Gathrix's Hell's Vengeance

Game Master GM-Gathrix

PbP for Hell's Vengeance


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Grand Lodge

Male Human Warrior 1 // Lore Warden Fighter 3 || (HP 47/47) || AC:20| | T:11| FF:19| CMD 21 || Fort +6 | Ref +3 | Will +1 | Init +2 | Perc: +0 | Speed 20ft

Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Izrail braces his weapon and prepares for combat.


Male Halfling Commoner 1/ Bard 3 HP: 36/36; AC: 17; T: 14; FF: 11; Init: +7; Perception +8; Fort: 3; Ref: 6; Will: 4; CMB: 0; CMD: 14; Bardic Performance 12/17

Kirk reaches for his Mandolin instead of his Halfling Sling Staff.
I have learned something about myself since last most of you have seen me.
initative: 1d20 + 3 ⇒ (12) + 3 = 15


F Human Warrior 1/Unchained Monk 3; Initiative: +4 ; AC: 16/14/12 ; Saves: 7/7/3 ; HP: 47/47; Ki: 3/3; Perception: +9 ;

Right, but there's no immediate danger from the task i.e. the wall isn't high enough to take lethal damage from falling, etc. so it seems appropriate to take 10 for someone trained in jumping.

Initiative: 1d20 + 4 ⇒ (6) + 4 = 10


Female Dragon-Touched (Brass) Warlock 4 [HP 40/40 | AC 18/13/15, Fort +3, Ref +4, Will +5 | Init +8; Perception +10 | Spells: (4/5 | 3/3)]

Meridian laughs affectionately at Jerax's embarassment, I do so enjoy getting that exasperated look from him, and follows him to the wall.

Stealth: 1d20 + 1 ⇒ (4) + 1 = 5.

Meridian gladly accepts the guidance offered by Alicia and the helping.

Climb: 1d20 + 1 + 1 + 2 ⇒ (15) + 1 + 1 + 2 = 19.

Though she is not entirely sneaky, she does climb over the wall with surprising ease. Though she curses softly as she and Alicia alert the dogs to their presence.

Initiative: 1d20 + 1 ⇒ (13) + 1 = 14.


hero pts 2 Hp 21/21, AC 16 T 11 FF 15, CMB -1, CMD 11 Fort +2, ref +1, Will +7, initiative +1, perception +5, spellcraft +10
Active effects:
prestidigitation, mage armour

initiative: 1d20 + 1 ⇒ (2) + 1 = 3


Female Human Adept 1/ Cleric (Divine Strategist) 3

Sealth: 1d20 + 0 ⇒ (13) + 0 = 13
Ileosa slipped through along with the group something fair till Alicia fell.

Climb: 1d20 + 2 ⇒ (12) + 2 = 14

She pulled herself up onto the wall next to Kirk and crossed her legs. "Well dogs shouldn't be too much of a problem, after all we've dealt with vegepymies." She said.

Initiative: 1d20 + 4 ⇒ (9) + 4 = 13


Male
Skills:
Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +4, W: +6|Init: +1| Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 19 (11 Tch, 18 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday| Antipaladin (Tyrant/Dread Vanguard)/3rd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +3 dmg)

Climb: 1d20 + 2 ⇒ (14) + 2 = 16
"But as any rogue will tell you, the best capers are the ones where nobody knows you were there," Jerax said with an irritated tone. but relents.
"Of well, we had a fool's chance of making it all in without being noticed."
The tiefling chuckles and exclaims, "Alright, me f#<kos! Plan B, it is! as Jerax unhooks his battleaxe and shield, pointing toward the house.
Initiative: 1d20 + 1 ⇒ (16) + 1 = 17


*See the Distractions and Threats

Taking 10::
When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

There is a 10' gap between the wall and the tannery. You are in what looks like the dog run. There is a large dog door built into the wall just a few feet ahead. The dog comes racing around the corner near the turn to the front door. It is about 15' away from you. You can hear Cimri working the lock on the front gate, this unpleasant distraction might have saved her some trouble, but it needs to be dealt with quickly and quietly.

