Redroof Rebels with GM Silversong [PF2]

Game Master Profession Smith 6 ranks

A Kintargo-Based Hell's Rebels Pathfinder Playtest Spin-Off Game


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Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

REDROOF REBELS: A Pathfinder Playtest/Hell’s Rebels Campaign

Prologue (7 Gozran, 4716)

It’s been two-and-a-half months since Paracount Barzillai Thrune arrived in Kintargo, claiming the mantle of Lord-Mayor, making somewhat preposterous proclamations, declaring a nightly curfew, and generally turning established Kintargo society and customs on their heads. The dottari patrols—once filled with local faces—now feature strangers brought in mainly for their loyalty to Thrune; and these less friendly patrols are augmented by ones from the Chelish Citizens Group (aka the Queensmen), vocal (and often violent) pro-Thrune loyalists.

The streets are no longer safe: a citizen can receive a beating for saying the wrong thing or looking sideways at a Queensman. Crime, which dipped initially when the nightly curfew was instituted, is again on the rise as commerce falters and demand exceeds supply for even simple necessities like food and clothing. Sure, there have been rumors of some rebel faction wiping out a band of murderous fey in the tiefling slum called the Devil’s Nursery, and the Red Jills gang has been disbanded, but as the poor grow more desperate, cold-hearted folks fill the vacuum left in the wake of these evils.

This is the situation the city finds itself in at the moment, a vicious cycle of oppression and crime. If the city is to survive (and perhaps again thrive), something must be done.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

THE SPEAKEASY, An Abandoned Meeting Hall in Redroof (8 Gozran, 4716)

Each of you has been summoned to a private meeting to discuss the future of the Redroof District of the once-proud city of Kintargo. The arrival of Paracount Barzillai Thrune a few months back was the first falling rock that started an avalanche of woe for the city. Taking over as new lord-mayor, Thrune swiftly implemented martial law in response to a series of arson attacks throughout Kintargo (which a lot of citizens believe he likely ordered himself). He also released a series of strange and, at times, divisive proclamations to (apparently) further cow the citizenry into compliance.

Since Thrune’s arrival, commerce has been stifled, both by martial law and an 8th proclamation that forbids the captains of foreign ships from setting foot on Kintargan soil. Reports of bandits along Ravounel Road to the south further isolate the city and quash its commerce. Patrols of dottari and a loyalist militia calling itself the Chelish Citizens Group (or the Queensmen) walk the streets day and night, and a new force—Hellknights of the Order of the Rack—has taken up residence in Castle Kintargo in Castle District; rumor has it a new batch of armiger recruits is being trained in its courtyard.

Citizens of Redroof have been going missing in rather alarming numbers. Several citizens have undoubtedly been arrested by the dottari or CCG, but other stories maintain that folks have been abducted by shadowy things that dwell in the sewers beneath the city. And more mundane threats like stray dog packs and hordes of giant rats are becoming a greater menace as the Thrune administration forgoes necessities like garbage collection to instead hunt down suspected rebels.

The gathering you now attend was called by three well-known Redroof siblings: Jayson, Jolina, and Carlissa Solstine, from one branch of that noble clan’s family tree. While most of the Solstines are entertainers of middling talent, this trio is more hands-on and adventurous: Jayson’s an accomplished warrior, earning his living as a caravan guard and bodyguard; Jolina’s a wizard who graduated from Alabaster Academy a couple years back; and Carlissa is an easygoing soul who frequents the inns and taverns of the district, schmoozing and commiserating with her fellow Redroofers…but those who know her best realize the youngest Solstine is smart and cunning, having her finger squarely on the pulse of this section of the beleaguered city.

Also present at the meeting are about a dozen concerned citizens, adventurers, and would-be rebels. Chief among these are: Amanda Juliac, a visiting noblewoman from the distant Chelish port of Remesiana, who is a member of the once-renowned Kintargo Opera House Society; Wesley Chalmers, a local delivery man with ties to nearby Songbird Hall (the temple of Shelyn) in Temple Hill; Paqshari Dinglebriar (aka the Green Gnome), a local alchemist who claims that the Queensmen recently began forcing her to sell some of her wares to them at a steep discount; and Aldan Graves, owner of the shipping company whose southern routes have been targeted by the bandits.

The two elder Solstines—Jayson and Jolina—do most of the talking at the meeting, laying out the community’s problems (as presented above) and asking for opinions as to how these issued might be solved or alleviated. Discussion is rather muted—no one wants to be overheard saying fiery words that might ring treasonous in the wrong ears—but there’s an underlying current of dissatisfaction with the Thrune regime.

As the meeting winds down, Carlissa approaches four individuals, asking them to stay behind once the meeting is adjourned. When everyone else leaves, Jayson Solstine looks at those who remain. ”We’ve asked you to stay because we’ve chosen you to undertake a special mission….”

”Actually, I chose them,” Carlissa corrects her elder brother gently, her eyes flashing with amusement.

Jayson scowls a bit and says, ”You were all chosen because you’re the best of the best in our little group. We need someone to investigate the attacks on caravans south of the city. Would you folks be up to that task?”

OK…and we’re off! Feel free to introduce your characters, ask any questions of the Solstines, or retroactively take actions during the meeting itself, if you’d like.

If you’d like to make last-minute tweaks to your PCs, be my guest. Also, I’m house-ruling that Infernal is a common language inside Cheliax.


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Oh Gods oh Gods oh Gods oh Gods this is the most exciting thing I've ever done in my life!

Varius almost trembles as he listens to the brief introductory speech. He quickly looks around the room, trying to get a sense of the varying people, just thrilled to be in their number.

