Hell's Rebels (Inactive)

Game Master DireMerc


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Liberty's Edge

Male Halfling Bard 1l HP: 10/10 l Init: +3 l AC: 19[T: 14; FF: 16; CMD: 12 l Fort: +2, Ref: +5, W: +1 , +2 Vs fear and Adaptable Luckl Per: +5 Halfling Bard (Thundercaller) 1

Do we have any keys?


Nope


current effects:
none
Male Human Mobile Fighter 5| Hp: 24/45 | AC:20 T:17 FF:13 | CMD:22 | Fort:+6 Ref:+5 Will:+4(+1vs paralysis, entangle and slow)| Init:+2 | Perc:+5

trying to force a door rolls:

Strength: 1d20 + 6 ⇒ (9) + 6 = 15 ...dc to open a simple door... dc 13
Strength: 1d20 + 6 ⇒ (13) + 6 = 19...dc to open a good door... dc 18
Strength: 1d20 + 6 ⇒ (6) + 6 = 12
Strength: 1d20 + 6 ⇒ (2) + 6 = 8
Strength: 1d20 + 6 ⇒ (12) + 6 = 18
Strength: 1d20 + 6 ⇒ (6) + 6 = 12
Strength: 1d20 + 6 ⇒ (18) + 6 = 24...dc to open a strong door... dc 23

If this is a "barred door", an "iron door", or a "strong door" with either hold portal or arcane lock on it then we'll have to do the good old chop the door down method. Allot more noise that way.

Mordecai not seeing any obvious traps on the door shrugs and turns towards the door. He pulls out his short-sword and places it in the crease between the door and the frame next to the door handle. He quickly jerks the blade trying to break the lock without making too much noise.

If the door doesn't open after his repeated attempts...:

Anyone got an axe on them?


Ok reboot time

You search the place and deal with multiple threats such as undead magical beasts unstable magics and security wards and finally confront the cleric of Asmodeus AZVERNATHI RAUL before finding the ultimate secret this place kept.

It was the hiding place of a group called the Sacred Order of Archivists. And hidden underground Archive. This Sacred Archive once contained priceless volumes of Chelish and Taldan history dating back hundreds of years; many are now rare or even unique in the wake of House Thrune’s purges and redactions. Everything from history texts to personal journals recount the minutiae of Chelish life before the civil war. Today, almost all of that information has been lost—destroyed, redacted, or sent on to the temple of Asmodeus for archiving.

Inside the archive you find a strange creature a Scrivenite that is hard at work archiving everything. When you arrive the creature apologise for attacking you but attacks with all it's might without holding it's punches and you find yourselves force to slay it.

knowledge planes dc 15:
Scrivenites are outsiders, forged from souls in the strange crystalline monoliths of Axis. While similar conceptually to the axiomites they serve, scrivenites are partially woven from written words and recorded events rather than abstract mathematics, tying scrivenites to the past while axiomites contemplate the future. Only the most pedantic souls, mired in the past and endlessly obsessed with objectivity, eventually become scrivenites. Ironically, because coming to Axis as a petitioner wipes away all mortal experiences, many scrivenites obsess over their previous identities, tracking whatever information they can as personal projects even if they no longer feel emotional connections to these past lives.

Effectively immortal with no need to eat or rest, scrivenites fill their time making notes about everything they observe, from the movements of great armies to ambient temperatures across a city. What moments they don’t spend recording the world are instead invested into organizing that information or reviewing the work of other scrivenites for accuracy.

You gather what you can and report your findings to Rexus who moves quickly to get people to secure what you couldn't bring back and hide it.

Word of the Silver ravens is quickly spreading and people are joining in droves but as word spread the archbaron is taking a notice and his enforcers are starting to take steps to snuff it this flame because it spreads.

Anyone suspected of aiding the rebellion is thrown in prison even with little to no evidence and they guards have started searching buildings at random in town. A curfew is established and patrols in the streets are increased.

Worst of all the baron brought in a Diabolist. Someone who specialises in summoning devils who made their home in the Opera house and has begun summoning devils to fight the rebellion.

Your in your secret base called the Wasp's Nest having a meeting about your next move.

