!GM PDK'S HELL'S REBELS (CORE PFS Book 1)! (Inactive)

Game Master Purple Dragon Knight

Campaign Introduction
City Maps and NPCs
Battle Maps
Rebellion Sheet


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Grand Lodge

Male CG dwarf rogue 3 | HP: 30/30 | AC:16 T:12 FF:13 | CMB:+4 CMD:17 (21 vs bull rush/trip)| Saves F:+5 R:+6 W:+4 (+2 vs poison/spells) | Init:+2 | Per:+7 (+8 traps) | SM: +6

"Right then, let's go get another mission from tha lass! Let's go Tiny Dragon, we've got a REBELLION to work toward!"

Kranzer gives a crooked grin and heads out of the tavern back towards the coffeehouse.


Knowledge Checks

"I can't believe I'm part of the new Ssssilver Ravens! how many people have you recruited sssso far? when did thisss ssssstart?"

Liberty's Edge

Elf:
CN female elf rogue 4 | Speed 30 ft | AC 19, T 15 FF 14 | hp 33/33 | Fort +4, Ref +9, Will +3 | Init +6 | Percep +10 | CMD 20 | Conditions: none

Merisiel follows Kranzer, listening as the dwarf speaks to what she assumes is an invisible or hidden fairie dragon. "Kranzer, I hope you aren't talking to yourself!" she says and giggles.

He really needs to use thought bubbles!

She cranes her neck down a side street. "Since we're so close to the docks, do you mind if we poke around for rumors on the way back?" she indicates the streets to the south a bit. "Vashnarstill Shipyard could be interesting. Do you know that was the second place I stowed away from?"

Merisiel is open to returning straight to the coffehouse, however if a detour works for doing some rumor work, here goes an assist roll - if one of the more charming folks can act as speaker!

gather information, assist: 1d20 ⇒ 2

Liberty's Edge

Male Elf Rogue 2 / Wizard 2 (Diviner) HP: 26/26| AC: 18, 14 tch, 14 ff | Fort: +1, Ref: +8, Will: +5 | Init: + 4 | Perc: +11/+12 traps| SM: +7 | Stealth: +10 | Active: none

Geo used to question his own sanity, but now it seems he is the most sane one in the bunch. "Well, this should be fun. Let's take our new recruit back for now. It might be worth returning her later tonight to see the changes, and gather some scuttlebutt."

Once back to the HQ, Geo tells the dragon, "You and I should compare notes on various tricks. I like your style."

Liberty's Edge

Elf:
CN female elf rogue 4 | Speed 30 ft | AC 19, T 15 FF 14 | hp 33/33 | Fort +4, Ref +9, Will +3 | Init +6 | Percep +10 | CMD 20 | Conditions: none
Geoclunicus wrote:
"Let's take our new recruit back for now."

Merisiel nods. "Yes, that's probably wise." she says, and follows Geo on the way back to the coffeehouse.

To the dragon "Things started after the protests at the opera house, and we were put in touch with the people you will be meeting shortly."


Knowledge Checks

GM Rolls:
1d100 ⇒ 6
1d100 ⇒ 12
1d100 ⇒ 76
1d100 ⇒ 28
1d100 + 20 ⇒ (21) + 20 = 41
1d100 + 20 ⇒ (38) + 20 = 58
1d4 ⇒ 31d2 ⇒ 2
1d2 ⇒ 21d1 + 3 ⇒ (1) + 3 = 4
1d3 ⇒ 3

Returning to Long Roads Coffeehouse, on your way out of the shipyards after the unsuccessful attempts to chat the busy dock workers, two men step out of a fenced area and are looking in your direction. One of them speaks, "I see you are new to Kintargo! welcome to our beautiful city! for the mere fee of 50gp for the whole lot of you, we will ensure your protection for the duration of your stay, up to a whole week so no rush! stay in the city, see the sights! My name is Janggie. Let us talk business yes?"

He smiles, revealing a golden tooth. You see that they are armed.

