Can You Hear The People Sing? (Hell's Rebels)

Game Master Paladin of Baha-who?

Volume I: In Hell's Bright Shadow (started 23 Jan 2016)
Part 1: Fledglings of Silver (started 23 Jan 2016)
Part 2: Rebuilding the Ravens (started 17 June 2016)

Current Map

Map of Kintargo | NPCs | Rebellion sheet
Coffee house/Nest


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female strix aerokineticist 2 | HP 21/21 (N/L 4) Burn 2 | AC 16; FF 12; TAC 13 | F +6, Ref +6, Will -1 | Init +5 | Low-Light visions, Darkvision 60 ft, Per +5 (+7 in dim light/darkness)

As the discussion of the raid moved to "how ruthless" they should be Kiri considered for a moment, her head cocked to one side and looking up before turning her head to look back at Jessi. Her voice had a great deal of anger to it as she said, "Kill them all, there's no need to let the bastards live and I will happily slit their throats in their sleep for keeping papa a prisoner in that place."


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

"Jess, before we do this, maybe we could secure one of those buildings you saw, in case we need to lie low?"

I sure as hell don't trust myself to make the relevant skill checks by myself, but I'll happily be part of a joint effort! :-)


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

I hope that stray dog wasn't important because, after the smackdown she and Leora took from some mutts in the livery, Jessibel's not going anywhere near dogs again if she can help it.

"Great idea, Dom," Jessi says. "Let's see if we can't match up abandoned buildings that are close to the sewer passages we'll be taking. The less we have to move along the streets during curfew, the better."


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

Turning to Dom, Jessi adds, "Did you ever borrow Mrs. Eradon's book on 'gardening' or whatever you called it? Because if we find an abandoned property near a sewer grate, we might want to...um, 'prune' any locking mechanism on said sewer gate now instead of waiting until the last minute."

It looks like the Dom & Jessi show is going on the road together! What could possibly go wrong? :)


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

"The preferred term is 'watchmaking', Jess," Dom grins. "Always helps to know when it's time to skedaddle."

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Ok, Dom and Jessi are securing a safe house. There are abandoned workshops, warehouses, and shops close to the salt works, on the outer side of the Salt gate. You find a number of options, the question is which is the best? Jessi and Dom, give me some Perception checks to survey the area, Survival to examine how much, if any, traffic goes into an apparently abandoned structure, or Sense Motive to figure out whether vagrants squatting in a structure could be induced to leave or at least keep mum about your use of it.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

With Jessibel and Davina's help, Domitius heads out to do some reconnaisance of the area. He's nervous, walking around in this lighter armor, but Dom will grudginly admit he likes the freedom of mobility the lighter suit affords.

"Whaddyou ladies think?"

The requested rolls, plus a Disable Device check to make sure any escape routes we plan on using aren't locked. I assume Davina and Jess can Aid Another, yes?

Note 1: I'd been meaning to make that replacement Social Talent of Dom's Social Grace, and giving its bonus to Sense Motive, but I'm not including it in the roll above since I didn't specify it before now. If you're willing to allow it in, then the Sense Motive check above becomes a 21 (+4 circumstance bonus).

Note 2: Difference between my sheet's value for Disable Device and what is reflected below comes from a change in ACPs between scale male and studded leather.

Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Survival: 1d20 + 0 ⇒ (16) + 0 = 16
Sense Motive: 1d20 + 5 ⇒ (12) + 5 = 17
Disable Device: 1d20 + 5 ⇒ (17) + 5 = 22


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

Jessi's Aid Another Rolls.

Perception (Aid Another): 1d20 + 5 ⇒ (2) + 5 = 7
Survival (Aid Another): 1d20 ⇒ 17
Sense Motive (Aid Another): 1d20 + 4 ⇒ (6) + 4 = 10

"Lookin' goooood!" Jessi tells Dom with a big grin. Then the grin's gone, replaced by a teasing look of faux annoyance as she adds, "But lookin' goofy." The bard then uses a prestidigitation spell to color Dom's armor brown, a shade or two darker than she'd colored her own. "Why are you even wearing the light armor now?" she asks. "What if some real CCG Goons were to come up and ask for a report and then get suspicious? Or are you just trying to get used to the feel of it for when we make the rescue attempt?"

