GM-Foxy's Hell's Rebels (Inactive)

Game Master Foxy Quickpaw

Hell's Rebels Adventure Path
Current Date: Moonday, 14th of Rova, 4715AR
Kintargo Map
Kintargo Map (improved)

Google Maps
Loot List
Current Loot (old)


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Kitsune Game Master

The game master tries her luck at magic. Producing a black lock of his beautiful hair she tries out some dark magic. With a magic circle drawn on the ground and the candles lit she calls out the magic words and whispers the name "Cassius!"


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

haha


Kitsune Game Master

@Zea
Pure ooc posts go to discussion please.

Map is added to the google docs. You're in B1 and as you can see, you have no clue what is going on where in the holding house.


Female Tiefling Magus (Bladebound) 5, 43/43 HP, Init +5; Perc +9, 21 AC 15 T 16 FF, Fort +5, Ref +7, Will +5; | Arcane pool: 4/4 | Blade's pool: 4/4 | Conditions:

Will do.

Thanks for the map! How many guys are in the room I'm in? How competent do they look? So I can't see any holding cells in B1, right?


Kitsune Game Master

You are there with the commander and two dottari. And you'll have a few more of them, when Saul starts the fight here.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

I added our PC's and some Dottari to the map, the Dottari are in no place so you can move them as you wish. The commander is the guy wearing the helmet


Female Tiefling Magus (Bladebound) 5, 43/43 HP, Init +5; Perc +9, 21 AC 15 T 16 FF, Fort +5, Ref +7, Will +5; | Arcane pool: 4/4 | Blade's pool: 4/4 | Conditions:

Will be away from the internet the 28th and 29th for an anniversary trip. I'll be back to playing on the 30th.

Sorry to do this, guys. But hopefully I'll be back in time. I'll cast maximized shocking grasp via book of harms and try to stab the commander with it from invis so no provoking. I'll also spend points to make my attacks get +1 to hit and +2 dam.

So the two attacks will be +7/+7 for 1d6+7 also +4 to hit with the shocking grasp. Shocking grasp does 24 lighting dam.


M Human (Chelaxian) Male Human Sorcerer 5, 32 HP, Init +2; Perception +0, 15 AC 12 Touch 12 FF 10; Fort +2, Ref +2, Will +4

I could also try to Charm Person as she's opening the door.


Kitsune Game Master

I guess the issue here is not so much a bad roll. But the idea to take on a house full of guards with four persons who already know, they are not good at fighting.

But now it's all other's turn who have to decide, if they join the fight, or decide to bluff their way out of this.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Fhingle will stick with Saul to the end since they pretty much started together. We really need someone who can front line, A Paladin would be awesome

Liberty's Edge

male Human Magus(eldritch archer/hexcrafter) 1 init +6, Perc +4, Max HP 9 F +2, R+4, W+2 AC 17 , low light vision

I am fully willing to switch over to front line beef


Kitsune Game Master

I can offer a few things too.
First I could take the dottari stats from book 1. There is no real reason they should be so much better now.

And to improve the whole party without all changing their builds I coul dtrow in a mythic tier for you.

Or if you don't know/like mythic, an additional level up would be an option too.

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

I just figured you wanted us the fail the sneaky route, since you weren't going to let the guards drink the poison, which we put quite a bit of effort into making happen. how the heck does this commander get a 14 in sense motive anyway??

though, I am fine with Saul getting captured. This could be fun.


Kitsune Game Master

They would have ingested the alcohol, and still will. Just not in the presence of the visible deliverers. You can't expect the NPCs to act exactly along your ideas.

What you can expect though is that I'm not out to ruin your fun. If you put effort into something, I'll either tell you from the start that it won't work, if there are reasons it can't be done. Or I will make it work one way or the other.

The commander is a Lvl 7 Inquisitor working in a holding house where there are interrogations. You do the math.

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

ok. thanks.

This game is constantly and clearly making me scratch my head. The holding house is the next target, but the writers are giving us a level 7 inquisitor to fight? So basically, we can't do an assault at all. Maybe stealth is the way to do every scene, but that again is such a roll of the dice.

But again, I'm not trying to be a baby, just pondering things. I like how Saul got captured. It is very fair.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Skill focus would also help. This AP does not seem to be about big flashy fights but more getting things done as efficiently as possible.