Perception:

Perc.Kranzer: 1d20 + 7 ⇒ (2) + 7 = 9
Perc.Andracar: 1d20 + 3 ⇒ (6) + 3 = 9
Perc.Merisiel: 1d20 + 10 ⇒ (6) + 10 = 16
Perc.Geoclunicus: 1d20 + 10 ⇒ (12) + 10 = 22

Geoclunicus:
You don't think these two are alone, as you hear shuffling from the left and from the right also, up ahead. You see a foot poking around the corner of the building to your left, and a scabbard sticking out of a narrow alley to the right up ahead, i.e. enough to target one of those two if you want.

Vendalfek melts between Merisiel's shoulder blades and her backpack (the instinctual seeking of a place of hiding almost supernatural in its speed)

What do you do?

Battle Maps Updated

Initiative:

Init.Kranzer: 1d20 + 2 ⇒ (8) + 2 = 10
Init.Andracar: 1d20 + 1 ⇒ (7) + 1 = 8
Init.Merisiel: 1d20 + 6 ⇒ (14) + 6 = 20
Init.Geoclunicus: 1d20 + 4 ⇒ (8) + 4 = 12
Init.Men: 1d20 - 1 ⇒ (11) - 1 = 10
Init.Foot&Scabbard: 1d20 + 3 ⇒ (16) + 3 = 19

Round 1 - Merisiel may go - hostile actions prevent a 'diplomacy' solution
Merisiel

Liberty's Edge

Elf:
CN female elf rogue 4 | Speed 30 ft | AC 19, T 15 FF 14 | hp 33/33 | Fort +4, Ref +9, Will +3 | Init +6 | Percep +10 | CMD 20 | Conditions: none

"Are you sure you wouldn't rather be sleeping instead? Merisiel asks, and she calmly palms a sap drawn from beneath her belt. She readies an attack in case one of the men comes into range, and stands her ground.

Small edit - she repositions slightly with a 5-foot step as she talks and draws the weapon

sleight of hand, drawing sap: 1d20 + 11 ⇒ (12) + 11 = 23
readied attack, sap: 1d20 + 7 ⇒ (19) + 7 = 26 damage, nonlethal: 1d6 + 2 ⇒ (2) + 2 = 4


Knowledge Checks

"Dear, it's not advisable to draw weapons against members of the Red Jill protection service. Tsk, tsk..." says the man, clicking his fingers.

And suddenly, everything goes dark in front of Merisiel, enveloping Kranzer is deep shadows.

The otherwise shady alley is now officially considered 'dim light'. In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision. A creature within an area of dim light can make a Stealth check to conceal itself. Kranzer can see normally due to his darkvision.

GM Rolls:

1d20 + 8 ⇒ (4) + 8 = 121d20 + 8 ⇒ (12) + 8 = 201d20 + 8 ⇒ (13) + 8 = 21
Perc.Kranzer: 1d20 + 7 ⇒ (5) + 7 = 12
Perc.Andracar: 1d20 + 3 ⇒ (19) + 3 = 22
Perc.Merisiel: 1d20 + 10 ⇒ (5) + 10 = 15
Perc.Geoclunicus: 1d20 + 10 ⇒ (19) + 10 = 29

You see a shady character step out of an alley up ahead; he's stealthing forward in the dim light zone, which is basically plain sight for Kranzer, but the others also see him as he mistakenly kicks a can down the road... you may make a Bluff check to oppose his Sense Motive: 1d20 + 5 ⇒ (14) + 5 = 19 check to pretend to not know he's there.

Andracar, Geo:
Then! you see two more of these guys come out of hiding from the north and south! unfortunately, Kranzer and Merisiel doesn't seem to have spotted those two!! The reason Kranzer did not see those two is due to the 'Breaking Stealth' rule. i.e. they started their turn hidden from Kranzer due to the cover of buildings, not the concealment of the dim light. Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below).

Stab! vs. Kranzer FF AC 13: 1d20 + 3 ⇒ (2) + 3 = 5 for 1d6 + 1 + 1d6 ⇒ (6) + 1 + (2) = 9 piercing damage. [MISS!]
Stab! vs. Merisiel -- UNCANNY DODGE AC 19: 1d20 + 3 ⇒ (11) + 3 = 14 for 1d6 + 1 + 1d6 ⇒ (5) + 1 + (5) = 11 piercing damage.[MISS!]

