Hell's Rebels Adventure Path (Inactive)

Game Master TreasureFox

Wealday, the 27th of Sarenith, 4715AR
Day 5 of the week
Cloudy with no chance of meatballs


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M Human Ranger 1

Phillip has no idea what Tarn is doing and just tries not to cough.


M Human Ranger 1

So there a plan here?


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules sighed. "Allow me a moment."

I am normally no assassin Tarnagius but I believe in this case it would be the most expedient route. give me some time and I will see if I can pull this off.

Jules attempted to climb the tower towards the lookout.

Climb: 1d20 + 2 ⇒ (3) + 2 = 5

But barely makes it off the ground before slipping on the stone. With a look of annoyance, he removed a spool of rope and a grappling hook from his bag.

@GM: Can we make an attempt to hook the rope without the guard noticing?


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Yes and no. You can use the grappling hook, but I think the stealth aspect comes more from the guard's obliviousness than any special throwing technique. If you choose to use the hook, I'll secretly roll his perception check.

It would seem that this wall does not have handholds of suitable heights for halflings to climb up.

Jules feels a bit uneasy speaking this close to potential threats. It is unlikely that the group is out of earshot.

Liberty's Edge

Male Human Swashbuckler(Mysterious Avenger) 3 | HP [30/30] | AC 15, FF 12, T 13 | Fort +1, Ref +6, Will +1 | Init +5 | Perception +5 | Panache [3/3] | Charmed Life [3/3]

'I take it that splitting up isn't a good option? Was thinking the stealthier ones would sneak past while the rest climb around the tower.'


M Human Ranger 1

Phillip whispers.I can try climbing around
Climb: 1d20 + 6 ⇒ (14) + 6 = 20


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

"There is also the option of distraction. Since Pylos is a Thrune we could make it seem that someone attacked him. Then he can tell the guards that he was attacked and pretend to pass out. The guards including the one in the tower will be busy being distracted that should allow us to pass by unseen as long as no one makes any noise. Besides killing the tower guard will raise an alarm especially if the other guards notice anything odd about their comrade standing watch in the tower. I could use a spell to distract the guards as well if you prefer. For example, I can use my magic to knock other stuff and make a loud racket that will draw their attention."


M Human Ranger 1

Get a move on


Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

Realizing that Phil hasn't quite learned to communicate the way the rest of the group has given his shorter tenure with them Tarnagius starts to whisper too.

We don't have a decent reason for Pylos to be out here and he's already under too much scrutiny, and whoever serves as a distraction will have to separate from the group and we will be one man down. If Jules can't climb I guess the rest of us will have to climb around or slip through on our own.

Note to self: bring chalk.

Unless someone else has something else to say, Tarnagius starts to slip in first after the door is unlocked.

Perception because I am NOT climbing again!: 1d20 + 0 ⇒ (12) + 0 = 12


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

A familiar female voice says "I like to whisper too. Do you think whispering is safe?"

Tarnagius hears faint footsteps from the other side of the door, but he can't make out which direction they come or go.

Phillip, if you want to go around, you can use that climb check you made earlier. You could instead use it to climb up the tower if you prefer.

Nothing to see here:

?: 1d20 + 5 ⇒ (1) + 5 = 6


M Human Ranger 1

Head around


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Phillip barely manages to climb around to the other side of the watch tower. He knows that one little slip would plunge him 30 feet down to the river and give away their position.

The other side of the tower is near identical to his starting point. He is on another boardwalk with a door leading into the watchtower. This time however, the door is open, which Phillip can use to hide behind.


M Human Ranger 1

Phillip cowers like a capybara hiding from a python.


M Human Ranger 1

Suddenly an octopus gobbles Pylos!

Liberty's Edge

Male Human Swashbuckler(Mysterious Avenger) 3 | HP [30/30] | AC 15, FF 12, T 13 | Fort +1, Ref +6, Will +1 | Init +5 | Perception +5 | Panache [3/3] | Charmed Life [3/3]

Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Giving a shrug, Pylos crouched low and stalked towards the door. Keeping his ear open, he waited for the right moment to sneak past the guards.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

After listening for a while, Pylos can get a reasonable guess of how the guard conducts their patrol. Most of the time they are silent, probably standing guard or sitting, then they walk up to the roof of the tower. After a minute or two, they walk back down and go silent.

You have now been standing here for... half an hour?

I'm gonna stir this pot really quick if everyone lingers here much longer.


M Human Ranger 1

Well it isn't like we can't reload from a checkpoint if we mess up. Gotta get those patterns down pat!


Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

I was waiting for Jules to open the door.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules waited a moment looking expectantly at the others to indicate a course of action.

Oh!, You would like me to unlock the door. Just a Moment.

Jules produced a set of lockpicks and set top unlocking the door
Disable Device: 1d20 + 11 ⇒ (13) + 11 = 24

Only to find that the lock would not budge.

Hell's Lemon Scented Nethers... It seems that this lock is refusing my persuasion Mr. Vashnarstill.