New members can come in an intro. Everyone make sure your level 5 and have 10k worth of equipment.


Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];

Reporting in! :)

Phana Hartsong recently joined the rebellion but has worked hard to be of use, even harder than some considering the damage to her hands. The woman's hands, wrists, and forearms are almost entirely covered in serpentine burn scars, and though they look long-healed, they seem painful.

She has healing abilities, fire spells, and strong illusion magic. She is interested in helping out direct actions of the rebellion since she's a worshiper of Milani, and doesn't want others to let her injuries stop her from contributing.


Female Half-Orc hp: 39/39 | AC 19|Fort+6| Ref +6| Will +7| Speed ft| Perception +| Init +| 0 lvl 4/day| 1 lvl 5/day| 2 lvl 2/day Warpriest 5

Mouse recently joined the rebellion under somewhat mysterious circumstances. She was rescued from the Archbaron's soldiers by the rebels. She is a strange half-orc, completely devoted to Milani.

She has been seen in a strange combination of magic items, and her sole weapon seems to be a slightly magical Kukri that she carries with her everywhere. She walks lightly and conservatively, never taking two steps when one will do.

She has two crimson lines running down her face from the bottom of her eyes to her jaw, and seems to be happy despite all reason. She never gave a reason for staying with the rebels, but seems to have just decided to.


Male CG Elf 5 | HP: 44/44 | AC: 19 (14 Tch, 15 Fl) | CMB: +7, CMD: 21 | F: +5, R: +8, W: +4; +2 vs Enchant, Immune Sleep | Init: +4 (+6 in Kintargo) | Perc: +12 (+14 in Kintargo), SM: +1 | Speed 30ft | Trapfinding, Favored Town (Kintargo), Favored Enemy (Evil Outsider/Undead) | Spells: 1st 1/2 | Active conditions: Gravity Bow.

A tall hooded figure steps through the secret passage. Looking around, he spots the gathered group. As he approaches, ignoring the underlings going to and fro, he seems to float just above the ground.

His steps are purposeful; his expression grim. A pristine mahogany bow clutched in one hand with an equally impressive quiver strapped to his back gives away his skills. As he gets closer, he speaks softly, betraying no emotions.

"Ms. Longroad said I'd find you here. You are the Silver Ravens, yes? I've been keeping track of your efforts these past weeks. If you'll have me, my bow is yours as long as I have breath. Thrune..." As he mentions the Lord Mayors name, he spits at your feet. "That thing has no right in my town and must be removed."

As he completes his statement, the stranger bends down on one knee, head bowed. "If my assumptions of your intent are invalid, you have the obligation to arrest me...if you can." A faint smile crosses his lips. Quickly, he tugs out an arrow, notches it, and awaits your response.


Character Sheet

Bjorn eyes the new recruits critically.

"Well it looks like they can fight at least", the big hairy ulfen says with a nod. "I hope you don't mind gettin' your hands dirty."


Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];

Phana looks down at her hands. "Can I at least wear gloves?" She asks. "Grit really hurts to clean out."


Female Halfling Arcanist 5 l HP 27/27 (0 temp) l Init +6 l AC 19/15/16 (w/Mage Armor) l Fort +5 Ref +7 Will +8 l Perc +4

"How about some nice long black gloves that way if some of your skin shows, it won't be noticed. I can magically clean them for free too."


Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];

"That would work just fine for me!" She says with a smile.


"We have a lot of skilled new members coming in. Now that we've gathered allies and supplies and our strength high we should take this chance to strike a hard blow against Thrune. I think It's time we move on the opera house."


Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];

Phana stretches her legs and adjusts her breastplate. "I'm ready." she says. She holds up a wand. "Brought some fresh healing, just in case we get tapped out kicking Thrune's ass."


Character Sheet

"What did you have in mind? I didn't realize the opera house was an important target."


Male CG Elf 5 | HP: 44/44 | AC: 19 (14 Tch, 15 Fl) | CMB: +7, CMD: 21 | F: +5, R: +8, W: +4; +2 vs Enchant, Immune Sleep | Init: +4 (+6 in Kintargo) | Perc: +12 (+14 in Kintargo), SM: +1 | Speed 30ft | Trapfinding, Favored Town (Kintargo), Favored Enemy (Evil Outsider/Undead) | Spells: 1st 1/2 | Active conditions: Gravity Bow.