"Speaking of which...there's a safer version of the whole fake prisoners/inside help idea I brought up. How about this? Two or three of us in CCG gear knock on the front door of the salt works, saying we heard that there's a strix prisoner inside. Saying that we're tracking down another rogue strix in the area--one who caused all sorts of havoc at the Aria Park Protest, for example--we ask to interrogate Kiri's father. Maybe we'd be able to pass a coded message during the questioning. At the very least we'd get an idea of what the inside of the salt works looks like and what their security measures are."


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Baffled by her derision of him, Dom shrugs it off, and focuses on Jessibel's question and idea. "Right now I'm just tryin' to get a feel for moving in this stuff. I won't lie I like being able to move better in this," he says as he stretches experimentally, "But I still like the heavier stuff. Hafta find a way to strike a balance."

"That ain't a bad idea, but unless we got some paperwork to back it up, might be risky. Too easy for someone to question our authority, no? We don't know any forgers, do we?"


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

"We Alulamaxas are unequivocally honest in our business ventures!" Jessibel huffs at Dom's suggestion of finding a forger. Then she abandons her act and admits that she'd probably be able to find one, though the cost might be prohibitive.

"I'd think the mercenaries at the salt works would be more likely to ask for papers if we tried to deliver prisoners to them than to just ask a captive a few questions. I figured if we could throw around the names of a few CCGs thugs and members of the dottari, that'd get the job done. No matter what we try, there's going to be an element of risk involved."


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

At Clenchjaw's
"You don't look old enough to be that tired. I hope you aren't getting sick. That could be bad for business." She sips her drink, "I might know a fellow who could use work as a bouncer. I ask if he's interested, and send him your way if he is."

She finishes her drink, and heads out the door. Looking around to see if anyone looks interesting on her way out.

Perception with Inspiration: 1d20 + 6 + 1d6 ⇒ (8) + 6 + (6) = 20

On the way back to the Nest or on Another Day

Davina stops by the War Cage to pick up a Masterwork Backpack, and a set of Masterwork "watchmaking" tools. She eyes the well made light armor with envy. I'll order a set when I earn some more sails.

I'm a bit confused. Am I along for the reconnaissance of the safehouse?

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Dom: you can apply it. That locks your choice in, though.

Davina and Rexus both have Linguistics and could attempt to forge documents.

Clenchjaw's

Davina looks around and sees nothing out of the ordinary. A few patrons are drinking even at this early hour, but none of them look drunk, and if she wished to chat them up for rumors or information, she could.

Davina: You can be part of it if you want. I'll hold off on revealing the results of Dom and Jessi's checks until Davina decides if she wants to take part and rolls if she does.

GM dice:
Stealth: 1d20 + 17 ⇒ (15) + 17 = 32


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

I'll help with the search. It's late or I'd give you a better post. I don't want to hold things up. I'll post about chatting up the patrons at Clenchjaw's tomorrow.

Perception Aid Another: 1d20 + 6 ⇒ (13) + 6 = 19
Sense Motive Aid Another: 1d20 + 4 ⇒ (20) + 4 = 24


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

You'd said you were going to come along, Davina, so I'd assumed that was the case.

Dom nods at Jessibel's points. "Yeah, yer right, there'll come a time when the jig is up. I just figure if we cover all the what-ifs, that'll be on our terms, when we say so."

He thinks about it some more, "No reason we can't cover both angles, is there? Try to get some names to throw around, have some paper in our pocket if we need it, might help stretch our element of surprise out."


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

Jessibel nods at Dom's assessment, adding, "The only danger is that Kiri's father will die of old age before we actually attempt the rescue."

I also assumed Davina was along with us. Oh, and I'm offline until tomorrow.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Davina starts out the door of Clenchjaw's, but she notices a few people drinking. She changes her mind, and orders herself another drink. This time she moves closer to the people at the bar.

"Good afternoon. How's the shipyard been treating you lately?" she asks one man. "I've been wanting to do some fishing, but I'm not much of a sailor. Any advice for me?" she asks a woman at the table behind her. She orders drinks for both of them, and continues to chat. Trying to gather information and get a sense of what people are feeling.

