GM Fez's Hell' Rebels (Inactive)

Game Master Nathan Hartshorn

Kintargo has been taken over by the forces of Hell!
Barzillai Thrune has the city in his clutches, will heroes arise and suceed in guiding the resistance against the tyrant or will they fall as so many others before of them?

HELL’S REBELS REBELLION SHEET

Lootfinder by Veccio

Handouts

Initiative order:
[dice=Initiative check (Elurius)]1d20+4[/dice]
[dice=Initiative check (Lirotha)]1d20+3[/dice]
[dice=Initiative check (Kurglunn)]1d20+2[/dice]
[dice=Initiative check (Oren)]1d20+2[/dice]
[dice=Initiative check (Rocco)]1d20+3[/dice]
[dice=Initiative check (Talon)]1d20+4[/dice]
[dice=Initiative check (Valrani)]1d20+1[/dice]

Day Job checks:
Result: 5 -> 1 gp
Result: 10 -> 5 gp
Result: 15 -> 10 gp
Result: 20 -> 20 gp
Result: 25 -> 50 gp
Result: 30 -> 75 gp
Result: 35 -> 100 gp
Result: 40 -> 150 gp

Map of Kitargo

The wasp nest

Iudeimus Tenements

Lucky Bones - lvl 01

Lucky Bones - Undervater Level


851 to 900 of 5,737 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>

Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

On that note, do you need me to make a Disable Device check to find the right key or can we just assume I find it after a bit?


CN Female Half-Elf Bard 2 | HP 17/17 | AC 16, T 13, FF 13 | F 3, R 7, W 3 ( +2 vs. Enchantment, +4 vs. Charm/Compulsion+4 vs. Sonic, Language Dependent, and BP effects.) | Init +2 | Per +7 (Low-Light Vision), BP Rounds Used: 11/11

"Now, now..." Meliandri pats the until-recently-prisoner on the back, smiling a wide smile and striking a heroic pose. "Eet eez going to be alright. I believe we can probably be letting you go; 'owever, zere eez a concern I 'ave. 'ow weel we be finding you when zis eez over? Do you 'ave a name?"

After a moment, she eyes the door they came in, then steps toward it, drawing her rapier. "Does anyone 'ear anything from zee rest of zis place? Eet eez very quiet."

Perception: 1d20 + 6 ⇒ (1) + 6 = 7

Shadow Lodge

MAP

Rocco:
You can just try the other keys until you find the one that unlocks his cuffs

The man answers Lirotha's question first:"Let me think... there's usually 9 of them at any time inside the compound. Common thugs, the lot of them but for Kossrani. He's a nasty piece of work, he is. Get rid of him first if you can, without him the others shall fall like leaves in autumn. As for the factory, I don't think they trapped anything, they lack the ingenuity, you know?"

Then he turns his head towards Mel:"Ah... right, sorry my lady. Name is Jonah, I've been working with Crowe and his crew for some time now. Damn shame they got us with our pants down. We were just minding our own business and drinking our fill at Clenchjaw’s when two dozen dottaris surround the bar and demand our surrender on charge of subversion and fomenting disorder. Considering we were outnumbered 6 to 1 we did the sensible thing: we surrendered and ended here as slave labor for Thrune. Right now that damn dwarf and the rest of his cronies are probably working rest of my friends within an inch of their lives into the salt pit. A couple might be playing cards or in the front office doing the selling. And well... if you let me go and save the others I'll make sure to find you. Crowe still owes me this month's pay"


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Sweeping her hand towards the door in a welcoming gesture, Lirotha moves lightly towards the exit.

"You're free to go Sweetie. I promise. The back is clear. You just have to climb the fence. The dead guard in the back corner should still have his pig-sticker or similar. You are welcome to grab one on your way out."

She then holds a single finger in the air to halt him.

"Just remember Jonah: The Silver Raven's won't let the city fall to the forces of Hell if we have anything to say about it. However, we will need the people's help to do it in the end. We can't do it alone! So skee-dattle and pass that 'long now!"