Satisfied no one is planning to arrest him, the elf stoys his arrow and stands.

"I have also acquired a healing stick if needed. What is our plan for the Opera House?"


"It's being used as a staging area for a lot of the operations by the soldiers the new Baron brought with him. His most loyal troops are there along with the summoner that summons and controls the hellhounds. It's going to be very dangerous I will understand if you want to hit a different target instead. If you want I do have a few other sugestions." explains Rexus


Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];

"If we hit the opera house, will we find Thrune there?" Phana asks.


"He has been there a few times but he spends most of his time in the castle."

That would be extra dangerous he the high inquisitor of Cheliax for a reason lol


Female Half-Orc hp: 39/39 | AC 19|Fort+6| Ref +6| Will +7| Speed ft| Perception +| Init +| 0 lvl 4/day| 1 lvl 5/day| 2 lvl 2/day Warpriest 5

I do not vote for the Opera house yet. Mouse says, her mind focused on her goal.

I recommend a more varied approach. harass the slave markets, free slaves. Milani would approve of that. Plus, wouldn't it divert attention?


There isn't much of a slave market in Kintargo but the prison has been getting rather full. Perhaps a prison break?" says Rexus


Female Halfling Arcanist 5 l HP 27/27 (0 temp) l Init +6 l AC 19/15/16 (w/Mage Armor) l Fort +5 Ref +7 Will +8 l Perc +4

"Carte blanche freedom for all prisoners is risky. There are murderers and rapists in Kintargo and even Thrunies might have caught some of them."


current effects:
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Male Human Mobile Fighter 5| Hp: 24/45 | AC:20 T:17 FF:13 | CMD:22 | Fort:+6 Ref:+5 Will:+4(+1vs paralysis, entangle and slow)| Init:+2 | Perc:+5

knowledge(local): 1d20 + 5 ⇒ (18) + 5 = 23 ... This check is to see if Mordecai knows anything about the prison systems in Kintargo and if there would be different types of criminals collected in different locations.

I agree with Freya! Simply allowing all the captives in the jails of Kintargo to go free would have certain consequences we may later regret. But if we could release a targeted group of prisoners... say those who were collected for being at a riot, or a group of political prisoners, that might be better.

Mordecai walks in with his armor freshly lacquered in the Red, White, and Gold that mark his family colors. The Eye of Aroden is prominently displayed on his new tabard.

The young noble looks at the three new fighters in their midst.

New recruits eh? Welcome... we can always use more help protecting the masses of Kintargo from the Brutal Yoke of Barzillai.


Mordecai:
The more violent and dangerous prisoners are kept in the castle dungeons or the jail but those that are less dangerous would be likely sent to do hard labour in the salt mine.


Male CG Elf 5 | HP: 44/44 | AC: 19 (14 Tch, 15 Fl) | CMB: +7, CMD: 21 | F: +5, R: +8, W: +4; +2 vs Enchant, Immune Sleep | Init: +4 (+6 in Kintargo) | Perc: +12 (+14 in Kintargo), SM: +1 | Speed 30ft | Trapfinding, Favored Town (Kintargo), Favored Enemy (Evil Outsider/Undead) | Spells: 1st 1/2 | Active conditions: Gravity Bow.

"A prison break wouldn't be a terrible idea. Give you lot a chance to see us 'new recruits' in action before we go for a priority target." advises Landel.

Looking to the halfling, he adds with a sneer, "The murderers, thieves...hardened criminals are under Thrune's employ or intentionally ignored. It's far more likely the proper hellknight order and those less fortunate opposing Thrune are jailed."

Stepping back, he lets his statement sink in.

These rebels have surely seen by now the methods of the Lord Mayor. They must realize the validity of my statement. I must give them the benefit of doubt. Their actions thus far award them that much...


