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


3,201 to 3,250 of 5,737 << first < prev | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | next > last >>

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 shakes her head sadly.

"We can't wait and we are not prepared for this. We will have to make it up as we go, like usual. There is no telling how long they can remain alive in this kind of torture. Last time there were no crowds. It was some random citizens trying their hand at it in a private park for their own 'fun.' We NEED to go after the head man of the Torrent if we are to get them on our side, but I don't think we can do that until these men here are taken care of and rescued. We have limited time, but we have to try. We need to do this tonight then leave town on the morrow...hopefully with these gentlemen's support."

Shadow Lodge

MAP

After considering the situation carefully, you decide discretion is the better part of valor and prepare to act during night time instead...

I need to know how you plan to approach this: stealth roll for each one of you to approach but also how do you plan to see through the darkness without using torches or other light sources


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

"With a bit of time, I can make our vision as keen as an elves at night." mentions Valrani.

[ooc]Keen senses gives low-light vision, so if there is a light source too far away for the guards but still close enough, we could benefit from it.

"But the guards are likely to be human anyway are they not? Won't they need torches to see?"


Male human vigilante (gunmaster) 4, Brawler 1; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

I assume there would be street lamps or torches to illuminate the excrutiations?

Stealth: 1d20 + 7 ⇒ (10) + 7 = 17

The Hound moves to a close by alley and applies one of his Oils of Silence to his musket and moves a barrel in front of him where he crouches and takes aim at the hellknight guards and waits for the rest of the group to get into position.

Shadow Lodge

MAP

New map is up. You can see each couple of dottari because they bear lit torches with them. The central part of the plaza, where the dogs and the 3 doghouses stand is illuminated as well, the rest of the map is considered engulfed in darkness. Roll stealth to approach.

Veritas plaza is surrounded by pitch black darkness. It's a moonless night and 6 human looking shadows and something profoundly different silently make their way towards the square's outskirts. The shadows stop near some bushes and wait. The middle of the plaza is illuminated. 3 cruel looking doghouses stand there while 2 feral dogs are chained between them, their chains too short to reach the doghouses but still enough to allow them to move. Armored men, 6 in total patrol the plaza bearing torches to dispell the darkness...


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

"What is our escape plan? There is the river, can we keep a boat ready?"

Before approaching, Valrani will don a disguise to help try and avoid being identified.

"We should all do this.."

disguise: 1d20 ⇒ 4

She then adds, "I can summon a mist again if that would help."

She then creeps forward with the others
stealth: 1d20 + 4 ⇒ (13) + 4 = 17

Who are the two figures (blue and black) in the middle of the dog yard?

Shadow Lodge

MAP

I updated my previous post. @ Valrani: those are 2 feral dogs


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

Stealth 1d20 + 5 ⇒ (5) + 5 = 10

As the group approached, Oren tipped back her mutagen. Not only did it enhance her strength, but she found out that adding just the right amount of wild stinkweed and wood tannins, she became quite a bit quicker and even could maintain enhanced vision while under its effects.

Fancy way of saying that I gain +10 to movement and low light vision while under the effects of my mutagen, which lasts 40 minutes now.


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

Well...Low-Light like mine and now Oren's doubles the effective area of a light source, so the central lit area of the dog houses is REALLY well lit for us and nearly reaches the trees I think?

Lirotha pulls up her simple mask to cover her face again, it still smelling of their previous adventure in the Phantasmagorium...

Stealth: 1d20 + 6 ⇒ (18) + 6 = 24

With one last check for traps or hidden troops...

Perception: 1d20 + 12 ⇒ (14) + 12 = 26

Assuming things look clear...

She quietly casts MAGE ARMOR on herself, draws a regular dagger, and turns to Rocco with a smile:

"Send Kurglunn along the path south of the Fountain, have him scare those two troopers past the fountain, or then have him run past the fountain himself if they manage to resist his fear. Follow as close as your range will allow Rocco, but stay hidden if you can. Your our backup in case we need help. Stay at range if possible and keep Kurglunn moving. Improvise as needed. Maximum confusion. Remember however, we may need you to help unchain these men later if we can't break them loose quickly enough."

She turns to the Hound:

"Find your spot and snipe any enemies who approaches the Doghouses while we work."

She turns to Val:

"You and I will go for the dogs Val. Keep them calm or at least quiet. I will try and put at least one to sleep as quickly as I can to keep them from barking too much. I hope you brought your doggy treats!"