Initiative round 1
Dog Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Jerax 17
Meridian 14
Ileosa 13
Sister Margaletta 10
Izrail 9
Alicia 3


Male
Skills:
Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +4, W: +6|Init: +1| Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 19 (11 Tch, 18 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday| Antipaladin (Tyrant/Dread Vanguard)/3rd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +3 dmg)

Judging from with direction the dogs are coming from, Jerax attacks the first dog within reach of the group.
Battleaxe: 1d20 + 4 ⇒ (8) + 4 = 12
I think I missed.


Male Halfling Commoner 1/ Bard 3 HP: 36/36; AC: 17; T: 14; FF: 11; Init: +7; Perception +8; Fort: 3; Ref: 6; Will: 4; CMB: 0; CMD: 14; Bardic Performance 12/17

I was under the impression we were all over the fence already so I rolled for Initative. Do you still want me to sneak and climb? If so then,

stealth: 1d20 + 7 ⇒ (2) + 7 = 9
climb: 1d20 + 6 ⇒ (20) + 6 = 26

Dogs are already headed this way so my stealth roll doesn't really matter I guess.


No you are good Kirk, go ahead act at Initiative 15, I just missed you in the typing of all that.@Jerax Actually you hit because it is flat footed since it has not acted yet in the round.


Female Dragon-Touched (Brass) Warlock 4 [HP 40/40 | AC 18/13/15, Fort +3, Ref +4, Will +5 | Init +8; Perception +10 | Spells: (4/5 | 3/3)]

Knowing that her Ranged attacks will draw the eye of anyone able to see as they light up the night, she draws her mace and waits for the dog to come closer. If possible she will move into a flanking position with Jerax.

Melee Attack: 1d20 + 2 ⇒ (16) + 2 = 18, (plus an extra 2 if flanking).
Damage: 1d6 + 1 ⇒ (4) + 1 = 5.


Male
Skills:
Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +4, W: +6|Init: +1| Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 19 (11 Tch, 18 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday| Antipaladin (Tyrant/Dread Vanguard)/3rd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +3 dmg)
GM-Gathrix wrote:
No you are good Kirk, go ahead act at Initiative 15, I just missed you in the typing of all that.@Jerax Actually you hit because it is flat footed since it has not acted yet in the round.

Dmg: 1d8 + 2 ⇒ (3) + 2 = 5


Male Halfling Commoner 1/ Bard 3 HP: 36/36; AC: 17; T: 14; FF: 11; Init: +7; Perception +8; Fort: 3; Ref: 6; Will: 4; CMB: 0; CMD: 14; Bardic Performance 12/17

On his turn Kirk begins to play an aggressive tune, that could only come from Asmodeus, inspiring courage in his allies till his next turn.

All players receive +1 to hit and do damage and +1 morale bonus vs fear.

Metallica's Hit the Lights


Male
Skills:
Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +4, W: +6|Init: +1| Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 19 (11 Tch, 18 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday| Antipaladin (Tyrant/Dread Vanguard)/3rd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +3 dmg)
Kirk Hetfield wrote:
On his turn Kirk begins to play an aggressive tune, that could only come from Asmodeus, inspiring courage in his allies till his next turn.

Jerax tries to get Kirk's attention as quickly as he can. DM, if you want, Jerax can be flat-footed when it's the dogs' initative.

Jerax immediately stops any aggressive behavior, putting a stray finger to his lips, making a 'shushing' expression with his face, hoping the halfing will stop his performance.
GODSDAMMIT! We are trying to at least ATTEMPTING to do the caper with Stealth. He's gonna bring all the guards to us, if the dogs haven't done so already!!!!

Kirk, despite what's above, I am glad you are including links to the music you are playing. I think that's awesome!


hero pts 2 Hp 21/21, AC 16 T 11 FF 15, CMB -1, CMD 11 Fort +2, ref +1, Will +7, initiative +1, perception +5, spellcraft +10
Active effects:
prestidigitation, mage armour

Aliciamoves up behind jerax and cast a spellmon herself, mage armour

Grand Lodge

Male Human Warrior 1 // Lore Warden Fighter 3 || (HP 47/47) || AC:20| | T:11| FF:19| CMD 21 || Fort +6 | Ref +3 | Will +1 | Init +2 | Perc: +0 | Speed 20ft

Izrail let's a good laugh off "Yeah Kirk, NOW the party have started!"