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

After trying several keys, Rocco finally manages to find the one matching Jonah's manacles and unchains the man. "Sorry, 'bout that, Jonah. Our custodian friend out here seems to have the key to every lock in the daggum city on here. Anyway, like Lirotha says, you're free to go. We'd be glad to have you and your friends' help if you think you'd like to put Ol' Barzy Thrune in his place. Here, why don't you see if you can pick out the key to get your friends loose. I'll hang on to the rest in case we need 'em."

Rocco hands the key ring over to Jonah and gives him a minute to find the key he needs to free the other prisoners before taking the rest of the keys back. Before the man leaves, Rocco will point toward the southern door and ask, "Any chance you know what's through door number two over here? We gonna find ourselves a mess of guards in there or what? I noticed it sounded like there was a fire goin' in there earlier."

Shadow Lodge

MAP

Jonah nods at Lirotha and Rocco, a thankful expression painted on his face:"Much obliged gents. I'll make sure to tell everyone about the Silver Ravens fighting against oppression! And of course I know. It's the furnace, I think it was Rex's duty to keep it well lit, but since you dealt with him..." he says while moving towards the corpse and retrieving his cudgel "...I suppose the fire will die down sooner or later and the others will come to check on the reason. The fire is needed to dry the salt in the salt pit"


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

With a heavy smile, Lirotha will pump her arm and clench her fist.

"Score! Now...let's try those keys on the next door then me lovelies!"


Male Human Cavalier (Daring Champion of the Flame) 2 | AC 18, T 14, FF 14 | hp 11/20 | Fort +4, Ref +4, Will -1 | CMD 16 | Init +4 | Perc -1 | Challenge 1/1 | Tactician 1/1 | Loot

"Asmodeans? Bah!" Veccio makes to spit on the floor, but catches a glimpse of Mels and decides against it. "Let's get that door open and keep moving," he mutters, blushing and turning his gaze to the floor.

Shadow Lodge

MAP

The other room's door isn't locked,inside roars a furnace causing the surrounding temperature to stay really high. Near the furnace's mouth lies a small stack of firewood.

What do you do now? And please remember to move your icons on the map, thank you


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

Rocco and Kurglunn move back into the hall while Veccio and Lirotha investigate the furnace room. Rocco leads the phantom to the door at the end of the hall (the one furthest to the southwest), and they put their ears against the door, Kurglunn craning over top of Rocco's head to get near enough to listen in.

Rocco Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Kurglunn Perception: 1d20 ⇒ 11

So Rocco hears the turning of the universe right? ;)


CN Female Half-Elf Bard 2 | HP 17/17 | AC 16, T 13, FF 13 | F 3, R 7, W 3 ( +2 vs. Enchantment, +4 vs. Charm/Compulsion+4 vs. Sonic, Language Dependent, and BP effects.) | Init +2 | Per +7 (Low-Light Vision), BP Rounds Used: 11/11

Meliandri examines the furnace, looking for a way to reroute the heat or block the air intake. After a moment, she stops and looks back toward the door. "Did zee guard 'ave a shield? We could use eet to stop up zee entrance so air does not get in. Zat might turn eet off, and we could ambush guards eef zey investigate."

Shadow Lodge

MAP

Rocco hears 4 distinct voices coming from the other side of the door. One in particular seems gruff and authoritarian, giving sharp orders to the others.

On Mel's suggestion the party searches the dead guard again but aside from his studded leather armor, a set of manacles, a bronze Thrune pendant and 4 gp the guy has nothing else on him. There might be some other way to use the furnace to the party's advantage but using a shield is not it.

DC 15 appraise check:
The pendant is worth 30 gp

Incidentally this is the same equipment the other goons had on themselves, you may want to search them later... if you have time or survive that long :P As for teh furnace a good Knowledge (engineering) check or an appropriate craft or profession check could help you.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor
Meliandri Chastain-Aulamaxa wrote:

"Did zee guard 'ave a shield? We could use eet to stop up zee entrance so air does not get in.

Zat might turn eet off, and we could ambush guards eef zey investigate."

Lirotha will check for magic on the Thrune pendant, but take it either way. Could be useful later.

She smiles at Meliandri.

"I like the way you think Mel my'dearie! But I have little knowledge of such things. I can create fire, but that's my limitation here.
Any liquids in the barrels back there? Some water or wine would work to put out the fire? If it comes down to it, we can stuff the body in
there, and that should put a damper on the fire quickly enough. Fresh bodies are tougher than water-slogged oak to burn quickly."

