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


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Shadow Lodge

MAP

Kossrani's equipment consists of 2 potions, and 2 strange bags. Besides those he also had a suit of chainmail, a steel shield bearing Asmodeus' insignia and a composite bow with 20 arrows and of course his heavy mace. His pouch holds 28 gp.

Each of the fallen guards has a chain shirt, a light steel shield, an heavy mace, a longbow with 20 arrows and 11 gp instead.

Barring spells you need a DC25 appraise check to discover if something is magical or masterwork. You need to roll for each item separately.

Rocco does his best but is unable to detrmine anything related to the dwarf's equipment. The mace tells a different story though as it gives a significant psychic vibe. A rather unpleasant psychic vibe to be precise.

Kurglunn starts searching the compound and almost immediately finds something: in the salt pit there are 3 people chained to a pole. All three are males and quite muscular, sporting unkempt beards and wearing rags. They all seem nervous, keeping quiet despite the sounds they should have heard coming from the nearby hall. One of them seems a bit calmer and it's obvious the other 2 follow his leadership.

Perception check (mercenaries): 1d20 + 1 ⇒ (16) + 1 = 17
Perception check (Forvian Crowe): 1d20 + 3 ⇒ (6) + 3 = 9

As 2 prisoners out of 3 notice Kurglunn their training falls short and they start screaming pointing their fingers at the monstruos apparition.


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 will cast detect magic and try to suss out anything found yet, and what they may be, and how to use them; starting with the mace the halfling is holding out.

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

Spellcraft: 1d20 + 7 ⇒ (11) + 7 = 18

Knowledge(Arcana): 1d20 + 7 ⇒ (9) + 7 = 16

Use Magic Device: 1d20 + 4 ⇒ (12) + 4 = 16


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

As the prisoners begin to scream in terror at Kurglunn's appearance, he screams right back, mirroring their own fear from the core of his being. Rocco's attention immediately leaves the dwarf and his belongings to discover what is happening to his ghostly friend. He sees Kurglunn standing by the wall, pointing down somewhere and screaming. Rocco runs over to join his friend and raises a hand to pat the phantom on the back, but his hand simply passes through his incorporeal companion.

Failing his attempt to calm Kurglunn physically, he reaches out through their innate connection. Settle down, buddy. These are the ones we're here to help. The phantom quiets down almost immediately, and Rocco turns to address the screaming men in the pit.

"Don't be alarmed! We're here to help you. My name is Rocco, and this is my friend, Kurglunn. Believe me, his bark is worse than his bite more often than not. Give us a minute to see if we can find some keys, and we'll be right down to free you."

Did I find any keys no Kossrani or any of the guards?

Shadow Lodge

MAP

Thanks to Lirotha's magic the party discovers that only the potions Kossrani had on him are actually magical and their aura is not really strong at all. After a few moments she's able to determine the 2 potions provide those who drink of them with magical healing. As for the rest of the equipment it is mundane in nature and therefore Lirotha cannot ascertain its properties.

2 potions of cure moderate wounds

Rocco reaches the prisoners trying to calm them down as they scream in terror at the phantom's sight. Only their leader seems to mantain a modicum of calm, although he's clearly distressed:"You are here to help you say? Then free us! There's no telling when other Thrune goons might show up or someone will enter the factory to buy some salt!"

Nope, Kossrani didn't have the keys on himself. You need to search the other room I fear and Lirotha's check wasn't high 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

Got it! Valuables Found: One composite bow (long or short? What is the strength rating?); 11gp (x3), 28 gp and 2 potions CMW. What were the "strange bags' then...? Hoods?


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

"Right. Be right there," Rocco says as he clambers down toward the imprisoned men. When he reaches them, he reaches into a carefully concealed pocket and withdraws a set of picks and various other tools of his "trade." Looking up at the leader, he grabs the manacles binding the man's hands and says, "This should just take a minute."

Disable Device: 1d20 + 8 ⇒ (14) + 8 = 22

Shadow Lodge

MAP

Lirotha wonders loudly about the stuff the party found but can't seem to be able to get answers about their nature.