Round 1 - Bold may go
Merisiel
Shady Thieves [all visible now after they've broken from stealth and made their attacks]
Geoclunicus
Kranzer

Men
Andracar

Liberty's Edge

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Male Elf Rogue 2 / Wizard 2 (Diviner) HP: 26/26| AC: 18, 14 tch, 14 ff | Fort: +1, Ref: +8, Will: +5 | Init: + 4 | Perc: +11/+12 traps| SM: +7 | Stealth: +10 | Active: none

"Watch ou... ow!" Geo tries to warn the others, but is too late to help.

Looking at the numbers, Geo pulls out a wand and casts a sleep, hoping to lull a few of them to sleep. (Highlighted primary target in yellow)

Sleep Spell, DC 11:

chool enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 1

Casting Time 1 round

Components V, S, M (fine sand, rose petals, or a live cricket)

Range medium (100 ft. + 10 ft./level)

Area one or more living creatures within a 10-ft.-radius burst

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Grand Lodge

Male CG dwarf rogue 3 | HP: 30/30 | AC:16 T:12 FF:13 | CMB:+4 CMD:17 (21 vs bull rush/trip)| Saves F:+5 R:+6 W:+4 (+2 vs poison/spells) | Init:+2 | Per:+7 (+8 traps) | SM: +6

"Ha HA! Red Jills more like Red Frills am I right?!"

He sidesteps one of the thieves' strikes and then flicks out his short swords (quick draw) and then strikes out at the thief in front of him.

Mechanics:

Misc Action
5 ft. step south

Free Action
Draw short swords

Full-Round Action
Full Attack!

mwk shortsword: 1d20 + 4 ⇒ (5) + 4 = 9
DMG (slashing): 1d6 + 3 ⇒ (3) + 3 = 6

mwk shortsword: 1d20 + 4 ⇒ (6) + 4 = 10
DMG (slashing): 1d6 + 1 ⇒ (6) + 1 = 7


Knowledge Checks

GM Rolls:
yellow: 1d20 + 2 ⇒ (10) + 2 = 12

Geoclunicus notices that yellow becomes momentarily drowsy, but he shakes it off by slapping himself in the fact hard a couple of times... left, right, left, right, left! eyes wide awake once more, he stares at you...

Mr. Pink smiles at Kranzer, "Izz' all y'can do, short stuff? huh-huhuhuhuh!"

You all then notice that both men in the back pull a potion and down its content in one fluid motion, the size of their exposed muscles bulging considerably!

Round 1 - Bold may go
Merisiel
Shady Thieves [purple 0, pink 0, green 4 nonlethal]
Geoclunicus
Kranzer
Men [yellow 0, blue 0; Bull's STR]
Andracar

Dark Archive

Male NG Gnome Sorcerer 4 | HP 30/30 | AC 13 T 13 FF 12 | CMB +1, CMD 13 | F: +4, R: +4, W: +6 | Init: +1 | Perc: +3, SM: +1 | Speed 20ft | Celestial Fire: 6/7 | Spells: 1st 3/7 - 2nd 3/4 | Active conditions:

"What is all this? Can a man not go as he pleases? Oh ho, this was not the day for you fine folks!" Andracar takes a quick hop back, then waggles his fingers in arcane gesture. "BLASTO!"

With that, missiles of force fly unerringly toward the greenish crook.

Damage: 2d4 + 2 ⇒ (4, 1) + 2 = 7

If:
In the event he has some method of following me, such as step up, cast defensively.

Concentration: 1d20 + 9 ⇒ (1) + 9 = 10 In that event, I'll lose the spell.

He draws a wand from his many pockets. "Don't make me use this!"


Knowledge Checks

Due to Merisiel's previous roughing up with the sap, Mr. Green falls unconscious upon being battered in the face with Andracar's magic missiles!