Initiative round 1
Dog Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Jerax 17 Jerax severly wounds the dog, and tries to ssh Kirk
Kirk 15 Gets out a bit of inspiration before its decided if he wants to rethink it
Meridian 14
Ileosa 13
Dog 12
Sister Margaletta 10
Izrail 9 gets pumped.
Alicia 3 Casts another spell with verbal components

I will let Meridian and Ileosa post before I post the dogs actions.

GM Stuff:
Perception for Tannery occupants: 1d20 + 8 ⇒ (19) + 8 = 27

You hear movement from inside the tannery and people calling out"Abbie? What is it girl? Something out there?"


Male Halfling Commoner 1/ Bard 3 HP: 36/36; AC: 17; T: 14; FF: 11; Init: +7; Perception +8; Fort: 3; Ref: 6; Will: 4; CMB: 0; CMD: 14; Bardic Performance 12/17

Kirk gets a sheepish look on his face and just decides to get out of the way this round. He pulls out his Halfling Sling Staff.

How many dogs are we talking about here?


Female Dragon-Touched (Brass) Warlock 4 [HP 40/40 | AC 18/13/15, Fort +3, Ref +4, Will +5 | Init +8; Perception +10 | Spells: (4/5 | 3/3)]
GM-Gathrix wrote:

Initiative round 1

Dog Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Jerax 17 Jerax severly wounds the dog, and tries to ssh Kirk
Kirk 15 Gets out a bit of inspiration before its decided if he wants to rethink it
Meridian 14
Ileosa 13
Dog 12
Sister Margaletta 10
Izrail 9 gets pumped.
Alicia 3 Casts another spell with verbal components

I will let Meridian and Ileosa post before I post the dogs actions.

** spoiler omitted **

You hear movement from inside the tannery and people calling out"Abbie? What is it girl? Something out there?"

I already posted. Attacked the dog with the mace.


With Meridian, the poor pup dies. There was only one dog, poor abbie.You hear some people coming out the back door, you can go assist Cimri at the front gate, try to fit through the dog door, stay and fight or something else I have not thought of.

Grand Lodge

Male Human Warrior 1 // Lore Warden Fighter 3 || (HP 47/47) || AC:20| | T:11| FF:19| CMD 21 || Fort +6 | Ref +3 | Will +1 | Init +2 | Perc: +0 | Speed 20ft

What material is the building's wall made of? *grin*


Wood


Female Human Adept 1/ Cleric (Divine Strategist) 3

Man! I miss all the fun when I sleep!

Ileosa looks to her halfing slave. "Don't worry Kirk I like your music." She tells him before looking back to the main group, hearing the sound of people headed their way. "I have an idea... but I wonder if they'd believe me."

The dog was not locked up right? It roamed the grounds freely?


Yeah it roamed, past tense, now it roams the underworld seeking the souls of those that harmed him...

Grand Lodge

Male Human Warrior 1 // Lore Warden Fighter 3 || (HP 47/47) || AC:20| | T:11| FF:19| CMD 21 || Fort +6 | Ref +3 | Will +1 | Init +2 | Perc: +0 | Speed 20ft

"Tell us, hun. Because I was thinking about making an opening through the wall, and I guess yours isn't that straightforward... and dumb hahaha!"


Female Dragon-Touched (Brass) Warlock 4 [HP 40/40 | AC 18/13/15, Fort +3, Ref +4, Will +5 | Init +8; Perception +10 | Spells: (4/5 | 3/3)]

"We are supposed to be sneaky, I thought. Let us not be here when those people get here." Meridian will try to slip through the dog door to put concealment between her and the approaching people.


Female Human Adept 1/ Cleric (Divine Strategist) 3

It will be waiting quiet a while! XD Also is she done with the front gate yet? I need it unlocked for this to work.