In other words: roll a DC25 Appraise check

Rocco's attempt to open the manacles' lock unfortunately fails

22 isn't quite enough I fear, you'll need a bit more


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

Mels rolls her eyes at Lirotha's orders, instead grabbing Veccio's arm and dragging him up toward the northern door. She heads across the courtyard and over to the bunkhouse, where she starts rummaging through whatever she can find, looking for...something. After a moment, she stops and looks over at Veccio. "We need to be finding some sort of document showing what zey were doing 'ere. Eef we can do zat, we may be able to start 'aving some momentum een zee streets. 'Elp me look." With that, she drops to her knees and starts looking under the beds.

Moved your character, Veccio.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11


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
DM Elan Morin wrote:
In other words: roll a DC25 Appraise check

Appraise(Unskilled): 1d20 + 3 ⇒ (5) + 3 = 8

Yeah. About what I expected.

"OK:Keys. Gotta find the keys boys and girls..."

Lirotha will cast Guidance on herself and look for keys of any sort.

And will keep doing this for a while.

Perception: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28

Perception: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16

Perception: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29


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

Thanks, Mel.

"So, some kind of papers or something?" Veccio asks, staring for just a moment as Mel starts looking under the beds. After tearing his eyes away, he starts searching the room somewhat ineffectually.

Perception: 1d20 - 1 ⇒ (10) - 1 = 9


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

I'll take 20 on the Disable Device checks if that's alright, then. That would give me a total of 28 on DD checks.

While Rocco continues trying to pick the locks on the men's bindings, Kurglunn stands guard over his small companion, keeping an eye out for any opponents who happen to drop in unexpectedly.

Perception (Kurglunn): 1d20 ⇒ 16

Shadow Lodge

MAP

Rocco starts fiddling with the lock with feverish abandon. While the deed should have been possible using his thieving tools, the halfling doesn't have the time to best the mechanical contraption as Lirotha enters the salt pit with a triumphant smile on he rlips weaving the keys she just found under the hall's counter easily freeing the 3 hapless prisoners.

Meanwhile Mel and Veccio start searching for documents proving what the dwarf and his henchmen were doing was illicit but all they can find is a coffer holding 67 gp and 423 sp. Seems like Kossrani and his thugs were not fond of paperwork and as far as the party cna tell no sells are recorded anywhere inside Sallix Salt Works.

Once the now freed prisoners are sure Kossrani is dead they seem much relieved and they thank you profusely. Their leader, who goes by the name of Forvian Crow, promises to tell everyone he knows about what you did and how you stood up to Thrune's servants. After learning about Jonah's being previously freed Forvian thanks you again and decides it's time to take his leave:"If there's nothing else we can do for you it's better for us to depart. You did a great thing today, but Thrune's lackeys would surely take a dim view of it"

They are leaving unless there's something you want to do before that


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

"Just remember it t'was the Silver Ravens that came to your roost t'day me lovlies. We wish you well in your endeavors!"


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

"Yeah yeah, talkin' us up is nice and all, but I'll tell ya what we could really use: bodies! We got a whole city full of Thrune's guards and lackeys, and we're not exactly an army here. So if ya want ta help the cause, let us know that we can call on ya if we need a job done. We'll do our best ta pay ya what's fair and all that. Sound a'right ta you?"

Shadow Lodge

MAP

"Mmmh... I've had worse contracts than kicking Thrune's butt. Besides we owe you big time for saving our hides while Barzillai owes us for ensalving us, so I think you have a deal, good people!" says Forvian nodding at Rocco with something akin respect.

Once they are sure no one is coming the party and the newly resqued mercenaries leave Sallix Salt Works and are able to get back to the Wasp's Nest wit ease.

Word of Kossrani's defeat spreads quickly throughout the city and the Silver ravens popularity grows steadily. Strangely enough Kintargo's government doesn't seem to care much for what happened at Sallix Salt Works although rumors start to spread about Barzillai being in one of his foulest moods of late...

Congratulations! You just got yourselves a brand new 4 man team of freedom fighters! Please one of you roll 1d4 and then 1d6, thank you (just one of you the first roll is the one that counts). Also please remember to keep track of the loot you acquired. As for the stuff you could not identify you could ask Laria for help: she can track down an expert who can help you by spending a total of 5 gp for each item.


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

Perception: 1d4 ⇒ 2
Perception: 1d6 ⇒ 5

Veccio, are you still keeping track of the loot(lootfinder)?