Round 2 - Bold may go
Merisiel
Geoclunicus
Kranzer

Shady Thieves - DELAY [purple 0, pink 0, green 7-4NL-Unconscious]
Men [yellow 0, blue 0; Bull's STR]
Andracar

Grand Lodge

Male CG dwarf rogue 3 | HP: 30/30 | AC:16 T:12 FF:13 | CMB:+4 CMD:17 (21 vs bull rush/trip)| Saves F:+5 R:+6 W:+4 (+2 vs poison/spells) | Init:+2 | Per:+7 (+8 traps) | SM: +6

Kranzer steps to the side in the gloom, hoping to let Merisiel set the flank.

"Elf lass, see if ya can't get behind 'im!"

Full-Round Action
Full Attack!

Attacks assume flanking and sneak attack, but broken out to remove if necessary.

mwk shortsword, flanking: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
DMG (slashing): 1d6 + 3 + 1d6 ⇒ (3) + 3 + (1) = 7

mwk shortsword, flanking: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
DMG (slashing): 1d6 + 1 + 1d6 ⇒ (2) + 1 + (4) = 7

Liberty's Edge

Elf:
CN female elf rogue 4 | Speed 30 ft | AC 19, T 15 FF 14 | hp 33/33 | Fort +4, Ref +9, Will +3 | Init +6 | Percep +10 | CMD 20 | Conditions: none

Merisiel enters the gloom, knowing where Kranzer is with his voice she positions to flank. "Got it K! And if they want to flee, better do it now! Sleepy time for you!"

acrobatics, 10' to avoid AOO: 1d20 + 11 ⇒ (19) + 11 = 30
miss chance, concealment 20% low is bad: 1d100 ⇒ 48
sap, flanking (pink): 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 damage, non-lethal: 1d6 + 2 ⇒ (6) + 2 = 8
sneak attack damage: 2d6 ⇒ (2, 2) = 4

If I miss this attack and these rogues are out for blood, I'm drawing my rapier!

Also, great job with the sleep, magic missile, and flanking!


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:15/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

The DM will let me know when to come in, but this is so I can keep track of my campaigns.


Knowledge Checks

Both Shrec and Kavor can act now; assume you're behind Geoclunicus and Andracar as a start position


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:15/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

Okay, so we are coming from the right side? Is the purple guy bad?
Shrec sees the trouble brewing and he pulls out his +1 Large bastard sword and makes a power attack against purple hit: 7 - 2 + 1d20 ⇒ 7 - 2 + (17) = 22 dmg: 2d8 + 7 + 6 ⇒ (7, 5) + 7 + 6 = 25

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Seeing his fellow Pathfinders with saps, Kavor Doan shouts "FLAT OF THE BLADE!" as he moves up alongside the barbarian.
He moves up drawing his axe; what standard action takes depends on the results of Schrec's attack.


Knowledge Checks

Mr. Purple literally flies up in the air in 2 large separate pieces. Merisiel and Kranzer and Kavor are showered with blood.

The two men up the street frown, and switch to a more lethal stance, "Now, we're not talkin' 50gp anymore I guess... prepare to die fools. If you live, it won't be with all yer pieces..."

Sense Motive DC 15:
They're prettttty worried about that barbarian... consider them distracted for Perception purposes.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Kavor Doan activates Arcane Strike and readies to attack the first one that comes within reach.

Readied Attack:

Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d10 + 5 ⇒ (3) + 5 = 8


Knowledge Checks

The two men near the fence draw big clubs reinforced with circular bands of metal as they charge towards the group. One attempts to swing at Merisiel, while the other at Kranzer! (none come in reach of Kavor)

Yellow vs. Merisiel, MW Greatclub+Bull's STR, Charge, Power Attack: 1d20 + 9 + 2 - 1 ⇒ (1) + 9 + 2 - 1 = 11 for 1d10 + 7 + 3 ⇒ (4) + 7 + 3 = 14 [SWOOOOSH!]
Blue vs. Kranzer, MW Greatclub+Bull's STR, Charge, Power Attack: 1d20 + 9 + 2 - 1 ⇒ (11) + 9 + 2 - 1 = 21 for 1d10 + 7 + 3 ⇒ (8) + 7 + 3 = 18 [CRUNCH!!!]