Female Halfling Arcanist 5 l HP 27/27 (0 temp) l Init +6 l AC 19/15/16 (w/Mage Armor) l Fort +5 Ref +7 Will +8 l Perc +4

"Still not letting any rapists on our team, Landel. But Mordecai is right, if we can have a targeted prison break and free all political dissenters, it would give us a huge boon...and make the Hellknights look like the buffoons they are."


current effects:
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Male Human Mobile Fighter 5| Hp: 24/45 | AC:20 T:17 FF:13 | CMD:22 | Fort:+6 Ref:+5 Will:+4(+1vs paralysis, entangle and slow)| Init:+2 | Perc:+5

Mordecai shakes his head at Landels... comments.

I agree that almost all of Barzillai's hand picked troops that he brought with him from the capital are sadistic murderers with no real ties with the city. But you need to remember, Landel, that many of his local recruits are men who are trying to do what's best for their families. Often times they are pressured into service by those that would threaten those they love. Much of the structure that Barzillai is forced to use here is made up of sons of Kintargo.

Mordecai turns to Freya...

If we were to hit the salt-mines the majority of the prisoners there are of a less violent variety. The real trouble makers... are more likely to be kept locked up in the castle dungeons.


Female Half-Orc hp: 39/39 | AC 19|Fort+6| Ref +6| Will +7| Speed ft| Perception +| Init +| 0 lvl 4/day| 1 lvl 5/day| 2 lvl 2/day Warpriest 5

The salt mines sound good, Mouse agree's paying lose attention to what everyone is saying. What is a r... hmm question for later it seems.

I wouldn't bet on them being good. They support slavery after all. Besides this is a rebellion is it not. They are the bad men. We are the good ones. If they want to be good they should join us.


Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];

"Definitely going to want to wear gloves at the salt mine!" Phana declares. "Let's go."


Go during the day or night?


Character Sheet

We should probably go when the opera isn't open. I assume it runs shows at night?


Male CG Elf 5 | HP: 44/44 | AC: 19 (14 Tch, 15 Fl) | CMB: +7, CMD: 21 | F: +5, R: +8, W: +4; +2 vs Enchant, Immune Sleep | Init: +4 (+6 in Kintargo) | Perc: +12 (+14 in Kintargo), SM: +1 | Speed 30ft | Trapfinding, Favored Town (Kintargo), Favored Enemy (Evil Outsider/Undead) | Spells: 1st 1/2 | Active conditions: Gravity Bow.

K (Local): 1d20 + 11 ⇒ (18) + 11 = 29
Attempting to determine schedule of opera house if there is any as Thrune has taken it over

"Madam, I'm not suggesting we let villains join our cause. I'm just pointing out what we deem villainous isn't necessarily the same as the current regime."

K (Local): 1d20 + 11 ⇒ (18) + 11 = 29
Trying to glean any tactical/valuable information regarding the salt mines.

Any information Landel recalls, he shares willingly


The opera house was mostly abandoned in the last few years it's only real use was that the mayor would use it's upper balcony that overlooks the central plaza when making speeches to the whole town much like Thrune did when he took over (see beginning of adventure)

Since then labourers have been working around the clock renovating the inside. The layout now probably looks nothing like it did a few weeks ago.

As for the mines during the day all the workers are out in the mine working and the guards are spread out in the area. At night all the workers are kept in locked rooms in the Saltworks (a large building that has quarters for workers, miners and guards, storage for salt and shipping and processing areas) and all the guards are sleeping or watching that building.


Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];

"Night raid, of course." Phana replies. "The miners would all be in the same place, and easier to spring. Of course the guards are also all there, and if we take out or disable them, that deals a blow to thrune's reputation as well."

I take it this rebellion is not a 'by the law' kind of revolt? :)


Male CG Elf 5 | HP: 44/44 | AC: 19 (14 Tch, 15 Fl) | CMB: +7, CMD: 21 | F: +5, R: +8, W: +4; +2 vs Enchant, Immune Sleep | Init: +4 (+6 in Kintargo) | Perc: +12 (+14 in Kintargo), SM: +1 | Speed 30ft | Trapfinding, Favored Town (Kintargo), Favored Enemy (Evil Outsider/Undead) | Spells: 1st 1/2 | Active conditions: Gravity Bow.