Perception: 1d20 + 8 ⇒ (20) + 8 = 28- Searching the store room for any non-flammable liquids or similar that can be used to put out or
slow down the furnace fire.


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

Rocco and Kurglunn move into the furnace room with the others, where they describe what they heard in the other room. "Looks like that might be where a few more of our friends are congregating at the moment. Sounds like Kossrani is in there too. I like the sounds of this ambush plan. The less of these brutes we have to face at once, the better. Gotta say, I'm not too keen on throwing anyone's body on the fire though. I was thinkin' we were trying to be better than the devils, not join their number."


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Liotha will sigh and shake her head as she continues looking for something to put the fire out with.

"I was only tryin' to be practical Rocco my darlin'. It's not like I'm suggesting we turn his corpse inta' a zombie and make him fight for us. He's dead: Maybe he would want to be cremated? Besides, it was just a suggestion. Make of it what ya' want, or suggest something better: I care not which."

Shadow Lodge

MAP

Despite a very thorough search by Lirotha the party cannot locate any non flammable liquids. Meanwhile the flame inside the furnace starts to dwindle a little...


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Self-Headslap again!

With a frustrated groan, Lirotha pulls her half-empty waterskin out of her sash and moves back to the furnace room.

She then, with a sigh, tosses it on the fire, which already seems to be diminishing.

"That waterskin should burst inna' minute or so and cool the fire enough to get someone's attention...hopefully.
Now, let's find some cover and get ready to pounce me-lovelies!"

She then moves to the prison/office room with her starknife again in hand, standing just inside door but out of sight.
She leaves it slightly ajar so she can still hear and see somewhat.

Stealth: 1d20 + 3 ⇒ (13) + 3 = 16


Male Human Cavalier (Daring Champion of the Flame) 2 | AC 18, T 14, FF 14 | hp 11/20 | Fort +4, Ref +4, Will -1 | CMD 16 | Init +4 | Perc -1 | Challenge 1/1 | Tactician 1/1 | Loot

After staring at Lirotha for a moment, Veccio grabs Meliandri's upper arm. "Come on! Let's move!" he exclaims, moving to follow the Varisian woman.

Shadow Lodge

MAP

So tell me where you hide and please roll your stealth checks, please. Depending on the hiding spot I can grant you a bonus or a penalty


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

Rocco moves to the far end of the hall and tucks himself around the corner. He pulls a sling bullet from the pouch hanging at his belt. He makes a few brief gestures and utters an incantation, and the lump of metal begins to hover a few inches above his palm once again.

Stealth: 1d20 + 8 ⇒ (15) + 8 = 23

Readied Action:
Casts Telepathic Projectile, holding the charge to keep it in hand until a target steps into the hall, at which point he will step out from the corner and launch the projectile.
Telepathic Projectile: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d6 ⇒ 3


Kurglunn the Runner | Phantom (Fear) 6 (HP 46/46) | AC:20 (15 Incorporeal) | T:13 | FF:17 | cmd:17 | Fort +2 | Ref +7 | Will +4 | Init. +3 | Perc:+8; Darkvision 60ft | Speed 30ft | Manifestation: Ectoplasmic | Status: N/A

Kurglunn starts to follow Rocco down the hall, but the halfling stops him as they pass the door where Jonah had been chained up. "You wait in here with Lirotha and Veccio," Rocco says. "When it's time for to come out, I'll let you know, and you come straight through that wall and give those goons a proper shock!"

The phantom nods along as Rocco explains the plan, but the look of fear and concern on his face grows steadily as well. Before doing as Rocco asked, he sits down on the floor curling his knees up to his chest and wrapping his ghostly arms around them. As he sits on the floor, slowly rocking back and forth, he whimpers to Rocco, "But Kurglunn doesn't want to fight scary bad people. Kurglunn doesn't know how."

Rocco simply sighs and pats the phantom on the knee, though he immediately regrets this as his hand comes away covered in silvery ectoplasm. Wiping the goo off on his cloak, he simply says, "You'll know how when the time comes, buddy. Don't you worry about that," then continues down the hall. Kurglunn moves into the room and takes up a spot in the southern corner, ready to push his way through the wall when Rocco gives him the signal.