Mr. Purple charges Andracar!
Purple vs. Andracar, Stab, Charge: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 for 1d6 + 1 ⇒ (6) + 1 = 7 [Snicker SNAKKK!!!]

The sound of multiple bones breaking is heard across the street as the greatclub connects to Kranzer's arm, shoulder, the force impact high enough to break several ribs after that! Less noisily but also effective is the purple rogue on the right side of the street, as he shivs Andracar deep in the belly!

Round 2 - Bold may go
Merisiel
Geoclunicus
Kranzer 18
Shrec
Kavor
Shady Thieves - DELAY [purple 0, pink DEAD, green 7:4NL:Unconscious]
Men [yellow 0, blue 0; Bull's STR]
Andracar 7

Liberty's Edge

Elf:
CN female elf rogue 4 | Speed 30 ft | AC 19, T 15 FF 14 | hp 33/33 | Fort +4, Ref +9, Will +3 | Init +6 | Percep +10 | CMD 20 | Conditions: none

sense motive: 1d20 + 1 ⇒ (3) + 1 = 4

Dark Archive

Male NG Gnome Sorcerer 4 | HP 30/30 | AC 13 T 13 FF 12 | CMB +1, CMD 13 | F: +4, R: +4, W: +6 | Init: +1 | Perc: +3, SM: +1 | Speed 20ft | Celestial Fire: 6/7 | Spells: 1st 3/7 - 2nd 3/4 | Active conditions:

"You stabbed me! You veritable pustule! Think about what you've done!" He once again retreats from the front lines and casts Daze on purple. DC 14 Will


Knowledge Checks

Andracar's spell seems ineffective against this lanky man, and he sneers as he twirls his sword. Tiny horns and a barbed tail reveal that he is something more than human...

Round 3 - Bold may go
Merisiel
Geoclunicus
Kranzer 18
Shrec
Kavor

Shady Thieves - [purple 0, pink DEAD, green 7:4NL:Unconscious]
Men [yellow 0, blue 0; Bull's STR]
Andracar 7

Liberty's Edge

Elf:
CN female elf rogue 4 | Speed 30 ft | AC 19, T 15 FF 14 | hp 33/33 | Fort +4, Ref +9, Will +3 | Init +6 | Percep +10 | CMD 20 | Conditions: none

Merisiel dives deeper into the fog, rolling low to confuse possible attacks against her as she repositions herself behind the blue man. She senses the new pathfinders that have joined, but is busy fighting for her life.

acrobatics: 1d20 + 11 ⇒ (2) + 11 = 13

She draws her rapier as part of her move, dropping the sap. "Stab!" she says, redundantly.

miss chance, concealment 20% low is bad: 1d100 ⇒ 7
rapier+flanking (blue): 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12 damage: 1d6 + 2 ⇒ (1) + 2 = 3 sneak attack damage: 2d6 ⇒ (1, 2) = 3

Her rapier passes through air.

I just hope Kranzer can see better than me here. Magical darkness?


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:15/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

Shrec moves to yellow assuming that is a bad guy And delivers another power attack willing to slay them hit: 7 - 2 + 1d20 ⇒ 7 - 2 + (10) = 15 dmg: 2d8 + 7 + 6 ⇒ (1, 5) + 7 + 6 = 19


Knowledge Checks

Yellow AoO vs. Merisiel, Melee mwk greatclub, Power Attack: 1d20 + 9 - 1 ⇒ (2) + 9 - 1 = 10 for 1d10 + 7 ⇒ (9) + 7 = 16 bludgeoning damage; Miss chance, 01-20 is miss: 1d100 ⇒ 26 [MISS!]

Shrec miss chance, 01-20 is miss: 1d100 ⇒ 73

Merisiel opens up her flank to maneuver behind blue, but yellow, slightly off-balance due his charge, misses the opportunity to connect.

Shrec steps up to fill the void left by Merisiel, and connects a solid blow with the oversized sword, nearly killing the man.