After sharing, the elf adds "If I may, I suggest going in the evening hours. If we could catch the watch off guard, perhaps we could end this with a minimal body count. As the human...Mordecai?...pointed out these could be the sons of Kintargo."

Phana, you beat me to the post. lol. Was still typing when yours popped up. And there's probably a reason the guide recommends Chaotic instead of Lawful. :-P

"I don't suppose there's a way we could see the layout prior to the raid as the aasimar eloquently put it."


Female Halfling Arcanist 5 l HP 27/27 (0 temp) l Init +6 l AC 19/15/16 (w/Mage Armor) l Fort +5 Ref +7 Will +8 l Perc +4

"I do have one trick up my sleeve for that. We pick our sneakiest member and I can make them invisibility for a short while. Should keep them invisible enough to sneak past the guards. If they get cornered, we can cause a big enough ruckus that they can sneak back out."


current effects:
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Male Human Mobile Fighter 5| Hp: 24/45 | AC:20 T:17 FF:13 | CMD:22 | Fort:+6 Ref:+5 Will:+4(+1vs paralysis, entangle and slow)| Init:+2 | Perc:+5

I like the idea of cathing them unaware right before they're ready to eat dinner. One second a guard is impatiently thinking about dinner... the next he's having to fight us and a growling stomach off at the same time. If we really wanted to add insult to injury we could make a point of stealing there dinner on the way out.

I also like the idea of a scouting mission. Landel and Dono are most likely the best suited for that. Freya, do you want to prepare to invisibilities for them?

Dono said he would be back Monday...


So sunset is the time you want?


Character Sheet

Sure. Let's do it.


Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];

Indeed. Sunset Raid!


Male CG Elf 5 | HP: 44/44 | AC: 19 (14 Tch, 15 Fl) | CMB: +7, CMD: 21 | F: +5, R: +8, W: +4; +2 vs Enchant, Immune Sleep | Init: +4 (+6 in Kintargo) | Perc: +12 (+14 in Kintargo), SM: +1 | Speed 30ft | Trapfinding, Favored Town (Kintargo), Favored Enemy (Evil Outsider/Undead) | Spells: 1st 1/2 | Active conditions: Gravity Bow.

Sunset works for me. Just remember to be sneaky after curfew. :-P


Female Halfling Arcanist 5 l HP 27/27 (0 temp) l Init +6 l AC 19/15/16 (w/Mage Armor) l Fort +5 Ref +7 Will +8 l Perc +4

"Don't you worry, my invisbilities are raring to go. Don't get cocky though. They can't make you silent."


current effects:
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Male Human Mobile Fighter 5| Hp: 24/45 | AC:20 T:17 FF:13 | CMD:22 | Fort:+6 Ref:+5 Will:+4(+1vs paralysis, entangle and slow)| Init:+2 | Perc:+5

I think the plan is too do a scouting mission... and then like a day later do the actual raid.

Liberty's Edge

Male Halfling Bard 1l HP: 10/10 l Init: +3 l AC: 19[T: 14; FF: 16; CMD: 12 l Fort: +2, Ref: +5, W: +1 , +2 Vs fear and Adaptable Luckl Per: +5 Halfling Bard (Thundercaller) 1

A stealthy halfling steps out of the shadows. You are not sure how long he has been in the room with you. He is dressed in street clothing that would not stand out among the halfling slave population of this town. You catch a glimpse of armor under that clothing though, and there is a small blue flower in his lapel. He leans on a halfling sized staff and it takes a moment for you to notice that it is also some kind of sling. His eyes are bright blue and seem to twinkle as he speaks. I give my welcome as well to our new recruits. I am Dono Songswapper, formerly with the Bellflower Network and now with the Silver Ravens. I agree that we must free those jailed unjustly in the salt mines. It is an excellent first mission for our new team. I would note though that we should consider the timing of the current curfew in planning our raid. Maybe we stage at dusk but wait for the curfew to fall before we attack. That would at least limit traffic on the streets.


