Hell's Rebels with GM Zek

Game Master Zektolna

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First of all, Didiana, in your theoretical scenario, I would not be stroking a cat. I would be stroking a dog. I hate cats. The fact that I have a leather chair is completely coincidental. Ehem, anyway, back to the matter at hand…

Laria and Rexus listen as you plan your next moves.

At the mention of possibly using the Humbright House as a base, Rexus says, “It’s certainly something to consider. The main hurdle I see to that is its proximity to the Temple of Asmodeus. There will likely be patrols nearby on a more regular basis than there are past Laria’s Coffeehouse. Still, the gang has managed to operate there for some time, so perhaps they’ve escaped the government’s notice.”

Laria nods in agreement with Rexus before asking, “How do you plan to approach the Humbright House? If this gang is worth its weight in silver, it seems doubtful they’ll be in a talkative mood. That’s doubly true if you want to take their base from them. So… what are you planning to do?”


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

"I think, perhaps, we should first see if we can arrange a meeting with either their leadership or a representative on neutral ground in order to get a feel for their intentions, regardless of whether or not they're talkative. If they plan to outright revolt against Boarzilla, then our best course of action may be leaving them be and let them draw attention away from us - so long as they aren't putting other denizens of the city at risk. Otherwise, we should see if we can find a way to defuse whatever plan they have with as little bloodshed as possible. Above all, we need to try and avoid Boarzilla casting any action we take against them as fighting between two gangs. If we are seen as no better than such criminals, we will lose support and our rebellion will be snuffed out without forcing Boarzilla to take a more active hand."

Evander lays out a possible plan, one that would hopefully help them avoid too much bloodshed.


Female Human Sorc 4 | HP 8/29 | AC 14/11/13 | CMB+2 CMD 14 | F+3 R+3 W+5 | Resist fire 6 | Init +1 | Perc +1 |
Spells:
1st (0/7): Charm Person, Magic Missile, Protection from Good, Shield, Shocking Grasp | 2nd (4/day): Telekinetic Volley |

How can you be a mustache-twirling villain whilst stroking a dog!? Dogs are everything good in the world. Cats are furry psycho murderers. These are the lines pissed in the sand by Hollywood! Narrative shorthand, son!

"If it is at all possible to talk them down, then we should do so. But those muggings stop now, one way or another, politics be damned."

How she hated all this pussyfooting around what with public perception and other drivel. How she really hated that she knew it wasn't drivel and in fact vitally important. Public support would make or break this rebellion and she knew Evander was right: gang wars on the streets would not help their cause. Didiana just wished things could be simpler.

That said, a part of her was concerned that the writer was urging caution for entirely different reasons. The Red Jills were a primarily tiefling outfit and he had been awfully chummy with the hornheads back at Devil's Nursery. She worried about him. Tiefling sympathy earned you nothing but a knife in the back from the treacherous bastards, that's what she said.

That will do as a plan for now: see if we can find a Red Jill somewhere near Humbright House and go all "take us to your leader".


Maps | Info | Loot

I’m not happy about it, but you make some good points.

Laria looks a bit concerned as you discuss the possibility of talking to the gang. She says, “I’ve never known the Red Jills to be reasonable, but maybe you’ll be the first to talk some sense into them. All I can say is ‘Good luck.’”

“Don’t take any risks,” Rexus says. “If things go wrong, you can always retreat here. And I’m not normally one to condone bloodshed, but I don’t think many would mourn the gang’s passing if you dispose of them.”

If you plan to try finding a member of the Red Jill to ‘take you to their leader,’ you’ll need to head to the Temple Hill district and make a diplomacy check to gather information.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Diplomacy (Gather Information), Aid Another: 1d20 + 3 ⇒ (7) + 3 = 10

Evander goes to the Temple Hill district and joins the others in casually asking around to try and find a member of the Red Jills so they could try and arrange a meeting on neutral ground.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

"How does one negotiate with a gang tho? Their entire raison d'etre is to make gains through illegal ventures. I mean to say, a gang is a collective that comes together to partake in criminal activities. Are we going to help them find non-criminal jobs to sustain themselves? I'm not trying to be overly negative here, but ... we really should consider the possibility of having to smash apart their leadership - figuratively or literally - to be an absolute necessity to put an end to the Red Jills."

But Evander was a man on a mission. Was it to Matiscio to deny him the option to at least try and find a more peaceful resolution to the situation?

It's probably best to stock up and bring along any and all potions and scrolls that help with fighting against rogue-like foes. Blur, mirror image: anything that grants concealment is fantastic. There's also the danger of running into poison users.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

"My main purpose in trying to negotiate with them is to prevent our actions from being cast as those of a rival gang trying to claim turf. If these prove unfruitful, I have no qualms against decapitating their leadership and breaking the gang. We may get some accolades through doing so, but we must do what we can to keep public opinion in our favor. Also, if we have a reputation for being inclined to negotiate before turning to violence, that may allow us to better negotiate with the central government of Cheliax once we reach our endgame - instead of them feeling so threatened by us that they send an army to crush us."

For Evander, while they would try to keep the Silver Ravens secret, word would eventually get out, and the strength of their reputation was directly tied to the success of their rebellion - a reputation as being no better than the Red Jills would only lose them support.


Female Human Sorc 4 | HP 8/29 | AC 14/11/13 | CMB+2 CMD 14 | F+3 R+3 W+5 | Resist fire 6 | Init +1 | Perc +1 |
Spells:
1st (0/7): Charm Person, Magic Missile, Protection from Good, Shield, Shocking Grasp | 2nd (4/day): Telekinetic Volley |

Diplomacy: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Added Evander's aid check in there.

Didiana looked about Temple Hill for any sign of shady looking tieflings. That is to say any tiefling, in her eyes. When or if found, the idea was to have this lone member introduce them to their strix leader and from there... well, the group would cross that bridge when they got to it. Whether through negotiation or violence, the muggings stopped. Honestly, she was quite enjoying herself. Dissolving a gang was comfortingly familiar territory for her.