Diplomacy to Gather Information: 1d20 + 9 ⇒ (15) + 9 = 24
Hours Spent in the Tavern: 1d4 ⇒ 3

The ravens may have to come drag me out of this tavern after spending 3 hours drinking with the patrons.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Finding a safe house

The three spend a few hours wandering through Old Kintargo. They pass a street patrol of Dottari, and a group of Queensmen ambling through the streets. In both cases, they give the threat a wide berth without making it obvious that they are doing so.

Dom locates an empty stonecutting workshop that will serve their purposes. He and Jessibel scout it out, and determine that there's no steady traffic to or from the building, but there is some indication it's been disturbed lately. Davina finds a drunk snoozing in an upstairs room. They ask him a few questions and determine that he's homeless and not looking for trouble. He could probably be induced to either clear out and leave the building unoccupied.

Now we need some Stealth rolls and either Bluff or Intimidate to get the drunk to either leave or keep his mouth shut. Feel free to RP the conversation out as you wish.

I will post results for Davina's rumor mongering a little later tonight.

GM dice:
1d100 ⇒ 21d100 ⇒ 11d100 ⇒ 85
1d100 ⇒ 751d100 ⇒ 65

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Clenchjaw's

Davina doesn't hear anything about the Sallix Salt Works, but she does hear a few interesting rumors.

“It’s true! My friend spotted a dragon wheeling about in the sky last night in front of the full moon!”

“Ever since the Gray Spiders were run out of town decades ago, we’ve not really had much trouble with organized thieves’ guilds in Kintargo. Those times are changing, though—I have it on good authority that the River Talons are organizing into something more than a small-time gang of thugs.”

“The Nidalese Embassy has been abandoned—agents of the Umbral Court have withdrawn to their own nation during these troubled times. Still, the high priestess of Shadowsquare on Temple Hill hasn’t fled town. Wonder if she’s got personal reasons for remaining in Kintargo?”


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

Bluff: 1d20 + 7 ⇒ (1) + 7 = 8 +1 if the drunk homeless guy is attracted to Jessibel (Yeesh!).
Stealth: 1d20 + 6 ⇒ (18) + 6 = 24

Jessibel tries the friendly approach with the homeless fellow, trying to work out a deal to get him to vacate the premises for one night in the near future. She offers the man a handful of silver and copper coins (say 3 each to tide him over), with the promise of a gold coin on the night they'll actually need him out of the building. If asked why the group needs the building, Jessi vaguely answers that a group of other homeless folk will be arriving in the city, quite possibly around or after curfew, and have no place to stay. She promises they'll move on the next morning, though.

The Pathfinder gods spit on our attempt to ever come up with a workable plan for the rescue attempt! ;P


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Stealth with the weight penalty included in the modifier: 1d20 + 5 ⇒ (6) + 5 = 11
Bluff Aid Another: 1d20 + 2 ⇒ (3) + 2 = 5

Davina tries to help Jessibel convince the gentleman to leave the place empty the evening of the dark of the moon.

With those rolls the guy probably thinks we're witches and going to be doing dark rituals in the place. Hopefully the gold with help.


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

I forgot to do a Ctl + C before previewing Jessi's tentative plan in the Discussion Thread, and now it's gone. I'm not in the mood to retype it, so I'll try instead to address the biggest weakness I see in our rescue attempt.

"We need more boats!" Jessibel tells Laria. "I think your idea about making use of the sewers is safest, but we need to be able to navigate them. You've drawn us a map, and that's a huge help. Do you remember what the old boat that used to be in the Wasp Nest looked like? Maybe a basic raft with a second slightly-raised platform to keep the sewage from seeping or sloshing onboard? I'll bet we could build some!"

"If we pay for it, could you arrange to have some logs and wooden planks delivered here? Perhaps claim that you're doing some small renovations inside the coffeehouse as a cover story? Oh--we'd need some rope as well, to lash the logs together...and maybe some pitch to make the upper deck waterproof? Hmm...maybe I should pay the Vashnarstill twins a visit--their family fortune comes from shipbuilding."