We will have to fight but the non combat skills will be huge here I bet.


Kitsune Game Master

The actual suggested approach in the book is to try a forgery of documents to have the Armingers moved to the prison in the castle. But I liked your idea and it's your own instead of being railroaded.

I'll ignore Jarithe's attempt to get back in, as he would be detected after 24 seconds. But Zea is invisible for minutes, and could easily get after the guards and check where Saul is brought. There is even enough noise to recast it unnoticed until she finds a hideout. And you have a lot of cells full of potential allies. You should be able to make something of that.


Kitsune Game Master

But besides the commander, who is out of your league, there is also the torturer you know about from Salonius. You should avoid stumbling into her.

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

Yeah I don't know how the writers would expect anyone to come up with forging documents, and why would we want them move to the prison in the castle? That sounds even harder to get into. It seems like the writers are expecting a bit of mind reading..."oh, don't attack these guards. But these other guards, they are okay to attack."

I didn't forget about the torturer. But once again, I figured...If we are being directed to the holding house, the holding house will be built in a way that it is possible for level 4 PCs to be successful, so I figured the torturer was the mini-boss of this place and properly scaled for a fight.

Maybe I am approaching this whole thing from a standard AP point of view and it is nothing like a standard AP. But now I am just pretty fearful of blundering into something that we were "supposed" to do a different way. I am not blaming Foxy, it just seems to me that the writers are expecting something different than I am giving.


Kitsune Game Master

The idea would be told to you by the head of the Hell Knights, and you would come as the guys to bring them to the castle prison, where they mysteriously never would appear.

I guess there would be parties, even yours, where it would be possible to take that holding house if everyone of the enemies stayed in their room and waited to be served. And you're right. The torturer would be the endboss for that.

If you want to be the big heroes, I offered you some ways to make you more powerful. If you want the enemies to use their brais too, you'll do a rebellion David vs. Goliath. And then picking the fights you know you will win is the way to go.


Kitsune Game Master

Waiting for Zea, as she has the major part to play now.


Foxy Quickpaw wrote:

If you want to be the big heroes, I offered you some ways to make you more powerful. If you want the enemies to use their brais too, you'll do a rebellion David vs. Goliath. And then picking the fights you know you will win is the way to go.

Well of course we want to be heroes, but maybe you mean fight-in-your-face heroes. I don't know if we want to be that kind of hero. But how would we become more powerful? Because everyone wants power.

Zea is gone for a day or so on a trip, so we can go into a holding pattern.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Fhingle isn't bit hero material I don't think. I might take a level in Paladin, I should take weapon Finesse so I can be more efficient at attacking the issue being I still don't deal any damage.


Female Tiefling Magus (Bladebound) 5, 43/43 HP, Init +5; Perc +9, 21 AC 15 T 16 FF, Fort +5, Ref +7, Will +5; | Arcane pool: 4/4 | Blade's pool: 4/4 | Conditions:

Back a little early. Re-speccing, mythic, or an extra level all sound good to me.

Where have I seen jeys to the cell or door? Nail on the wall? Guards' belts? Only the commander? And how much of a bonus does invisibility grant to SoH?


Kitsune Game Master

You don't know where the keys are. You don't have disable device?

As for Saul's equipment, that got put in B9 as far as you can tell.

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

I have disable device. But I would need a lock pick!


Female Tiefling Magus (Bladebound) 5, 43/43 HP, Init +5; Perc +9, 21 AC 15 T 16 FF, Fort +5, Ref +7, Will +5; | Arcane pool: 4/4 | Blade's pool: 4/4 | Conditions:

How did they lock Saul in without keys? Seems like I'd have seen them at some point here...

No I don't have DD but I guess I could get Saul his lock picks if necessary.


Kitsune Game Master

About the keys. The guards who locked away Saul had a key ring with them obviously. With a lot of keys at it.


Female Tiefling Magus (Bladebound) 5, 43/43 HP, Init +5; Perc +9, 21 AC 15 T 16 FF, Fort +5, Ref +7, Will +5; | Arcane pool: 4/4 | Blade's pool: 4/4 | Conditions:

Gotcha. And I saw which way he went?