Round 3 - Bold may go
Merisiel
Shrec
Geoclunicus
Kranzer 18
Kavor

Shady Thieves - [purple 0, pink DEAD, green 7:4NL:Unconscious]
Men [yellow 19, blue 0; Bull's STR]
Andracar 7

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Kavor Doan moves to finish off Yellow, seeing the potion-enhanced thugs as the greater threat.
Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage, Arcane Strike: 1d10 + 5 ⇒ (9) + 5 = 14


Knowledge Checks

Yellow hits the grimy cobbles.

Round 3 - Bold may go
Merisiel
Shrec
Kavor
Geoclunicus
Kranzer 18

Shady Thieves - [purple 0, pink DEAD, green 7:4NL:Unconscious]
Men [yellow 43/dying, blue 0; Bull's STR]
Andracar 7

Grand Lodge

Male CG dwarf rogue 3 | HP: 30/30 | AC:16 T:12 FF:13 | CMB:+4 CMD:17 (21 vs bull rush/trip)| Saves F:+5 R:+6 W:+4 (+2 vs poison/spells) | Init:+2 | Per:+7 (+8 traps) | SM: +6

Kranzer says, "Two newcomers eh? Good thing they're on our side! Wait is that Kavor? Kavor ya old salty beard, how you been?!"

He says this as he continues to hack and slash at the man in front of him.

mwk shortsword, flanking: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
DMG (slashing), sneak attack: 1d6 + 3 + 2d6 ⇒ (6) + 3 + (5, 4) = 18

critical confirm: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
critical DMG (slashing): 1d6 + 3 ⇒ (2) + 3 = 5

mwk shortsword, flanking: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
DMG (slashing), sneak attack: 1d6 + 1 + 2d6 ⇒ (6) + 1 + (4, 4) = 15

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

"Business has been good, Kranzer! Word got out you needed a hand!"

Liberty's Edge

Male Elf Rogue 2 / Wizard 2 (Diviner) HP: 26/26| AC: 18, 14 tch, 14 ff | Fort: +1, Ref: +8, Will: +5 | Init: + 4 | Perc: +11/+12 traps| SM: +7 | Stealth: +10 | Active: none

Geo draws his rapier and steps forward to skewer the purple one.

Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 ⇒ 6

Crit Confrim?: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 ⇒ 2


Knowledge Checks

Kranzer does short work of Mr. Blue, who falls unconscious, bleeding out. Geo cleanly pierces Mr. Purple in its left side, the rapier coming out on the other end.

Mr. Purple does not hang around to hear the next part of this story. He bolts the way he came from, applying pressure on his wound.
Full run: 120 ft; Geo and Kavor AoO please

Round 3 - Bold may go
Merisiel
Shrec
Kavor
Geoclunicus
Kranzer 18
Shady Thieves - [purple 6, pink DEAD, green 7:4NL:Unconscious]
Men [yellow 33/dying, blue 38/dying; Bull's STR]
Geo AoO
Kavor AoO

Andracar 7

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

"Testing a wizard's prowess?"
AOO: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d10 + 5 ⇒ (6) + 5 = 11


Knowledge Checks

Kravor swings his waraxe in the departing thief's belly, which stops him cold and forces him to the ground in a groan, his entrails starting to spill.

Perception:

Perc.Kranzer: 1d20 + 7 ⇒ (1) + 7 = 8
Perc.Andracar: 1d20 + 3 ⇒ (17) + 3 = 20
Perc.Merisiel: 1d20 + 10 ⇒ (15) + 10 = 25
Perc.Geoclunicus: 1d20 + 10 ⇒ (8) + 10 = 18
Perc.Shrec: 1d20 + 8 ⇒ (7) + 8 = 15
Perc.Kavor: 1d20 + 1 ⇒ (16) + 1 = 17

Suddenly, Andracar and Merisiel hear the sound of booted feet coming from a side street up ahead!

