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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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

Saul certainly wants to hear from Vendalfek, but another thought occurs to him and he says, "Maggie- I think the most important thing about all of this is to permanently silence any guards that see us. We will have to kill any guards near the entrance, and then I think we will post you and your sisters inside the entrance and any side doors to prevent anyone from fleeing the building. Then Vendalfek, Logan, Fhingle, and myself will head in. Vendalfek can distract some of the guards to clear our way, and we will free the prisoners."


"Vendalfek makes people beat each other. Mighty dragon is good at that. Fire is even better distraction. No one looked for Vendalfek as the Thrashing Badger was burning." the dragon tells.


"Be careful who you kill. We had to leave Riddleport because the dire corby killed the wrong person." Maggie warns. "A good disguise might be good enough if you knock them out somehow."


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

"Clerical robes and Masks?" Fhingle offers

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

"Good idea, Fhingle. Do you think you could get some for us? I will hunt down some shortswords.... Wait a minute. Mighty Vendelfek, did you burn down the Thrashing Badger?"


"Hells no. It was my home!" Vendalfek objects.

Saul would know that there were regular fights at the Thrashing Badger.

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

"Ah... good, good. It was my home too, sort of... Shouldn't have been. But let's get some revenge for the Thrashing Badger, Vendalfek? Shall we outfit the Thrunes in cement galoshes?"

"Let's get our disguises and weapons, and meet back here before curfew. We'll wait for it to get dark... and make our move."

Saul stops at at store there, a store here, until he has six new shortswords.

Foxy, do you own the loot spreadsheet, or do we start a new one? I can't read it and don't know how much is in the party fund right now.

Grand Lodge

Male Human Brawler (Strangler) 2 | 19/19 HP | Int +2 | Perception +7 | 17 AC, 13 Touch, 13 Flat | F +5, R +5, W +2 | CMB +6 (+8 for grapple) | CMD 19 (22 against grapple, 20 against trip)

Logan is a drunk, sure, but he's not stupid. He understands the gravity of this rescue mission and so, against type a bit, he doesn't kill time by going to the bar. Instead he grabs another cup of coffee in hopes that it shrinks his head a few sizes.

As he drinks the coffee in the common room upstairs, he quickly realizes from the looks of the other patrons, not to mention the reaction of Laria herself, that he is not the type of person who would be all that welcome in a coffee house. He goes back down to the hideout.

He spends the rest of the day working out, doing push ups and crunches and other exercises, in an effort to stay limber in case he has to crack some heads tonight. At one point he goes out and purchases some sacks of grain and a length of rope and fashions a rudimentary punching bag that he hangs up in a corner of the hideout. He adds that to his workout routine.

When the rest of the team returns, they find Logan sweating, but surprisingly sober, and ready for action.

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've been thinking about our route over to the Saltworks. Of course, it is through the Salt Gate and right along the river. I don't think we'll be able to get through the Salt Gate after curfew. What do you think... about taking our boat? After darkness sets."


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

"Have you floated? Captained? what is moving a boat called, have you done that after dark?" Fhingle asks


Kitsune Game Master

Rowing a boat is not harder at night, than it is at day. And the one or another light on shore tells where to go. Larger problem is fitting eight people into it. Assuming no one will object, the group borrows another one from the docks.

Going downriver you reach the Old Harbour. Here it is dead too, as the fishers leave the docks before the curfew and don't come back before morning. The short path to the Salt Works the group manages without incidence.

The obvious entry is via the main door. Which is of course locked.

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

Saul directs the team, unnecessarily indicating quiet.

stealth: 1d20 + 10 ⇒ (17) + 10 = 27 Hoping that Saul's stealth roll can sort of be used as a guide for the group, working to keep everyone quiet, and so on.

Staying to the shadows, he looks left, right, up, and down. Are there any guards outside?

perception: 1d20 + 5 ⇒ (1) + 5 = 6

Saul whispers: "I can't see a thing in this darkness. Do any of you see any guards?"