Am I right in assuming that we've jumped a day ahead in looking for the Red Jills?


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

"Might be tryin' to talk to the Jills makes us look even more like anotha' gang tryin' to talk 'ems into payin' fealty to us, and that when things turn sour, what happens whenever two gangs meet happens."

Gilda shrugs, having seen all too often in Old Kintargo what happens when two groups meet up to talk, regardless if both are gangs or just one of them is an ill-tempered gang.

Diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14

After a few hours helping the others try to turn over stones, Gilda finally sighs and suggests another approach.

"Hold on, lemme ask Kintargo where ta' find Jill. She always gots all the answers."

Cast ears of the city. Instant gather info!

Perception: 1d20 + 12 ⇒ (10) + 12 = 22


Maps | Info | Loot

Didiana, this is the day after you killed Blosodriette, so you would have all your spells and such. You can skip another day, if you want to, but I’m assuming it’s just the next day.

With Evander and Gilda’s aid, Didiana is able to track down a tiefling in the Temple Hill district that fits the description and modus operandi of a member of the Red Jills. He’s alone when you find him. He accompanies the five of you to a nearby alley to talk.

Gilda is able to corroborate the fact that the tiefling is a Red Jill with her spell.

The tiefling is a male who bears many of the typical signs of being a tiefling. Curved horns, reptilian eyes, and even a tail.

“My name’s Ilio. You interested in talking to us? I might could arrange something. Why are you so interested, though? Don’t think Scarplume’s going to be interested in forming an alliance, if that’s what you’re looking for.”

Ilio looks over at Didiana and says, “Redhead, you a hellknight? One of our new recruits mentioned something about looking out for a girl with red hair. You ain’t going to be trouble, are you? We Red Jills aren’t big fans of the hellknights, if you catch my drift. Them Torrent bastards busted one of our operations not too long ago. You better not be some kind of mole.”

The tiefling turns back to address all of you as a whole, “You want to meet with Scarplume? It’ll have to be on our terms in our base. We only do business there. So what’ll it be?”


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

"The Red Jills have been more aggressive ever since Thrune came to the city. We wanted to know the reason for that. A meeting on neutral ground would be preferable - if Scarplume won't leave your base for it, we're willing to meet with a representative who can speak for her. There must be someone she would trust that much, yes?"

Diplomacy: 1d20 + 1 ⇒ (20) + 1 = 21


Female Human Sorc 4 | HP 8/29 | AC 14/11/13 | CMB+2 CMD 14 | F+3 R+3 W+5 | Resist fire 6 | Init +1 | Perc +1 |
Spells:
1st (0/7): Charm Person, Magic Missile, Protection from Good, Shield, Shocking Grasp | 2nd (4/day): Telekinetic Volley |
GM Zek wrote:
Ilio looks over at Didiana and says, “Redhead, you a hellknight? One of our new recruits mentioned something about looking out for a girl with red hair.”

"Don't know what you're talking about."

Bluff: 1d20 + 3 ⇒ (13) + 3 = 16

Recruit, huh?

Didiana took this as confirmation that young Zeke really had joined the Red Jills of his own will. And to think she had been concerned for him. He had gone from petty theft to career criminal, exactly what she had tried to prevent. Well, fine. She'd bent the rules as much as she could for him. He'd had his chance. If the kid wanted to play among the big boys, then the gloves came off. However much that saddened her.

Still, Zeke presented an unforeseen problem. If he got the chance to confirm her identity to the gang, then this planned negotiation of theirs was probably over before it had even started.

If things go south:
Didiana didn't like where things were going and her patience with the tiefling was wearing thin. Finally she snapped her hand forward and did what she had wanted to do all along. The charm worked its way into the gang member's head as the sorcerer sighed. Honestly, what was the point of being diplomatic with tieflings?

That's a Charm Person at Will DC 16. Assuming it works, Di continues:

"Olio, was it? Would you please reconsider introducing us to your leadership?"

Yes, Di getting his name wrong is very intentional.

Adding this here preemptively in the interest of convenience, but if this guy outright refuses to help us then Di just smacks a Charm Person on him as outlined above.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Once more Matiscio speaks Gregor's mind, why and how do they even intend to negotiate with a gang of criminals. The rebellion is criminal yes, but criminal for the betterment of the entire community. A gang of thieves are only concerned with the betterment of their own coin purses, to the detriment of the community around them.

Nonetheless, there they were discussing a meeting with some gang leader, on her terms. By that he could only assume it meant unarmed and at her mercy. "No, we don't meet on her terms. We meet on equal terms. Any leader unwilling to do so is both weak and a coward. This meeting is a courtesy on our end, not a favor, nor is it begging."

Intimidate 1d20 + 7 + 3 + 4 ⇒ (20) + 7 + 3 + 4 = 34 (+3 vs. non-human humanoids/+4 to force someone to act friendly)


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

Gilda stumbles a bit as Gregor leans hard against the tiefling, suppressing an anxious squeak from somewhere on her person.

With little to add throughout the conversation, Gilda focuses simply on trying to pick Ilio's mind for any other bits that would help their cause, regardless of the form it took - meeting in neutral ground or storming their base.

"So, who's Scar's second in command?"

"Whatcha think 'bout how Scar's handling stuff? Good? Kinda crazy like?"

"Whadda the boys think bout this word on the street that there's some kinda deal between yous and Thrune?"


Maps | Info | Loot

Ilio scoffs at Evander’s words. He replies, “The only person Scarplume trusts is herself. She’s been burned enough to know better. So no, the only official Red Jill representative is her. She’s the one and only. Deal with it.”