Initiative:

Init.Kranzer: 1d20 + 2 ⇒ (7) + 2 = 9
Init.Andracar: 1d20 + 1 ⇒ (17) + 1 = 18
Init.Merisiel: 1d20 + 6 ⇒ (15) + 6 = 21
Init.Geoclunicus: 1d20 + 4 ⇒ (6) + 4 = 10
Init.Shrec: 1d20 + 2 ⇒ (4) + 2 = 6
Init.Kavor: 1d20 + 2 ⇒ (1) + 2 = 3
Init.CCGT: 1d20 + 0 ⇒ (16) + 0 = 16
Init.CCGB: 1d20 + 1 ⇒ (20) + 1 = 21

Round 4 - SURPRISE - Bold may go
Merisiel - STANDARD ACTION ONLY
Andracar 7 - STANDARD ACTION ONLY

Round 5 - Bold may go
Merisiel
CCGB [red 0, orange 0]
Andracar 7
CCGT [brown 0, black 0, silver 0]
Geoclunicus
Kranzer 18
Shrec
Kavor

Out Of Combat:
Shady Thieves - [purple 17/dying, pink DEAD, green 7:4NL:Unconscious]
Men [yellow 33/dying, blue 38/dying; Bull's STR]

Liberty's Edge

Elf:
CN female elf rogue 4 | Speed 30 ft | AC 19, T 15 FF 14 | hp 33/33 | Fort +4, Ref +9, Will +3 | Init +6 | Percep +10 | CMD 20 | Conditions: none

Merisiel reacts quickly to the sound of booted feet. She crouches down in the gloom and hides at the corner of the wall near her.

stealth: 1d20 + 11 ⇒ (7) + 11 = 18

Liberty's Edge

Elf:
CN female elf rogue 4 | Speed 30 ft | AC 19, T 15 FF 14 | hp 33/33 | Fort +4, Ref +9, Will +3 | Init +6 | Percep +10 | CMD 20 | Conditions: none

round 5 move and standard, maintaining stealth

Merisiel checks blue for any valuables, and will quickly loot in case they need to run. She will pick up her sap from next to him, keeping herself quiet while doing so.

Boots? Could that be the guard or more thieves?


***whrr-tschzz-tschzz-tschzz-chk***
~~BOTTING ANDRACAR~~

Surprise: Wand of CLW on self: 1d8 + 1 ⇒ (4) + 1 = 5
Round 5: DELAY


Knowledge Checks

Round 4 - SURPRISE - Bold may go
Merisiel - std only - pick sap
Andracar 2 - std only - wand clw 5pts

While Merisiel is picking some interesting things off Mr. Blue, 5 men round the corner down the street and call to the group, "Oi!! you lot stop right there! in the name of the Chelish Citizen's Group, you're under arrest! stand down and throw your weapons to the ground ye bums!" as they advance their eyes grow wide and they reach for their weapons, taking a defensive stance as they see all the people lying dead at your feet!
[3 men move forward, and two stay behind in that alley, talking with each other...]

Round 5 - Bold may go
Merisiel [loot 1 item; move/stealth]
CCGB [red 0, orange 0]
CCGT [brown 0, black 0, silver 0; full defense]
Andracar 2
Geoclunicus
Kranzer 18
Shrec
Kavor

Out Of Combat (see above - will no longer be listed)


Knowledge Checks

Bold may go - disregard the confusing 'out of combat' blurb at the end: that was only for the dead enemies at your feet! :P


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:15/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

This barbarian prefers melee, but can't get there without doublemoving so he takes a direct path around the corner, going over the fence if he has to, so they can't shoot him down with arrows unless they move closer. He isn't going for massive damage this time, he just wants to hit figuring the guards might be more armored. hit: 7 + 1d20 ⇒ 7 + (10) = 17 as he swings at the red guy dmg: 2d6 + 7 ⇒ (6, 2) + 7 = 15 miss chance: 1d100 ⇒ 75

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Kavor Doan walks straight at the three thugs. Move and total defense; AC 24. I suppose there's no chance of negotiation.

Campaign Introduction wrote:


To aid in recruiting for the rebellion, Laria and Rexus both suggest that the heroes work to spread word of their efforts by undertaking missions in Kintargo, taking small steps against Thrune’s occupation without drawing too much attention too early.

Anybody have an idea how to accomplish this now? The guys we just fought were Red Jills, maybe just random thieves, but now Schrec has attacked the Chelish Citizens Group. From the campaign info document it seems like that faction actually has the support of the authorities.