Ileosa dropped down the the wall and looked at her allies. "If this is going to work I need Kirk, Izrail, and Jerax to come with me. Jerax, Izrail keep your weapons drawn, Kirk you're going to do most of the talking. I need you to sell the story that this dog tried to attack me, thus my bodyguards," She pointed to Izrail and Jerax. "Killed it to defend me, after all it is illegal to attack one of Asmodeus's church." She smirked. Then she looked to the others. "Do you best to hide, if this goes well the four of us will be escorted inside for business deals, oh by the way Kirk we're here to form a contract with this tannery and the church saying we'll only buy our leather from this tannery. But this leaves time for the rest of you to get in unhindered." Ileosa said with a smirk.

I also take those with the armor penalty away from the stealing group! XD

Grand Lodge

Male Human Warrior 1 // Lore Warden Fighter 3 || (HP 47/47) || AC:20| | T:11| FF:19| CMD 21 || Fort +6 | Ref +3 | Will +1 | Init +2 | Perc: +0 | Speed 20ft

Great idea! And removing the non-stealthy is just icing on the cake... plus Izrail would have probably something like "An Arvanxi doesn't hide! Now kneel before yer Lords or die before my feet!"

"Good idea. Everybody okay with it?"


Male
Skills:
Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +4, W: +6|Init: +1| Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 19 (11 Tch, 18 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday| Antipaladin (Tyrant/Dread Vanguard)/3rd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +3 dmg)
Ileosa Arvanxi wrote:
"I have an idea... but I wonder if they'd believe me."

It's all going to the Abyss! Jerax looks to the warpriest, "If you have a plan, go for it! We lost the element of surprise! Maybe gorgonshitting will work?"


F Human Warrior 1/Unchained Monk 3; Initiative: +4 ; AC: 16/14/12 ; Saves: 7/7/3 ; HP: 47/47; Ki: 3/3; Perception: +9 ;

"And I'm doing...?" Margaletta asks.


Female Human Adept 1/ Cleric (Divine Strategist) 3

"You are going with Meri and Alicia. You can be far more quiet than Jerax and Izrail. Not to mention you can throw a punch, thus you'd be better off with them in case they get into trouble." Ileosa explained.


F Human Warrior 1/Unchained Monk 3; Initiative: +4 ; AC: 16/14/12 ; Saves: 7/7/3 ; HP: 47/47; Ki: 3/3; Perception: +9 ;

"I can throw a person, too," she points out.


hero pts 2 Hp 21/21, AC 16 T 11 FF 15, CMB -1, CMD 11 Fort +2, ref +1, Will +7, initiative +1, perception +5, spellcraft +10
Active effects:
prestidigitation, mage armour

i said i was not good at sneaking Alicia hisses.


Male
Skills:
Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +4, W: +6|Init: +1| Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 19 (11 Tch, 18 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday| Antipaladin (Tyrant/Dread Vanguard)/3rd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +3 dmg)
Alicia De'ville wrote:
i said i was not good at sneaking Alicia hisses.

"..or climbing or being quiet, but who's counting", added Jerax out of the corner of his mouth.


Male Halfling Commoner 1/ Bard 3 HP: 36/36; AC: 17; T: 14; FF: 11; Init: +7; Perception +8; Fort: 3; Ref: 6; Will: 4; CMB: 0; CMD: 14; Bardic Performance 12/17

Weird, I thought I posted here.
Kirk bows to Ileosa.
I will do as my Mistress commands. Please know that if all else fails, I have learned a spell that puts others to sleep.


Stuff to see if Ileosa's plan will work: 1d20 + 6 ⇒ (14) + 6 = 20
1d20 ⇒ 20
1d20 + 10 ⇒ (1) + 10 = 11

Cimri has not been able to disable the lock yet, but all the other elements seem to work. You notice though that even if the lock is disabled, there is a board on the inside of the gate that will also have to be removed. Will need a stealth check to remove that without alerting anyone.


hero pts 2 Hp 21/21, AC 16 T 11 FF 15, CMB -1, CMD 11 Fort +2, ref +1, Will +7, initiative +1, perception +5, spellcraft +10
Active effects:
prestidigitation, mage armour

Alicia looks chasen ar jerax comments, and stays silent. Still, her time would come.


