-

========================================================================

For simplicity, I'm going to assume all five of you are now together, though, with the exception of Sinclair and Xavril, no one really knows anyone else. More likely than not you may have hard Sinclair's performance, and it is possible you know a bit about the others (neighbors), but you have not had any time so far to actually introduce yourselves or get to know each other.

As you stop in the alley, trying to catch your breath and make certain you are safe for the moment, you suddenly hear a sound of steel clashing against steel alongside a cry of pain from a nearby alley, and spots a group of Chelish Citizens’ Group thugs just as they knock a man to the ground. Four unconscious thugs lie sprawled nearby, and it should be obvious that the remaining thugs are preparing to administer a killing stroke to the fallen victim.


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

Perception: 1d20 + 6 ⇒ (6) + 6 = 12.

Harold gulps when he sees Nox's show of power.

That is not natural! What is she!?

Hurrying away from the crowd, he breathes a sigh of relief when no-one chases after them. The cries from the alleyway, however, draw his attention.

"I may have not been able to do much about quelling the riot peacefully, but I'll be damned if I am going to let you murder an innocent bystander..."

So saying, he draws and fires his bow at one of the thugs.

Bow: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18, for 1d8 + 1 ⇒ (8) + 1 = 9 damage.

Dark Archive

Male 14/14HP, AC: 15, T: 14, FF: 12, CMD: 14, F: +1, R: +5, W: +5, Init +4, Perception +9, Diplomacy +9 CG Male Human Wizard 1/ Empiricist 1 Sword Cane +1(1d6, x2), Light Crossbow +4(1d8, 19-20x2)

Perception: 1d20 + 2 ⇒ (12) + 2 = 14John turns and runs as the guard heads his way, knowing the fate of some of his men, refuses to be detained. He eventually makes it to an alley way and runs up on a man, likewise out of breath and sees him attempting to save someone. "Stop!!! He screams as he fires his crossbow! Attack: 1d20 + 3 ⇒ (14) + 3 = 171d8 ⇒ 1

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

After a small scuffle, with you outnumbering the ruffians, you manage to drive them off. Laying on the ground at your feet is a male human, beaten nearly to the point of death. None of the many wounds look fatal, yet, but he is likely going to be in a world of pain if he manages to recover. He is wearing noble clothing, now mostly ruined with his own blood and various tears from the battle.

Know Local/Nobility DC 15:
This is Rexus Victocora, a minor noble from Kintargo. You don't really know much about him other than he was orphaned some years ago, and is a bit eccentric for an aristocrat.

He is, however, wearing a single white glove, and also looks very similar to the man that was speaking to Nihm's assistant. Also, you have a little bit of time, so please introduce yourselves to each other, and give a little bit of a description. (Not just the basics, Race/Class/Gender, but rather what everyone else here would see.


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

Harold breathes a sigh of relief as the ruffians run off, but his face becomes creased with concern as he regards the badly beaten man.

Carefully, he moves forward and checks over the man's wounds, whispering a brief prayer to Milani as he does so.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8.

"Sir, I recommend you get out of here before more of those thugs find you..."

He then turns to regard the others.

"Wainright, Harold Wainright. To whom do I have the pleasure of speaking?"

Harold is a severe-looking young man with aquiline features, pale skin, and dark hair which is usually swept behind his head in a ponytail. Rarely smiling, he has a somewhat haunted look about him, as if he continually suspects that someone, or something, is after him.

He then nods in the direction of the coal-black mastiff that has been following him.

"That is Cappelthwaite."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The man's wounds heal a great deal and he will wake up, but I want to have the party meet up first, so that's on hold for a minute. No more healing required, though.

Liberty's Edge

M 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +3 , R: +6, W: +4, Init +4, Perception +5, CG Male Human Bard 2, Rapier +3 (1d6, 18-20 x2) Shortbow +3 (1d6, x3)

Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Know Local: 1d20 + 6 ⇒ (20) + 6 = 26

When the protest grows even more out of hand, Sinclair quickly finds Xavril and convinces him to flee. They somehow make it out of the crowd and find themselves in an alley with several others. An injured man lies on the ground, while the others appear to be helping him out.

"I'm not sure who most of you are, but you don't appear to be Chelaxian sympathizers if you're helping this man out. That would be Rexus Victocora, a local nobleman, though I don't know too much about him. Seen him a few times at my performances, bit of a lush that one. And somewhat flamboyant if you ask me." He leans forward a bit and whipers, "I think he may play for the other team"

Sinclair is fairly well dressed in the latest fashion, and a bit gaudy. It's obvious by his appearance he's the artsy type. He also has a rapier strapped to his waste and a buckler on his back. His hair is brown and curly, just above his shoulders, and as he talks he plays with his this mustachio.

"My name would be Sinclair Silvertongue, but no doubt you must already know that. You've certainly heard me perform if you've ever frequented the taverns or playhouses here in Kintargo. That lout behind me would be my dear friend Xavril. He may not be much to look at and he's a bit dull, but he can be pretty handy in a fight. I prefer not to dirty my clothes if I can avoid it." All of a sudden he seems a bit startled and points, "Ooooh that is a big dog, does it bite?

As far as his personality goes, think Johnny Depp in Mortdecai, with a little Austin Powers and Puss in Boots thrown in.