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

I'd vote for spending the 10gp to get those bags identified. Anyone have any objections to that?

Shadow Lodge

MAP

Ok: thanks to Lirotha's rolls you now have 5 new recruits (in addition to the 4 you automatically recruited inside Sallix Salt Works... So good job everyone!) and but the aforementioned rolls also increased the rebellion’s Notoriety score by 2. I'll make the appropriate changes to the rebellion sheet. Btw I warmly suggest you put some money in your treasury: it's empty at the moment and that's VERY bad for the organization. Also I need managers for your teams: you currently have 2 teams, the Fushi Sisters and Forvian's merry band of mercenaries one or more of you needs to become their manager (check the rules in the Player's guide).

Congratulations! Seems like your secret organization of rebels, anarchists and enemies of the State increased in size (reached lvl 2)! This means you get a boon!

Rebellion lvl 2 boon:
Training: At rank 2, then again at ranks 7, 12, and 17, each PC gains a bonus skill rank that can be immediately applied to any skill. This represents training the PC has gained through association with the increasing number of skilled workers and rebels who have joined the cause. This bonus skill rank can be applied to any skill, as if it were a bonus rank gained by earning a level in a favored class. It stacks with all other sources of skill ranks, but a character’s maximum rank in any skill remains unchanged; the PC can never have more ranks in any one skill than he or she has Hit Dice. Subsequent training bonuses can be applied to the same skill or a different skill, as the PC wishes.

Let's proceed with the upkeep phase: for starters we need someone to roll a Loyalty check (DC10, fail and roll a d6 to see how many supporters drift away) for supporters attrition, then there's the matter of your minimum gold, and after that we'd have to proceed with the increase of rank (just to be clear, you have 13 supporters now but if you lose 4 or more your rank doesn't increase and I'll have to redo the rebellion's totals, also this might mean you don't get Forvian's team)


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

Can anybody roll the Loyalty check with Mel's bonus since its a group check? If so then...

Loyalty Check (DC:10): 1d20 + 3 ⇒ (12) + 3 = 15

As far as the money/treasure goes, we found at least 39gp...10gp of which we spend on appraisals of some of the things we found: Strange Bags and a Composite Bow. So we store the bow (and some of the arrows we found too). Who wants the potions? I say Veccio will need at least one more than most of us, since the rest of us can heal ourselves most of the time if needed.We should possible store the other with the group loot then?

Shadow Lodge

MAP

You found 4 gp on each of the guards so that's a total of 32gp. Then you found 28 gp on Kossrani and 67 gp and 423 sp in a coffer. The grand total is 127 gp and 423 sp. Not bad fir such a small scale raid, eh? That's not counting any equipment you wish to take for yourself and can conceivably carry out of Sallix Salt Works without calling undue attention to yourselves


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

.


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

In the aftermmath of the raid on the Sallix Salt Works, Meliandri grows restless. She paces the inside of the Wasp's Nest, occasionally shooting glances at Veccio and then shaking her head. After an hour of this, she rolls her eyes and shrugs before walking up and tapping him on the shoulder.

"I am thinking we should be getting out for a bit. Not on zee business of zee Silver Ravens or anything, but just to 'ave a good time. I am going to find a bar or a tavern or something, 'opefully one zat eez catering to noble types, but first, I 'ave some stops to make. 'Opefully, Mother Dearest eez not 'ome, or I weel be 'earing another lecture about bringing 'ome zee noble boys."

As she gets herself ready to confront her foster mother, Meliandri tries to figure out which taverns might be most suitable for her purposes.

Knowledge (local): 1d20 + 6 ⇒ (5) + 6 = 11


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

A few days had passed since the Ravens had returned from Sallix Salt Works. After the mercenaries had fled their captivity, Rocco "borrowed" a cloak off of one of the guards to make Kurglunn a bit less conspicuous. He had then stuffed the rest of their gear in a couple sacks he had found around the building, as well as a few boxes of salt to take back to his folks and to the Wasp's Nest. "Might as well stock up while we're at the store, eh?" he had said to the others, laughing as he handed another sack to his ghostly friend.

