MoF's Hells Rebels

Game Master MordredofFairy

Skills Spreadsheet | Party Loot
Kintargo | Tactical Map


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Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

@Posting IC - I've been trying to figure out how Rexus would motivate/describe the stuff that he's handing over to Miranda. Made a bit complicated by the fact that I'm not 110% on exactly what I wanted for a long time but if Lily managed (and raised the bar too!) I'm sure I can wring something out! Hopefully ...

@Magitech stuff - My favourite is the simple empty demiplane tube with portals in both ends. Napkin math says a free-falling 1000kg object needs about a month to cook up to big nuke yields. Then simply a gate out! Leave it falling for about a year and you can see if physics break or not : )

Note1: ~77Mt tnt using standard earth gravity and ignoring relativistic effects. Projectile falling at about 0.1c so that's probably not entirely true!

Note2: Though now that I type it out - haven't we talked about this sort of stuff before?

Note3: Also, Devil Summoning for RnD and warfare hardly feels like a point in our favour? I think it feels like the other side got much more experience in that sort of stuff!

@Sickness - That sucks! Get well asap and I hope you get your energy back again : )

@Trip - Have fun!


GM Mordred wrote:

@Aldous: Careful what you wish for ;) It's armor-plated with an Orichalcum-Alloy that is naturally magic-resistant.[/ooc]

Oh, Aldous won't be sticking around if he sees one. But I, the player, would love it :)

GM Mordred wrote:
More to the point: I did originally say 2 items...while you would have little problem with using the excess cash to get the potions you mentioned(and as such, no worries about that),

D'oh! That's right. Sorry about that.

GM Mordred wrote:

I like the idea of the masterwork tools on chellish law.

But in fact, it would not only boost your profession. It would also help with Linguistics on detecting and creating forgeries, and on
Knowledge(Planes) when it comes to contracts with outsiders, as well as on Artistry(Writing) when it comes to legal documents.(all only applicable if you have time to consult the books)

It IS a pretty extensive set, after all(the 200 GC you paid for would mechanically cover 4 Masterwork Tools so considering it's all "niche" applications it seems very sound to enhance the utility a bit, fully aligned with the spirit of the "Complete and Extensive Works of Chelish Law".)

Since it IS niche applications(except the forgery stuff, you may get good mileage out of it there, but it makes sense), I would also be willing to have the Masterwork Tool magically enhanced. A +2 competence skill Bonus is 400 Gold, raw. To actually get the bonus, you'll need to sit down and use your hands, so it's not truly slotless(as not permanently active) meaning no price increase there.

That +2 magic competence bonus would apply to the same checks mentioned above at this 400 gold upmark, and could not be further enhanced later(the books are crafted like that - e.g. with a internal referencing system, where you can open specific pages with voice command, or get the correct volume to light up with an arcane mark on a topic inquiry. - can't be enhanced more without crafting a whole new set.)

Wow, yes, I like this much more than my cache of potions! I think this sounds very good, GM. Let's do it!


Hells Rebels Tactical Map

First the trip, then paizo page was affected by starving hamsters revolting, and now I fell ill.
High fever, pounding headache, bedrest and antibiotics.
And underdosed painkillers. Fun. Not. Regardless, I need to sit up now and then since laying down all day gives me back pain. I spent today to notify my other games and update a few of them that did not require much thinking or reading, but I'll try and get a post in here too in the next few days.

@Miranda: One problem being that as soon as you portal it out, it has to deal with air friction/resistance/breakage. At that speeds, sudden exposure to an atmosphere would really diminish the impact force unless released at point-blank range.
There's ways around that of course, but yeah, I believe to recall we had talks about kinetic bombardment before...

@Aldous: Aye, consider it done.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

@Air Resistance - Oh that will be more like a solid splat and then a glorious explosion.But that is what we wanted right :D?

(Might want to make sure the Gate is one-way only otherwise it'll get awkward. Or get a goon or something to do it!)