Dark Archive

Male 14/14HP, AC: 15, T: 14, FF: 12, CMD: 14, F: +1, R: +5, W: +5, Init +4, Perception +9, Diplomacy +9 CG Male Human Wizard 1/ Empiricist 1 Sword Cane +1(1d6, x2), Light Crossbow +4(1d8, 19-20x2)

Haha that's a nice combo! "No...don't think I've heard of you. John Harker, pleasure to meet you." John extends a welcoming hand. "It would seem I've caught myself up in a bit of a situation here. You see I captain a vessel and I ported here to pick up a shipment and give my men a chance to..."refresh". Now they created this ridiculous law and have stranded me here and captured most of my crew; seeing what has taken place here I fear I may have lost some really good men. Excuse me I know we've just met I'm just trying to gather my thoughts it's all happened so fast. Tis' a pity."

Liberty's Edge

Male 21/21 HP, AC: 17, T: 14, FF: 13, CMD: 15, F: +2 , R: +7, W: 1, Init +6, Pereption +7, CG Male Half-Elf Elvin Curve Blade +6 (1d10+2/18-20x2)

Xavril is tall and well built. He has white hair and looks like a elf (So much so that only an elf would know that he is a half elf). Xavril is dressed in all black with red trim and has a black with red trim cloak as well. on his back is an Elvin Curve Blade. When Sinclair introduces him he gives a slight head nod but stays quiet. He looks more like is looking the party over... those who would be a threat to him or Sinclair... and those who he can make a few coins off of

Dark Archive

Male Half-elf Mesmerist 1 |HP: 9/9 |AC: 14 |FF: 11 |T: 13 |CMB: +2 |CMD: 13 | F: +0 | R: +3 | W: +3 |Init: +1 |Perc: +7 |Sense Motive: +8

Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Knowledge(nobility): 1d20 + 6 ⇒ (7) + 6 = 13
Nothing.

Nihm pulls his eyes off of the injured nobleman and looks at Sinclair. "Ah, yes! Master Silvertongue! I heard you perform a few weeks ago down the street from my shop. I am, of course you all must know, Nihm the Splendiferous. Professional prognosticator and purveyor of esoteric items from the across Inner Sea and beyond."

The half-elf is dressed in ornate blue cloth, but lacking in any embroidery. He holds a cane in his hand and is using it to support his weight a bit despite the fact that he is a fairly young man and in decent shape. An ornate locket dangles from his neck and it catches the eye as it sways back and forth as he moves.

Perception DC 20:
Nihm's cane is really a sword cane.

Think a combination of Dr Orpheus from Venture Brothers (or Dr Strange from Marvel if you prefer) and the Count of Monte Cristo. With a little snake-oil salesman sleaze mixed in to boost sales.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The man, Rexus Victocora, begins to stir at your feet, then wakes, setting up to look around. It takes a moment for his eyes to adjust, but then he seems to remember where he is and what happened. He stands, nodding his head at you in thanks, then says "Follow me. I know a safe place."

Sinclair Silvertongue wrote:
"bit of a lush that one. And somewhat flamboyant if you ask me."

If only you knew the full story. . .

He begins limping down the street, then opens a door, motioning for you to step inside to safety.
Once inside, he shuts and locks the door, then finds somewhere to
sit to get off his injured leg.
“Thank you again for that
timely rescue. Truth is, our meeting
was no coincidence. I followed you from the protest earlier
today, but in the panic that erupted I lost track of your group.
You proved yourselves to be people of uncommon skill, and I
am a man of uncommon needs."

“My name is Rexus Victocora, and until last week’s Night
of Ashes, I was one of this city’s nobles. My parents’ estate
burned to the ground that night—I escaped simply because I
was studying at the Alabaster Academy during the fire. There
were other fires that night, as you know—fires that many
believe were started by Barzillai Thrune or his agents in an
attempt to squash any spirit of rebellion Kintargo might have.
“Now more than ever we need that spirit of rebellion to
stay strong, but Thrune’s actions have driven into hiding
those who would stay strong and resist. Those who could
once rally the city to a cause, such as Lord-Mayor Jilia
Bainilus and my parents, are missing at best, and are more
likely dead. I cannot do this on my own, but with the aid of
talented citizens such as yourselves, I have hope that we can.
Will you aid Kintargo? Will you save the city from the devil?”

I'm just curious, does it matter to anyone if I do not add in all the extra formatting like above?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Also, everyone receives 255 XP.

Liberty's Edge

Male 21/21 HP, AC: 17, T: 14, FF: 13, CMD: 15, F: +2 , R: +7, W: 1, Init +6, Pereption +7, CG Male Half-Elf Elvin Curve Blade +6 (1d10+2/18-20x2)

i think you good man

With no hesitation Xavril speaks up

"I will go where ever Sin goes"

-Posted with Wayfinder

Liberty's Edge

M 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +3 , R: +6, W: +4, Init +4, Perception +5, CG Male Human Bard 2, Rapier +3 (1d6, 18-20 x2) Shortbow +3 (1d6, x3)

"Normally I would want nothing to do with any rebellion nonsense. But perhaps this is all somehow linked to my father disappearing. I suppose I could tag along with you little rebellion for a bit. It will probably make a great ballad someday! Besides, you will need someone to cheer the rest of you miserable louts up."

Sinclair abruptly stands up and rubs his hands together, "Well now that's decided, it's 'bout time for a drink. You must have something in this secret little hideout. What's a rebellion without booze? And women, we need women! Hmmm, I know a great tavern down the street. Strong drinks, and loose women. Whaddya say?"

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