He is a slender young man, a little shorter than average with sharp features and a shiny black ponytail. His weapons and armour are all of fine quality, and he wears a distinctive blue and yellow embroidered cloak. He speaks confidently, in a posh, slightly old-fashioned accent.

"I'll do it!" he says a little too loudly. "I... I need to do something about what's going on. Too many people are suffering. We're all afraid to walk on the streets right now. It's about time we took some action and ah - right. Yes. Solved the caravan attacks."

He furrows his brow. "Uhm, what caravan attacks? I'm sure I've heard of them, but times being what they are I may need a little more to go on."


Human, Cleric 1, HP 17, Fort +3, Reflex +2, Will +6 , Perception +5 HP 7/17

my character


Human, Cleric 1, HP 17, Fort +3, Reflex +2, Will +6 , Perception +5 HP 7/17

Basil looked at the two who were talking.
If it helps, of course.
He stands tall, with stern features and a solemn look. He is wearing an outfit that is white, with red highlights.


female human psychic 3 | HP 34/34 | AC 17 | F +6, R +6, W +7 | Per +5 |Fighting Fan +7 1d4s ag, fin, dd6, backstab crossbow +8 (1d8); bolts (17/20) | Hero Points 1 | Spell DC 19; Spell Atack +9 | Focus: 2/2 | Spells: 0: 5/6; 1: 2/2; 2: 1/1 | Active Effects: Unleash Focused Intent

Felitcia had been sitting demurely through the discussion and listening intently. Her appearance drew any number of looks from most of the men and some of the women as she was very lovely. She wore a red top, one of her favorites, that exposed some of her cleavage and most of her midriff and a matching floor length skirt. Her brown hair was a wavy fall down her back and the tips of her pointed ears stuck out of the lustrous fall.

Felitcia had stood as well and was about to leave when she was asked to stay. Since it was her friend doing so she waited and looked at the others who had been asked to stay with interest. As the reason for the request was made clear she curtsied gracefully and said, "Of course Jayson, I'll help."


TAC 15; AC 18 Fort +3; Ref +6; Will +1 Female half-elf fighter 1 Chaotic, Elf, Human, Humanoid Percep +2; Senses low-light vision Defense HP 19 Hero Points 1 Res 1

Mona leans against the wall of the room as the meeting is going on. She looks almost bored as the issues are laid out before the group. Looks bored, but anyone looking closer would see eyes that are sharp and taking everything in.

After the meeting she listens to the request from the siblings "Of course I'll help investigate the caravans. She gives Jayson a quick grin. "No caravans mean no work. I like working so I'll help."

She turn and introduces herself to the other three people asked to stay. "I'm Mona caravan guard and sometimes provider of er "hard to find" goods. Looks like we'll be working together." She is is wearing nondescript hide armor, a shield on her back, and a longsword at her hip. She's plain looking with dark hair and dark eyes. It would be easy to miss her if it wasn't for her height. She stands almost six feet tall.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

THE SPEAKEASY (8 Gozran, 4716)

Jayson nods to Mona, returning her grin, while Carlissa slides closer to Varius. "To answer Varius's question--at least somewhat--let me tell you all what we know about the raids on the trade road," the male Solstine says. "As you may or may not know, the Rust Gate in the south wall along the Redroof/Old Kintargo border once stood open at all hours; now Thrune opens it only four times a day: at first light, at midday, in mid-afternoon, and an hour before curfew. Because the gate now opens only occasionally throughout the day, enterprising folk visit to work those gathered: food vendors, minstrels and other entertainers, city guides and the like."

"We believe there may be a spy of some sort stationed at the Rust Gate," Jolina cuts in. "Whether this spy is a guard there or one of the leeches my brother just mentioned is, as yet, unknown to us. We are fairly certain no lookout has been laying low in the lands south of the city, however, because we did some scouting."

"By we she actually means ME," Carli whispers with a smirk to Varius, earning a brief glare from her older sister before Jo continues.

"Nonetheless, we're pretty sure there's a spy somewhere, because traders and wagons sponsored by families supportive of our new lord-mayor aren't targeted by these bandits; anything else that passes through is fair game unless they're particularly well-protected."

"You folks could try to suss out this spy if you feel you're up to it," Jolina concludes, "or you might just seek out the bandits themselves. There's not much besides farmlands close to the city, so we're not sure where the bandits are based. There are a few patches of woodlands, but they're not particularly close to the road. Well, we'll let you all decide how to proceed in the investigation. Any questions?"


TAC 15; AC 18 Fort +3; Ref +6; Will +1 Female half-elf fighter 1 Chaotic, Elf, Human, Humanoid Percep +2; Senses low-light vision Defense HP 19 Hero Points 1 Res 1

Are they robbing people in view of the gates and the "guards" or somewhere along the road before they get in sight of the city? Other than supporting the new Lord Mayor are the things that are being stolen particularly valuable over another shipment that hasn't been robbed? Are the bandits working everyday? Are people being ruffed up during the robbery even if they agree to turn over their goods? Do they take all the goods or just some of them?" Mona fires questions at the siblings as she thinks about how she would rob a caravan.


Human, Cleric 1, HP 17, Fort +3, Reflex +2, Will +6 , Perception +5 HP 7/17

Basil sat back and considered.
I'm not dismissing doing this, but isn't this the task of the guard? Unless... he paused unless you think they may be involved.


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Varius taps his lip. "Couldn't be too hard. Get to the guards, find out if someone is behaving strangely. Ply them with liquor... well, I ply everyone with liquor but we all are just trying to get by, aren't we?"

He squints a little over at Basil. "The implication is that the guards are in the very least being told to stay back, but perhaps they'll talk anyways. This is one of those 'good problems' for the mayor where all of his political opponents get raided and all who fall in line are somehow immune to this banditry."

