Hollow's Revolution (Blue Side)

Game Master vayelan

Maps:
Falcon's Hollow (Town Map)
Darkmoon Vale (Regional Map)

Current Encounter: In Search of Bloodeye's Treasure

Falcon's Hollow NPCs

Loot Tracker


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Gathlain Phytokineticist 5 | HP 46/46(5 NL) | AC18 T14 FF15 CMD14 | F+7 R+7 W+3 | Perception +8(low light) | Initiative +3 | Burn 1/6 l

Stealth: 1d20 + 12 ⇒ (9) + 12 = 21
Carpentry: 1d20 + 8 ⇒ (17) + 8 = 25


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

"Wait here miss. I will take a look at whats down there. I would hate for the path to freedom be well closed."

He moved to the cellar entrance and began to make his way down his eyes glistening in the low light.

stealth: 1d20 + 9 ⇒ (8) + 9 = 17
perception: 1d20 + 7 ⇒ (14) + 7 = 21


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

She nodded happily waiting until the all-clear was given.


The two halves of the party, approaching from opposite directions, come upon similar, deceptively innocuous sights first.

Randu and Sweet Pea find a door, not far from the kitchen and pantry, that leads them down into a well-stocked wine cellar. One wall is festooned with bottle-laden racks; the other is lined with stout casks that stand taller than the two of them combined.

Sapphire and Rrruh surreptitiously descend from the garden-side hatch into a storeroom filled with small pallets of rare, valuable woods, as well as crates of other valuable trade goods.

These cellar rooms prove to be but cover for what lies beyond. Meeting in the proverbial middle, the party reunites to discover a horrid scene: nearly a dozen imprisoned halflings, kept bound to cots with heavy hempen rope tied fast around them. Despite the blindfolds and gags upon them, they fill the otherwise bare room with the groans of agony. The chamber reeks with unimaginable squalor, as the eleven unwashed and unkempt halfings have been forced to relieve themselves where they lie.

When they hear you approach, their sounds of distress raise by a barely perceptible octave, as they presumably assume their captor has arrived to dole out whatever foul treatment he has seen fit to visit upon them.


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

She indicates that should be quiet but says

"We are here to free you, keep silent while we untie your bonds, then follow us"

Weapon out checks there are no guards

Perception 1d20 + 10 ⇒ (16) + 10 = 26


Gathlain Phytokineticist 5 | HP 46/46(5 NL) | AC18 T14 FF15 CMD14 | F+7 R+7 W+3 | Perception +8(low light) | Initiative +3 | Burn 1/6 l

"We gotta go straight to the fort!" Sweet Pea says, dropping her disguise, "The soldier guys aren't friends of the company guys, so we should be safe there!"

She checks over the captives, looking for injuries that may slow them down.
Heal: 1d20 + 5 ⇒ (10) + 5 = 15


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

This... was unexpected.

There was no way they could just walk out with the eleven halflings, unnoticed and untracked unless....They needed a way to move fast. There were cairrages above. hwo many halflings could they fit in a cairrage?

"We go back outside, find a carraige that is ready to move, we sneak the halflings aboard and leave while creating a distraction here. Sweet Pea, Randu how many other workers were there upstairs?"

He asked only barely frowning at where his thoughts were taking him. This was not orderly, but it had to be done. Slavery was the worst evil he could think of.


Lyra Anna Fitzroy Investigator Bio-Android

"Good ideas, Let's do both, get a transport the shuft to the keep"

She takes notes of the scene, and of the captives taking each name and place of origin.


Sweet Pea finds that the halflings are suffering from dehydration and malnutrition, as well as abrasions and light bedsores from being bound. Director Rakesclaw's assurance to his Chelish buyer that they would not slow him down proves true. This is perhaps ironic, considering that this also means that, if freed, they would not be immobile.

Sapphire documents these captives' identities, and she discovers that they have all been brought to this wretched place by one of two tragic deceptions. Seven of them are Andoran residents, being a mix of citizens and recent immigrants, lured to Oregent by the promises of work and pay by the Consortium, only to find themselves imprisoned and awaiting sale into slavery.

The other five are actually former slaves who escaped Cheliax with help from the Bellflowers. Unfortunately, it seems part of that network in Andoran has been compromised, as these escapees were funneled to Rakesclaw's clutches to be returned to Cheliax in return for a bounty payment.

Besides Mathilda, the dwarven kitchen maid, Sweet Pea and Randu only noticed one other house servant upstairs. This is in addition to the valet who greeted the guests' carriages at the front of the manor and the guards patrolling the grounds.


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

"Quick Question investigator. If we take these halflings to the law, will the consortium actually get into trouble or will they find a way to get away with it?

He asked with a slight frown his tail starting to lash.


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

She looks over the group.

"The spotlight of the law is always on this consortium. That is why I am here, and finding these Halflings gives me just cause. This consortium will most likely clean all this up and pretend it never happened or say it was all a mistake, this is really a hospital or some such flimflam. It matters not, what matters is getting these enslaved halflings out and their story with them. So let's get going."