Sense Motive: 1d20 + 5 ⇒ (10) + 5 = 15

The tiefling rolls his eyes at Didiana. “If you say so, Madam Rouge.”

Ilio takes a couple step back from Gregor after the ranger speaks. “Not looking for trouble, buddy. Call her what you want, but I’ve known her long enough to know your options are her terms or no terms. It’s not like she’s going to require you to come unarmed, if that’s what you’re afraid of. She’s reasonable in her own way.”

The man takes a couple more steps back from Gregor and shifts his stance. He looks quite uncomfortable in Gregor’s presence.

Ilio listens to Gilda’s questions, then says, “Like I said, Scarplume only trusts herself, so anyone who’s tried for a second in command position has met a swift end. The only Red Jill leader is Scarplume. And she’s always done right by me. She gives everyone equal shares from our jobs… after she takes her part, of course. Scarplume runs a tight ship, if you know what I mean. But if you don’t cross her, she’s a good boss.”

“As for this ‘word on the street’ of yours, I’d sure like to know where you get that kind of crap. It’d be political suicide for Thrune to work with us and literal suicide for us to work with him. I admit, it seems like we’ve had an easier time of it since he strolled into town and burned down a few buildings. I thought it was just a fluke at first, but I suppose there could be something to it. I find it incredibly difficult to believe an official deal would ever happen. And if it ever did, Scarplume’s the only one who’d know about it anyway.”

I’m assuming based on his replies, that you’re not going to be trying to charm him, Didiana. Let me know if you still want to do that.

Once Ilio is finished answering questions, he says, “So what’ll it be? You want me to introduce you to Scarplume? This is a one-time offer. I’ll be sure to put in a good word for you if you come along now. Otherwise, you’re out-of-luck. And don’t think you’ll find another Red Jill as amiable as myself. You got lucky finding me. You coming or not?”


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Evander sighs and rubs the bridge of his nose as Gregor intimidates Ilio, thinking, That's what I was trying to accomplish without risking him running off. Do you not understand the concept of subtlety? You caught more flies with honey than a stick, and Gregor definitely only understood how to use a stick. He supposed it was a side effect of the dottari training - when your only tool was a hammer, everything looked like a nail.

Once Ilio asks them if they're going to accompany them, Evander looks at the others, hoping Didiana and Gregor would understand that this was an opportunity to get to Scarplume without her having to fight their way through the gang should the negotiations turn violent.


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

Gilda's eyes focused on the distant city horizon beyond, processing the situation.

(This is the upside of playing 18+ Wisdom)

What's gonna happen once we get to Scarplume?

Gilda glanced at Gregor and Didiana.

Ahh, lotsa barkin' then lotsa bitin'. Wonder how many Jills there is? And what we do when they all come crashin' in that room when the swords and spells come out?

Gilda resumed her questioning, seeing the inevitable that they'd be standing in front of Scarplume with all her minions storming the room once it became a question of who murders who first.

"So, Scars sounds pretty tough. She just a swords-lady, or she got somethin' special that put her in charge of you kids? 'Special connection to Big Red? Lotsa sparks or fire?"

Gilda used the term 'kids' in a friendly way, as only one of her age and stature could get away with in a conversation like this.

"And just so we know what this joint merger's gonna look like, just how many Jills is there? We got another dozen-plus guys in our gang. You guys got, from what I hears, 'bouts half that?"

I imagine this uses a Bluff since Gilda is basically trying to ascertain details to make it easier to prepare to wipe out the whole gang during the meeting.

Bluff: 1d20 + 11 ⇒ (10) + 11 = 21

I imagine he may or may not be truthful in the reply, so here's this too:

Sense Motive: 1d20 + 12 ⇒ (2) + 12 = 14

Not sure how that plays out, but if Gilda suspects he's under or over-exaggerating she doesn't press him on that she's onto it, but simply adjusts the facts for her planning.


Female Human Sorc 4 | HP 8/29 | AC 14/11/13 | CMB+2 CMD 14 | F+3 R+3 W+5 | Resist fire 6 | Init +1 | Perc +1 |
Spells:
1st (0/7): Charm Person, Magic Missile, Protection from Good, Shield, Shocking Grasp | 2nd (4/day): Telekinetic Volley |

On a tangential note, I hate playing Int heavy characters. I find trying to do justice to a PC with an IQ of 200 is just exhausting. Especially as an idiot.

GM Zek wrote:
The tiefling rolls his eyes at Didiana. “If you say so, Madam Rouge.”

Excuse me, you orange-skinned bastard?! What, is my hair a bit much? Does the ANTLERED TIEFLING not like my hair?! Lucky I don't send you screaming back to the slums without the horns...

And this was why Didiana didn't much enjoy subterfuge. Still, she managed to keep a straight face and merely gave a nod to Evander's questioning gaze. She wanted to see if the Red Jills situation could be resolved peacefully. Of course, ideally she wanted to see every member of the gang behind lock and key but with the current government being what it was, that wish would have to wait.

Much like Gilda, however, the sorcerer anticipated violence ahead. For one, she wasn't really sure what the party had to offer this Scarplume. And secondly, a strix in Kintargo? Their kind were notorious for their hatred of humanity. Would she even listen to what they had to say? And thirdly... Would Zeke be there? Because he could identify her as a member of the Torrent on the spot. Actually, she remembered, he could probably recognize both Gregor and Matiscio too.


Maps | Info | Loot

Sense Motive: 1d20 + 5 ⇒ (11) + 5 = 16

Ilio shifts uncomfortably at Gilda’s questions. He replies, “She’s got no need for swords. Chucking fire is her speciality. As for your dozen-plus guys, I’m sure Scarplume's six can handle you. And we’re always recruiting, so you best watch your back or we’ll steal some of your people.”

Gilda believes the man is telling the truth. He seems quite flustered by what you’ve said.

So is everyone onboard with Ilio taking you back to the Red Jills’ base at the Humbright House?