A grin splits the young ex-nobleman's face. "This sounds quite fun. Let's investigate the guards and if that goes badly we can just sort out the bastards directly. Can't be too hard to get bandited I imagine."


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

THE SPEAKEASY (8 Gozran, 4716)

Jayson nods at Mona's questions and Varius's comments.

"Varius has the gist of it--Thrune or one of his lackies is behind it; just another way to stick it to those nobles and merchants who haven't smooched his arse hard enough or often enough. The guards aren't likely involved per se, but some might have a notion of what's going on. If this sort of thing had happened under the watch of Lord-Mayor Jilia Bainilus, she'd have sent dottari or mercenaries after the bandits. Thrune has ignored the problem."

"From what we've learned, value isn't always the determining point for whether or not the bandits go after a certain prize. They've hit lone wagons or small caravans so far, so we're guessing their numbers are fairly small. As for the attacks, they've all taken place several miles outside the walls, just beyond where the farmlands start to thin out."


TAC 15; AC 18 Fort +3; Ref +6; Will +1 Female half-elf fighter 1 Chaotic, Elf, Human, Humanoid Percep +2; Senses low-light vision Defense HP 19 Hero Points 1 Res 1

"So a place they can hide from the guards easily. Sounds like we have our orders. Let's head to area where the bandits are working and start searching. Unless anyone has a better suggestion?" Mona looks to the others in her group. The look clearly says she doesn't think they will have a better idea.


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Varius shrugs easily and hops to his feet a little showily. "It will probably attract less attention than questioning the guards. I'm game for it. Let's go find us some bandits now, shall we? It's time we did something right in this city."


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

I'm not sure I mentioned it in the previous posts, but the meeting was assumed to take place in the late afternoon, giving everyone time to make it home before curfew that night. I'm going to assume that's what everyone did; we'll say the expeditions into Kintargo's farmlands takes place the next day (either at first light or noon).

DEPARTING THROUGH THE RUST GATE (9 Gozran, 4716)

Not bothering to seek out spies waiting inside the city near the Rust Gate may have been a good move: There are so many folks loitering around, the spy (if he/she exists) could be anyone. A young dottari member waves your group forward. "Where you folks headed?" he asks, sounding very disinterested. His comrades--those inspecting folks entering the city--are being a lot more thorough in their questioning and examining of travelers' goods and gear.

When the fellow asks for a 2 sp gate tax from each of you, you all realize that the cheapskate Solstines didn't give you any coin to aid in your mission! Hmm...maybe they'll reimburse and reward you all once you're back in Kintargo....


female human psychic 3 | HP 34/34 | AC 17 | F +6, R +6, W +7 | Per +5 |Fighting Fan +7 1d4s ag, fin, dd6, backstab crossbow +8 (1d8); bolts (17/20) | Hero Points 1 | Spell DC 19; Spell Atack +9 | Focus: 2/2 | Spells: 0: 5/6; 1: 2/2; 2: 1/1 | Active Effects: Unleash Focused Intent

The Speakeasy (8 Gozran, 4716)
Felitcia considered the issue at hand as they discussed the best way to go about locating with the bandits and listened to what everyone had suggested. As the discussion wound down she finally spoke up and said, "I think looking for the hideout is the best idea for now. If we can find it and deal with the bandits then we can possibly find out who among the guards are informing them." She smiled in amusement and said happily, 'And if we don't find them we can always start looking into the guards then!"

DEPARTING THROUGH THE RUST GATE (9 Gozran, 4716)
Felitcia met up with the others near the gate the next day at the appointed time and seemed imminently pleased to be leaving the city. Yet again she was wearing loose revealing garments in red, her favorite color, and traded a smile or blew a kiss at her various admirers. When they reached the bored young dottari guard she smiled at him brightly and said simply, "We thought we'd go see the countryside in that direction," she pointed towards the general direction that everyone was heading when they left the city, "It's gotten sooo stifling in here and I just needed to get out and get some fresh air away from the press of people."

When the guard asked for the fee to leave the city Felitcia pouted in his general direction before dipping a hand down between her breasts and pulling out a pouch from which she retrieved the required coins. She put the pouch back and handed them over with a flourish as she said, "The fee handsome," she then handed him another silver and said, "and for your excellent work." With a bright smile she headed out the gate and waited for the others to catch up to her.

Diplomacy because I can: 1d20 + 5 ⇒ (9) + 5 = 14


TAC 15; AC 18 Fort +3; Ref +6; Will +1 Female half-elf fighter 1 Chaotic, Elf, Human, Humanoid Percep +2; Senses low-light vision Defense HP 19 Hero Points 1 Res 1

Mona meets the group the next morning near the gate. She takes the stance of a body guard for Felitcia. "The young lady wants to see the country, and I'm to make sure she doesn't come to harm." She gives the bored guard a grin, and flips him two silver pieces.

The PF2 economy is based on silver. That's a heck of a gate tax.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

THE RUST GATE AND SOUTHERN FARMLANDS (9 Gozran, 4716)

The bored guard nods and mutters, "Yeah--the people of Kintargo sure do stink." His attention perks up when he sees where Felitcia keeps her coin purse; it upticks again when she gives him a tip; and the poor fellow can barely function when she calls him 'handsome.' Coughing a bit to clear his throat, the guard says, "Why, thank you. Enjoy your stroll in the country, ma'am."

As your party walks away, you can hear some of the other guards teasing the fellow for calling Felitcia 'ma'am,' and the guard himself muttering, "Stupid, stupid, stupid..." to himself.