Now Rocco is sitting in a corner of the tavern, Kurglunn safely back in his consciousness. He watches as Mel approaches Veccio and proposes their own little "outing." Heh. I was wondering when something would happen between those two, he thinks.

Just then, Rocco notices a young woman entering the bar. Her boots and cloak seemed to be covered in the dust of every road between here and Westcrown. The look in her eyes tells Rocco that this woman is here for more than just a drink, though he supposed she probably wouldn't turn one down if it came her way. He swung by the bar and picked up an ale, then made his way over to the young lady.

"Care to join me for a drink," he asks, literally raising the glass so that it is at least at the level of her midriff. "The name's Rocco Hardweather. Hope ya don't mind me saying, but ya look like you just came in from the woods. What brings ya to our bright little gem of a city?"

How's that for a welcome, Valrani? Figured it's about as natural an introduction as we might get. :D


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

"Word is you're a group of troublemakers..." she starts, as she leans on her staff.

"Which is just what this city needs at the moment."

She takes a hand off her staff. "Valarani, formally of Westcrown - now quite happily without fixed abode."

She takes a seat and the drink. "Seriously though, things are pretty dire here, and you folk look to be one of the few groups doing anything about it. I want in. "

She pauses. "I guess you want to know what I bring. Well.. aside from being a skilled lawyer... yes, don't start on me. Sooner or later you'll need my 'professional' services. I'm also able to fix the odd injury or two. Handy with my staff as well if push comes to shove."

Despite her red hair, and obviously Cheliax features, there is something oddly cold about the woman. Almost as if the temperature around her skin is two degrees lower than elsewhere.


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 frowns slightly as Valrani introduces herself and describes her purpose for coming to the tavern. With a grave expression on his face, he leans back in his chair and sighs heavily. "Ah, great. So now we're getting to be famous. That's just perfect." He scoots his chair around next to Valrani's and leans in closer, speaking in hushed tones, "Y'know, I was worried about this happening. We're glad to have new folks join up with us against Old Barzy, but I dunno if making ourselves look like a major threat right out of the gate is the best way t' do it, right? Gotta talk to the others 'bout that, though, I s'pose."

"Anyway," he says, straightening up and giving the girl some breathing room, "We'd be glad t' have ya aboard. You're right that we could use someone with a head for the law. Gods know that ain't me, and I gotta say, Veccio's sword seems far sharper than his wit sometimes. And, yeah, it's always good to have someone with a healing hand around when things get messy. Hopefully that won't be any time too soon, though." The halfling stands, not that Valrani would notice any difference in his height, and waves her over to follow him. "C'mon. Better introduce you to the others before I lose track of 'em. I got no idea where Eallos got off to. Oh well. Hey Mel! Veccio! Dirty Witch! C'mon over. Got someone I want y'all t' meet."


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

"Listen ya'RUNT! You don't get to summon me on'a moment's notice whenever you wanna! I'm busy going over reports and it already makes my head hurt whenever..."

Lirotha walks into the room and stops suddenly, her animated silver raven figurine perched on her shoulder and some smallish scrolls in her hands.

"...and who is this lovely Chelish lass Rocco? She's not your baby-mama of the week is she?"

Shadow Lodge

MAP

Upkeep phase:

Step 1—Supporter Attrition

Attrition: 1d6 ⇒ 4

Four of your most recent followers decide it's too risky to rebel against the House of Thrune.

Step 2—Notoriety Maximum

You are not that notorious just yet

Step 3—Treasury Shortage

No need to roll yet. Let me know what you want identified though.

Step 4—Increase Rank

Unfortunately you only have 9 followers which means you are still lvl 1. A pity, no extra skill for this week.

Step 5—Deposits and Withdrawals

Should be high on your priority list.

I also need to know what kind of role Valrani wants for herself within the Silver Ravens (if unsure please review the rebellion's rules on the player's guide).

It's now time for the Activity Phase. Please check the avaiable actions and choose one. You have 2 teams at your disposal but can take only one action.


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

What roles are the others providing already? I could easily be Partisan, other really obvious role would be strategist.

Valrani nods her head at the others as she is introduced.

"I'm nobodies mother... and won't be while Devils roam the streets." says the red head.

She sighs and looks at the disorganization around her.

But an organisation on anarchists... what would one expect?

