Hell's Rebels (Inactive)

Game Master DireMerc


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Plans usually only last until the end of the surprise round anyway lol


Mordecai the trow is accurate but the Javelin is harmlessly deflected away as it's about to strike her.

spellcraft dc 15 to identify the spell she cast:

She cast protection from arrows


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

Spellcraft: 1d20 + 12 ⇒ (12) + 12 = 24


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" launches her self at the nearest grounded foe. Before she begins to battle however, she casts Sun Metal on her Kukri. Casting Sun Metal then taking a 30 ft move.


Did everyone go?


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 presume my running to the door was my action. So, assuming Phana's spell counts for this round, I believe so.


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's what I thought too. So yes? If not, I'll gladly take another action.


Hmm I have been wasting time because I have been thinking about what my next move should be cause I want to make their actions make sense and not take it easy on you but at the same time I don't want to make your task impossible

Spotting the intruders the Strix flies over the gate and cast a spell sending a scorching ray at Mordecai range touch/damage: 1d20 + 5 ⇒ (10) + 5 = 154d6 ⇒ (5, 1, 3, 5) = 14

The guard atop the tower who wasn't entranced fire his crossbow at Phana. attack: 1d20 + 4 ⇒ (10) + 4 = 141d8 ⇒ 2 Is Phana whitin 30 feet? If so +1 atk and dam.

The rest of the guards take up defensive positions in the courtyard and wait. Will update map a little later.

Your go.


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.

As the battle starts around him, the disguised elf pulls out his tools and gets to work on the front door.

The must not see me as a threat yet. I'll have to change that in a moment.

Disable Device w/MWK Tools: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26

Move action to draw tools out of backpack. Standard to attempt disable device check.

If disable device check succeeds:
"The door is open!" hollers Landel to his companions.

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

Dono fires again at the flying threat.

Sling: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 261d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9

What is the range from Dono to the Strix?


The gate is unlocked but still closed (move action to open)

hmm 30 feet from you Dono.

The sling stone is deflected away without harming her.

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

His sling is enchanted so I think it bypasses the spell's DR.


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

did it deflect my ice missile?


@Freya no I just forgot about it.

fort vs stagger: 1d20 + 5 ⇒ (18) + 5 = 23

@Dono deals full damage correct.

It's helpful to me if you can indicate after you attack if your attack is magical, slashing piercing silver ect..For example:

Bardiche attack : 1d20 + 14 ⇒ (15) + 14 = 29 for a possible 1d10 + 6 ⇒ (5) + 6 = 11 slashing, magic and silver damage.


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

She passes :(

"If you surrender, we'll let you live. We're the good guys so we'll actually keep that promise!"

Another Ice Missile Ranged Touch Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage if it hits: 3d6 + 3 ⇒ (2, 4, 1) + 3 = 10 Is magic and cold obviously

Fort again and don't you don't you forget about me.


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

Mordecai moves forward and opens the door.


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 decides to let her hypnotic pattern run its course, and instead moves close enough that she can take care of the guard that shot at her.

Hypnotic pattern should remain for 2 more rounds, while I move closer to the gate as my move action and Cast Burning Disarm on the enemy.

Burning Disarm:

This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.

5d4 ⇒ (2, 2, 1, 1, 1) = 7 fire damage

TL:DR=They take damage unless they make a DC 17 reflex save to Drop Their Weapon


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

Still here


He has a crossbow Phana burning disarm wont work on that (not a metal weapon)

When you open the gates the guards launch a volley of crossbow bolts at the gate. Targeting Mordecai and Landel.

attack Mord: 1d20 + 5 ⇒ (10) + 5 = 151d8 ⇒ 2
attack Mord: 1d20 + 5 ⇒ (19) + 5 = 241d8 ⇒ 5
attack Mord: 1d20 + 5 ⇒ (17) + 5 = 221d8 ⇒ 6

attack Lan: 1d20 + 5 ⇒ (17) + 5 = 221d8 ⇒ 4
attack Lan: 1d20 + 5 ⇒ (14) + 5 = 191d8 ⇒ 1
attack Lan: 1d20 + 5 ⇒ (20) + 5 = 251d8 ⇒ 4

One is still entranced and the other shoots at Phana again.
attack Phana: 1d20 + 5 ⇒ (3) + 5 = 81d8 ⇒ 7

As for the strix.
fort save for ice missile: 1d20 + 5 ⇒ (15) + 5 = 20
If it passes she does she scorching rays Freya and moves back 30 feet towards the centre of the courtyard. If it doesn't pass she just moves back.
scorching ray touch attack and damage: 1d20 + 5 ⇒ (13) + 5 = 184d6 ⇒ (6, 4, 2, 1) = 13

Your go again.