******************************

The lands south of the city are indeed mainly farmlands, with some barren areas where the rock content is greater than the soil. This early in the spring growing season, the crops are in their early stages: Not good if you're hungry, but convenient if you're scoping out the lands for bandits, as there are no cornstalks or the like to block your view. Most of the hired hands working the fields don't even look your way, but the few who do glance at your armed party with suspicion.

Gonna give folks the opportunity to maybe ask questions here or choose to move along to see if something more interesting/suspicious might be around the next bend.


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Varius wanders up to the gate looking splendid in a stripey green doublet with a pack and shortbow on his back and his nice rapier strapped proudly to his side. He drops off the gate tax to the guards, noting that Felitcia has made a friend they may be able to call on later. Also noting that Felitcia's attire is really a lot of fun to look at. Although he babbles per usual he doesn't have much to say.

----

Varius is a quick walker and at first is obviously excited at the thought of running into bandits until it becomes clear he's now just bored with the walk and a little cold.

"So ah, how did you lot fall in with all of this? I'm sure you've all got exciting tales to share. Also if any of you are good at being outside of cities, I'll appreciate your lead. Feeling rather exposed out here."

Noticing that a farmhand is looking them over, Varius drops a few coppers into his hand before hailing a farmhand who looks seprate enough from the others so as not to draw too much attention. "Oi you there! We'll leave you be but was wondering if you'd answer some questions for a bit of coin!"

Diplomacy: 1d20 + 3 ⇒ (16) + 3 = 19


TAC 15; AC 18 Fort +3; Ref +6; Will +1 Female half-elf fighter 1 Chaotic, Elf, Human, Humanoid Percep +2; Senses low-light vision Defense HP 19 Hero Points 1 Res 1

Mona enjoys the walk. "I haven't been out of the city in a while. I used to do Caravan Guard work. That was lots of fun. Sheer boredom interspersed with short periods of excitement. The worst part is when the owner was along on the trip. Then you HAD to look alert all the time."

She glances around the area with disinterest. "No place for bandits to hide here. Maybe later in the summer when the corn is tall."


Human, Cleric 1, HP 17, Fort +3, Reflex +2, Will +6 , Perception +5 HP 7/17

It's rather pleasant out here. Where do bandits operate around here? Or at least, where should they?


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

SOUTHERN FARMLANDS (9 Gozran, 4716)

The farmhand Varius hailed looks around a bit to make sure there's no overseer (or likely snitch) in sight before ambling up to stand about a dozen feet from the well-armed party.

"Bandits you say? Can't say I've seen any 'round here. Not sure I'd recognize one even if I saw one, though--some of them guards that go 'round with the caravans are a rough-lookin' lot!"

After thinking things over a bit more though, he gives what might be a hot tip: the Mintner farm, one of the furthest out from the city, lies fallow this spring.

"Ol' man Arnie passed over the winter. Usually, another landowner will buy up the land and take over the crop-plantin', but with that Thrune guy takin' over, folks were scared to approach the lord-mayor; word is he's a bit of a madman."

The fellow says the Mintner farm will be easy enough to spot: it'll be the only one without crops and field workers.

OK, let's slip into encounter mode: Tell me what your PCs are doing. Also, please roll a Perception check.


female human psychic 3 | HP 34/34 | AC 17 | F +6, R +6, W +7 | Per +5 |Fighting Fan +7 1d4s ag, fin, dd6, backstab crossbow +8 (1d8); bolts (17/20) | Hero Points 1 | Spell DC 19; Spell Atack +9 | Focus: 2/2 | Spells: 0: 5/6; 1: 2/2; 2: 1/1 | Active Effects: Unleash Focused Intent

As they spoke to the farmhand and got a lead Felitcia enjoyed the fresh air. It was always nice to get away from the city, the press of people, and get some clean air for once. She liked people well enough it was just a bit stifling with so many around. She looked around the farm and countryside as they were told about the old farmstead that was currently abandoned, or at least should be, make note of anything of interest as she did.
Perception: 1d20 + 2 ⇒ (11) + 2 = 13


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Varius thanks the farmhand, dropping him four coppers for his trouble. "Much obliged, friend, good to know."

Perception: 1d20 + 2 ⇒ (8) + 2 = 10

Leaving the farmhand, he rejoins the group. "This abandoned farmstead would be a good place to set up if I was some sort of nefarious bandit. Shall we?"

Btw, Varius just has the 'wandering' exploration mode default unless I specify he's stealthing or whatever.


TAC 15; AC 18 Fort +3; Ref +6; Will +1 Female half-elf fighter 1 Chaotic, Elf, Human, Humanoid Percep +2; Senses low-light vision Defense HP 19 Hero Points 1 Res 1

Mona moves along at the front of the group. She looks for anything headed their way. "An abandoned farm does make sense. I'd set up there." she says agreeing with Varius.

Perception: 1d20 + 2 ⇒ (15) + 2 = 17


TAC 15; AC 18 Fort +3; Ref +6; Will +1 Female half-elf fighter 1 Chaotic, Elf, Human, Humanoid Percep +2; Senses low-light vision Defense HP 19 Hero Points 1 Res 1

Mona is Searching for trouble as they move along.