Jessi makes a visit to the Greens, first checking in with her mother and grandmother, then visiting the Vashnarstill manor to pay a visit on the twins, who double-dated with Jessi and Sabrina quite a bit during the summertime months.

Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27 (+1 if they're attracted to Jessibel)
Sense Motive: 1d20 + 4 ⇒ (11) + 4 = 15 (to try to pick up any cues or hints that Phenio is still interested in Jessi after their brief summertime fling)

Craft (shipbuilding): 1d20 + 1 ⇒ (4) + 1 = 5 (doesn't include any bonus she might learn from the Vashnarstill twins)

EDIT: Hmm, looks like Jessi's got a chance for an orgy, yet she somehow manages to find a way to make wood sink in water. ::Sigh::


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

Actually, while she's with the Vashnarstill twins, I'd like to have Jessi casually bring up the whole Thrune thing (the Proclamations, curfew, attack at the protest, etc.) to get a feeling for whether the Vashnarstill twins are upset merely because it's disrupted their slumming and other nightlife or if they feel something deeper and may make for potential future allies of the Silver Ravens.

Bluff (+8)/Diplomacy (+9) to casually bring up Thrune rule: 1d20 + 8 ⇒ (11) + 8 = 19 (+1 if they're attracted to Jessi; another +1 if this is a Diplomacy check instead of Bluff)

Sense Motive: 1d20 + 4 ⇒ (6) + 4 = 10

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Safe House:

"Yeah, I remember how the boat was. I got it from the same gnome gal I pointed Davina to. It was an ordinary flat-bottomed barge, kind of thing farmers use to navigate shallow rivers to bring goods to market. Worked great, held about twelve folks my size, as long as some didn't mind sitting on others' laps. I figure you big folks could fit about eight of you in it."

She peers curiously at Jessibel when she suggests building a raft. "I never tried that... I don't know how well that'd work. Maybe a full-on boat, but I'd be wary of trying to get through those tunnels on a raft. There's stuff out there, kinda like that 'gator, you gotta be on your guard, and having a ramshackle raft under you instead of a boat ain't my idea of fun."

Post more later!

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

[ooc]Vashnarstills[ooc]

Angus and Phenio are delighted to see Jessibel, and they immediately offer her wine, candies, and other delicacies. They don't know much about the family business, unfortunately, as it seems their father, Baron Sendi Vashnarstill, is waiting until after their 18th birthday to begin bringing them onboard, so to speak. They're still 17, although they don't see this as any impediment to their pursuit of Jessibel and Sabrina. And they are indeed interested in the two ladies, with plenty of hints that they would like to try another series of double dates. "There's this lovely dive in Old Kintargo, the Tooth and Nail... delightfully crass and vulgar, the perfect place to engage in the most decadent of pursuits."

As Jessibel turns the conversation to more political topics, and manages to pass a hidden message in her words to the twins, the two turn as one to look at each other, than turn back to her, faces still relaxed and playful but a more serious gleam in their eyes.

"Oh, Thrune is just so uncouth and uncivilized, no doubt about that. But he must have some hidden agenda, I wish we knew what it was. Such a pain in the ass to have to pay the tolls for crossing the bridge... it's as if he wants to impede commerce and make people's lives harder. Jilia would never have been so crude, and though they say she left for Arcadia, that doesn't make much sense, does it? Something must have happened to her."

Jessibel gets the message -- they don't think Thrune is legitimate, because they believe he had the former Lord Mayor, Jilia Bainrius, killed or kidnapped.


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

Jessibel is never one to turn down free wine, and she enjoys the candies and other goodies the twins bestow upon her. When it becomes obvious there's still some interest coming from the Vashnarstill boys, Jessi breaks to them the sad news of Sabrina's departure from the city. (Jessi'll take 10 on this Bluff check for a total of 18).

Although she doesn't show it, Jessi's a bit disappointed when the twins bring up partying at the Tooth and Nail...it's as though the events of the past few weeks have changed nothing in the two young and idle nobles. Then, as she pushes the issue, the Vashnarstill lads reveal that they've at least some knowledge and interest in Barzillai Thrune's agenda...whatever that may be.