Finally to Oren and Morricone, she nods.

"Between you two I want you to get one of those men free as soon as possible. Bust up the doghouse itself if you need to do so. I will heal any that can get free quickly enough. Defend yourselves as needed, and I will try and protect us with magic."

To everyone:

"If either Val or I cast our mist spells, that's the signal to grab whomever you can and run. Remember, that's the Opera house right there! That's Thrune's headquarters, so there are definitely troops inside. The longer we take doing this, the more likely someone will come out to threaten us. So no lolly-gagging my pretties! Questions?"

Lirotha hesitates only a split-second then whispers a little harshly:

"GOGOGOGO!"


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

Before heading off, Val makes some preparations of her own.

I assume we have had an opportunity to ready appropriate spells for this. If so, Val has precast Barkskin on herself, and has uses Shillelagh on her staff in case things go poorly.

Sneaking forward she murmurs "doggy treats, doggy treats" under her breath.

Casts Calm animals, Will DC 14.


male Human
Spoiler:
AC 16/T11/FF15 HP 42/42 F+4 R+5 W+4 Init +1 SM +20 /Perception +7
Bard (Chelish Diva) 4

Morricone follows the group, ready to work his own kind of magic.
Cast heroism on himself


Male human vigilante (gunmaster) 4, Brawler 1; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

Since we haven't gone into combat rounds yet, I'm gonna move the Hound to a more advantageous spot.

The Hound moves quietly in the dark to a spot behind some bushes that gives him a clearer look over the cages and the prisoners and sets up the sights with his musket.

Stealth: 1d20 + 7 ⇒ (15) + 7 = 22

Ready Action, any Dottari/Hellnight guard that starts trying to move towards any of the party or prisoners get a bullet to the knee.

Ready action:
Attack: 1d20 + 9 ⇒ (1) + 9 = 10
damage: 1d12 + 1 ⇒ (1) + 1 = 2


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

Stealth: 1d20 + 18 ⇒ (19) + 18 = 37

Rocco creeps along, joining the Hound away from the main area of where the fight might take place, but still near enough to keep Kurglunn involved.


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

Rocco uses one scroll of magic fang and one of mage armor on Kurglunn before he moves up.

Stealth: 1d20 + 10 ⇒ (4) + 10 = 14

Kurglunn moves forward, his phantasmal appearance covered with an old tattered cloak. As he enters the edge of the guards' light, he casts off the cloak and lets out a terrifying shriek!

Intimidate: 1d20 + 8 ⇒ (18) + 8 = 26

Shadow Lodge

MAP

Kurglunn approaches the guards to the south of the plaza and uses his supernatural powers to scare the one with the red scarf. The side effect is allerting all the other dottari to the phantasm presence though!
"Aaaaargh! A demon! To me! To meeeeee!" shouts the frightened guard...

Initiative:
Initiative check (Lirotha): 1d20 + 3 ⇒ (14) + 3 = 17
Initiative check (Kurglunn): 1d20 + 2 ⇒ (18) + 2 = 20
Initiative check (Morricone): 1d20 + 1 ⇒ (14) + 1 = 15
Initiative check (Oren): 1d20 + 2 ⇒ (8) + 2 = 10
Initiative check (Rocco): 1d20 + 3 ⇒ (3) + 3 = 6
Initiative check (Talon): 1d20 + 4 ⇒ (11) + 4 = 15
Initiative check (Valrani): 1d20 + 1 ⇒ (3) + 1 = 4
Initiative check (Dottari guards x 6): 1d20 + 1 ⇒ (18) + 1 = 19

Round 01 - Bold may post

Kurglunn

Dottari (red) shaken(2r)
Dottari (orange)
Dottari (green)
Dottari (yellow)
Dottari (cyan)
Dottari (purple)

Lirotha
Morricone
Talon
Oren
Rocco
Valrani

Note that the guards are aware of Kurglunn and no one else for the moment


Honorbound Emissaries

Kurglunn steps toward the other guard and swings his large fists at him.

5ft step and full attack. On a hit, DC 13 will save or the

Slam, power attack, magic fang: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15 Damage, power attack, magic fang: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Slam2, power attack, magic fang: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12 Damage, power attack, magic fang: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6


male Human
Spoiler:
AC 16/T11/FF15 HP 42/42 F+4 R+5 W+4 Init +1 SM +20 /Perception +7
Bard (Chelish Diva) 4

Morricone moves forward, keeping in cover and unleashes an ear piercing scream at the blue dog.
DC14Partial: 1d6 ⇒ 3 If failed dog is dazed.