Also!

Welcome back! Just when I was poking around to see if you mentioned anything about taking a looong trip ^^ Let's hope you get well asap!


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

I think I'll go ahead and lock in Bless the most boringest spell of boringness that's good, and also stick with the two 'team-based' revelations, the ability to hide part of the team as normal folks and the ability to scry with spirit animals are just really useful.

That means I can look into the warehouse pretty easily, though you also can roll active opposition since Thrune has that pesky bounty on urban animals. :(


GM Mordred wrote:

High fever, pounding headache, bedrest and antibiotics.

And underdosed painkillers. Fun. Not.

Hope you're on the mend, GM!

Lily Sable wrote:
That means I can look into the warehouse pretty easily, though you also can roll active opposition since Thrune has that pesky bounty on urban animals. :(

Sweet! Aldous is also going to check it out, but he's going in the front door, armed with the law :)


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
Aldous Beauturne wrote:
Sweet! Aldous is also going to check it out, but he's going in the front door, armed with the law :)

Shades of Judge Dredd there, lol.


Boros Black-Hand wrote:
Aldous Beauturne wrote:
Sweet! Aldous is also going to check it out, but he's going in the front door, armed with the law :)
Shades of Judge Dredd there, lol.

All Aldous needs is the Taco Bell!


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
Aldous Beauturne wrote:
Boros Black-Hand wrote:
Aldous Beauturne wrote:
Sweet! Aldous is also going to check it out, but he's going in the front door, armed with the law :)
Shades of Judge Dredd there, lol.
All Aldous needs is the Taco Bell!

And after the Taco Bell finishes working its way through his innards, all Aldous will need is a buttplug and an adult diaper!


Hells Rebels Tactical Map

Hej. Feeling fine again. Got worse before it got better.

Plus, once I was feeling a bit less ill, I had the bright idea of working on updating my computer system while I was home anyway, which caused some further problems with being able to go online.(Installing W7 on a M2 drive from USB is a mess by itself, certain boxed intel chips come without cooler, and I had no PCIe solution for Wifi(I use cards, not usb connectors)).

Either way, I'm back now and will catch up with all my games plus post today(within about 12 hours). Apologies for going missing. I did update some of my games when I originally fell ill, but not all - assuming I could post somewhat normally for those not moving at too fast a pace.

That generic message done:

@Lily, I think you may refer to:
Proclamation the First: All slayers of dangerous pests (hereby defined as all meat-eating animals, birds and vermin except dogs) who present said pests to the dottari shall be rewarded with a bounty of 1 silver piece.
as on the campaign info. In fact, you can quite simply bypass that by going with herbivores.(Omnivores are meat-eating, just not exclusively).

@Judge Dredd: Works for me.


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

There! The gameplay post is finally up! I'm not sure why it had become such a thing for me but it had. Wasn't nearly so difficult to finish as I'd imagined it would be. I'm sure I've missed a couple of things at least which I should have mentioned but whatever. There's always later.

In the end I went with a Pearl of Power and a Preserving Flask both for 1st level of course.

Glad you're feeling better Modred! Welcome back!


Hells Rebels Tactical Map

Hej...yeah, I started writing an update here, too :) Late and tired, I'll look over it again tomorrow before posting...whats one more day, now :P


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Hej på dig med! Nice to hear you are feeling better!

And nice to see that Rexus likes Nissim too ;)

Lastly - happy midsummer to you all!