Stealth: 1d20 + 9 ⇒ (18) + 9 = 27

Shadow Lodge

MAP

Rocco and Kurglunn are accounted for. I still need everyone else before we can proceed. As always don't worry overmuch, if you fear your stealth roll just move far away from the entrance. Also, considering likely scenarios might help: IF Thrune agents come in to check on the furnace what do you think they'll notice first? What are they likely to do? Answer those questions correctly and you might have a good chance of dealing with them easily enough


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

I should be good hiding in the office. I suspect/hope they will see the furnace room open and the guard missing.
They will probably curse the missing guard for laziness and go to stoke the furnace right then hopefully and then we
can move in behind him/them and strike from surprise! If they go looking for the missing guard first, then we improvise
from there.


CN Female Half-Elf Bard 2 | HP 17/17 | AC 16, T 13, FF 13 | F 3, R 7, W 3 ( +2 vs. Enchantment, +4 vs. Charm/Compulsion+4 vs. Sonic, Language Dependent, and BP effects.) | Init +2 | Per +7 (Low-Light Vision), BP Rounds Used: 11/11

Stealth: 1d20 + 6 ⇒ (13) + 6 = 19

Meliandri tucks herself behind the woodpile in the furnace room, readying her blade. "When zey come een, do not waste any time following!"


M Human Cleric/2 (HP 17/17| AC:15 | T:12 | FF:13 | CMB:0 | CMD:11 | Fort:+5 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 30)

Eallos follows Kurglunn into the room, standing by the door with his crossbow loaded as he looks around at Lirotha, Veccio and the phantom as he waits for either a signal or for someone to enter the room.

Shadow Lodge

MAP

You still need to roll stealth, although you get a bonus for good hiding places or standing away from the door. Also I still need Veccio.
Mel and Rocco are accounted for, Eallos and Lirotha need to roll stealth and Veccio needs to tell me what he does and roll stealth


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor
Lirotha Karsani wrote:

She then moves to the prison/office room with her starknife again in hand, standing just inside door but out of sight.

She leaves it slightly ajar so she can still hear and see somewhat.

Stealth: 1d20 + 3 ⇒ (13) + 3 = 16

I did roll stealth...unless you wanted me to do it again?


Male Human Cavalier (Daring Champion of the Flame) 2 | AC 18, T 14, FF 14 | hp 11/20 | Fort +4, Ref +4, Will -1 | CMD 16 | Init +4 | Perc -1 | Challenge 1/1 | Tactician 1/1 | Loot

I moved myself on the map and stated that I was following Lirotha. Veccio will wait behind the door ready to lunge, on account of him being hot-blooded with an itchy sword-arm.
Stealth: 1d20 + 4 ⇒ (7) + 4 = 11


M Human Cleric/2 (HP 17/17| AC:15 | T:12 | FF:13 | CMB:0 | CMD:11 | Fort:+5 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 30)

Stealth: 1d20 - 2 ⇒ (13) - 2 = 11

Shadow Lodge

MAP

After ten minutes or so you hear someone approaching. It's a couple of guards apparently checking on the furnace.

"Lothar! Where in the 9 hells has he gone now? If Kossrani finds out he's not on his post he'll have his skin..." murmurs one of the two.

Perception check: 1d20 ⇒ 7

The men proceed towards the furnace oblivious to your ambush.

Map updated. Keep in mind Mel is in there alone with those 2...


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Hearing the guards enter the furnace room, Lirotha will move quickly out through the door of the office and into the threshold of the Furnace room.

Stealth: 1d20 + 3 ⇒ (8) + 3 = 11

"You want fire boys? Then have some!"

BURNING HANDS:
Reflex DC14- They only get a save if they hear me coming right? Damage(Fire): 2d4 ⇒ (3, 3) = 6


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

Rocco sees the guards move into the furnace room and realizes too late that he's missed his chance to make his surprise attack. Lirotha moves down the hall ahead of him and, as he moves toward the door, he thinks, [i]Now. Gotta get down the hall now![/ooc]

Just then, Kurglunn emerges into the hall and begins wailing miserably. The phantom sees his small friend standing nearby, hands on his hips and glaring daggers at him. "Well, that's not what I had in mind, but fine. Just get in there you big lummox!" Kurglunn sheepishly moves behind Lirotha and waits for the flames to abate before moving in to attack.