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

Wait to see if the dogs are calm first! I'm assuming I got that off before we tried to distract the guards.

Shadow Lodge

MAP

Will save (blue): 1d20 + 1 ⇒ (2) + 1 = 3

Will save (black): 1d20 + 1 ⇒ (14) + 1 = 15

While the dottari converge on Kurglun Val sneaks near the dogs and tries to render them docile with her magic. One of the canines immediately quietes down while his companion keeps barking and snarling.

Kurglunn boldly advances on the enemies and smashes his fists against their armor... to no discernible effect, unfortunately!

Despite their evident surprise, the dottari react quickly and engage the phantom, while their companions converge on the scene as well...

Attack roll (orange vs Kurglunn): 1d20 + 10 ⇒ (1) + 10 = 11 -> Damage roll: 1d10 + 8 ⇒ (7) + 8 = 15

Attack roll (red vs Kurglunn): 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19 -> Damage roll: 1d10 + 8 ⇒ (1) + 8 = 9

The dottari's halberds raise into the air and fall on Kurglunn's shape. Only one blade finds its mark but it's enough to wound the ectoplasm...

Round 01 - Bold may post

Kurglunn -9hp

Dottari (red) shaken(1r)
Dottari (orange)
Dottari (green)
Dottari (yellow)
Dottari (cyan)
Dottari (purple)

Lirotha
Morricone
Talon
Oren
Rocco
Valrani

Kurglunn may act once everyone has completed his or her turn


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

Oren double moves to the northwest doghouse. She steels herself for the onrush of the feral animal, and prepares to either smash it, or the doghouse itself next round.

Will someone move me please?


Male human vigilante (gunmaster) 4, Brawler 1; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

The Hound moves around the bush, keeping out of sight but keeping the guards within range but holds his fire and covers his friends while they move to free the prisoners.

Ready Action:
The Hound see's the guards notice the Raven' attempt to free the prisoners and the first one that makes a move towards his fellow teammates triggers The Hounds action in firing a blast from his musket. But unlike the usual loud noise that comes from the flash of his barrel, only an eerie silence thanks to the oil of silence he applied to his new signature weapon

Attack: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d12 + 1 ⇒ (3) + 1 = 4


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

Oren, you are moved!

Seeing the blue dog calm, Lirotha sticks to the darkness but moves in to get a better view for her spellcasting!

Casting Glitterdust on the guards! Will save DC16 to prevent blindess! I marked on the map the location where I wanted to try and hit for maximum effect. GM? Feel free to delete the bubble once the total effect is determined.


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

Valrani moves up to just outside the circle of light, readying to strike at any enemy that closes on her.
attack: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 2d6 + 7 ⇒ (1, 1) + 7 = 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

Sorry, posted with the wrong avatar before. Kurglunn has mage armor on, so his AC is 20, which means the second guard's attack should have missed. I'll change the header a bit to make his current AC clearer.

Rocco hurries down to the lakeside path and shouts out from the darkness at the guard Kurglunn had failed to frighten, "Run, you fool! Your weapons have no effect against the powers of death itself!"

Cast Scare! DC 17 will save or the target (Dottari Guard (orange) is frightened for 4 rounds. On a successful save, the target is shaken for one round.


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

Round 2

Kurglunn continues his assault on the guard with the orange headband, who is probably named Michelangelo. He then takes a quick step back onto the path, his fears starting to rise as more guards close in on his location.

Slam 1, pa, mf: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14 Damage, pa, mf: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Slam 2, pa: 1d20 + 3 ⇒ (9) + 3 = 12 Damage, pa: 1d6 + 2 ⇒ (5) + 2 = 7

On a hit, target must make a DC 13 will save or become shaken for 1d4 rounds.

Shadow Lodge

MAP

As the dottari converge on Kurglunn, Lirotha ambushes them with her magic!

Will Save (orange): 1d20 + 3 ⇒ (3) + 3 = 6
Will Save (yellow): 1d20 + 3 ⇒ (13) + 3 = 16
Will Save (green): 1d20 + 3 ⇒ (14) + 3 = 17
Will Save (cyan): 1d20 + 3 ⇒ (15) + 3 = 18
Will Save (purple): 1d20 + 3 ⇒ (16) + 3 = 19

Everyone starts to sparkle but only one of them seems to have been blinded by the spell!
Oren advances towards the prisoners. The dog in the blue collar looks at her quizzically but does nothing, while his packmate starts to growl instead.
Valrani and Talon prepare to attack, while Rocco tries to scare away one of the opponents.