"What is it you need the most help with at the moment? recruiting? I'm not really one for making flowery speaches..."


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
_Valrani wrote:
What roles are the others providing already? I could easily be Partisan, other really obvious role would be strategist.

Partisan is a necessity, but Strategist is not IMHO.

SEE HERE


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

"Right... I'll have a look at the internal security. I know how these people think and work after all." offers Valrani.

Partisan!

Shadow Lodge

MAP

And partisan it is. Now: who do you want to manage Forvian Crow's team? What do you want identified besides the 2 bags? What's the rebellion's next actions? Give me those imputs and we'll proceed


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

"Great. It seems like we're starting to get noticed around the city, which means we're actually making some headway against Thrune, but it could also mean they're gonna be on us sooner or later. So the more secure we are, the better. Thanks, Val. Hope ya don't mind bein' called Val, by the way." Rocco stops to ponder their current position for a moment, then heads into the back room for a moment before he emerges with a mangled looking cloak. "I noticed this in the back, by the way. Seems...special somehow. We should get it looked at."


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

"I've already lost one name... what is another?" replies Valrani.

She has a quick look at the cloak...
Rolled in discussion thread

"I can see it is magical.. but I can't tell anything more about it sorry."


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 walks by reading reports from some of their newer members, and sees Rocco and Valrani discussion the strange cloak.

Mumbling under her breath and flicking her hand at the cloak to launch her magic detection spell, Lirotha looks closely at it.

Knowledge(Arcana): 1d20 + 7 ⇒ (20) + 7 = 27
Spellcraft: 1d20 + 7 ⇒ (19) + 7 = 26

Shadow Lodge

MAP

Lirotha is easily able to identify the cloak as a garment capable of making one better at moving between the shadows and not being noticed.

Yeah, you guessed it, it's a cloak of elvenkind

Word of your deeds does spread fast and you manage to gather almost a dozen of new supporters for your cause.

Then...

Event?: 1d100 ⇒ 85

Nothing relevant happens and you pass the week un noticed again. You don't sit idly though. On the copntrary you discretely ask around trying to learn something useful in your ongoing battle against Thrune.

Each of you roll a d10 please


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

There appears to be a bit of a misunderstanding of where we actually are. The Wasp's Nest is the 'secret base' located underneath the Long Roads Coffeehouse.

After the salt works, Veccio spends a lot of his own time practising. He works with blade and boot, trying to perfect his footwork and form. He's in the middle of a particularly troublesome maneuver when Meliandri catches him, his feet tangle together, and he goes into a crouching lunge to try to regain his balance and (hopefully) salvage his reputation. It doesn't work.

"Out?" he manages, standing carefully and wincing at a pulled calf muscle. "Out out? Together out?" His eyebrows knit together as he thinks. "Alone out?" A faint red flush creeps across his cheeks and nose; he quickly coughs a little too conspicuously and takes great interest in the sole of his left boot. "I mean, I'm not saying no," he flounders, "I'm just saying, I-" He freezes mid-sentence and lets out his breath in a short, heavy sigh. "I'd like that," he finishes lamely, an idiot grin threatening to break across his face. Perhaps the only thing that saves him from making a complete fool of himself is the new arrival.

Placing a hand on Meliandri's shoulder and giving it a quick squeeze, he sheathes his rapier and heads upstairs to the coffeehouse, blinking with surprise at the newcomer. While his shoulders initially square instinctively, he relaxes slightly when he notices Rocco and Lirotha already talking to her. ”So we have a reputation as troublemakers already?” he mutters, glancing out the nearest window, before his lips split in a broad grin.”Ha! Those Thrunies will be forced to acknowledge the threat we are soon!” Standing by the window, he turns to face the group, one hand resting on his rapier hilt, the other planted firmly on his hip. ”This city will be ours, friends!”

Secret roll of secrets: 1d10 ⇒ 3


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

So does that mean we have 2 Cloaks of Elvenkind or was the first one just not removed from the list after it was identified the first time? And thanks for the clarification on where we actually are, Veccio. I guess I didn't read everything quite closely enough in trying to get caught up. Haha

Rocco nods in gratitude at Lirotha as she reveals the nature of the gnawed cloak. "Hmm...well that could be rather useful. Kurglunn and I...may have some experience with sneaking around. This could only make us more awesome. Heheh."