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

"II can make light but I cannot see better than you can." Fhingle says.

Perception: 1d20 + 5 ⇒ (2) + 5 = 7


Kitsune Game Master

So far no one of the group sees any guards. Common sense tells that guards who are usually humnas with the dottari would also see nothing.

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

Saul whispers back. "Alright. Well we can't stand here all night. Let's go. Quiet, quiet."

The group scuttles up to the main door, and Saul checks it for traps. Assuming there are no traps or alarms, he picks the lock.

percep trap w inspiration pt: 1d20 + 6 + 1d6 ⇒ (8) + 6 + (6) = 20
disable device: 1d20 + 7 ⇒ (14) + 7 = 21


Kitsune Game Master

Saul finds no traps and unlocks the door. But doing so isn't exactly quiet. To throw off the beam on the inside makes a loud clattering noise.

Inside you find four startled dottari, who didn't expect to be attacked from the outside. They jumped up from playing cards.

Init:
Init Dottari: 1d20 + 1 ⇒ (9) + 1 = 10
Init Dottari: 1d20 + 1 ⇒ (18) + 1 = 19
Init Dottari: 1d20 + 1 ⇒ (13) + 1 = 14
Init Dottari: 1d20 + 1 ⇒ (16) + 1 = 17

Init Saul: 1d20 + 5 ⇒ (8) + 5 = 13
Init Fhingle: 1d20 + 2 ⇒ (12) + 2 = 14
Init Logan: 1d20 + 2 ⇒ (4) + 2 = 6

Init Maggie: 1d20 + 7 ⇒ (11) + 7 = 18
Init Korva: 1d20 + 3 ⇒ (13) + 3 = 16
Init Jay: 1d20 + 3 ⇒ (17) + 3 = 20
Init Treep: 1d20 + 3 ⇒ (8) + 3 = 11

Init Vendalfek: 1d20 + 3 ⇒ (18) + 3 = 21

Seeing That many people stand in the door the fastest of the guards flees, telling "I'll get Kossrani."

The others draw their weapons readying themself to fend you off. Maggie and her sisters safe the door.

Vendalfek throws a patch of grease in front of the fleeing guy. But to no effect.
Reflex DC14: 1d20 + 1 ⇒ (18) + 1 = 19

Dottari, Dottari
Fhingle, Saul, Logan <--


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 stance shifts to that of a fight, drawing out his sling, Fhingle starts it around and launches a stone at the fleeing man.

Sling: 1d20 + 3 ⇒ (15) + 3 = 181d3 - 1 ⇒ (3) - 1 = 2

Grand Lodge

Male Human Brawler (Strangler) 2 | 19/19 HP | Int +2 | Perception +7 | 17 AC, 13 Touch, 13 Flat | F +5, R +5, W +2 | CMB +6 (+8 for grapple) | CMD 19 (22 against grapple, 20 against trip)

Can Logan reach the fleeing one? If he can, he'll try to grapple him. If not, he tackles the nearest guard, also trying to grapple.

It's a good thing Logan spent today sober. He rushes after the fleeing guard, trying to grab him before he can alert anyone else.

Grapple: 1d20 + 8 ⇒ (1) + 8 = 9

OR

Logan quickly tries to grab the closest guard, if immobilized, they might be able to get some information out of him.

Grapple: 1d20 + 8 ⇒ (11) + 8 = 19

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

Assuming we all pile into the building and are inside, Saul barks, "Relock the door! No one can be allowed to leave!"

Saul stabs at one of the guards with his longspear.

longspear to hit: 1d20 + 4 ⇒ (1) + 4 = 51d8 + 4 ⇒ (2) + 4 = 6

Oh dear, we planned on it but didn't mention it. We are dressed with robes and masks, right?