Dark Archive

Male NG Gnome Sorcerer 4 | HP 30/30 | AC 13 T 13 FF 12 | CMB +1, CMD 13 | F: +4, R: +4, W: +6 | Init: +1 | Perc: +3, SM: +1 | Speed 20ft | Celestial Fire: 6/7 | Spells: 1st 3/7 - 2nd 3/4 | Active conditions:

I can't use the CLW wand on myself.

"Oh my!" He sees things devolving. "Everyone, book it, I'll handle this!" He readies a color spray for when he can get the most of them in its blast, so that they can flee without potentially killing lawful authority. Will saves DC 17, once they're in the most advantageous position for me. I can also move up to 20 ft to make it a good position.


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:15/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

Sorry, I wish people would have given me a heads up. I saw combat and then more trouble and started attacking. Never played a Pathfinder game where it is the good guys attacking you, if that is what is happening.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Might be worth reading the Hell's Rebels Players' Guide and the Campaign Introduction.
The people attacking us are not good guys, but we are an underground resistance movement (not in open revolt yet) in an urban intrigue campaign. So we may at times have to show restraint.
It DOES happen in some PFS scenarios that people challenging or threatening you are actually on your side and there is a misunderstanding. Sometimes you can fail a mission by fighting back when attacked. In this case, they're bad guys, but killing them may make things worse.


Knowledge Checks

Vendalfek used Andracar's wand to heal Andracar; Shrec has not attacked anyone yet: he's in the fenced area readying an attack besides Merisiel who is in stealth mode there; also, these guys are from the 'Chelish Citizens' Group' i.e. LE thugs from the same organization than those that were beating Rexus in the intro document, which you have defeated back then as well, off-screen... they are a volunteer militia composed of either Thrune or Asmodeus fanatics, and they want Kintargo to fall in line with the rest of Cheliax i.e. they want all the hippies out and are very much hard line loyalists of the Empire (they are much different than the regular CG Kintargo citizen). Bottom line: I wouldn't sweat it too much, and defeating them would solve the bodies in the street problem... with more bodies, but again, no one has died yet except Mr. Pink... lots of these fallen thieves are still dying, not dead... also... both thieves and CCG thugs are on the random encounter chart, so.... extrapolate what you will! :) There are many ways to deal with these, but currently diplomacy is out of the question, due to the fallen thieves in front of you. CCG members are in your face asking questions and drawing weapons! if given enough time they'll certainly call for guards, so quick action is required!

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

In that case, if Shrec hasn't attacked them, Kavor Doan will sheath (not drop) his axe and speak to the CCG guys,
"Red Jills picked the wrong targets. Stabbed my friend Kranzer there, you can see. You want we should save them, or let them bleed out?"


Knowledge Checks

The men smile at each other, "All I see if a bunch of filthy murderers who took the law in their own hands, wouldn't you say boys?".

Another one chimes in, "Unlike us, you haven't been deputized to dispense justice. Y'all under arrest!"

The last one says, "Face to the ground now, filth! and toss your weapons forward!"

Kranzer and the CCG thugs have only done free action short talks; initiative still stands


Knowledge Checks

GM Rolls:
1d20 + 3 ⇒ (17) + 3 = 20

Vendalfek yawns and says, "Thisss is boring. THEY should be yawning! not me!" and he proceeds to cast sleep on the three men.
Will Brown DC 14: 1d20 - 1 ⇒ (15) - 1 = 14
Will Black DC 14: 1d20 - 1 ⇒ (3) - 1 = 2
Will Silver DC 14: 1d20 - 1 ⇒ (5) - 1 = 4

Two of the three men fall down, slumbering peacefully in the middle of the street. The remaining one appears a bit less brave than a moment ago...

Round 5 - Bold may go
Merisiel [loot 1 item; move/stealth]
CCGB [red 0, orange 0]
CCGT [brown 0, black 0, silver 0; full defense]
Shrec [readying attack if any foe within 5ft. - move already taken]
Andracar 2 [readying color spray when CCGT is within 20 ft. of current location - 20 ft. move still available]
Vendalfek
Geoclunicus
Kranzer 18
Kavor

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