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

This time Dono targets the strix with a sound strike.

thunder call: 1d8 + 2 ⇒ (1) + 2 = 3 Only 3 points of damage but DC 17 fort or be stunned. If stunned I am unsure if you can keep flying...


A stunned creature in flight doesn't fall but a paralysed one does.

fort: 1d20 + 4 ⇒ (13) + 4 = 17


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.

The elven man steps out of the doorway, taking cover from the wall. Draws an intricate pattern in the air around his bow, muttering to himself.

Need a little more firepower for this job it seems

Move around the corner and out of the line of fire of the guards. Standard to cast gravity bow


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

Javelin: 1d20 + 4 ⇒ (15) + 4 = 19... Attacks defensively...Until next turn... Ac:22 T:19
damage: 1d5 + 7 ⇒ (2) + 7 = 9

Mordecai quickly throws a Javelin at the Closest Dwarf. After this he advances forward shield held high as he draws his short-sword.

Not really sure on any of the distances... Just assumed the Dwarves were 50 some odd feet away... prolly spread around in a semi circle or in a firing line?. Would like to move forward so that Mordecai is about 40 ft. from some Dwarves, but not all of them if possible.


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

"Ow, you b#@%~!" Freya shouts as the scorching ray singes her robes.

Another Ice Missile: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 3d6 + 3 ⇒ (6, 1, 4) + 3 = 14

dc 15 fort. This b#$%# has some good save rolls.


Still in range? ice missile only reaches 30 feet and she moved 30 feet back. Will update map soon as I can.


Character Sheet

Bjorn continues his inspiring pose and shifts his stance to intercept any bolts that might come his way.

Using martial flexibility to get deflect arrows.


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

Is there a map?


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

If moving thirty feet won't expose her too much then yes. If it would leave her high and dry then she'll aim at one of the guards.


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];

I can't find the link to the map.

Phana will move to be able to see the bulk of the guards inside and throw another Hypnotic pattern where she can hit all of them in its radius.

2d4 + 5 ⇒ (2, 2) + 5 = 9
Save DC 21 or be fascinated. Again, their hit dice each count as 6 lower than normal.


Here is your updated map


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];

Okay, I'd move 10 feet south to B7, and my spell targets the corner between L5 and M6


Gender, Race Class, Lvl | Hp: / | AC: T: FF: | CMD: | Fort:+ ,Ref:+ ,Will:+ ,(conditional bonuses) | Init:+ | Perc:+

cool, please have Mordecai in g7 at the end of his last action


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.

Landel would have moved to C8 prior to casting gravity bow so he was out of line of sight for the guards inside.

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

Who is up?


Make sure you update your hitpoints in your name

Ok everyone acted so enemy is up.

What did freya do?

re-roll for fascinated guy on tower. (plenty of potential treats down there)
will save: 1d20 + 2 ⇒ (19) + 2 = 21

will save: 1d20 + 2 ⇒ (13) + 2 = 15
will save: 1d20 + 2 ⇒ (14) + 2 = 16
will save: 1d20 + 2 ⇒ (2) + 2 = 4

All three targeted are fascinated.

The dwarven guards that are unaffected spend their turn shaking their buddies free of the effect. I did some searching and I think those fascinate can then act normally. so they fire at Mord.
attack Mord: 1d20 + 6 ⇒ (3) + 6 = 91d8 + 1 ⇒ (4) + 1 = 5
attack Mord: 1d20 + 6 ⇒ (10) + 6 = 161d8 + 1 ⇒ (5) + 1 = 6
attack Mord: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 1 ⇒ (2) + 1 = 3

The two on the tower shoot down at Phara.
attack phara: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 1 ⇒ (8) + 1 = 9
attack phara: 1d20 + 6 ⇒ (12) + 6 = 181d8 + 1 ⇒ (7) + 1 = 8

The strix downs a healing potion retreating back a little further.

Updated map

Your go

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

Dona, liking the grouping he sees advances to F6 and calls out to bring a thundering strike of sound that hits all 6 of the dwarves.

thunder call: 1d8 + 2 ⇒ (3) + 2 = 5 Each must make a DC 17 fort or be stunned.


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

Mordecai seeing the halfling behind gives him a nod. He then sets his feet and prepares for an assault from the dwarves.

Was starting to worry that I was a one man assault squad here...

If an enemy comes within reach:

+1 silver-sheen shield spikes: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 1d6 + 9 ⇒ (2) + 9 = 11


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.

Landel steps around the corner, moving into the building to get a better look at their enemies. Taking a deep breath to steady himself, he aims for one of the dwarves neck.

IC PBS Composite Bow Attack: 1d20 + 10 + 1 + 1 ⇒ (10) + 10 + 1 + 1 = 22
IC Focused Shot Damage: 2d6 + 3 + 1 + 3 + 1 ⇒ (1, 5) + 3 + 1 + 3 + 1 = 14

Move to F7, Focused Shot @ enemy in L7


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

Freya decided not to go in as that would leave her wide open. I'll post who she does this turn later.