Rolling for...funsies?: 1d10 ⇒ 9


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

D10 Roll: 1d10 ⇒ 4

@Rocco: It is an item anybody here could use really. You can keep it as far as I'm concerned however. We'll parcel other magical items as they come up I'm sure.


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

Valrani raises an eyebrow at the blushing Cavalier. "It most certainly won't be overrun by a horde of devils any more. Down with Thrune!"

happy randomness: 1d10 ⇒ 9


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
Lirotha Karsani wrote:
@Rocco: It is an item anybody here could use really. You can keep it as far as I'm concerned however. We'll parcel other magical items as they come up I'm sure.

Yeah, I'm not planning on not sharing or anything. Just wanted to stake it out. :)


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

"Great. Zen eef you would come with me to zee family's 'ouse, we can be on our way." Meliandri gives Veccio a cheeky grin, winks, and makes her way out of the Wasp's Nest, trusting that he's following.

1d10: 1d10 ⇒ 3

I rolled an 11 on a Knowledge (local) check to find a tavern or bar that caters more to the wealthy/powerful. Were there any results for that?

Shadow Lodge

MAP

You spend the week laying low and listening for interesting gossip concerning the state of the city and Thrune's take over...

Meliandri and Veccio spend quite a lot of time together and obviously hear the same things about the state of the makeshift prisons popping up all over Kintargo. They are said to be bursting full of people being dragged in during the night or at the dottari's whim even for the smallest of infractions. Yet the rumors about what happened at Sallix Salt Works give the 2 kintargans heart as people took notice of what happened there and the general sentiment seems to be that it was time someone had the gall to stand up to Thrune's thugs.

Rocco and Valrani both hear persistent rumors about gruesome killings happening in the slum known as the "Devil’s Nursery", situated in Redroof district. Seems like someone or something is sistematically murdering the tiefling residents taking trophies from their dead bodies. The authorities don't seem interessed in stopping this or even aknowledging the reality of the event. Maybe the Silver Ravens could do something instead?

Devil Nursery's rumor:
“Someone’s killing tieflings down in the Devil’s Nursery. I’ve heard that whoever’s doing it is taking trophies, but I’m not sure what kind. Sounds like the Slasher’s back... Just what we need!”

Lirotha on the other hand hears about the strange noises coming from a place called "Fair Fortune Livery" suddenly ceasing. On the other hand she picks up whispers about eerily similar sounds coming from the Wasp Nest's itself!

Basically 3 was the rumor about Sallix Salt Works and you did what you could there. The other 2 could be investigated though, so coose one and we'll wee what you can do about these other mysteries


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

"I'm new to Kintargo" admits Valrani.

"Who, or what was "the Slasher?" and do non-devilspawn have anything to fear from it? I know Tieflings were always thought of as second class citizens (at best) in Westcrown... was it the same here? Do you think we could recruit some to go against their blood if, well... if we tried to stop this Slasher?"


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

Not knowing anything about the Fair Fortune Livery...Lirotha will focus on the newcomer and her news.

"Valrani, I'm as much a stranger here my-lovely as you. But a killer on the loose that the watch won't wanna' stop?
Sounds like a job for the Silver Ravens m'dearie! Let's head for the Devil's Nursery and start asking around."

Shadow Lodge

MAP

Knowledge(local) DC15:
During the years of 4596–4599 ar, Kintargo suffered under the blade of a notorious serial killer, the Temple Hill Slasher. Revealed to be a beloved professor from the Alabaster Academy named Mangvhune, the Temple Hill Slasher was executed soon after he was captured. Kintargo never fully emerged from Mangvhune’s shadow, and he remains today as a fixture of the city’s urban legends.

Knowledge(local) DC25:
It is rumored professor Mangvhune's killings were highly ritualistic and the weapon of choice he wielded was some sort of magical dagger. Both the meaning of the rituals and the weapon's location remain unknown to this day


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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

Knowledge (local): 1d20 + 6 ⇒ (11) + 6 = 17
Perform (oratory): 1d20 + 8 ⇒ (16) + 8 = 24 {Just for funzies)

"Oo', zee Slasher? I know zis story." Meliandri shivers theatrically, coughs once, and then lowers her voice down to a raspy mutter. "A long, long time ago, when my foster mother's grandmother was only a child, zee city was plagued by a 'orror most foul. A 'ooded menace stalked zee streets around Temple 'Ill, killing and spilling zee blood.