If any of the guards do more than a five foot step toward him, Saul will strike at them too.

longspear AoO 1: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 4 ⇒ (5) + 4 = 9

longspear AoO 2: 1d20 + 4 ⇒ (15) + 4 = 191d8 + 4 ⇒ (7) + 4 = 11

longspear AoO 3: 1d20 + 4 ⇒ (2) + 4 = 61d8 + 4 ⇒ (2) + 4 = 6


Kitsune Game Master

Logan goes after the one fleeing. He doesn't reach him but at least he doesn't fall on his behind.
Reflex: 1d20 + 5 ⇒ (19) + 5 = 24

Saul stabs the air besides the dottari.


Kitsune Game Master

The fleeing dottari makes it to the back door and opens it. The other three try to hold off the rest of the intruders.
Saul
Mace: 1d20 + 4 ⇒ (18) + 4 = 221d8 + 2 ⇒ (1) + 2 = 3
Mace: 1d20 + 4 ⇒ (13) + 4 = 171d8 + 2 ⇒ (2) + 2 = 4

Fhingle
Mace: 1d20 + 4 ⇒ (13) + 4 = 171d8 + 2 ⇒ (8) + 2 = 10


Vendalfek turns on the two attacking Saul, as there is more fun in that and places another grease spell.


Kitsune Game Master

Ref: 1d20 + 1 ⇒ (1) + 1 = 2
Ref: 1d20 + 1 ⇒ (10) + 1 = 11

Both dottari fall to the floor.

The Fushi sisters stay where they are.

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

Saul takes two hits, but what Fhingle takes is much worse. He fights on.

"Perfect, Mighty One! M, could you help L?" barks Saul.

Saul stabs at the one attacking Fhingle, and keeps his weapon ready to attack the other two if they should stand up.

longspear to hit: 1d20 + 4 ⇒ (16) + 4 = 201d8 + 4 ⇒ (5) + 4 = 9

-------
AoO if they stand up.

longspear AoO 1: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 4 ⇒ (8) + 4 = 12

longspear AoO 2: 1d20 + 4 ⇒ (11) + 4 = 151d8 + 4 ⇒ (6) + 4 = 10


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 physically crumples with the blow from the long legs, planting his feet, then quick stepping backwards to avoid the long legs.

CLW: 1d8 + 2 ⇒ (6) + 2 = 8

Current:

HP 13/15
channel positive energy 4/day (DC 13, 1d6),
halfling jinx (DC 15, -1 to all saves)
Oracle Spells Known (CL 1st; concentration +4)
1st (3/4)— abadar's truth telling (DC 14), bless, cure light wounds
0 (at will)— detect fiendish presence , detect magic , light, read magic, Stabilize


Kitsune Game Master

The one attacking Fhingle goes down falling unconscious. The other two stay down. One asks "What do you want. We have no money here."

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

"You keep prisoners here. The people of Kintargo demand that they go free. You don't have to die. Do you yield?"

If they surrender, Saul has two pairs of manacles and will use them to attach one of their hands to an immovable object in the room, and will also gag them.


Kitsune Game Master

"We can't look the other way when you take prisoners out. How about you leave now, while you can. Or do you want House Thrune hunting you down." the guy tells. But doesn't move.

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

They know I am going to skewer them, so they are killing time while the other guard gets the boss.

"Surrender or die."

If they pass their turn, but also don't surrender, on my next turn I will continue attacking because Saul is not so easily fooled.


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

In Celestial:

"We didn't come to negotiate, we came to free those who you have enslaved. Surrender and you won't be killed!" Fhingle challenges


Kitsune Game Master

"Okay, okay." one replies and both take their hands up.

Sense Motive DC13:
Bluff: 1d20 - 1 ⇒ (14) - 1 = 13
Still playing for time.

No actions where you assume the NPCs reaction please.


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 cannot understand the men but seeing them put their hands up so easily he questions their motives.

Sense motive with a penalty if you see fit: 1d20 + 1 ⇒ (5) + 1 = 6

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

sense motive: 1d20 + 4 ⇒ (7) + 4 = 11

Saul isn't taking any actions here, so I don't think your point is relevant... we are still in combat, so all he can do is free actions at this point.... talking.