As she prepares to leave, Jessibel starts to say something but then stops, laughing at herself. "I was going to suggest we visit this Tooth and Nail place tomorrow night, but...that's not the way Kintargo works nowadays, is it? It was a lot more fun trying to get home and slip into our rooms before dawn than it is rushing to do so before night falls."

Though she desperately wants to blow off some steam, Jessibel leaves off the conversation there. Between her commitments to the Silver Ravens and the Kintargo Opera House Society, her free time was virtually nonexistent. A shame, really, as Phenio Vashnarstill was looking even cuter than she remembered....

Back at the Nest, Jessi's sudden determination to build a sewer raft results in what appears to be a beat-up log with some rope attached. After loosing a screech of frustration, she gives up her opus.

"Davina!" she yells. "Why don't we just suck it up and buy two large rowboats and tell that gnome to dye her hair a normal color and then go screw herself?"


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Davina's hand shoots across the paper at Jessibel's yell smudging the forgery attempt she had been working on. She looks up from the makeshift desk made of two barrels and an unused door she's been working at for the last several hours. There's an ink smudge on her forehead and down her chin, and a quill sticking out of her hair.

"Which gnome was that Jessibel?" she asks. Then she realizes Jess is yelling about the boat. "The boat should hold at least eight. That will be enough. I don't think we should plan to bring random prisoner's back to the Nest anyway. The whole point is to rescue Kiri's Da. You never know there might be legitimate lawbreakers in that group that we are freeing."

Hmm looks like it's boredom more than anything that's causing this frustration. "Did you want to come with me when I pick up the boat? You can navigate from Laria's maps while I row. Maybe Leora would like to join us. We can swing by Clenchjaw's on the way. I'd like your opinion of his getting sleepy every night."


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

Leora has moved down into the Wasp Nest to continue her brewing operation. Since Laria was able to sell the last batch, she started another batch earlier in the week, this time a coffee-flavored beer. A nice, dark stout with just a bit of a coffee taste. She's in the process of checking the barrels she has set up when she hears Jessi and Davina talking. Hearing her name, she wanders over.

"Those kegs working out okay as desk legs, Davina? Sure, let's go get that boat. If I end up falling in and taking a swim, I'd rather have as few witnesses as possible," she winks.

Really though, she hadn't left the Coffehouse much at all in the last two weeks, partly out of paranoia that someone might recognize her, and party because she wasn't exactly sure what she would do. For now, she's been content with staying at Laria's and partying with the halfling, and Jessi, when she wasn't in class.

We're into week 2, right?
prof. brewer: 1d20 + 9 ⇒ (17) + 9 = 26

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Anyone else going to pick up the boat? You do have to sail it through the sewers to get to the Nest. Since Dom is not with us right now, we can let him come or not as everyone else wants to do.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

We could use his muscles to row. I'm up for a Raven's road trip if anyone else wants to join in.


female strix aerokineticist 2 | HP 21/21 (N/L 4) Burn 2 | AC 16; FF 12; TAC 13 | F +6, Ref +6, Will -1 | Init +5 | Low-Light visions, Darkvision 60 ft, Per +5 (+7 in dim light/darkness)

Good with whatever.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Lucius hasn't contacted me to let me know his status, so we'll put him on the sidelines for this one. We can retcon it if he gets back from whatever sort of hiatus he's on, and wants to join in.

Davina, Domitius, Jessibel, Leora, and Kiri go to pick up the boat. They pay the gnome the agreed-on price, and she leads them to the dock. They sit down in the boat, a flat-bottomed barge with ample room for the five of them, and row into the Yolubilis river.

Jessibel reads the map carefully, guiding them along the edges of the river, which end at the walls of Kintargo, with the occasional grating covering a sewer outflow. Some of these, the map indicates, are missing or removable.

They pass an outcropping of land with a few small trees growing on it, when one of the trees suddenly turns out to be a huge bird, which takes flight across the river with its massive wings as the boat disturbs it.

Knowledge(Nature) DC 11:
This enormous bird is a Yolubilis Heron -- rarely seen so close to the city.