M Human Ranger 1

Phillip thinks this would be a perfect time to whack a Thrune loyalist and heads into the open door.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Will update in a couple hours. I just need to power down from a busy two days.

Liberty's Edge

Male Human Swashbuckler(Mysterious Avenger) 3 | HP [30/30] | AC 15, FF 12, T 13 | Fort +1, Ref +6, Will +1 | Init +5 | Perception +5 | Panache [3/3] | Charmed Life [3/3]

Stealth: 1d20 + 5 ⇒ (3) + 5 = 8

And of course my good rolls wouldn't last...

Getting the guard pattern down, Pylos made his attempt to scurry past without notice, hitting every loose stone in his path.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Using a bit of cunning and a lot of rope, the group successfully swim across the river. Taking Kritki's advice, they weave around potential thieves and cutthroats until they final emerge at the remains of the Shattered Star. What was once a great tower of music and art has now become a pile of rubble sunken into the basement. At the moment, there are no guards, but that may change if the group decides to do a little digging.


M Human Ranger 1

I'll keep a look out while others dig if that is fine. Phillip will skulk in the shadows watching for any trouble.

Stealth: 1d20 + 8 ⇒ (1) + 8 = 9

Phillip decides at that exact moment to puke his guts out.


Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

Tarnagius begins looking around.

Well doesn't look like there's much here.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

I called it the Shattered Star, but it's actually the Silver Star. Fitting name though.

Tarnagius sees nothing but the dark streets and a store sign that squeaks as it shifts in the slight wind. Phillip vomits right onto the street.

If you would like to do some digging, you can make a perception check. Digging takes 1 hour per check.

What do you guys want to do for light? It isn't cloudy, so we can call it dim light right now.


M Human Ranger 1

*cough cough* I got a torch for people to use.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

The familiar female voice says "I don't see any bodies. Do you think the priesties escaped?"


M Human Ranger 1

Could be. Phillip hands out torches.

Liberty's Edge

Male Human Swashbuckler(Mysterious Avenger) 3 | HP [30/30] | AC 15, FF 12, T 13 | Fort +1, Ref +6, Will +1 | Init +5 | Perception +5 | Panache [3/3] | Charmed Life [3/3]

Perception: 1d20 + 5 ⇒ (5) + 5 = 10

Rolling up imaginary sleeves and taking a torch from the were-capybara, Pylos started moving some of the rocks away. (Causing a rockslide that destroyed half of Kintargo.)


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules declined the torch and began picking his way through the rubble in the dim light.

perception: 1d20 + 8 ⇒ (10) + 8 = 18


Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

Tarnagius grabs one and begins digging as well.

Perception: 1d20 ⇒ 17


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

As the group set about digging in the ruins, Phillip keeps watch along the streets. Nearly an hour passes by uneventfully before the ruins shift due to the digging, and the rubble under Tarnagius collapse, casing him to fall a few feet and get covered in rubble! Tarnagius takes 9 damage

Shortly thereafter, Phillip spots a set of fiery eyes approaching them. The creatue resembles a thin, lanky wolf with reddish-brown fur, and pearly-white claws. It snarls and growls at Phillip, looking ready to charge.

Phillip, Tarnagius, and Jules (botted) go first. Tarnagius, you've had enough time to dig yourself out and climb back up.

Dice rolls of random stuff:

??: 1d100 ⇒ 49
??: 1d100 ⇒ 88
??: 1d100 + 25 ⇒ (98) + 25 = 123

PC: 1d4 ⇒ 4
Reflex: 1d20 + 5 ⇒ (3) + 5 = 8
Dmg: 3d6 ⇒ (2, 5, 2) = 9

Phillip perception: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16

Initiative:

Pylos: 1d20 + 3 ⇒ (9) + 3 = 12
Jules: 1d20 + 3 ⇒ (19) + 3 = 22
Kethaera: 1d20 + 2 ⇒ (11) + 2 = 13
Tarnagius: 1d20 + 3 ⇒ (16) + 3 = 19
Phillip: 1d20 + 4 ⇒ (16) + 4 = 20
Hellhound: 1d20 + 5 ⇒ (10) + 5 = 15

Sorted Initiative:

1. Phillip, Tarnagius, Jules (botted)
2. Hellhound
3. Everyone else


M Human Ranger 1

SCREEEEEEEEE!

Intimidate: 1d20 + 4 ⇒ (12) + 4 = 16


Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

Hey what's thiaaaaaaahhhhhhhhhhhh

Wha-huh!

Tarnagius clambers his way out of the hole he created on accident, grumbling the whole way.

Oh trust me, little pup, you do not want to test my patience today.

Charge: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Confirm?: 1d20 + 8 ⇒ (2) + 8 = 10


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Perception: 1d20 + 7 ⇒ (9) + 7 = 16

Kethaera shifts through the rumble, just as the hellhound attacks.

Planes: 1d20 + 6 ⇒ (10) + 6 = 16 Hopefully, this'll help us fight it off, I think.