Human, Cleric 1, HP 17, Fort +3, Reflex +2, Will +6 , Perception +5 HP 7/17

Basil does much the same.
very different out here. You know, not in the city.


female human psychic 3 | HP 34/34 | AC 17 | F +6, R +6, W +7 | Per +5 |Fighting Fan +7 1d4s ag, fin, dd6, backstab crossbow +8 (1d8); bolts (17/20) | Hero Points 1 | Spell DC 19; Spell Atack +9 | Focus: 2/2 | Spells: 0: 5/6; 1: 2/2; 2: 1/1 | Active Effects: Unleash Focused Intent

Felitcia began walking along with her companions as they left the farmstead and headed towards the abandoned one. She was enjoying the fresh air a great deal and occasionally wandered to one side of the road or the other to look at some of the flowers or plants. She seemed far more relaxed out here than she had when they were still in the city and gave a twirl as she responded to Basil, "I know, isn't it wonderful!" She took an exaggerated deep breath and continued, "The fresh air, no press of people, life all around you, I always love it!" Despite her carefree attitude and wandering she did keep her eyes open for trouble.
Perception: 1d20 + 2 ⇒ (18) + 2 = 20
For the record I am Wandering.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

MINTNER FARM (9 Gozran)

As the party turns onto a dirt lane and nears the abandoned Mintner farm, Mona spots a few bootprints in the dirt and broken weeds along its shoulder. A large barn lies ahead and beyond that an old farmhouse.

There's sudden movement from the open windows of the barn's hayloft, 12 feet above the ground over the barn's nearest set of double doors. Two masked bandits lean out from cover to take aim at the party with shortbows!

INITIATIVE ORDER Combat Round 1 (Bolded may post)
Basil {hp: 17/17; Reaction Available}
Bandit 1 {hp: 17/17; Reaction Available}
Bandit 2 {hp: 17/17; Reaction Available}
Felitcia {hp: 15/15; Reaction Available}
Mona {hp: 19/19; Reaction Available}
Varius {hp: 21/21; Reaction Available}

ADVERSARIES
Bandit 1: hp 20/20 | AC 15, TAC 13 | Fort +5, Ref +4, Will +3
Bandit 2: hp 20/20 | AC 15, TAC 13 | Fort +5, Ref +4, Will +3

HOW I HOPE COMBAT WILL WORK: Since characters now get 3 actions per turn, I think it'll speed things up if I give you some basic stats in advance. It'll require you all to do a little GM math, but you'll know without me having to chime in if you've got a critical hit, if the creature saved for half damage against a spell, and the like.

So if Basil gets two hits against Bandit 1 for a total of 12 damage, at the end of his post he'd report Bandit 1's new stats, like so:

Bandit 1: hp 8/20 | AC 15, TAC 13 | Fort +5, Ref +4, Will +3

If his attacks added a condition to his foe, he'd add it at the end of the stats.

Secret GM Rolls:

Bandits Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Basil Perception (Seek): 1d20 + 5 ⇒ (4) + 5 = 9
Bandits Stealth (Hide): 1d20 + 6 ⇒ (19) + 6 = 25
Screw this.... Talking myself in circles.... Fresh start!

Bandits Stealth (Hide): 1d20 + 6 ⇒ (5) + 6 = 11
Basil Perception (Init): 1d20 + 5 ⇒ (7) + 5 = 12
Felitcia Perception (Init): 1d20 + 2 ⇒ (9) + 2 = 11
Mona Perception (Init): 1d20 + 2 ⇒ (6) + 2 = 8
Varius Perception (Init): 1d20 + 2 ⇒ (5) + 2 = 7


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Varius lets out a somewhat ungentlemanly shriek as the bandits start targeting the group. "Over there!" He shouts a little uselessly.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

MINTNER FARM (9 Gozran)

Basil moves up to Varius and Felitcia before casting bless to aid in the coming battle. Then the rain of arrows begins....

Maybe the bandits see the unarmored Felitcia as the easiest target and Mona as the most dangerous foe...or maybe they have a thing against women. In any event, those two are the targets of the archers in the hayloft. Luckily, the bandits aren't great shots: though each manages to fire three arrows, only the last one aimed at Felitcia strikes true, embedding itself in her left leg (6 piercing damage). The men also yell out, "Intruders!" in the direction of a small, run-down farmhouse off to the east (not on the current map) Their voices are guttural and have a strange, heavy accent that none of you can place.

QUICK NOTE: The two bandits are attacking from the hayloft, 12 feet off the ground. On the map, I've put the hayloft to the left of the main barn building; it's located over the barn section where the westernmost double doors are. There's no ladder or any other means of accessing the hayloft from the outside.

ONE MORE THING: Which of you is Maxidilen on Roll20?

INITIATIVE ORDER Combat Rounds 1 & 2 (Bolded may post)
Basil (Round 2) {hp: 17/17; Reaction Available}
Bandit 1 {hp: 20/20; Reaction Available}
Bandit 2 {hp: 20/20; Reaction Available}
Felitcia {hp: 9/15; Reaction Available}
Mona {hp: 19/19; Reaction Available}
Varius {hp: 21/21; Reaction Available}

ADVERSARIES
Bandit 1: hp 20/20 | AC 15, TAC 13 | Fort +5, Ref +4, Will +3
Bandit 2: hp 20/20 | AC 15, TAC 13 | Fort +5, Ref +4, Will +3

Secret GM Rolls:

Bandit # Target: 1d4 ⇒ 1
Bandit # Target: 1d4 ⇒ 4

Bandit #1 Shortbow Ranged Strike #1 (range penalty): 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16 for piercing damage: 1d6 ⇒ 5 (deadly 1d10, range incr. 60 ft.)
Bandit #1 Shortbow Ranged Strike #2 (range penalty): 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9 for piercing damage: 1d6 ⇒ 3 (deadly 1d10, range incr. 60 ft.)
Bandit #1 Shortbow Ranged Strike #3 (range penalty): 1d20 - 3 - 2 ⇒ (15) - 3 - 2 = 10 for piercing damage: 1d6 ⇒ 2 (deadly 1d10, range incr. 60 ft.)