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

I guess so *insert face expressing serious doubts here*


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Chucking fire, hmm? That implies spellcasting - we'll have to get close enough to make doing so challenging. Evander thinks to himself before nodding to the Tiefling. "Lead the way."

Look at it this way - with any bit of luck, negotiations will go south while the only person in the room is Scarplume, and we'll be able to take her down quickly without expending resources fighting the rest of the gang. Let's go!


Female Human Sorc 4 | HP 8/29 | AC 14/11/13 | CMB+2 CMD 14 | F+3 R+3 W+5 | Resist fire 6 | Init +1 | Perc +1 |
Spells:
1st (0/7): Charm Person, Magic Missile, Protection from Good, Shield, Shocking Grasp | 2nd (4/day): Telekinetic Volley |

Didiana said nothing for fear of blowing whatever passed for the party's cover and merely followed the tiefling. She had a bad feeling about this. And she was perfectly fine with that.

Oh, we're almost assuredly walking into a fight here, but I don't really have too much of a problem with that. We're getting this gang off the street one way or another. That said, I hope we can do so with as few deaths as possible. And look at that; both Evander and Di are fire-resistant. Let's-a go!


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Gregor's not pleased about being led to the middle of the enemy's lair, but does at least accept that it gets them past any external safeguards and offers a chance to cut off the head of the snake first. He by no means shifts his stance away from being ready to strike at first sign of trouble.


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

"Wait guys, we gotta gift for Scars don't we? Best we get that and then ensure we make a good first impression!"

Gilda would like to go tomorrow armed with some resist energy prepared given what we just discovered.

I imagine this is needed for her desire to delay. If folks are amiable, she preps 2 x resist energy and uses them on Matiscio and one of Gregor or Evandar, expecting them to draw the ire of whatever fire magic Scarplume wields.

Bluff: 1d20 + 11 ⇒ (19) + 11 = 30


Maps | Info | Loot

Ilio rolls his eyes at Gilda’s words. “Good luck making a good first impression with her. You’re more likely to overthrow Thrune.”

He feigns disinterest for a few moments before continuing, “But if you insist on this ‘gift,’ I suppose I can meet you here tomorrow around mid-morning. Don’t be late. Scarplume will be expecting you.”

The tiefling walks away and leaves you to your own devices. The rest of the day passes uneventfully.

Toilday, the 1st of Rova, 4715 AR

Gilda is able to prepare her preferred spells the next day.

You all meet up at the same spot again around mid-morning, as Ilio requested. He seems a bit surprised that you returned but merely waves for you to follow him.

He lead you the rest of the way to the Humbright House and opens the front door without any fanfare. Inside, you see that the building has been gutted. A few splintered pieces of wood, a couple broken bowls, and a chair missing three legs are the only signs the place used to be respectable.

Ilio walks over to the far side of the Humbright House before whistling three times. Sunlight fills the room as a trap door opens above. A moment later, a rope ladder descends.

The tiefling looks at each of you in turn for a moment before saying, “Scarplume prefers open air to a stuffy building,” he pauses for a moment and seems to realize he may have spoken out of turn. He continues, “Anyway, as I said before, you can keep your weapons, but keep them sheathed. Unsheathing one or anything else Scarplume deems a hostile action will immediately be met with a few hostile acts of our own. You’re here because she lets you be here, so show some respect.”

Ilio waits for all of you to ascend the rope ladder before following himself. He pulls the rope ladder up and shuts the trap door before exiting the small room that contained the trap door and ladder.

You all emerge from the room onto the roof of the church, or what was once the church. A rickety bridge to your left joins the roof of the church with the roof of the orphanage. Five tieflings stare at you from the orphanage's roof. Ten feet above you to your right sits the church’s now-empty bell tower. Crouched inside it is Scarplume. The strix stares down at you. Her rose-red hair and scarred forehead seem insignificant compared to her massive grey wings.

She looks utterly disgusted at all of you, but especially at Didiana, Gilda, and Matiscio.

Scarplume rises to her full height before saying, “Ilio tells me you have something to say… and a gift to offer me. Out with it now, before I lose my patience.”

DC 20 Perception:
You notice a figure crouched behind one of the bell tower’s corners. It appears to be a young human man. He is currently watching the proceedings. Didiana, Gregor, and Matiscio recognize this to be Zeke Crus.

Added a picture of Scarplume to the info slides and added a map of the current situation to the maps slides. The orange outlined tiefling is Ilio. I’m on a new computer, so the backgrounds on my pdf images are black now for some reason. If anyone knows how to change it back to clear/white, please let me know.
Also, Gilda, be sure to list your spells for the day in your next post.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

In their brief history they had made some mistakes and near-fatal errors before but never had Mauricio felt the way he did right now: like an idiot, walking into a hurtlocker with his eyes wide open.

Knowing it isn't his place to talk, he remains quiet and with plain distress written on his face, he simply observes.

Perception vs DC20: 1d20 + 11 ⇒ (3) + 11 = 14


Female Human Sorc 4 | HP 8/29 | AC 14/11/13 | CMB+2 CMD 14 | F+3 R+3 W+5 | Resist fire 6 | Init +1 | Perc +1 |
Spells:
1st (0/7): Charm Person, Magic Missile, Protection from Good, Shield, Shocking Grasp | 2nd (4/day): Telekinetic Volley |

Perception: 1d20 + 1 ⇒ (13) + 1 = 14

Huh. Yeah, that's a strix, alright.

Her surprise at seeing the winged humanoid within the city aside, Didiana initially said nothing and looked to Evander. He seemed the only one of the group to believe in even an inkling of chance that the Red Jills could be talked down, and she had no intent of sabotaging that effort. But she could at least get this ball rolling and find some answers to questions she wanted resolved.