Shifting into gear, she tries to bolster her companions. Inspire courage for everyone! AND PLEASE DO NOT FORGET TO INCLUDE THAT IN YOUR ATTACK ROLLS!


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Phillip screeches like a rabid capybara and it seems to get the hellhound to think twice about attacking. Jules gets out his hand crossbow and fires at the hesitant hellhound, getting a nice wound in its shoulder. Tarnagius then charges forth and chops into it. It has taken 15 damage, and is shaken.

The hound hunkers down and tries to bite at Tarnagius, who easily sidesteps it.

Kethaera identifies the creature as a hellhound and knows that it is completely immune to fire damage, though it is weak against cold damage. It can also breathe fire, but not constantly.

Everyone's turn except Kethaera. Pylos will be treated as first.

Dice Rolls:

Bite: 1d20 + 3 ⇒ (4) + 3 = 7
Dmg: 1d8 + 1d6 + 1 ⇒ (6) + (4) + 1 = 11

Liberty's Edge

Male Human Swashbuckler(Mysterious Avenger) 3 | HP [30/30] | AC 15, FF 12, T 13 | Fort +1, Ref +6, Will +1 | Init +5 | Perception +5 | Panache [3/3] | Charmed Life [3/3]

Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d3 + 1 ⇒ (3) + 1 = 4

Taking a break from digging, Pylos took a swig from his waterskin. Mid drink, a low growl crossed the are and grabbed his attention. Looking up and giving a swallow, his eyes met glowing red. Giving another gulp, this time dry, his hand gripped Kyda tightly. As others snapped into action, he could do no less. Giving an inarticulate cry, he rushed forward and lashed out, scoring a hard strike against the creature's flank.

I hit something! I hit something! And for max damage! Maybe my luck is final- *gets eaten by a rabid were-capybara*


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Still waiting on Tarn and Jules. Will bot by tomorrow.


Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

Tarnagius swings at it again.

Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d8 + 3 ⇒ (8) + 3 = 11


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Tarnagius puts all his strength into it, but fails to compensate for the increased power. The hell hound easily ducks under the terrifying strike. Pylos draws his trusty whip and smacks the hell hound for some minor head trauma. Jules fires his crossbow again, but played it safe in order to avoid possibly hitting Tarnagius. As such, he misses. Phillip screeches, then races towards the river on all fours.

The hell hound steps back and breathes out a cone of flame that fortunately only clips the back of Tarnagius' boot as he dodges. Tarnagius takes 1 fire damage

Everyone's turn. The hound has taken 19 damage.

Dice Rolls:

Jules Cross: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13
Dmg: 1d4 ⇒ 3

Tarnagius Reflex: 1d20 + 5 ⇒ (10) + 5 = 15
Dmg: 2d6 ⇒ (1, 2) = 3


Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

Tarnagius draws back and slashes downward again.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Liberty's Edge

Male Human Swashbuckler(Mysterious Avenger) 3 | HP [30/30] | AC 15, FF 12, T 13 | Fort +1, Ref +6, Will +1 | Init +5 | Perception +5 | Panache [3/3] | Charmed Life [3/3]

Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d3 + 1 ⇒ (2) + 1 = 3

Pylos was momentarily shocked seeing the ever gruff Phillip running away screaming, but quickly got ahold of himself and lashed out once more, scoring another minor hit.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Between Tarnagius and Pylos, the hell hound yelps once more before collapsing on the ground dead.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Do you wish to continue sifting through the rubble? Leave? Something else?

Liberty's Edge

Male Human Swashbuckler(Mysterious Avenger) 3 | HP [30/30] | AC 15, FF 12, T 13 | Fort +1, Ref +6, Will +1 | Init +5 | Perception +5 | Panache [3/3] | Charmed Life [3/3]

Giving a sigh of relief that the hellhound finally collapsed, Pylos rubbed his eyes before turning to the others. "Well, that was different," he said, turning in the direction Phillip disappeared. "What do you think happened to Phil to make him run like that? Anyway, we should probably finish what we came here for before the noise attracts unwanted attention."


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Perception: 1d20 + 7 ⇒ (10) + 7 = 17

Kethaera quickly looks through the rumble.


Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

Ugh. I hope there are no more surprise drops.

Perception: 1d20 ⇒ 1 Tarnagius is much too lost in thought to know what he's doing.

Fantastic. The halfling's run off, Phil has become a capybara, and now it's me the Diva and the Dilettante.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

After sifting through a bit more rubble, Blosodriette mentions to Kethaera that something is glittering under the torchlight. After digging it out, Kethaera uncovers a box containing four scrolls, seven potions, and a golden holy symbol of Sarenrae.

Tarnagius stops digging as he hears the familiar sound of mail on steel, and the banging of a shield upon solid armor.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Tarnagius and Pylos! Do your thing! You're big name nobles, so hopefully, this works out.

Kethaera takes the box and smiles knowing that it will be useful to the Silver Ravens.

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