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Oh yeah and that first proclamation is what Miranda is planning to use as a cover. One simply dresses in shabby clothes and sneak around the place - if any dottarii approaches one simply hands them a dead mangled rat and start demanding silver :P


Hells Rebels Tactical Map

Yeah,..and i'm struggling with the post -_-
Just telling you because you wanted updates.
I did write something but scrapped that on reading the next day. Been composing 3 posts since and scrapping all of them.
Since there was no real conversation, I'm trying to move forward, but at the same time not so much that you feel pushed into not doing other things -_-
I'll commit to posting tomorrow during the day, though - it's been too long since the last update, and struggling with myself in an attempt to get things back on track does not help, anyway.
It just makes me postpone things and overthink stuff, both of which I am not used to from life games(simply because there's no time for either). And I'm not really happy with that, because I know I can do better :P But I actually need to do, rather than talk about it and then fall into the same contemplation traps all over. Which irks me even more. So, post tomorrow :P


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Still here! Will get an IC post up tonight : )

Also! We have access to a few castings of Pass without Trace (Miranda has it!) so that will also help a bit on the don't track us part : )


Hells Rebels Tactical Map

Aye, sure, throw that out there - lots of things can work.
From A like arson to Z like zombie horde, anything goes - brownie points for getting creative with things(one or two possibilities come to mind, but i'm not stating those because hey, what team AM i on?) *smiles*


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

Exit path that passes by the town dump is my vote. Or a fish factory, or anything similarly odiferous. Any options near the warehouse?


Hells Rebels Tactical Map

Oh, it's the harbor area. There would be fish processing...but with the ships basically grounded right now, there's little fresh fish to work with.

Maybe some local workers of the fishing industry are not truly happy about that and could be inspired to organize a small protest including not-fresh fish.
Of course, after what happened at Aria Park, rousing people to a protest got a bit harder...

The dump is not anywhere close, and many other odiferous options would be out of the way. The northern districts are not very fond of smelly business where it can be avoided. Of course, if there's no smell to begin with, a set of vials containing butyric acid could remedy that rather quickly. *whistles innocently*


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

Hm, so it's located in the area where places are on the map are marked with Y's? How far away from the cafe is that?

And exactly how locked down is water travel? Is there no boat traffic at all? Is it like no travel into and out of Kintargo? Or no travel even from one part of Kintargo to another?


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

For the benefit the party's alchmists, here are some handy links. The latter two are for appropriate items, the first for some rules that Mordred can hopefully be convinced to allow us. Among other things, it makes crafting overall a bit less expensive for us fiscally-strapped revolutionaries. (As a house rule, perhaps we could increase the save DC of alchemical creations by adding a penalty to the Craft check, sort a skill-based version of Power Attack/Deadly Aim!?)

Unchained Craft Rules

Alchemical Goods

Alchemical Weapons

For clearing scents and making tracking harder to manage by smell, scent cloak is a possibilty. Cheaper to make and lasts longer at the expense of not removing the scent, merely masking it. We can also mix up our scent trail with the addition of nasty things like inhaled poisons. If tracking dogs start to hack out bits of lung tissue and then drop dead every time they hit a trail, well then...


Hells Rebels Tactical Map

@Distance: the "Warehouse" is about in the middle of the Y's, the center area of the docks not marked on that - near the small waterway that protrudes northwest from the waterway cutting deeper into the district.

Unless you come up with another place to shelter them, you will need to get them to V3. Could be worse, but that's quite a distance - also begs the question if you risk the shorter direct path between the walls and V4, or circle around to the east and north of V4, trying to use back-alleys to stay hidden.

@Water travel: The city is on lockdown. No one comes or goes. People are free to be on their ships, or even sail up and down the river...within the city perimeter. The watchtowers overlooking the exits are outfitted with heavy ballistae shooting firey projectiles and staffed with a siege mage. So far, only one ship tried to run, almost inmediately after lockdown was declared. No survivors.

@crafting: I think we already talked about that...unchained crafting is fine.

@save dc: not a big fan...with crafting, it's easy to get significant boni. I think I had an oracle that got 43 on Take 10 at Level 1. DC's are, generally, bound to attributes or fixed to prevent things going crazy.
That said, it is perfectly within the rules to try and develop a slightly improved version of an alchemical creation. It will take time and investment, and the result would be harder and more expensive to craft(small steps, there, maybe a +1 or +2 on DC's and adequate increases to price and checks). Basically same thing as with spells.
If you have a fancy idea for an item or spell, I'm game if you invest the time and effort. Usual rule applies, though, if you use what you made to break something in a gamey way, you'll find you are not the only ones capable of item/spell research.