"Your gang's activities around Redroof and Temple Hill," the sorcerer started, dispensing with any greeting or other pleasantries. If the strix couldn't even manage a 'hello', then she certainly wasn't going to bother. "They seem to have only increased with the introduction of our new lord-mayor. We would know why, especially given how much more aggressive the dottari are under the new rule."

Diplomacy to... I dunno, sound civil? : 1d20 + 9 ⇒ (4) + 9 = 13

It really was curious, but Didiana wasn't expecting too much from the gang leader. She had little reason to tell the party anything. Not yet, at least. The armiger didn't particularly like it but a well-placed foot on her broken wings as she lay amidst the ruins of her little criminal empire - that could convince her to talk and Didiana feared that that was exactly where this meeting was headed.

The thought clashed with the exceedingly odd sense of solidarity she felt when looking at the strix's flaming red hair.

Who the hell is Mauricio?

EDIT: Zek, I'm guessing you're using Acrobat Reader to copy images now? I believe it tends to mess up any image with transparency or anything with multiple layers. I've resorted to using this site when necessary, but it does work very well. You could try that.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Gregor enters the place looking for every threat, boon, or egress. Covering all the potential outcomes. Ideally, this will be a short-lived violent resolution, where they remove a bold street gang before it grows to be a much bigger problem. Unfortunately, with his attention diverted to all the major details, he will undoubtedly miss some of the finer ones.

Perception 1d20 + 10 ⇒ (9) + 10 = 19


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

Grammarly's auto-correct function was feeling a little overzealous -_- can't edit it anymore.


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

I imagine we actually did bring some sort of "gift". Not sure what a strix would like, but I imagine it's not a gift basket of chocolates. Since we've jumped ahead, we can just say we picked up a silver dagger or something? I imagine we let Matiscio present it since he's the heartiest front-liner

Perception: 1d20 + 12 ⇒ (8) + 12 = 20

Gilda allows her gaze to linger on the crouching man for the briefest of moments, but not long enough such that anyone would suspect he spotted him.

Arms, crossed, Gilda gives a nod as Didiana cuts right through the pleasantries and poses the question that's all on their minds.

Gilda's Status:


HP: 26/26

Spells Prepared
0th - daze, detect magic, guidance, light
1st — [ ] burning hands [ ] ears of the city [ ] sleep DC15 [ ] detect undead (S)
2nd - [X][X] resist energy, [ ] lesser restoration (S)

Channels (DC13; 2d6) remaining: 3/3
Hexes: Chant, Evil Eye DC15, Misfortune DC15


Maps | Info | Loot

Thank you, Didiana! I'll try that website out.

Maybe Mauricio is Matiscio's evil twin brother.

Thank you for the spells, Gilda!

I don't want to rush you all, so if you want to take the next in-real-life day to discuss what gift you would have brought, I'm fine with that. Right now, I'm assuming a silver dagger, but feel free to change that, keeping in mind your available resources. You'll need to use something you already have or subtract the corresponding amount of gold for whatever you decide to bring.


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

We'll go with Evander & Mat having been warded vs fire. I imagine Gregor will be a few steps back.

Gilda nods to Matiscio.

"Show her the dagger..."


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

With some unease to his step the man walks forward and presents the dagger to the stryx. Matiscio does so by pointing the haft of the weapon at her and having the flat of the blade rest in his hands, the dagger being unsheathed just an inch or two so that its silver alloy is clearly visible to see.

Other than that Matiscio has no clue what he's doing and hopes that when the time comes, the sign is given at just the right moment.


Maps | Info | Loot

Scarplume merely glares as Matiscio presents the dagger. She nods toward Ilio. The tiefling comes and retrieves the dagger before returning to where he was.

She says to you, "A shiny dagger? That's all I'm worth to you humans, isn't it? I can't believe your companions can't see it. Your smugness. Your pridefulness. And worst of all, you can't even see it in yourself. But that's okay, I have one of your own to verify it for me."

The strix outstretches her right arm to her right. A moment passes before a figure emerges from the shadows of the bell tower. Zeke Crus.

The young man slowly walks over to Scarplume before kneeling beside her. The strix smiles as she pats Zeke on the head with her hand before allowing it to rest there.

"Your kind are also treasonous. In more ways than you imagined, it seems. This one, for instance, was practically begging to prove his loyalty when he saw you approaching our hideout. You see, I'm not some common street thug, as I'm sure you think. I have resources. And, most importantly, I demand absolute loyalty from my people. You humans, and your allies, could never understand such commitment."

The strix looks over at Zeke and says, "Tell me which ones you saw at the protest."

Zeke looks up, almost timidly, at the five of you before pointing at Didiana, Gregor, and Matiscio.

Scarplume looks even more disgusted than she did when you first arrived. She looks over at Gregor and shakes her head before addressing all of you, "You bring me a dagger and expect to parlay with me. Your peace offering has become the harbinger of your doom. Considering the deference Thrune has shown me for avoiding his 'Citizens' Group,' I think he's likely to do much more than that when I bring him you... dead or alive."

The strix looks over at Zeke and says, "I think I'll throw this one in too, since he was trying to pickpocket the Queen's citizens. Maybe I'll get something extra. He doesn't belong here, anyway."

Scarplume turns back to you before saying, "Now, which will you have? Dead or alive?"

I'm fairly confident this is going to end in combat, for hopefully obvious reasons, but I figured I would give everyone a chance to respond before combat properly starts.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Gregor comes very close to cracking a smile, as he rolls his shoulders and neck to limber up for the fight. He wanted to protest the gift in the first place, but he was at least willing to see if Evander could coax some information out of the beast first. She gave them all he needed to hear, and he was itching to rid the city of one more pox. "Well, we 'were' willing to leave you alive, but if you want to put dead on the table, I can eagerly oblige you that final request."