Will Save (orange): 1d20 + 3 ⇒ (17) + 3 = 20

He stubbornly refuses to run though!
Kurglunn tries to help his friend Rocco hurting the halfling's target with his fists, but once again the man's armor proves impossible to bypass...

Round 01/02 - Bold may post

Kurglunn

Dottari (red) shaken(1r)
Dottari (orange) blinded(4r)
Dottari (green)
Dottari (yellow)
Dottari (cyan)
Dottari (purple)

Lirotha
Morricone
Talon
Oren
Rocco
Valrani


male Human
Spoiler:
AC 16/T11/FF15 HP 42/42 F+4 R+5 W+4 Init +1 SM +20 /Perception +7
Bard (Chelish Diva) 4

Seeing the problems arise, Morricone quickly let´s his perforamnce be heard.
Inspire courage +1/+1

Shadow Lodge

MAP

Despite the momentary confusion of having started sparkling, all but the blind dottari converge on Kurglunn...

Attack roll (purple vs Kurglunn): 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26 -> Damage roll: 1d10 + 8 ⇒ (9) + 8 = 17

Attack roll (red vs Kurglunn): 1d20 + 10 + 2 - 2 ⇒ (14) + 10 + 2 - 2 = 24 -> Damage roll: 1d10 + 8 ⇒ (3) + 8 = 11

Attack roll (cyan vs Kurglunn): 1d20 + 10 ⇒ (15) + 10 = 25 -> Damage roll: 1d10 + 8 ⇒ (2) + 8 = 10

Attack roll (yellow vs Kurglunn): 1d20 + 10 ⇒ (2) + 10 = 12 -> Damage roll: 1d10 + 8 ⇒ (3) + 8 = 11

Attack roll (green vs Kurglunn): 1d20 + 10 ⇒ (14) + 10 = 24 -> Damage roll: 1d10 + 8 ⇒ (4) + 8 = 12

... and the phantom goes down screaming as several halberd blades cut its ectoplasmic substance to ribbons...

Almost at the same time the black dog tries to take a bite out of Oren...

Attack roll (black vs Oren): 1d20 + 3 ⇒ (5) + 3 = 8 -> Damage roll: 1d6 + 3 ⇒ (5) + 3 = 8

Fortunately for her, it fails, badly.

Seeing Kurglunn being cut down by the relentless dottari Talon decides to open fire at the nearest one, and thanks to the advanced technology of his weapon he scores a hit, although the blow does not put the purple clad guard out of commission. The man screams though:"Something hit me! Make light!"

Round 02 - Bold may post

Active bonus: Inspire courage

Kurglunn

Dottari (red)
Dottari (orange) blinded(3r)
Dottari (green)
Dottari (yellow)
Dottari (cyan)
Dottari (purple) -4hp
Dog (black)

Lirotha
Morricone
Talon
Oren
Rocco
Valrani


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

Oren kicks at the dog twice, using the bard's enchancement to go along with her mutagen.

Attack 1d20 + 7 + 2 + 1 ⇒ (12) + 7 + 2 + 1 = 22
Damage 1d8 + 7 + 2 + 1 ⇒ (2) + 7 + 2 + 1 = 12

Attack 1d20 + 7 + 2 + 1 ⇒ (17) + 7 + 2 + 1 = 27
Damage 1d8 + 7 + 2 + 1 ⇒ (1) + 7 + 2 + 1 = 11

If Oren drops the dog with the first attack, she tries to smash the doghouse with the second one.


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 single tear shed for the temporarily lost Kurglunn, Lirotha hisses under her breath.

"You want light? I'll give you some light!"

Casting flaming sphere! The odd white Dot on the Map shows where it's summoned location is. It will then move to strike the blinded Dottari in the next square. He gets a DC16 reflex save to avoid or take 3d6 fire damage. Since he's blind, I'm assuming he has at least some penalties to his reflex saves.