"Right ahead," Jessibel says softly as she sees their destination, a sewer opening mostly concealed behind tall cattails. They pass the entrance, and suddenly the peaceful river is replaced by dank, smelly tunnels, quickly growing dark as pitch to your daylight-adjusted eyes.

Soon enough, though, faintly-glowing fungi provide just enough light that Kiri can see dimly, and of course Domitius and Davina have no problem seeing within 60 feet. Light sources will be necessary if Jessibel and Leora want to be able to see.

The sewers are far more than just simple tunnels. The foundations of ancient houses pass by, with bricked-up windows whose ledges support rat nests and mushrooms, open areas full of accumulated trash, and areas that look like nests of some kind. Everywhere, there is life that feeds on what comes through the sewers -- scavengers, creeping predators on the scavengers, and strange fungi growing everywhere some organic matter has had a chance to accumulate.

Perception DC 18 (Requires darkvision, low light vision, or a sufficiently bright light source to illuminate 40ft away):
One particularly dense clump of fungi ahead actually seems to be moving! Long tendrils are slowly dipping into the water like tentacles.

GM dice:
1d100 ⇒ 101d100 ⇒ 54
1d100 ⇒ 62
1d20 - 1 + 10 ⇒ (9) - 1 + 10 = 18


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

* * * Back at the Nest * * *

"We're 'legitimate lawbreakers!'" Jessi replies to Davina with what her mother would call sass (something that would result in her mom sending her upstart daughter directly to her room back home). "I thought the whole point of finding a safe house along the sewer route was to get all the prisoners to safety, including that Formian Crowe guy Laria mentioned!" By this time, Jessi's hands are both on her hips and she's glowering...even deeper signs of sass, something the young noblewoman's never showed with Davina.

When Leora joins the conversation though, Jessi immediately calms down. She apologizes to Davina for getting worked up over nothing and agrees to go along to pick up the boat.

As the group prepares to heads to the marina, Jessi reflects on the priestess a bit: She's like the cool older sister I never had!
(The truth of the matter is that Jessibel does have an older sister, but always found her a long way from 'cool.')

* * * In the Sewer Tunnel * * *

Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Once they're inside the dark sewers, Jessibel sings a little ditty that causes her rapier to glow. She occasionally swings the glowing weapon a little recklessly when she's not bringing it close to consult Laria's map.


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

Leora enjoys the walk to pick up the boat, but spends the beginning of the trip as close to the center of the boat as possible so there's no way she can fall out. After seeing the huge bird flying, she gets more curious, looking around to see if there are any fish in the water or other birds around. She's just starting to get comfortable with being in the little rowboat when they reach the sewers. Knowing she definitely doesn't want to fall in here, she scoots back to the middle.

perception if Jessi's light source reaches far enough: 1d20 + 6 ⇒ (18) + 6 = 24

if the thing can be seen in dim light from Jessi's light spell:

Leora tries to remember some of the pirate words Domitius says. "Hey guys - uh - mateys, is that plant up there moving? That seems bad." Leora casts light on a crossbow bolt. "First Mate Davina, do you see it?"
If Davina cannot, she will shoot the bolt in the direction of the moving thing, but not directly at it, 30 feet down the tunnel into the sewer water.

attack to aim crossbow at square: 1d20 + 1 ⇒ (16) + 1 = 17

Woohoo! As usual, using all my good rolls outside combat ;)


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AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

At The Nest
Davina gives Jessibel the mom glare. You know, the one that all teenagers everywhere are used to seeing. The one that means one more word, and there will be consequences. Davina has no idea what the consequences could be since Jessibel is technically an adult, and not related to her. She's not my daughter. It still might work. The mom glare is pretty universal.

On the Adventure Through the Sewers
Davina is actually enjoying the boat ride. She's so preoccupied with writing a scene for her next book in her head, a scene involving a boat chase through the sewers of a ruined city, that she fails to notice anything around her.

Perception: 1d20 + 6 ⇒ (2) + 6 = 8

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Leora, you can indeed see it. The light spell sheds light as a torch, which means 20ft normal light, 20ft dim light, and the thing is just inside the outer radius. Are you aiming at the fungus itself or the square it's in? If the latter, you've got a 50% chance of hitting the fungus, 50% chance of not hitting it. Are you, say, casting light on the crossbow bolt or something to illuminate the area? If not, I'm not sure why you would shoot at the square but not the fungus.