Bandit #2 Shortbow Ranged Strike #1: 1d20 + 7 ⇒ (5) + 7 = 12 for piercing damage: 1d6 ⇒ 2 (deadly 1d10, range incr. 60 ft.)
Bandit #2 Shortbow Ranged Strike #2: 1d20 + 2 ⇒ (10) + 2 = 12 for piercing damage: 1d6 ⇒ 6 (deadly 1d10, range incr. 60 ft.)
Bandit #2 Shortbow Ranged Strike #3: 1d20 - 3 ⇒ (17) - 3 = 14 for piercing damage: 1d6 ⇒ 6 (deadly 1d10, range incr. 60 ft.)


female human psychic 3 | HP 34/34 | AC 17 | F +6, R +6, W +7 | Per +5 |Fighting Fan +7 1d4s ag, fin, dd6, backstab crossbow +8 (1d8); bolts (17/20) | Hero Points 1 | Spell DC 19; Spell Atack +9 | Focus: 2/2 | Spells: 0: 5/6; 1: 2/2; 2: 1/1 | Active Effects: Unleash Focused Intent

Felitcia cried out in pain when the arrow stuck in her leg. the cursed thing hurt and she quickly became pissed. She moved closer, just into range, and began to chant and gesture. As she did blue energy gathered around her hand and then she pointed at her target and from her fingertip a light blue beam of energy lanced out at the closest bandit.
1 action to move, 1 for somatic, 1 for verbal.
ray of frost: 1d20 + 4 ⇒ (4) + 4 = 81d8 + 1 ⇒ (6) + 1 = 7


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

To clarify there's no visible means of entry into the barn from this side? Is the wall climbable?


TAC 15; AC 18 Fort +3; Ref +6; Will +1 Female half-elf fighter 1 Chaotic, Elf, Human, Humanoid Percep +2; Senses low-light vision Defense HP 19 Hero Points 1 Res 1

Mona pulls out her shield and moves up toward the attackers. "What are you doing?"

Action: Pull out shield, 2 move actions.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules
Varius Liberare wrote:
To clarify there's no visible means of entry into the barn from this side? Is the wall climbable?

There's a large pair of double doors on the party's side (south of Basil's token); the loft doors/windows are located right above these doors (only on the second level). The barn's walls are mostly smooth, making for what would likely be a difficult climb.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

MINTNER FARM (9 Gozran)

Felitcia's ray of frost fails to hit either bandit. Neither figure responds to Mona's question other than to reach for additional arrows sticking out of the hay nearby.

A reminder that you're under the effect of Basil's bless spell, though I forgot to add it in the Initiative Order list.


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Varius rushes for the south doors, trying to yank them open.

One action to move to doors, one action to open, and remaining action will be to move for the upstairs, or if there's bad guys on the other side, to move to engage.


Human, Cleric 1, HP 17, Fort +3, Reflex +2, Will +6 , Perception +5 HP 7/17

Basil, after casting the bless, stands ready with his scimitar


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

MINTNER FARM (9 Gozran)

Varius moves up to the barn, throws open the doors, and beholds what appears to be an unoccupied lower level, containing a lot of hay on the floor, some empty stalls, but no enemies. Against the west wall is a ladder leading up to the loft; also, there's a 10-foot-square opening in the floor of the loft, which will allow the bandit archers to fire on those directly below them.

BASIL is up next to kick off Round 2.

INITIATIVE ORDER Combat Round 2 (Bolded may post)
Basil (Round 2) {hp: 17/17, bless; Reaction Available}
Bandit 1 {hp: 20/20; Reaction Available}
Bandit 2 {hp: 20/20; Reaction Available}
Felitcia {hp: 9/15, bless; Reaction Available}
Mona {hp: 19/19, bless; Reaction Available}
Varius {hp: 21/21, bless; Reaction Available}

ADVERSARIES
Bandit 1: hp 20/20 | AC 15, TAC 13 | Fort +5, Ref +4, Will +3
Bandit 2: hp 20/20 | AC 15, TAC 13 | Fort +5, Ref +4, Will +3


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

MINTNER FARM (9 Gozran)

Basil follows Varius into the barn, creating a slight bottleneck at the ladder leading to the loft. Felitcia and Mona see one of the bandits lie down his bow, draw his sword, and move deeper into the shadows of the hayloft. The second one continues to rain arrows on the intruders, targeting Mona (since he's got a clear shot at her). One of three arrows draws a bit of blood (4 points piercing damage).

PCs are up again (Felitcia, Mona, and Varius for Round 2, Basil to start Round 3).

I don't see any specific rules for climbing a ladder. Please roll an Athletics (Climb check), however, to help me determine your character's speed in ascending.

INITIATIVE ORDER Combat Rounds 2 & 3 (Bolded may post)
Basil (Round 3) {hp: 17/17, bless; Reaction Available}
Bandit 1 {hp: 20/20; Reaction Available}
Bandit 2 {hp: 20/20; Reaction Available}
Felitcia {hp: 9/15, bless; Reaction Available}
Mona {hp: 15/19, bless; Reaction Available}
Varius {hp: 21/21, bless; Reaction Available}

Secret GM Rolls:

Bandit #2 Shortbow Ranged Strike #1: 1d20 + 7 ⇒ (10) + 7 = 17 for piercing damage: 1d6 ⇒ 6 (deadly 1d10, range incr. 60 ft.)
Bandit #2 Shortbow Ranged Strike #2: 1d20 + 2 ⇒ (17) + 2 = 19 for piercing damage: 1d6 ⇒ 4 (deadly 1d10, range incr. 60 ft.)
Bandit #2 Shortbow Ranged Strike #3: 1d20 - 3 ⇒ (3) - 3 = 0 for piercing damage: 1d6 ⇒ 2 (deadly 1d10, range incr. 60 ft.)