Failed Save?:
Fire Damage +Inspire!: 3d6 + 1 ⇒ (2, 3, 5) + 1 = 11

That was why I wanted Kurglunn to keep moving. Now we've lost our biggest distraction! I will do the best I can to keep them distracted, but sooner or later these guys are going to take note of the people trying to rescue their prisoners. Rocco, can you re-summon Kurglunn again yet? I'm not sure how your powers work really. Anybody who can summon something, please do it. We need all the help we can get. If you question that, then just look again at what these guys did with their Halberds in one round to poor Kurglunn! My flaming sphere is immune to physical attacks, but it won't last very long.


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

With a sigh, Valrani starts to summon some additional help.


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

Damn! That happened too fast! I better get outta here. Rocco takes advantage of the distraction Lirotha provided with her spell and takes cover down the path behind a large bush.

Yeah, sorry, I didn't do a very good job kiting there. As for when Kurglunn's current state, he's been banished back to the Ethereal Plane for the next 24 hours at least. Unfortunately, I didn't learn any summon spells, so I can't provide any more distractions without becoming one myself, and Rocco's slower speed make that extremely risky.


Male human vigilante (gunmaster) 4, Brawler 1; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

The Hound, still hiding in cover reloads his musket.

Full round to reload the musket.


male Human
Spoiler:
AC 16/T11/FF15 HP 42/42 F+4 R+5 W+4 Init +1 SM +20 /Perception +7
Bard (Chelish Diva) 4

Morricone quickly weaves another spell.
Glitterdust DC 16 will to resist

Shadow Lodge

MAP

Oren's one-two combinations smashes teh dog's ribcage killing it. Its companion just whines, apparently cowed.
Lirotha summons s shere of fire which she uses against the blinded dottari...

Reflex save: 1d20 + 2 ⇒ (11) + 2 = 13

And hits him engulfing the man in flames for a short but painful moment.

Meanwhile Valrani prepares to summon otherworldly help, Rocco wisely retreats into the shadows and the Hound recharges his musket.

Morricone on the other hand chooses to emulate Lirotha's previous spell hitting the grouped Thrune loyalists with a sparkling air mass

Will Save (purple): 1d20 + 3 ⇒ (6) + 3 = 9
Will Save (cyan): 1d20 + 3 ⇒ (11) + 3 = 14
Will Save (yellow): 1d20 + 3 ⇒ (2) + 3 = 5
Will Save (red): 1d20 + 3 ⇒ (5) + 3 = 8
Will Save (green): 1d20 + 3 ⇒ (4) + 3 = 7

And the bard proves much more effective than the witch at disabling the guards who start mumbling and moving tentatively around as all of them lost their sense of sight! "Sorcery most foul! Help! HELP!!!" they shout...

Round 03 - Bold may post

Active bonus: Inspire courage

Dottari (red) blinded(4r)
Dottari (orange) -11hp, blinded(2r)
Dottari (green) blinded(4r)
Dottari (yellow) blinded(4r)
Dottari (cyan) blinded(4r)
Dottari (purple) -4hp, blinded(4r)

Lirotha
Morricone
Talon
Oren
Rocco
Valrani


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

Who is up, DM?

Shadow Lodge

MAP

Sorry I meant for them to start moving around while being blinded

Round 03 - Bold may post

Active bonus: Inspire courage

Dottari (red) blinded(4r)
Dottari (orange) -11hp, blinded(2r)
Dottari (green) blinded(4r)
Dottari (yellow) blinded(4r)
Dottari (cyan) blinded(4r)
Dottari (purple) -4hp, blinded(4r)

Lirotha
Morricone
Talon
Oren
Rocco
Valrani


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

Oren moves to the closest doghouse and begins freeing the prisoner contained therein.


Male human vigilante (gunmaster) 4, Brawler 1; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

The Hound takes aim at the same target as before and fires of a shot that goes off in eerie silence.

Attacks Purple

Attack: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Damage: 1d12 + 1 + 1 ⇒ (6) + 1 + 1 = 8


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 rushes out from behind the bushes and makes his way to another of the doghouses. He crouches beside the cruel structure and begins working to free the man inside.

Full run this time, so 4x movement over to the doghouse. Will start working on the locks next round.


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

Move action: Same target DC16 reflex save to avoid or take 3d6 fire damage.

Failed Save?:
Fire Damage +Inspire!: 3d6 + 1 ⇒ (1, 3, 3) + 1 = 8

Standard action: move to doghouse with Rocco.