Shadow Lodge

MAP

Surprise round: Mel, Veccio and Eallos can move. Lirotha in surprise you ar elimited to a standard or move action so no burning hands if you come near the thugs


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Fair enough. But unless they heard me coming my 'surprize' round action doesn't happen until speak and I cast my spell...right? Not that I really moved that stealthily anyway...

Shadow Lodge

MAP

Nope, your surprise round started the moment they failed their perception check. I should have probably told you the round had started. No biggie anyway


Male Human Cavalier (Daring Champion of the Flame) 2 | AC 18, T 14, FF 14 | hp 11/20 | Fort +4, Ref +4, Will -1 | CMD 16 | Init +4 | Perc -1 | Challenge 1/1 | Tactician 1/1 | Loot

Veccio follows Lirotha before moving in front of her, rapier drawn, hoping to draw the guards' attention before they can search too much of the room.

Shadow Lodge

MAP

I still need Eallos and Mel to post their actions. Please do asap


M Human Cleric/2 (HP 17/17| AC:15 | T:12 | FF:13 | CMB:0 | CMD:11 | Fort:+5 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 30)

My bad, been busy recently.
Eallos steps away from the door as the guard walks in, his crossbow held high.

Shadow Lodge

MAP

Seeing the 2 thugs enter the room Mel keeps her head down and stays quiet while the others move into position for the ambush!
As the trap is sprung the two blackguards go for their maces while yelling:"What in the nine hells is this??? Intruders! Allarm! ALLARM!!!"

Initiative:
Initiative check (Lirotha): 1d20 + 3 ⇒ (1) + 3 = 4
Initiative check (Eallos): 1d20 + 3 ⇒ (17) + 3 = 20
Initiative check (Kurglunn): 1d20 + 2 ⇒ (1) + 2 = 3
Initiative check (Meliandri): 1d20 + 2 ⇒ (13) + 2 = 15
Initiative check (Rocco): 1d20 + 3 ⇒ (7) + 3 = 10
Initiative check (Veccio): 1d20 + 4 ⇒ (10) + 4 = 14
Initiative check (Thugs): 1d20 ⇒ 9

Round 1 - Bold may post

Eallos
Meliandri
Veccio
Rocco

Thugs

Lirotha
Kurglunn

DM Ominous Roll of DOOM:
1d20 ⇒ 14
1d20 + 3 ⇒ (13) + 3 = 16

edit:

DM Ominous Roll of Doom 02:
1d3 ⇒ 1


M Human Cleric/2 (HP 17/17| AC:15 | T:12 | FF:13 | CMB:0 | CMD:11 | Fort:+5 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 30)

Eallos shrugs as they begin to yell, firing his crossbow at the nearer of the two and quickly reloading.
Attack: 1d20 - 2 ⇒ (9) - 2 = 7
Damage: 1d8 ⇒ 5


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

Rocco moves next to Kurglunn and does his best to launch the projectile hovering in his hand at the nearest guard without hitting either of his new companions. "Watch your head, folks. Coming in!"

Telekinetic Projectile, firing into melee: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11 Damage: 1d6 ⇒ 5


Male Human Cavalier (Daring Champion of the Flame) 2 | AC 18, T 14, FF 14 | hp 11/20 | Fort +4, Ref +4, Will -1 | CMD 16 | Init +4 | Perc -1 | Challenge 1/1 | Tactician 1/1 | Loot

"Oh, shut up!" Veccio hisses, stabbing quickly at the nearest thug's shoulder. "Can't you see we're trying to be heroes here?"

Attack: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d6 + 4 ⇒ (1) + 4 = 5

Shadow Lodge

MAP

Does anyone know if Mel is still with us?

Shadow Lodge

MAP

Eallos and Rocco attempt to shoot down the thugs but in their eagerness their aim is less than praiseworthy and the thugs are left unschated.
Veccio on the other hand does better slashing open a nasty gash on the green clad thug's shoulder. Meanwhile Meliandri comes out of hiding and starts to sing a melody about valor of arms and defiance against evil.