Also: Map is updated!


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

Yep, Leora is trying to cast light on the bolt to illuminate the area near the fungus. She doesn't know what the fungus is or if it is something they should kill, so she's hoping once someone smarter than her sees it, they can tell her. I put a star on the map where I'd like to shoot. Hope that clarifies things.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Jessibel's nature knowledge on the heron (from discussion thread):
Named so because they inhabit the banks of the Yolubilis River, these enormous herons hunt in similar ways as their smaller cousins, black herons. These birds can stand still at the edge of the river for hours, curling their wings in such a way as to create shaded areas that their prey unwittingly enter seeking shelter, thinking that they have found a tree or other source of respite from the heat of the day. Many Yolubilis herons stand in water long enough that they grow algae on their legs, deepening the illusion of a tree growing along the riverbank. Some travelers have reported Yolubilis herons stitching fallen foliage into their feathers to complete their attempt at camouflage. Once their prey comes nearby, the herons then lash out, snatching up the unwary prey. These birds typically stand upward of 20 feet tall—their legs make up almost half of this height. They weigh 600 pounds and have a wingspan of over 35 feet.

They are adept ambush predators and can hold remarkably still until unwary prey comes too close to what appears to be a pair of small trees, whereupon they can strike out with a deadly sneak attack using their sharp beak. There are rumors of children or small races falling prey to them when swimming in the river.

OK since Leora's taken what can be seen as an offensive action, even if it was primarily to illuminate the situation, time for initiative!

Leora's crossbow bolt illuminates the clump of fungi, and those who caught sight of the motion before can take action. One large fungus in the center of the patch has a pointed cap with holes in it, looking like a massive, violet-colored morel. As you watch, writhing tendrils slither out of these fissures.

DC 13 Knowledge (nature):
This is a Violet Fungus, a type of animate, carnivorous plant. Like most plant creatures, they are immune to effects that attack the mind, paralysis, poison, polymorph, sleep effects, and stunning.

Initiative order (surprise round):
Leora (shoots crossbow bolt)
Kiri
Fungus
Domitius
----------
Leora
Kiri
Davina
Jessibel
Fungus
Domitius

If you folks want to slow or stop the boat, it's currently moving at around 3 ft/second, so in 1 round it goes 20ft (10ft in the surprise round). If one person takes a standard action on their turn, they can slow it by half, so that it will only go 10 ft. If two take this action, it can be made stationary entirely. The boat moves at an initiative count of 10.

GM dice:
Davina Init: 1d20 + 2 ⇒ (12) + 2 = 14
Domitius Init: 1d20 + 2 ⇒ (1) + 2 = 3
Jessibel Init: 1d20 + 2 ⇒ (5) + 2 = 7
Kiri Init: 1d20 + 5 ⇒ (12) + 5 = 17
Leora Init: 1d20 ⇒ 18

fungus init: 1d20 - 1 ⇒ (7) - 1 = 6

Dom perception: 1d20 + 5 ⇒ (18) + 5 = 23
Kiri Perception: 1d20 + 7 ⇒ (16) + 7 = 23


female strix aerokineticist 2 | HP 21/21 (N/L 4) Burn 2 | AC 16; FF 12; TAC 13 | F +6, Ref +6, Will -1 | Init +5 | Low-Light visions, Darkvision 60 ft, Per +5 (+7 in dim light/darkness)

Sorry for the delay, missed the fact that I was actually here for the perception check.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Kiri spotted the fungus and was to surprised by such a thing to call out a warning. She had no idea exactly what the thing was but she didn't like the look of it. She held off on attacking the thing until they were a bit closer to it and when she judged they she was thirty feet from it she sent a blast of wind to slam into the fungus, hopefully to great effect. "Kill that thing, oh, and someone might want to slow the boat."

Air Blast with pbs: 1d20 + 5 ⇒ (16) + 5 = 211d6 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

Jessibel looks up from the map as Leora and Kiri verbalize warnings. "Oh my! Yes--stop! No--keep going!" the bard squeaks as she sees the swaying fungus and realizes she'll be the first to pass close to it.