@poison the tracking dogs: now, killing the animals could be seen as a cruel act...and the public relations department of the great and glorious leader of best kintargo will definitely spin it that way. I mean, you not only freed dangerous criminals but went out of your way to kill animals during your escape. That kind of action can get you notorious...(Thrune is very fond of dogs. Incredibly fond of them. Unnaturally fond of them. Kill some Dottari, there's more where they came from-. Kill his dogs, he'll raise hell(literally) to find you...and you know, ALL the dogs are his. Much floof. So pet. Amaze! He even has a dog jester named Lune-Lune...)


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Tricked into playing civ. Evening gone. Sorry!


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

How do you get tricked into it? I admit to intentionally playing civ this evening as I got to go home early.

-Posted with Wayfinder


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
Varuzhan wrote:

How do you get tricked into it? I admit to intentionally playing civ this evening as I got to go home early.

-Posted with Wayfinder

Shady-ass mofos lurking in the mouth of an alley, offering that first first empire for free. They promise you won't get hooked off of that little taste, and anyway, all the cool kids try it at least once. Next thing you know, you're blowing sweaty little salarymen in a cheap motel for just one more tech development...


Hells Rebels Tactical Map

Totally understand.
I try and make sure to post before, or during work, but in the evenings, usually, I'm gaming plenty as well...(especially now that my rig was upgraded and certain games in my backlog actually RUN).

Anyway, we had a plenty long break because of a sequence of events centered around me - taking a day or two longer for your post hardly qualifies as something you need to justify yourself for :)


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

"Hey I found someone that found a way to play civ4 online without the gamespy servers!"

But I will freely admit that I was an easy mark for that one :P


Hells Rebels Tactical Map

For many games, a Virtual Private Network(such as Hamachi) will let you play "Lan"-games online where that option exists. Just in case you needed to know that :)


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Hamachi is also a pain to set up sometimes :P

But maybe I should have added easy somewhere in that quote.

Option B worked swimmingly and without any hassle at all - we just had to figure out we were supposed to click internet game and make a fake account : )


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Sheesh, you kids and your fancy little networking stuff. Why, in my day, we were content with a 2400 baud modem, a premium AOL subscription, and a few uninterrupted hours of phone line hogging to play Neverwinter Nights!


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Don't worry - you can use direct connect for Civ4 too if you want the good old 'oh f*%$ why isn't this crap working do I need to open some darn ports or something' feeling : P

(edit: Also I do think Neverwinter Nights have the same/similar multiplayer architecture as Civ4 both being bundled with Gamespy and all!)


Hells Rebels Tactical Map

...

first: hamachi IS a pain to set up. But once you are done, it works for plenty stuff, so it can be worth it.

second: i do use automatic port forwarding. I also have a permanent (real) IP address.

third: Neverwinter Nights? That was WAY later than those modems. Heck, I run up a horrendous phone bill staying dialed in with my 56k modem to run a chatbot all night in battle.net to keep control of the clan channel.

-_- Thanks for making me feel old.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

I refer to the original Neverwinter Nights, built on SSI's "Gold Box" foundation way before the more modern version of the game by the same name came along.


Hells Rebels Tactical Map

Interesting, didn't come out in Europe, I guess? Or at least, was not well known/covered by magazines/etc...first I heared of it.
At that time, I was busy in text-based MUD's online :)
But thanks for making me feel a bit less old!


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

I'm assuming someone would give Lily guidance, but I don't think the +1 is absolutely necessary, in this case. :)

You're all old, super old. And clever. And I'm just tired. :)


^ Ha! I'm here, just dealing with deadlines at work at the moment. I hope to have a post up today.