Kitsune Game Master

That's the ones who went back to B1


Kitsune Game Master

What's the poison you used?


M Human (Chelaxian) Male Human Sorcerer 5, 32 HP, Init +2; Perception +0, 15 AC 12 Touch 12 FF 10; Fort +2, Ref +2, Will +4

I say free everyone. Maximum chaos!

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

three doses here is what i said about the poison from a previous page:

I want a poison that should be ingested. Also don't want it to hit immediately, but take at least ten minutes, so it can affect more than one guard. That would mean something like arsenic, or belladonna, or blue star. Arsenic can kill and is cheap, but it is too easy to resist. Blue star would costs a fortune for multiple doses. Goblin's eye hits too fast. Bah. Let's be honest, arsenic is the only thing that I can afford. No... no... Blackfinger's salt. Arsenic is too weak. Blackfinger's salt it is.

It is a DC17 to make, it has an onset time of 10 minutes, damages at 1/min. for 6 min, dealing 1d2 con and 1d3 bleed at each tick (and I would imagine the bleed would tick each round during that minute increment unless healed), it is cured with two saves, and is a fort DC of 17. Because it is expensive, I will only make three doses. Looks like for crafting you spend 1/3 of the price. So all together will cost 300 gold.


Kitsune Game Master

@Zea
You know Saul's stuff was brought into B9. If it is still there at the moment you don't know.

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

Cassius, Fhingle, Jarithe--- do anything you can think of that will be helpful, but don't go too far away from the front door. Jarithe can you pick the front door?


M Human (Chelaxian) Male Human Sorcerer 5, 32 HP, Init +2; Perception +0, 15 AC 12 Touch 12 FF 10; Fort +2, Ref +2, Will +4

Cassius is staying put. Try to leave at least one uniform wearable.

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

whew. ok, we are doing this!

Foxy, could you update the map so we know where we are and where the bad guys are? And maybe the hellknights too.


Kitsune Game Master

Hellknights are now all tengus. And the room will be heavily overcrowded.

Liberty's Edge

male Human Magus(eldritch archer/hexcrafter) 1 init +6, Perc +4, Max HP 9 F +2, R+4, W+2 AC 17 , low light vision

I will pick up disable when we get that next level Saul sorry I don't have it


Kitsune Game Master

Dazed if from the spell. Staggered is from her unnerving gaze. But if you're dazed you don't have to worry about that.

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

oh ok. It wasn't clear that there were two different effects going on. Probably because they were the same DC.


Kitsune Game Master

Zea, what's your actual alignment?
It's not listed with the alignment field.
Assuming everyone not giving one is neutral, you'd get half of
Damage: 7d6 ⇒ (2, 3, 4, 6, 5, 2, 1) = 23
and that again halved for making the will save.
Being an outsider sometimes has some drawbacks.


Female Tiefling Magus (Bladebound) 5, 43/43 HP, Init +5; Perc +9, 21 AC 15 T 16 FF, Fort +5, Ref +7, Will +5; | Arcane pool: 4/4 | Blade's pool: 4/4 | Conditions:

Ah forgot about the outsider part. I think Zea is NG and believe I've been playing that. So 5 damage. Will update.

Elemental touch electricity was my choice, btw. I moved my token to right under Cassius, hoping he'll oblige and step back out of the way.


Kitsune Game Master

I fixed the map. You're in a different room now and cassius isnÄt in the way. You may even reposition yourself as you like and put a hell knight before you if you don't like first row.

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

wait, I'm confused. What is that 7d6 damage for?


Female Tiefling Magus (Bladebound) 5, 43/43 HP, Init +5; Perc +9, 21 AC 15 T 16 FF, Fort +5, Ref +7, Will +5; | Arcane pool: 4/4 | Blade's pool: 4/4 | Conditions:

I'm an outsider so the die is d6 instead of d4.


Kitsune Game Master

Order's wrath deals 1d8 damage for every two caster levels or 1d6 for every caster level against outsiders.


Kitsune Game Master

Fhingle takes no damage at all as he is LN and that spell doesn't hurt lawful characters.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Ok but I still absorb the damage of Saul and Cassius


Kitsune Game Master

Yes. So healing yourself it will be?

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