Identifying the most dangerous assaliant in the young swashbuckler the thugs concentrate their efforts on Veccio...

Attack roll(green): 1d20 + 3 ⇒ (19) + 3 = 22 -> Damage roll: 1d6 + 2 ⇒ (3) + 2 = 5

Attack roll (red): 1d20 + 3 ⇒ (5) + 3 = 8 -> Damage roll: 1d6 + 2 ⇒ (4) + 2 = 6

The blackguard in green manages to smash Veccio's arm with his mace while the other one rushes his timing hitting only air.

Meanwhile you hear clamor coming from the room to the south. You have been discovered!

Inspire courage active

Round 1 - Bold may post

Eallos
Meliandri
Veccio
Rocco

Thug (green)
Thug (red)

Lirotha
Kurglunn

Feel free to also start round 2 after Lirotha and Kurglunn make their actions. The other enemies are incoming but it will take them some time to reach you. How much remains to be seen though


Kurglunn the Runner | Phantom (Fear) 6 (HP 46/46) | AC:20 (15 Incorporeal) | T:13 | FF:17 | cmd:17 | Fort +2 | Ref +7 | Will +4 | Init. +3 | Perc:+8; Darkvision 60ft | Speed 30ft | Manifestation: Ectoplasmic | Status: N/A

Kurglunn moves around Lirotha and charges through the wall, emerging beside Veccio with a bone curdling scream and striking at the guard clad in red.

Horrifying Strike, Inspire Courage: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24 Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Confirm Crit?: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 Damage on confirm: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

As the phantom emerges from the wall, the sound of Meliandri's singing and the beauty of her performance breaks through the fear that constitutes his very being. Somehow, it brings his spirit to a greater level of power and he brings one great ectoplasmic fist crashing down on the chest of the guard, sending a wave of cold, paralyzing fear into the man's heart.

Horrifying Strike: Red guard must succeed at a DC 13 Will save or be shaken for 1d4 rounds.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Glancing over her shoulder Lirotha looks at Eallos and Rocco with a quick grin and moves with a flouncy bounce.

"Cover me, my lovelies!"

She then moves to the double doors, drawing two of her daggers, and tries to see the best way to wedge them in to possibly slow their enemies from opening them easily.

Basic Int Check: 1d20 + 3 ⇒ (20) + 3 = 23

I've go no skill that makes sense so...Hey! Natural 20! Hopefully that did something!

Shadow Lodge

MAP

Kurglunn immaterial form coalesces near the red clad servant of Thrune and smashes his head with his ectoplasmic fists. The man has barely the time to register the action as a look of pure horror paints his visage. Then he falls on the ground. Dead.
Meanwhile Lirotha moves near the doors and easily identifies a metal bar laying nearby and wedges it between the door handles blocking them.

Round 2 - Bold may post

Eallos
Meliandri
Veccio
Rocco

Thug (green) -5hp
Thug (red) dead

Lirotha
Kurglunn


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

DOH! Common Sense strikes again! =) Well, that should slow them down a notch if nothing else!

Setting the bar firmly in its place, Lirotha will make a vaguely evil-looking gesture at the double doors as she seems
to fire off a quick 'witchy' limerick.

"By the Hammers and Keys, I spit at thee! By the Books and the Stars, we avoid you thus far!"


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

Rocco takes a step closer to the double doors at the end of the hall. "Well done, Lirotha. We don't need to welcome any unfriendly company just yet. Now,"[b] he says, turning his attention standing just beyond Veccio, [b]"time to do something about you, my good sir ruffian." He raises a hand toward the man he can just barely see through the daring cavalier's legs and mutters a quick incantation before an ominous blue-grey light begins to emanate around his hand, while a similarly colored haze hovers around the head of the green-clad guard.

Casts Daze. Will save DC14 or be dazed 1 round


M Human Cleric/2 (HP 17/17| AC:15 | T:12 | FF:13 | CMB:0 | CMD:11 | Fort:+5 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 30)

Eallos fires again, slightly more accurate but still missing his mark.
Attack: 1d20 - 2 ⇒ (15) - 2 = 13
Damage: 1d8 ⇒ 7

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