"Good. Since you are surrendering, you won't mind throwing your weapons to my friends at the door."

Grand Lodge

Male Human Brawler (Strangler) 2 | 19/19 HP | Int +2 | Perception +7 | 17 AC, 13 Touch, 13 Flat | F +5, R +5, W +2 | CMB +6 (+8 for grapple) | CMD 19 (22 against grapple, 20 against trip)

Logan isn't about to let this guy get away. He runs after him, attempting to cut off his retreat.

CMB(Overrun): 1d20 + 6 ⇒ (2) + 6 = 8

Awesome /s.

If, by some miracle, that succeeded, Logan will end his movement immediately on the other side of the guard. If, by an even greater miracle, it succeeded by more than 5, Logan is on the other side of the guard and the guard lies prone at his feet. Otherwise, Logan stops at the space right in front of the guard.

Either way, the guard can take an AOO. He's also allowed to skip that if he wishes.


Kitsune Game Master

Logan aims for the guy, but runs into the door.

The two dottari at the tip of Saul's spear push their weapons away. The one at the door runs on, to the barrack, tears the door open and shouts in "We're under attack!"

Grand Lodge

Male Human Brawler (Strangler) 2 | 19/19 HP | Int +2 | Perception +7 | 17 AC, 13 Touch, 13 Flat | F +5, R +5, W +2 | CMB +6 (+8 for grapple) | CMD 19 (22 against grapple, 20 against trip)

It's a good thing I've got a hard head.

Logan shakes off his collision with the door just in time to get a swing off as his intended target runs further away.

Unarmed Strike AOO: 1d20 + 2 + 4 ⇒ (17) + 2 + 4 = 23
Unarmed Strike damage: 1d6 + 4 ⇒ (2) + 4 = 6

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

"M, you pick up those weapons?"

As a move action, Saul draws out the manacles and drops them in reach of the guards.

"You want to live? Shackle your legs together, and don't stand up. If they do anything but that, M, then you have my permission to slit their throats, and F, bash their heads in."

As a second move action, Saul will hurry 30 feet forward to follow Logan.


Kitsune Game Master

"How do these work?" the guy asks, as he picks the manacles up.


Maggie and her sisters surround the guards, and Maggie puts her knife into the guy's leg. "Does that help to remember how it is done?" Maggie asks.
Stab: 1d20 + 6 ⇒ (18) + 6 = 241d4 + 1 + 1d8 ⇒ (3) + 1 + (5) = 9

And it looks like the dottari understand.

From the barrack you hear cuss words.

Grand Lodge

Male Human Brawler (Strangler) 2 | 19/19 HP | Int +2 | Perception +7 | 17 AC, 13 Touch, 13 Flat | F +5, R +5, W +2 | CMB +6 (+8 for grapple) | CMD 19 (22 against grapple, 20 against trip)

Logan yells back over his shoulder, "We're about to have company!"

He then moves up to the door and positions himself in such a way as to be ready to hit the first thing that comes through.

Unarmed Strike(Readied Action): 1d20 + 2 + 4 ⇒ (16) + 2 + 4 = 22
Unarmed Stride(Readied Action) damage: 1d6 + 4 ⇒ (5) + 4 = 9


Kitsune Game Master

I assume you block the netrance into the large building?

It takes a while but then a pissed off dwarf and four more dottari come out of the barracks. The dwarf, clad in armor and with a big mace walks straight into Logan's punch. But he can take it. And he can deal out. Even better than Logan can.
Mace: 1d20 + 6 ⇒ (18) + 6 = 241d8 + 4 ⇒ (7) + 4 = 11

The dottari get out their bows to shoot at Logan, but they only hit the wall.