Human, Cleric 1, HP 17, Fort +3, Reflex +2, Will +6 , Perception +5 HP 7/17

what, my post vanished (grumble)
Basil moves to climb the ladder
climb: 1d20 + 2 ⇒ (17) + 2 = 19


TAC 15; AC 18 Fort +3; Ref +6; Will +1 Female half-elf fighter 1 Chaotic, Elf, Human, Humanoid Percep +2; Senses low-light vision Defense HP 19 Hero Points 1 Res 1

Mona moves in front of Felitcia, and holds up her shield. "I hope this will slow down the arrow slinger. Take him down with your spells if you can."


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Whoops! Sorry, thought I had already acted. I am unsure how long it takes to go up the ladder and act but will assume it's an action to go up and since it's a ladder, no climb check required.

Varius quickly races for the ladder, scampering up it after Basil. Once up top, he races for the man with the bow, stabbing out.

Attack: 1d20 + 4 ⇒ (3) + 4 = 7 [dice=Damage]1d6+2[/dice

Climb, move, stab for my three actions. Cancel the attack if the climb takes two actions.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

MINTNER FARM (9 Gozran)

Varius scoots up the ladder as Basil arrives at its base. He finds one of the bandits waiting at the top, longsword poised to strike. Though he tries to dodge, the blow strikes true (8 points slashing damage). {Varius: I assumed you'd use your Round 2 reaction (Nimble Dodge); it didn't help.} The young rogue continues past his attacker until he's adjacent to the archer, but his stab attempt misses the mark.

Outside, Mona raises her shield to protect Felitcia from incoming arrows. That might not be necessary, though, as Varius appears next to the archer and flubs an attack but is now at least engaging that foe.

Basil follows Varius up the ladder and likewise finds the sword-wielding bandit at the top, ready to hack at him as he reaches the top and gets firm footing on the loft's floor. This opportunity attack*, however, misses the mark.

Basil's foe, however, continues to press the attack. The cleric zigs when he should have zagged and then zags when he should have zigged: Two of three sword hacks barely manage to beat his defenses, but the combined hits draw lots of blood (10 points total slashing damage).

Meanwhile, Varius's foe curses in some strange language, drops his bow, draws his longsword, and takes a hack at the young human. {Varius: Will you use your Round 3 Nimble Dodge reaction now?}

* I THINK this is correct. Though it appears that the bandit guarding the ladder took two reactions (AoOs), he technically took one in Round 2 (Varius) and one in Round 3 (Basil). Same general principle applies with Varius's Nimble Dodge reactions.

PF Playtest PbP House Rule? (Your Opinion Requested!) So, I really like the idea of Initiative Bunching (especially since I usually have one limited posting window per day), but it can be a problem in regards to reactions. In this case, even though Basil posted his actions first, he was behind Varius in the initiative order (acting at the top of Round 3 while Varius was at the bottom of Round 2). Knowing that the bandit at the top of the ladder had the Attack of Opportunity reaction, I didn't want to 'punish' Basil for his prompt post by having the bandit take the AoO on him...but then it took Varius an additional 5 days to post his actions. It's a fine line between speed of play and fairness/unfairness to certain PCs. I'm still trying to think of a fair way of dealing with this potential pitfall.

Behind the Clueless GM's Screen:

OK, here's how I handled the ladder. Normally, Climb has a requirement of having both hands free. That seems harsh for something as simple as climbing a ladder, so I ruled that folks could climb with one hand free and something (likely a weapon) in their other hand. I opted to call for Climb checks with a low DC (5) mostly to determine the speed a PC could climb the ladder. With a critical success, the 12-foot ladder would take one action for a character with a Move rate of 25 ft. or higher.

Seems reasonable to me. YMMV. Feel free to let me know your thoughts on this (or to let me know there was a rule I missed).

INITIATIVE ORDER Combat Rounds 3 & 4 (Bolded may post)
Basil (Round 4) {hp: 7/17, bless; Reaction Available}
Bandit 1 {hp: 20/20; Reaction Available (Round 3/Round 4)}
Bandit 2 {hp: 20/20; Reaction Available}
Felitcia {hp: 9/15, bless; Reaction Available}
Mona {hp: 15/19, bless; Reaction Available}
Varius {hp: 13^/21, bless; Reaction Available}
^ Attack result pending.

ADVERSARIES
Bandit 1: hp 20/20 | AC 15, TAC 13 | Fort +5, Ref +4, Will +3
Bandit 2: hp 20/20 | AC 15, TAC 13 | Fort +5, Ref +4, Will +3

Secret GM Rolls:

Varius Athletics (Climb) Check: 1d20 + 3 ⇒ (14) + 3 = 17
Bandit #1 Reaction/AoO Longsword Strike: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19 for piercing or slashing damage: 1d8 + 2 ⇒ (6) + 2 = 8
Bandit #1 Reaction/AoO Longsword Strike: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12 for piercing or slashing damage: 1d8 + 2 ⇒ (2) + 2 = 4

Bandit #1 Longsword Strike #1: 1d20 + 7 ⇒ (7) + 7 = 14 for piercing or slashing damage: 1d8 + 2 ⇒ (7) + 2 = 9
Bandit #1 Longsword Strike #2: 1d20 + 2 ⇒ (13) + 2 = 15 for piercing or slashing damage: 1d8 + 2 ⇒ (4) + 2 = 6
Bandit #1 Longsword Strike #3: 1d20 - 3 ⇒ (18) - 3 = 15 for piercing or slashing damage: 1d8 + 2 ⇒ (2) + 2 = 4

Bandit #2 Longsword Strike: 1d20 + 7 ⇒ (8) + 7 = 15 for piercing or slashing damage: 1d8 + 2 ⇒ (6) + 2 = 8


TAC 15; AC 18 Fort +3; Ref +6; Will +1 Female half-elf fighter 1 Chaotic, Elf, Human, Humanoid Percep +2; Senses low-light vision Defense HP 19 Hero Points 1 Res 1

I'm fine with the initiative bunching house rule. It makes sense in PbP.