Aight holidays are winding down lets get the ball rolling again.

What was Freya's action?

Landel takes a guard down.

For thundercall
fort save: 1d20 + 4 ⇒ (17) + 4 = 21
fort save: 1d20 + 4 ⇒ (12) + 4 = 16
fort save: 1d20 + 4 ⇒ (2) + 4 = 6
fort save: 1d20 + 4 ⇒ (14) + 4 = 18
fort save: 1d20 + 4 ⇒ (1) + 4 = 5

Three dwarves shoot at Dono and a new dwarf comes out of one of the buildings. Seemingly a captain.

The strix moves upwards 30 and magic missiles Freya.
magic missiles: 2d4 + 2 ⇒ (3, 1) + 2 = 6


Forgot to roll some attacks.

Crossbow attacks on dono
attack: 1d20 + 6 ⇒ (4) + 6 = 101d8 + 1 ⇒ (1) + 1 = 2
attack: 1d20 + 6 ⇒ (3) + 6 = 91d8 + 1 ⇒ (1) + 1 = 2
attack: 1d20 + 6 ⇒ (15) + 6 = 211d8 + 1 ⇒ (7) + 1 = 8

and forgot two archer in tower who will fire at phana
attack: 1d20 + 6 ⇒ (10) + 6 = 161d8 + 1 ⇒ (7) + 1 = 8
attack: 1d20 + 6 ⇒ (17) + 6 = 231d8 + 1 ⇒ (5) + 1 = 6

You can all go. I will try to post updated map soon.


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

"Damn it to the nineth!" Freya shouts as she turns invisible.

Freya is badly hurt at this point. She moves back 20 ft after casting and ends her turn.


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];

Getting frustrated that her abilities aren't effective, Phana resorts to a more direct means of ending the conflict. She casts Flaming Sphere, targeting the closest tower archer that shot at her.

DC 18 reflex save for no damage.
Fire damage: 3d6 ⇒ (6, 1, 4) = 11


Character Sheet

Mord do you mind moving so I can get a charge lane? It looks like they're not moving.


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];

me? Sure ill do it when im at my pc.

-Posted with Wayfinder


Sorry I keep looking to this tread wanting to post but keep getting sidetracked since I'm not sure what to post. Were still missing a few actions. I can roll the reflex save for now.

reflex: 1d20 + 2 ⇒ (19) + 2 = 21

The archer avoids the ball of fire almost falling off the tower.


map

Your in area A3 and Mercer is at A5 (doors are open) a few horses are stabled in A5

The elves are on the wall near A3


ok the remaining three guards on the ground will draw maces and attack Mord.

attack: 1d20 + 5 ⇒ (17) + 5 = 221d8 + 1 ⇒ (1) + 1 = 2
attack: 1d20 + 5 ⇒ (8) + 5 = 131d8 + 1 ⇒ (4) + 1 = 5
attack: 1d20 + 5 ⇒ (7) + 5 = 121d8 + 1 ⇒ (7) + 1 = 8

The captain also goes for Mord
attack: 1d20 + 9 ⇒ (13) + 9 = 221d8 + 3 ⇒ (5) + 3 = 8

The sorceress in the air launches a magic missile at Dono
magic missiles: 2d4 + 2 ⇒ (1, 2) + 2 = 5

The guard up above shoot at Phana (will npc her for now)
attack: 1d20 + 5 ⇒ (4) + 5 = 91d8 ⇒ 1

The other will try to climb down to escape the flaming sphere.

Phana will colour spray a guard on the tower and direct the sphere to folow the guards down.
will save: 1d20 + 2 ⇒ (3) + 2 = 5
he collapses out for a while.

the other must make another save for flaming sphere.
reflex: 1d20 + 2 ⇒ (17) + 2 = 19
and avoids it.

Your go again. You can all post. I will try to keep things moving along whitout more delays.


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

Mordecai steps sideways swinging his shield at the dwarf infront of him.
+1 Silver-sheen Shield Spikes: 1d20 + 7 ⇒ (3) + 7 = 10...Damage: 1d6 + 9 ⇒ (2) + 9 = 11

When the dwarf dodges it he doesn't realize he is stepping right into Mordecai's shortsword.

Silversheen short sword: 1d20 + 7 ⇒ (20) + 7 = 27 damage: 1d6 + 5 ⇒ (5) + 5 = 10
Confirm Crit Shortsword: 1d20 + 7 ⇒ (16) + 7 = 23 damage: 1d6 + 5 ⇒ (3) + 5 = 8

Mordecai five foot steps to G7 and full attacks the dwarf in H7

Map

I assume there's a dwarf in G5, H5, H6, and H7.


Yes that sounds right

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