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

Also, if Aldous -does- go in, then Lily's use of Arcane Eye will be spent on looking into any areas he's told are off limits. :)


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Mm didn't know about the old NWN, I've only heard about the pools of radiance game(s?) and the other ones wandering around in the Myth *somethingsomething*. But yeah, a bit before my time then :P


Lily Sable wrote:
Also, if Aldous -does- go in, then Lily's use of Arcane Eye will be spent on looking into any areas he's told are off limits. :)

If he gets out :)


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

So, the plan is to make this sort of like an Oceans 11, but the job is to go get our eleventh member out of prison?

Is that a thing?


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Maybe. We'll see I guess : )

Hmm... Should we also try to acquire some strange and outlandish escape vehicle? I feel that it is an integral part of heist films. I like blimps myself, just sayin' : P


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

I was thinking about a boat escape until it turned out we don't have to cross the river. Having the bridge as a chokepoint during the escape would be very bad.


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

On the other hand, making it look like we're doing the dumb thing and going by boat could shake some of our pursuers as well. And is totally in-genre to do. :P


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

Good things about a boat escape:

1. It would be a short trip to the boat.

2. Scent, etc. is less an issue.

3. Hard to follow.

Bad things about it.

1. If something goes wrong we have our backs to the river, we sort of trap ourselves.

2. Where do we land the boat? Looking at the map, and if I understand the situation correctly, we'd need to go ashore within the city walls and without exiting the mouth of the river. If we had time to follow and unblock the tunnel under the cafe (assuming it goes anywhere useful) we could consider going the whole way by boat. But we don't.

3. The boat needs to be of a size to fit the prisoners, and we don't know how many there are.


Hells Rebels Tactical Map

What about a Boat that turns into a blimp? Some dwarfen Machinesmith might have a prototype of the Hindenburg 2.0 around(first one...well, lets say both Feather Fall and Fire Resistance proved useful for the survivors).

I'll give an update today, hopefully with map, but definitely with some of the information you gathered.

That said, I had intended to start off the scene when Aldous attempts to enter the joint.
Simply because depending on how THAT plays out, the rest of you may be in more or less of a hurry to get in there(not saying there will be trouble, but if he badly botches a roll or two and they decide to make him a guest of honor, then decide that a barrister does not need 2 legs to do his job so Torture-Jim doesn't have to hold back...)
(Just kidding, they would probably not use excessive physical violence against a law guy - at least until they finished checking if somebody would miss him/look for him)


Sorry, I thought I'd posted on Saturday. I just rolled without any fluff b/c work is murdering me right now, but I'm happy to do at lunch. Or, would you like me to fast-forward to trying to enter the black site. GM?

EDIT: Even without knowing the rolls, Aldous has a good idea of what he wants to accomplish, so I can get something up regardless at lunch.


Hells Rebels Tactical Map

@All: I know that a lot of actions could or would depend on what someone else learned or found out, but I'm afraid we'd get bogged down by that.
I'm trying to go by intent here. Some things may happen that require you to be flexible anyway.(e.g. while Aldous goes in the front door, I'll try to get a small scene for each of the others as well to keep you busy and occupied until that plays over :) )

Trying to pinpoint things too much would require a level of coordination that could be suspect or time-intensive anyway(meaning it could well be that 2 people learn the same thing on the same day, then only realize so after they meet up and share their findings).

Just explaining how I intend to handle this. Objections are welcome but I will certainly not screw you over ;)


OK, Aldous is at the front door. I figure another PC is likely spying or lurking nearby at least to see how this goes. If Aldous is grabbed and hauled inside, we'll have the answer!


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

@Taking 20 - You can also always grab a quick five levels of bard (I think) for loremaster :P

@Aldous - good luck!


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

Did we ever sort out how much gold we have? I am trying to figure out my available crafting resources. I know we also have some valuable crafting materials meant for that purpose.

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