Mona rushes toward the door and the ladder. "Let's move Felitcia."


female human psychic 3 | HP 34/34 | AC 17 | F +6, R +6, W +7 | Per +5 |Fighting Fan +7 1d4s ag, fin, dd6, backstab crossbow +8 (1d8); bolts (17/20) | Hero Points 1 | Spell DC 19; Spell Atack +9 | Focus: 2/2 | Spells: 0: 5/6; 1: 2/2; 2: 1/1 | Active Effects: Unleash Focused Intent

Moving a little closer for a better view Felitcia casts a spell and sends another ray of blue energy at the bandit.
Ray of Frost: 1d20 + 4 ⇒ (12) + 4 = 161d8 + 1 ⇒ (1) + 1 = 2
This time her aim was much better but she focused on that so much her power was lacking.


Human, Cleric 1, HP 17, Fort +3, Reflex +2, Will +6 , Perception +5 HP 7/17

Basil casts a cantrip, then attacks, trying to drive the ladder guard back
This is just a normal attack, as basil is simply trying to make the bad guy fall back due to his strikes. Not certain if you can under the rules
Action cast shield

action raise shield
AC and TAC raised by one. I can also react to shield block

Action 3 attack
scimitar: 1d20 + 2 ⇒ (3) + 2 = 5

Do I need to make a concentration check?

damage: 1d6 ⇒ 4


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Varius sidesteps a bit and then lunges out at his opponent, trying to ignore the wound in his side.

Deception: 1d20 + 3 ⇒ (8) + 3 = 11

Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Sneak Attack if Successful: 1d6 ⇒ 4

Second Attack: 1d20 + 4 - 5 ⇒ (14) + 4 - 5 = 13 Damage: 1d6 ⇒ 3

Three actions - one to fail to feint, and another two to badly miss my attacks. The DC to successfully feint is my opponent's perception DC.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Alrighty then....

I've been doing reactions wrong--you get one at any time between your turns, not 1 per round. So Basil doesn't need to worry about any AoO while he casts his spell. Also, to keep things moving, I rolled an (equally bad) Athletics (Shove) Check in place of Basil's attack, as that seems to be more along the lines of what he hoped to accomplish.

Also, Basil would need to use a Concentrate on a Spell action (PF Playtest/197) to keep Bless up and running. In light of what's about to happen...that's kinda irrelevant.

MINTNER FARM (9 Gozran)

Felitcia finally draws first blood (though not literally), tickling the bandit near the loft window with a ray of frost. Basil and Varius try to melee the two men, but neither can strike true. The bandits--whose faces are mostly hidden behind the noseguards of their helms and bandanas worn over their noses and mouths--grunt and raise their shields before trying to hack down the invaders.

Varius is only clipped by his foe (3 points slashing damage); Basil, however, takes a powerful blow that drops him (crit--15 points slashing damage; Dying 2). With the priest unconscious, his bless spell fizzles out.

BANDIT #1
Action #1: Interact (pick up shield)*
Actions #2: Raise a Shield
Action #3: Longsword Strike

BANDIT #2
Action #1: Interact (pick up shield)*
Actions #2: Raise a Shield
Action #3: Longsword Strike
* I missed this action in earlier rounds; thus I'll have the bandits lose an action (effectively) this round.

Jeez, the death and dying rules (as updated) are a mess to figure out. I think at this point I'll jest remind Basil about the Heroic Recovery use of a Hero Point (p. 24 of the 1.6 update booklet) and see what happens.

INITIATIVE ORDER Combat Rounds 4 & 5 (Bolded may post)
Basil (Round 5) {hp: 0/17 (Dying 2), Reaction Available}
Bandit 1 {hp: 20/20; Reaction Available}
Bandit 2 {hp: 18/20; Reaction Available}
Felitcia {hp: 9/15, Reaction Available}
Mona {hp: 15/19, Reaction Available}
Varius {hp: 10/21, Reaction Available}

ADVERSARIES
Bandit 1: hp 20/20 | AC 17, TAC 15 | Fort +5, Ref +4, Will +3
Bandit 2: hp 18/20 | AC 17, TAC 15 | Fort +5, Ref +4, Will +3

Secret GM Rolls:

Basil Athletics (Shove) Check: 1d20 ⇒ 4
Bandit #1 Longsword Strike: 1d20 + 7 ⇒ (20) + 7 = 27 for piercing or slashing damage: 1d8 + 2 ⇒ (8) + 2 = 10
Bandit #2 Longsword Strike: 1d20 + 7 ⇒ (7) + 7 = 14 for piercing or slashing damage: 1d8 + 2 ⇒ (1) + 2 = 3
Bandit #1 Longsword Strike critical hit piercing or slashing damage: 1d8 + 2 ⇒ (3) + 2 = 5


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Varius' eyes go wide as one of their number falls. "Oi! We need him!" Somewhat desperately, he attempts another feint which goes just as badly. Thankfully, his blow is solid and true.

Deception: 1d20 + 3 ⇒ (4) + 3 = 7
Attack: 1d20 + 4 ⇒ (18) + 4 = 22 Damage: 1d6 + 2 ⇒ (6) + 2 = 8

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