Male CG Elf 5 | HP: 44/44 | AC: 19 (14 Tch, 15 Fl) | CMB: +7, CMD: 21 | F: +5, R: +8, W: +4; +2 vs Enchant, Immune Sleep | Init: +4 (+6 in Kintargo) | Perc: +12 (+14 in Kintargo), SM: +1 | Speed 30ft | Trapfinding, Favored Town (Kintargo), Favored Enemy (Evil Outsider/Undead) | Spells: 1st 1/2 | Active conditions: Gravity Bow.

"I see wisdom in your words Halfling. Having never met a Bellflower before, allow me to extend my gratitude for your efforts."

The elf takes a moment to size up the small creature. An impressive talent for stealth. Perhaps surpassing my own? It's not everyday I overlook something.

Looking back to Freya "That's a handy trick ma'am. Do we have a reliable method for the scout to advise the group if they encounter problems?"


Female Halfling Arcanist 5 l HP 27/27 (0 temp) l Init +6 l AC 19/15/16 (w/Mage Armor) l Fort +5 Ref +7 Will +8 l Perc +4

"Hmmm...I have heard of something that might help in a nighttime raid. But it has two problems: one, I would need someone with less-than-legal contacts to acquire it and two, it would be for emergency extraction warnings only."


Female Half-Orc hp: 39/39 | AC 19|Fort+6| Ref +6| Will +7| Speed ft| Perception +| Init +| 0 lvl 4/day| 1 lvl 5/day| 2 lvl 2/day Warpriest 5

I know some other followers of Milani. Aren't we 'less than legal'? Mouse brings up. The Rose is hiding, but I'm sure I can find some others.


Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];

"True. I haven't been here long enough to garner any other roses, other than you, of course." Phana adds. "I'm capable of providing a decent distraction since my pattern spells are second to none, but I can't really wield weapons."


Male CG Elf 5 | HP: 44/44 | AC: 19 (14 Tch, 15 Fl) | CMB: +7, CMD: 21 | F: +5, R: +8, W: +4; +2 vs Enchant, Immune Sleep | Init: +4 (+6 in Kintargo) | Perc: +12 (+14 in Kintargo), SM: +1 | Speed 30ft | Trapfinding, Favored Town (Kintargo), Favored Enemy (Evil Outsider/Undead) | Spells: 1st 1/2 | Active conditions: Gravity Bow.

"Likewise, my contacts are few. I've been away for a time. However, I'm well versed in the region and willing to provide any aid I can."

With a sly grin, he adds "For example, I can change my appearance. I've never really mastered the talent of talking with people though."

The elf proceeds to mumble something unintelligible under his breath. Immediately he's bathed in a puff of smoke. As it dissipates, his features have changed. Before you appears a human Cheliax guard, clad in plate armor.

disguise: 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12

"The degree of believability does vary some."

Hat of Disguise +10, Changed Race -2


Female Halfling Arcanist 5 l HP 27/27 (0 temp) l Init +6 l AC 19/15/16 (w/Mage Armor) l Fort +5 Ref +7 Will +8 l Perc +4

"Hmmm, should pass visual inspection as long as you don't talk or walk anywhere. Anyway, I'm talking about flashpowder. A sudden bright light in the middle of the night would make an excellent signal that the scout needs to get the Hells out of there."


You gather what information you can about the state of the mines and scout things out a little bit.

Sallix Salt Works is located just outside Salt Gate in Old Kintargo.

Thrune agents appropriated the Salt Works the day after the Night of Ashes, arresting its previous owner under (rightful) charges of unpaid taxes—the man resisted arrest and was killed in the resulting fight. Eager to use the Salt Works as an additional source of government income, Barzillai Thrune placed a mercenary group in charge of the building until an official new manager could be appointed and further increase profits by replacing the labourers with prisoners for free labour.

The entire compound is surrounded with a 10 foot tall wooden palisade with two 15 foot high watch towers near the only gate.

Inside there are two buildings, a large two story building were the salt is stored and processed and another smaller structure that acts as housing for the labourers which has been converted into a prison.

You manage to get vantage point of the area and you witness the guards bringing the prisoners into the housing structure.

You count at least nine dwarven guards and spot another complication. One of the guards can fly. A woman with birdlike features (knowledge nature dc 15) and crimson wings occasionally flies around the compound looking around before landing on the taller structure.

if you make the knowledge nature check:

She is a Strix

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