Male
Skills:
Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +4, W: +6|Init: +1| Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 19 (11 Tch, 18 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday| Antipaladin (Tyrant/Dread Vanguard)/3rd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +3 dmg)
GM-Gathrix wrote:
Cimri has not been able to disable the lock yet, but all the other elements seem to work. You notice though that even if the lock is disabled, there is a board on the inside of the gate that will also have to be removed. Will need a stealth check to remove that without alerting anyone.

I think Sister Margaletta should attempt it. She'll be with the others on the other side of the fence. I thought Jerax could try, but he has to maintain the bodyguard angle.


F Human Warrior 1/Unchained Monk 3; Initiative: +4 ; AC: 16/14/12 ; Saves: 7/7/3 ; HP: 47/47; Ki: 3/3; Perception: +9 ;

If it's just a stealth check, sure, but I'm not sure what it actually involves doing or when the door will be unlocked.


Male Halfling Commoner 1/ Bard 3 HP: 36/36; AC: 17; T: 14; FF: 11; Init: +7; Perception +8; Fort: 3; Ref: 6; Will: 4; CMB: 0; CMD: 14; Bardic Performance 12/17

From what I understand, there is a board sitting on the gate entrance that needs to carefully be removed. If it is dropped it will create an alarm/noise alerting everyone inside.

Kirk stays where he is and moistens his lips. He does some random stretches knowing he will need to channel his inner Shakespeare in a minute.

Do I get a +1 bonus for doing stretches prior to a potential skill check?


Ha no +1 for stretches. I would avoid casting guidance or any spell with verbal components also.


F Human Warrior 1/Unchained Monk 3; Initiative: +4 ; AC: 16/14/12 ; Saves: 7/7/3 ; HP: 47/47; Ki: 3/3; Perception: +9 ;

Yeah, but I thought it was hiding *behind* the lock...


Its a boarded gate. The board needs removed before it can be opened. Picture a 2x4 across it sitting on hook shaped brackets.


F Human Warrior 1/Unchained Monk 3; Initiative: +4 ; AC: 16/14/12 ; Saves: 7/7/3 ; HP: 47/47; Ki: 3/3; Perception: +9 ;

Right, then?

Stealth: 1d20 + 8 ⇒ (13) + 8 = 21


I think I understand where Ileosa is going with this so I will set the stage.

Sister Margaletta removes the plank of wood acting as a brace on the gate and Cimri is able to unlock the gate. The gang all takes their places under Ileosa's direction.

A man comes out of the main door that faces the Gate about 10' away with a loaded Crossbow. There is another dog by his side. He is Jabral Louislik owner of the Tannery. "What in the Sam Hell is going on out here. Who are you and how did you get past my locked gate!" He demands of the group.


Male Halfling Commoner 1/ Bard 3 HP: 36/36; AC: 17; T: 14; FF: 11; Init: +7; Perception +8; Fort: 3; Ref: 6; Will: 4; CMB: 0; CMD: 14; Bardic Performance 12/17

Kirk throws his hands up in the air as if to say "what did I do?"

I might ask the same of you! What kind of Tannery keeps crazed animals that would attack a Priestess of Cheliax! It's a good thing her bodyguards are here to protect her or you would be facing some serious accusations right now! That dog just came out of nowhere and launched itself as soon as we walked through the unlocked gate! Now put that weapon away or you could find yourself in even more trouble. We are here to do business with you.


Female Dragon-Touched (Brass) Warlock 4 [HP 40/40 | AC 18/13/15, Fort +3, Ref +4, Will +5 | Init +8; Perception +10 | Spells: (4/5 | 3/3)]

Meridian remains quietly where she is waiting to see if their plan will work.


"A Priestess of Cheliax? and she lets her slave speak, ha! That'll be the day." Sense Motive: 1d20 + 6 ⇒ (3) + 6 = 9 The tanner seems confused and calls for his dog. "Abbie? What have you fiends done to my dog!" The other dog that was inside with Louislik begins to howl over the corpse of abbie.


Female Human Adept 1/ Cleric (Divine Strategist) 3

"I believe my slave already answered your question." Ileosa said as she lowered her hood to reveal her birthmark. "I let my slave speak to you because your dog tried to kill me." She hissed. "And now you insult me."
To aid Kirk's bluff should he need to make one.
Bluff: 1d20 - 1 ⇒ (12) - 1 = 11

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