If possible, Intimidate to demoralize 1d20 + 7 + 3 ⇒ (16) + 7 + 3 = 26 (+3 vs. non-human humanoids)


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Scarplume's reaction told Evander they would likely have no chance of negotiating any kind of truce. He changed his tactics - now to see if he could break the Tieflings' loyalty by showing them that the Silver Ravens cared about their people.

"Your concern for non-humans is so touching. After all, you put so much effort into finding the cause of all those Tiefling murders in the Devil's Nursery. Oh, wait, sorry - that was us. If you ask around the Nursery, you'll find that the Silver Ravens don't hesitate to help the citizens of Kintargo - no matter their race."

Diplomacy to divide Tielfings' loyalty, inspiration: 1d20 + 1 + 1d6 ⇒ (10) + 1 + (4) = 15

Evander steps forward, a smile on his face. "We came here because we want to see the city of Kintargo survive Thrune's rule. For all your talk of not being able to trust humans, how long do you think you have until his fist comes to crush you? What could Thrune have promised you to leave his 'Citizens' group alone? If the dagger was not an acceptable gift, what would have been? Let's join our efforts for the betterment of all of Kintargo - we'll get rid of Thrune and his ridiculous proclamations, and let's improve conditions in the Devil's Nursery. Tieflings have been persecuted for a long time - should we not strive to end such prejudice against them?"

Diplomacy to convince Scarplume, inspiration: 1d20 + 1 + 1d6 ⇒ (7) + 1 + (4) = 12


Female Human Sorc 4 | HP 8/29 | AC 14/11/13 | CMB+2 CMD 14 | F+3 R+3 W+5 | Resist fire 6 | Init +1 | Perc +1 |
Spells:
1st (0/7): Charm Person, Magic Missile, Protection from Good, Shield, Shocking Grasp | 2nd (4/day): Telekinetic Volley |
GM Zek wrote:
"Considering the deference Thrune has shown me for avoiding his 'Citizens' Group,' I think he's likely to do much more than that when I bring him you... dead or alive."

The sorcerer could only stare in disbelief at Scarplume's words. Was she hearing this right? Was Barzillai Thrune content to simply ignore organized crime as long as it restricted itself to to the right targets? If Didiana had been opposed to the new lord-mayor before, she now felt downright hateful. Abusing the law was one thing, reprehensible in its own right, but this? This was aiding and abetting. Barzillai wasn't just a despot, he was a criminal.

Righteous fury smoldered behind the armiger's eyes. Her disdain for the gang was now obvious to see as she, in lieu of answering the strix, reached into her pack and slowly retrieved her helmet. No words were spoken; she merely placed the metal over her head but the action said enough: the woman had no intent of surrendering. Not without a fight. Hellknights existed as an entity separate from state, church and the public precisely so that they could judge all three. They held all accountable to the law, lowliest and highest, whether petty thief or lord-mayor. If she could strike at both here with the Red Jills, so much the better.

Good attempt at sowing doubt among her henchmen, Evander.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

Whatever Matiscio had to say on the matter was water under the bridge by now. Or, whatever remained of that bridge after Scarplume vented her rather fiery mind and intentions. Regardless, there seemed to be an ever so slight chance that the situation could be remedied with words alone and, knowing that peace was never the easiest way but most often the best way, he gave Evander the opportunity to work his magic.

Had a post typed up earlier, but got a rather nasty call that pulled me away from the keyboard all day. Matiscio is ready to strike, but has put his faith into Evander's way with words.


Maps | Info | Loot

Hope the call turned out okay, Matiscio.

Scarplume sends a wicked grin in Gregor’s direction. “You’ll be the one dead. I offered ‘alive’ as a courtesy, but I’m not feeling so generous anymore.”

Despite Scarplume’s words she seemly genuinely shaken by Gregor’s statement. She’ll be shaken for 3 rounds.

The strix looks to Evander as the man makes his case. The other tieflings on the roofs don’t look convinced as they stare at him with crossed armed.

“Survive his rule?” Scarplume replies to Evander. “We’re thriving during it. The only ones who won’t survive are your human companions… and you should you decide to stay.” She looks at Evander and Gregor as she finishes.

“Prejudice is a way of life. We’re thriving despite it. You can’t change human nature. No one can. I recognize that fact and choose to make the most of it. You’re in the way, so you must die.”

As she finishes speaking, Scarplume nods at Ilio and the other gang members before she begins taking to the sky. The tieflings on the roof move to attack.

Initiative:

Initiative (Didiana): 1d20 + 1 ⇒ (11) + 1 = 12
Initiative (Evander): 1d20 + 3 ⇒ (1) + 3 = 4
Initiative (Gilda): 1d20 + 1 ⇒ (13) + 1 = 14
Initiative (Gregor): 1d20 + 3 ⇒ (18) + 3 = 21
Initiative (Matiscio): 1d20 + 2 ⇒ (14) + 2 = 16
Initiative (Zeke): 1d20 + 3 ⇒ (11) + 3 = 14
Initiative (Scarplume & Thugs): 1d20 + 3 ⇒ (1) + 3 = 4
Initiative (Evander Roll Off): 1d20 + 3 ⇒ (14) + 3 = 17
Initiative (Scarplume & Thugs Roll Off): 1d20 + 3 ⇒ (10) + 3 = 13

As a reminder, Scarplume and Zeke are currently standing on the bell tower 10 ft above where you're standing. Also, the building you're currently standing on is sloped on the left and right sides and requires a DC 10 Acrobatics check to navigate (basically the darker areas on that rooftop). If you fail, you fall prone. If you fail by 5 or more, you tumble to the edge of the roof and must succeed at a DC 10 Climb or Reflex Save to catch yourself before falling off. The slope isn't great enough to make a difference in terms of height or reach. If you want to climb the bell tower, it's a DC 15 Climb Check.