I'm assuming that Jessi's NOT rowing the boat, both because she's got map duty and because it's the sort of manual labor she wouldn't volunteer for.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Ok, Kiri readies an action: Triggered when she's 30ft from the fungus, attacking using above roll.

Tendrils emerge from the fissures of the fungus's cap, some of them reaching out for the glowing crossbow bolt and manipulating it slowly as if trying to ascertain exactly what it is.

The boat has moved 10 ft further in the channel before Dom can react.

Dom has a standard action or move action (surprise round). Everyone else bold can take both of their actions.

--Surprise round--
Domitius
--First round--
Leora
Kiri
Davina
Jessibel

Fungus


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33
GM Paladin wrote:


Dom has a standard action or move action (surprise round). Everyone else bold can take both of their actions.

@ GM: You're Dom until at least the 20th (he's vacationing in Disney World).

EDIT: I'm waiting to see if we stop or go past before I post.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Oh right I forgot. Who else thinks Dom should use his action to slow the boat?

-Posted with Wayfinder


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

"Fighting a giant plant in a sewer while not drowning sounds like something no sober person would do! Cayden Cailean, give us your blessing in this weird battle!" Leora takes a swig from the flask at her hip and casts bless on the party.

As she notices the raft drifting towards the strange plant, she shouts "Cap'n Dom, slow us down! It might grab us with those tentacle-vine-things when we get close!"

Bless cast on entire party: +1 morale bonus on attack rolls and on saving throws against fear effects. 20 rounds remaining.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Ok we've got three people saying slow it, so I'm slowing it.

Domitus turns his oar, using it to slow the progress of their boat.

The boat will now only progress 10ft in this round. If another character spends a standard action, it can be halted entirely.

Leora: Casts Bless
Kiri: Readied action trigger hasn't occurred. You can maintain your readiness, or do something else.
Davina
Jessibel

Fungus
Domitius


female strix aerokineticist 2 | HP 21/21 (N/L 4) Burn 2 | AC 16; FF 12; TAC 13 | F +6, Ref +6, Will -1 | Init +5 | Low-Light visions, Darkvision 60 ft, Per +5 (+7 in dim light/darkness)

Honestly I didn't realize I wouldn't be in 30 ft on my last action, woulda done that differently and just attacked, oh well. Still readying.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

It's about 45 ft away from you at the moment. After the boat moves forward this turn, if it does, it'll still be outside 30ft, unless someone decides to make the boat go faster instead.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Davina sees that Kiri is ready to attack once the boat reaches a certain point. "I'll let the boat get closer then I'll try to help slow it up." She pulls her crossbow up and fires at the fungus.

Crossbow: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 151d8 ⇒ 3

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Davina's crossbow bolt flies true and sticks into the thick central stalk of the fungus. A purple liquid oozes out around the missile.

I'll keep Kiri's readied action as stated. I started to post an action for the fungus and move the boat, then I noticed Jessibel hadn't acted yet.

GM dice:
3


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Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

Knowledge (nature): 1d20 + 2 ⇒ (6) + 2 = 8

Jessi fishes into her belt pouch and scoops out three silver shields.

"When there's a problem and you just can't quit
The easiest solution is to throw money at it!"

Jessibel casts her new spell, coin shot. As she finishes her little song, Jessi flicks the coin outward. Suddenly, the silver shield darts forward with a velocity equal to a bullet from Lucius's musket.

Coin Shot (Silver: 1d20 + 3 ⇒ (6) + 3 = 9 for bludgeoning, piercing, silver damage: 1d6 + 1 ⇒ (2) + 1 = 3

Coin shot has a range increment of 20 feet and is treated as a ranged touch attack inside the first increment; I'm not sure of distance here, so I didn't figure in ANY range penalty.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

You're 40 ft from the fungus right now. If you wait until after the boat moves, you'll be closer. You could also wait for the fungus to move closer as well. The map is 5ft squares, and hopefully should be visible and editable. I'll let you take 5ft steps in the boat, too, even if that's a little unrealistic. No 5ft steps out of the boat, though.

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