GM:
Bow: 1d20 + 2 - 8 ⇒ (8) + 2 - 8 = 2
Bow: 1d20 + 2 - 8 ⇒ (2) + 2 - 8 = -4
Bow: 1d20 + 2 - 8 ⇒ (10) + 2 - 8 = 4
Bow: 1d20 + 2 - 8 ⇒ (15) + 2 - 8 = 9
Bow: 1d20 + 2 - 8 ⇒ (11) + 2 - 8 = 5

Inside Maggie shackles up the two dottari on the ground.
You get a few rounds of actions until the dwarf comes. Lets say 3-5.
(D2) Salt Pit: Taking up most of the building’s space, the salt pit is 30 feet deep and lined with clay. A series of flues run through the walls, connecting to the three chimneys around the silo’s circumference, making the entire chamber a warm, arid desert with constant airflow from above. A small dock extends over the pit, with pulleys and hooks above. A layer of salt constantly dries on the floor below. The job of turning the salt to ensure it dries well, combined with harvesting dry salt into buckets for loading into sacks, is a grueling and painful task.

D3:
Storage: This room is used to store shipments of rock salt and smaller sacks of table salt.
D4:
Salt Furnace: The Salt Works’ furnace burns here, keeping the Salt Pit’s temperatures in the high 90s at all times.
D5(locked):
Holding Cell: Until recently, this was a manager’s office, but the mercenaries have converted this room into a holding cell for their prisoners.

(D6) Work Yard: The work yard is a covered patio for meeting with customers and readying larger loads for delivery.
(D7) Barracks: This outbuilding contains bunks now used by the mercenary guards and their leader, Kossrani.

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

OOOooo yeah, stuff is about to go down! Let's gather into F1 to prevent them from swarming us and fight them by the doors.Alternatively, we could rescue the prisoners and make a run for it if you guys wanted to blockade the F1 doors too.

"L, retreat! M, leave one at the door as a guard and help us here! F, can you heal L!?! We make a stand at these double doors!"

perception, do I see the locked door?: 1d20 + 5 ⇒ (5) + 5 = 10

But before following his own orders to make a stand at the double doors, Saul approaches the locked door and attempts to open it.

"You in there! This is a rescue! Fight your way out!"

disable device unlock door: 1d20 + 7 ⇒ (16) + 7 = 23


Kitsune Game Master

Saul checks all the doors in the building hoping to find the prisoners and no more guards. He is lucky and the second door he tries is already the right one.

Six prisoners are being held in this room. Five humans and their onetime leader, Forvian Crow. All six are sickened from conditions in the Salt Works and are in no condition to fight.

Maybe position yourself on the map?

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

Saul is disheartened by the condition of the prisoners. This wasn't in the plan. Now they seem to be pretty outnumbered.

Is running still an option?

"How fast can you move? Can you run?"

Saul gives Forvian the shortsword he is carrying. He might be sick, but he also might not have a choice.


Vendalfek casts another grease under the dwarf.
Reflex Dwarf DC14: 1d20 + 2 ⇒ (17) + 2 = 19
Which he manages to stand, but is now flat footed.


Kitsune Game Master

Everyone from the group some actions please.

Grand Lodge

Male Human Brawler (Strangler) 2 | 19/19 HP | Int +2 | Perception +7 | 17 AC, 13 Touch, 13 Flat | F +5, R +5, W +2 | CMB +6 (+8 for grapple) | CMD 19 (22 against grapple, 20 against trip)

"Regroup? Did someone say regroup? Where's Fhingle? I need some healing."

Logan does a full withdraw back to the first room, hoping to find Fhingle.

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

"Pull back! Back to the main room!

For his turn, Saul would like to try to partially barricade the double door so it reduced to a single door opening. Allowable?


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

we need to come up with hands signals since Fhingle cannot understand you

Fhingle cocks his head but knows enough to follow behind Saul as he goes.

Seeing Logan's wounds Fhingle moves up and allow his healing magic to flow out of him.

Channel energy: 1d6 ⇒ 2


Maggie retreats with her sisters into the cell room, closing the door but a small gap to look through.

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