Everyone can act! I'll just have Zeke delay till you've all gone.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

Matiscio tumbles backward to block the advance of the tieflings. He moves to the makeshift walkway with the intent of holding it while the others deal with Scarplume and her single lackey.

DC 10 Acrobatics: 1d20 + 4 ⇒ (7) + 4 = 11
Double move to get into his new position (drew an arrow to mark the distance covered). That's all Matiscio can do.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

How high up is Scarplume currently? Asking because that will determine my action.


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

Gilda rolls her eyes and makes a talking motion with her open hand.

"Blahblahblah... I just hope we don't sound like that to others - babblin' on about the city n' our opinions!"

Gilda's eyes briefly linger on Didiana, who she realizes likely would monologue for far too long if she were put in the villain's seat.

Moving away from the group as she doesn't want any part in any of Scarplume's explosive magic, she targets the strix.

Misfortune Hex. DC15 Will. Hex first then move 30ft (pawn moved).


Maps | Info | Loot

Evander, Scarplume is currently standing 10 ft above you on the bell tower.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Looking up at Scarplume, Evander decides caution is the order of the day, and drinks an extract. A magical shield materializes in front of him, providing protection. His rapier is drawn out in his other hand.

Drinking my extract of shield. AC is now 21, and I am immune to magic missile. Also, as an immediate action if I am attacked by a melee attack that exceeds my AC, I am going to use Opportune Parry and Riposte, spending the panache point to make an attack against the attacker. My Parry roll must exceed the attack roll to negate the attack. Rolls are below.

Parry: 1d20 + 6 ⇒ (18) + 6 = 24
Riposte: 1d20 + 6 ⇒ (19) + 6 = 25
Crit confirm?: 1d20 + 6 ⇒ (6) + 6 = 12
Riposte Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Critical Damage if confirmed: 1d6 + 3 ⇒ (1) + 3 = 4

I kinda hope I get attacked with those rolls.


Female Human Sorc 4 | HP 8/29 | AC 14/11/13 | CMB+2 CMD 14 | F+3 R+3 W+5 | Resist fire 6 | Init +1 | Perc +1 |
Spells:
1st (0/7): Charm Person, Magic Missile, Protection from Good, Shield, Shocking Grasp | 2nd (4/day): Telekinetic Volley |
GM Zek wrote:

“Survive his rule? We’re thriving during it. The only ones who won’t survive are your human companions… and you should you decide to stay.” She looks at Evander and Gregor as she finishes.

I don't... What are you... Am I missing something? What's with the eyes, lady?

Didiana looked up at Scarplume, her face a mask of annoyed incomprehension. The sorcerer did not appreciate being ignored and felt decidedly left out of some veiled conversation - one she hadn't been deemed privy to. It would have to wait. While she didn't like the glances the strix shot at Evander and Gregor, like she knew something the armiger didn't, it was not a priority. Not now, with a half-dozen tieflings and their leader bearing down on them.

No, the first prerogative would be taking down that aforementioned leader. And that was Didiana's intent as she focused her arcane power into her hand and from there let it explode into two glowing missiles that flew straight for Scarplume.

MM damage: 2d4 + 4 ⇒ (2, 1) + 4 = 7

The sorcerer's eyes wandered over to the strix's companion, however, even as the white-glowing orbs burst upon the gang leader. Zeke Crus. In her own way, she was happy to see him whole. And so very fearful of what to do with him once this battle was over, now that he knew her as a Silver Raven.

Standard for Magic Missile, move to reposition myself. Think I'll concentrate on taking down Scarplume, guys, if you're wondering about tactics going forward. That is assuming she doesn't have Shield up. Guess I'll throw Daze her way then or something.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

I was going to suggest you and Gregor focus on her - I'll hopefully be able to close with her soon and hit her.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Stole my thunder there Evander, :P

Gregor narrows his eyes at the bold thing for assuming she will take them down so easily, and revels at the chance to remove this scavenger from living fat off the misfortune of the community. He begins calling out tactics, "Robin and I have the head of the snake, in case she takes to the sky. Reverend, can you help Alloco hold the only ingress to keep us from getting swarmed? And..." He struggles to remember Gilda's codename, but doesn't remember her actually choosing one, so points to her instead "You, float between both groups helping us, but aiding the other two if needed." As he goes through the process of issuing strategies, he steps back into a clear line of sight with their quarry while drawing his bow.

Free, 5' back and to his left (moved)
Standard, Inspire Courage (+1 morale bonus to Atk/Dmg, and saves vs. fear). Will last through round 3 with Lingering Performance
Move, draw bow

Status:
HP: 27/27
AC: 18 (13/15)
Effects: +2 to Atk/Dmg vs. FE Humans
Inspire Courage (3 rds): +1 to Atk/Dmg save vs. fear
Bow in left hand


Maps | Info | Loot

Thank you for the arrows and status sections, folks, those both really help keep things organized and clear.