Free actions: She drops the normal dagger she had drawn earlier, next to the Torrent knight in the doghouse. She then hisses quietly from behind her mask: "Help us help you!"


male Human
Spoiler:
AC 16/T11/FF15 HP 42/42 F+4 R+5 W+4 Init +1 SM +20 /Perception +7
Bard (Chelish Diva) 4

Morricone dashes forward to take the next doghouse.


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

As Valrani concentrates the air near the guards starts to swirl. Twisting rapidly from a draft, to an eddy, into a wind. Faster and faster it twirls until within seconds a small whirlwind stands, buffeting the unfortunate Dottari.

Small air elemental, AC 17, HP13
attack purple: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d4 + 1 ⇒ (2) + 1 = 3

She stays still, as she summons more helpers.

Shadow Lodge

MAP

Oren realizes she needs to break the chains connecting the prisoners to the doghouses or pick their locks

Chains:
These chains have hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check or picked open with a DC20 disable device check

Talon hits his target again while Rocco and Morricone rejoin the rest of the Silver Ravens.

Lirotha tries to engulf the dottari guard in flames again...

Reflex save: 1d20 + 2 ⇒ (15) + 2 = 17

But this time the man avoids most of them.

Valrani's servant on the other hand does not miss wounding the guard even more...

Will saves:
red: 1d20 + 3 ⇒ (16) + 3 = 19
orange: 1d20 + 3 ⇒ (14) + 3 = 17
green: 1d20 + 3 ⇒ (10) + 3 = 13
yellow: 1d20 + 3 ⇒ (17) + 3 = 20
cyan: 1d20 + 3 ⇒ (7) + 3 = 10
purple: 1d20 + 3 ⇒ (8) + 3 = 11

A few dottari regain their senses but they seem a bit disoriented and with the darkness surrounding them they can't seem to locate you just yet. They notice the summoned elemental though...

Attack roll (red): 1d20 + 10 ⇒ (10) + 10 = 20 -> Damage roll: 1d10 + 8 ⇒ (4) + 8 = 12

Attack roll (orange): 1d20 + 10 ⇒ (20) + 10 = 30 -> Damage roll: 1d10 + 8 ⇒ (10) + 8 = 18

Attack roll (yellow): 1d20 + 10 ⇒ (16) + 10 = 26 -> Damage roll: 1d10 + 8 ⇒ (6) + 8 = 14

The unfortunate elemental did not stand for long...

Round 04 - Bold may post

Active bonus: Inspire courage

Dottari (red)
Dottari (orange) -11hp
Dottari (green) blinded(3r)
Dottari (yellow)
Dottari (cyan) blinded(3r)
Dottari (purple) -19hp, blinded(3r)

Lirotha
Morricone
Talon
Oren
Rocco
Valrani


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 tries to pick the lock on the chains as quickly as possible, especially now that some of the guards are starting to come to their senses again.

Disable Device: 1d20 + 9 ⇒ (2) + 9 = 11

In his haste, however, he snaps one of his picks in the lock. "Damn!"


Male human vigilante (gunmaster) 4, Brawler 1; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

The Hound spends another round reloading his musket. under his breathe he says "Hurry up! Our luck ain't gonna last long here.'


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

Does the prisoner grab the dagger, or try to help at all? If he's a knight, he might be able to break the chain himself. Is he hurt badly?

Move action: Flaming Sphere moves after Cyan.

Failed Save?:
Fire Damage +Inspire!: 3d6 + 1 ⇒ (5, 3, 4) + 1 = 13

Standard action: Slumber Hex at Yellow!(DC 16)

Free action: Hissing at Rocco quietly. "Pry the chains loose from the wood if you have to!"


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

Valrani looks in horror as the elemental is torn to shreds, thinking what those halberds would do to her.

A large bug like creature appears next to the Dottari in the orange shirt. It looks about and tries to pierce him with its tough beak.
Summons is a stirge
attack: 1d20 + 1 ⇒ (4) + 1 = 5
But can't get a good spot to land on him.

For herself, Valrani sends a snowball at the same man.
RTA: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 4d6 ⇒ (1, 2, 5, 2) = 10


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

Oren moves just south of Lirotha, trying to add some protection to she and Rocco as he continues to try and pick the lock.

Will someone move me, please? And come help me, lol!


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

Oren has been moved. You still have a standard action if you want to do something else? Do you (or anybody) have any acid flasks? That should bypass the hardness of the metal chains and do damage to the chain directly.

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