Oo', to 'ear my mother tell zee story, eet was 'oorible. You are just be minding your own business, thinking zat you would run a quick errand or two, and you are walking down zee street. Zee wind blows, and you look over your shoulder. Under zee moonlight you see a sight zat almost stops your 'eart. All tattered robes and deep 'ood, just watching you. So you try to scream, but terror takes zee sound before you make eet!" Mel's voice speeds up as she talks, a wild look in her eyes, and she stands to pace around the table where the Silver Ravens have gathered over Laria's coffee.

"As you turn to flee, zee robes and 'ood spring into action, following you, and you see zee knife. You drop your basket and duck into a door. Eet eez a garden shed for one of zee temples. You 'ear zee door slam, and realize zere eez nowhere left to run. Zee cold 'and reaches out and grabs your cloak, pulling you down to zee dusty shed floor, and you close your eyes and 'ope that zis eez just imagination."

She continues to pace around the table, speeding up her walking to match her talking. "But zough you fight to stay alive, your body starts to shiver, for no Kintargan could resist...zee long knife of..." She grabs Valrami's shoulders and all but shouts! "Zee Slasher! Ahahahahaahahaha!

"Anyways..." She sits down to take another sip of her coffee. "Eet turned out zat zee Slasher was actually a professor from zee Alabaster Academy, and 'e was executed een 4599. So probably eet eez not zee same guy. Mangvhune, I think 'is name was."


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

Knowledge (local): 1d20 + 4 ⇒ (6) + 4 = 10

As a local Kintargan, Rocco has heard the stories of the Slasher before, but was always fuzzy on the details. He listens raptly as Meliandri spins the tale, and, when she emphasizes the killer's pseudonym to Valrani, he nearly falls out of his chair with delighted shock. Once he recovers himself, he laughs and thanks the lovely half-elf for her performance, "Hahaha! That's quite a thrilling tale you tell, Miss Mels. Sounds like someone must be cashing in on the old tale to breed new fear in the middle of the city's troubled times. That's just the sort of thing we cannot abide. I agree. We should put a stop to it."


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

Smiling sweetly, Lirotha will turn to the halfling.

"In addition me'lovlies, if this murderer is targeting tieflings exclusively, it may have something to do with the damnable
Thrunies in some form or fashion. That in itself is worth investigating too. So get your miniture rump out outta' that chair Rocco
and let's go do some recon."


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

Valrani, totally taken in by the story feels the small hairs on her arms stand up. Eyes wide she listens in wrapt attention as Meliandri performs.

As her cloak is pulled, Valrani lets out a little scream, and then remembers herself and sits up straight.

"What a lovely town you have..."

She grasps her staff and then joins in the others making an exit.

Shadow Lodge

MAP

Tieflings are treated as second-class citizens at best in Cheliax, and despite Kintargo’s progressive attitude, this prejudice is still rampant in the city.
The majority of Kintargo’s tieflings never make it out of the city’s most notorious slum—the Devil’s Nursery. Here, tieflings are generally left to live their own lives without much interference, but those who dare to travel far from the area run the risk of facing harassment or worse.
Thrune coming to power and the Night of Ashes changed things... for the worse. Strea Vestori, a long time advocate for tiefling rights and founder of the Cloven Hoof Society, a group dedicated to the welfare of tieflings, disappeared like so many other notable kintargans.

Armed with this knowledge you march towards the other end of the city, to the Redroof district, ready to investigate these mysterious murders. It's almost sunset when you reach your destination and the air smells of ash and sweat. You can almost feel an undercurrent of fear coursing through the very stones paving the district...

How do you want to proceed? There's no map for this mission as you don't really know any details about what has really happened inside the slum. You need to investigate the alleged murders, but you decide how to do that. Just note the Devil's Nursery is a ghetto where the tiefling population of Kintargo is confined. A certain number of them have been murdered and this makes people here jumpy. There's more than one way to discover what's happening, so don't worry overmuch!

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