Gregor narrows his eyes at the bold thing for assuming she will take them down so easily, and revels at the chance to remove this scavenger from living fat off the misfortune of the community. He begins calling out tactics, "Robin and I have the head of the snake, in case she takes to the sky. Reverend, can you help Alloco hold the only ingress to keep us from getting swarmed? And..." He struggles to remember Gilda's codename, but doesn't remember her actually choosing one, so points to her instead "You, float between both groups helping us, but aiding the other two if needed." As he goes through the process of issuing strategies, he steps back into a clear line of sight with their quarry while drawing his bow.
Matiscio tumbles backward to block the advance of the tieflings. He moves to the makeshift walkway with the intent of holding it while the others deal with Scarplume and her single lackey.
Gilda rolls her eyes and makes a talking motion with her open hand.
"Blahblahblah... I just hope we don't sound like that to others - babblin' on about the city n' our opinions!"
Gilda's eyes briefly linger on Didiana, who she realizes likely would monologue for far too long if she were put in the villain's seat.
Moving away from the group as she doesn't want any part in any of Scarplume's explosive magic, she targets the strix. Scarplume falls under the effects of the misfortune hex. Scarplume Will Save: 1d20 + 3 ⇒ (9) + 3 = 12
Didiana looked up at Scarplume, her face a mask of annoyed incomprehension. The sorcerer did not appreciate being ignored and felt decidedly left out of some veiled conversation - one she hadn't been deemed privy to. It would have to wait. While she didn't like the glances the strix shot at Evander and Gregor, like she knew something the armiger didn't, it was not a priority. Not now, with a half-dozen tieflings and their leader bearing down on them.
No, the first prerogative would be taking down that aforementioned leader. And that was Didiana's intent as she focused her arcane power into her hand and from there let it explode into two glowing missiles that flew straight for Scarplume. The missiles hit without fail.
The sorcerer's eyes wandered over to the strix's companion, however, even as the white-glowing orbs burst upon the gang leader. Zeke Crus. In her own way, she was happy to see him whole. And so very fearful of what to do with him once this battle was over, now that he knew her as a Silver Raven.
Evander, looking up at Scarplume, decides caution is the order of the day, and drinks an extract. A magical shield materializes in front of him, providing protection. His rapier is drawn out in his other hand. Make sure you're tracking how many rounds of Shield you have left.
Zeke crawls away from Scarplume to the other side of the bell tower then stays prone.
Scarplume glances back at Zeke before taking to the sky, flapping her massive wings to soar above the battlefield. Scarplume is now 30 ft up from you in her square.
The strix smiles as she looks down at Didiana. “Die, human,” she says as she casts a fiery ray at Didiana. Despite Gilda’s hex, Scarplume’s ray finds its mark and sears Didiana, though perhaps less than the strix had expected. Scarplume Attack: 1d20 + 5 ⇒ (15) + 5 = 20Scarplume Attack, Misfortune Reroll: 1d20 + 5 ⇒ (12) + 5 = 17Damage: 4d6 ⇒ (4, 6, 2, 6) = 18

DC 17 Spellcraft:
Scarplume cast Scorching Ray.

Ilio (Orange Tiefling) looks over at Evander and Gregor. Seeing Evander with his rapier and Gregor with his bow, Ilio walks over to Gregor before stabbing the ranger with the gifted silver dagger. Ilio Attack: 1d20 + 3 ⇒ (16) + 3 = 19Damage: 1d4 + 1 ⇒ (4) + 1 = 5 Evander, if or when someone attacks you, we can still use your parry and riposte rolls from your last post.
Red Tiefling starts running toward the roof you all are on, drawing a short sword as he does so. He leaps effortlessly across the small gap before running up to Gregor. He (and the other tieflings) can’t fail the jump check, so the acrobatics rolls are for balancing on the roof’s slope. Acrobatics Check: 1d20 + 6 ⇒ (8) + 6 = 14
Blue Tiefling backs up a few feet, drawing his short sword as he does so, before leaping over the gap as well and also running up to Gregor. Acrobatics Check: 1d20 + 6 ⇒ (20) + 6 = 26
Yellow Tiefling leaps over the gap as well, drawing his sword as he does so. He lands awkwardly, though, and falls prone. He doesn’t get a chance to stand up, but also steadies himself enough to avoid falling off the roof. Acrobatics Check: 1d20 + 6 ⇒ (1) + 6 = 7
Green Tiefling runs up to Matiscio on the bridge, drawing his short sword in the process. He swings at the brawler but misses. Green Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Purple Tiefling draws his short sword as he also makes the jump and comes to rest next to Gilda. Acrobatics Check: 1d20 + 6 ⇒ (5) + 6 = 11

Current Status:

Gregor (-5 hp, Inspire Courage +1, 3 rounds)
Matiscio
Gilda
Didiana (-13 hp)
Evander (Shield, AC 21)
Zeke (prone)
Scarplume (-7 hp)
Ilio (Orange Tiefling)
Red Tiefling
Blue Tiefling
Yellow Tiefling (prone)
Green Tiefling
Purple Tiefling

Map Updated. Top of round 2. Everyone can act! Don't forget about your Inspire Courage bonus from Gregor.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Gregor tries to roll with the attack as best he can, sidling just a step away as he does. He performs an odd dance of staying ready on his toes, while still focusing his aim at the main enemy. He fires a single shot with violent accuracy. "Ummm... Pigeon... Dave... You! They're bunched up, can you treat them like the door guards on the rescue mission?" For the life of him, quite possibly literally, he can't think of Gilda's codename.

Free, 5' North
Move, Bullseye shot
Standard, Fighting Defensively shot at Scarplume 1d20 + 5 + 4 + 1 - 4 ⇒ (14) + 5 + 4 + 1 - 4 = 20 (Bullseye, Inspire, Fighting Defensively), damage 1d8 + 1 ⇒ (7) + 1 = 8

Status:
HP: 22/27
AC: 20 (15/15)
Effects: +2 to Atk/Dmg vs. FE Humans
Inspire Courage (2 rds): +1 to Atk/Dmg save vs. fear
Bow in left hand
Arrows (1 hit)


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Shield lasts minutes per level, so 20 rounds currently. I'll track it.

With Scarplume definitively out of range, Evander decides he needs to keep the Tieflings off Gregor's back. He steps up and says, "I was hoping you would choose to sit this one out. I didn't want to fight with you, but you aren't leaving me much choice."

5-foot step up to Orange. I'm going from a light area to a light area, so I don't think I need an Acrobatics check. I have a +7 if I do.

Attack, Inspire Courage vs Orange: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Damage, Inspire Courage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Status:

HP: 22/22
AC 21, T 17, FF 18
Immune Magic Missile
Active effects: Shield 19/20, Resist energy (fire)
Extracts

1st - cure light wounds [ ], longarm [ ], shield [X]

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