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu looks just about fit to explode, it takes him a moment to calm and then start to help Sweat Pea, "easy folks, I'm Randu. " If hee has some water to pass around to them he does. The news of the Bellflower network having a segment compromised infuriates him all over again. He'd only heard rumors of them before this really but now to find out they're real but have worms riddling their attempts to help.

"I swear He mutters "I want to get these folks out and lock it behind us and set fire to this building. Not sure why we shouldn't. Won't they just flee as soon as they realize the poor folk are free?"


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

"If we set fire to this building we may place innocent lives at risk. I am sorry but we can't do that. We can remove foley imprisoned persons and we can then seek the arrest of the perpetrators. But we have to get them out of here safly that is our priority concern."

she starts to get the halflings up,

"You must follow us and do as we say, your safety depends on it. Right now we have to get out of this basement and outside, we know a way to the back of the house. Rrruh please lead the way, Randal Sweet pee help the halflings I'll take the rear."

She goes to the back and users the halfling out with the others.


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

"A fire would be a great distraction."

He grumbled and sighed but then just cracked his neck and moved out. Master Shiningpaw would have told him to focus on hoeing the patch in front of him and worry about the summer harvest later. Sound advice but the consortium was going to get away with this travesty.

He wasnt actually sure how to operate a horse drawn carraige, he had never been in one, nor had he ever ridden a horse. He looked to see if there was one that looked ready to go though.

perception for a getaway carraige: 1d20 + 7 ⇒ (20) + 7 = 27


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

"Plan wasn't to burn anyone innocent.. just the slavers and those who enabled them... " Mutter grumble but he follows he Invetigator's suggestion continuing to talk to the halflings and assure them "We'll get you out of here. If a fight starts, hide behind cover if you have to, but don't run far please. I fear you mmight be recaptured if they separate you from us."


Gathlain Phytokineticist 5 | HP 46/46(5 NL) | AC18 T14 FF15 CMD14 | F+7 R+7 W+3 | Perception +8(low light) | Initiative +3 | Burn 1/6 l

"I could go make a distraction!" Sweet Pea offers, "Just say when!"


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

"Sweet Pea, if you can do so, just don't place any innocent lives in danger"


Sapphire and Rrruh know that slavery is one of the most heinous crimes under Andoren law. The mere accusation of slavery, even with only the barest corroboration, would draw the wrath of the army, the People's Council, and the citizens of Andoran upon the Consortium's Board of Directors. The fact that you could produce victims to provide their testimony, not just attesting to Rakesclaw's crime but his collusion with hated Cheliax, would be damning in the extreme.

After freeing the halflings from their bonds, you hustle them through the store room and up the stairs into the gardens at the rear of the manor. Fate smiles upon you, for Rrruh draws your attention to a wide, paved pathway encircling a fountain where the guests' carriages have been parked. Further owing to the understaffing at Rakesclaw's manor, the valets have only finished securing and unharnessing half of the vehicles and horses.

Rrruh points out a carriage near the end of this line that could hold all of you, even if it would be somewhat cramped. What's more, the valets' line of sight to this carriage is obscured by the other parked vehicles. The one hazard would be the patrolling guards who might respond before everyone can get aboard. Of course, a distraction could remedy this...


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

"I think that's our way out, He nods when Rruuh points out the carriage, "Sweatpea, might be a good time for that distraction. If you want me to try to help with an illusion I will."


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

"How about... an illusion of fire... coming out one of the side windows away from the carraiges?"

He offered with a grin. If they couldnt burn the bastards out... they could at least pretend they did.


Gathlain Phytokineticist 5 | HP 46/46(5 NL) | AC18 T14 FF15 CMD14 | F+7 R+7 W+3 | Perception +8(low light) | Initiative +3 | Burn 1/6 l

"Hmm, no, I wanna keep everyone's attention inside the house while you all sneak out," Sweet Pea explains, "A fire will make everyone run outside. Hmm... I'll improvise..."

She dashes back up the inside stairs without waiting for a reply, her Hat of Disguise still deactivated.

She opens the cellar door just a crack, waiting for a moment where she can enter the kitchen without anyone seeing where she came from.

Stealth: 1d20 + 12 ⇒ (7) + 12 = 19


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

'Alright as soon as we hear Sweet Pea starts her distracting we go, let's get lined up at the exit ready to move"

She orders,

"Rrruh, Randu you go 1st check the root is clear"


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Trusting sweetpea's instincts, the witch moves on turns to his compatriots and hears Sapphire's suggestions

Randu nods and assures the other halflinnngs "Donn't worry, we've got this. I'll be right back." And he says to Sapphire and Rruh "The priority is to get these folks to freedom. If I somehow get killed or captured, go on without me."

And he sneaks ahead to see if it's clear

Stealth 1d20 + 13 ⇒ (12) + 13 = 25
Perception: 1d20 + 4 ⇒ (15) + 4 = 19


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

"of course."

He nodded weaving through the carriages one last time to make sure that part of the area was secure before he made his way torwards the manor gates.

stealth: 1d20 + 9 ⇒ (10) + 9 = 19
perception: 1d20 + 7 ⇒ (13) + 7 = 20


The party and its recently freed wards hide among the hedges and topiary at the rear of the manor whilst they wait for Sweet Pea to work her magic, whether metaphorical or literal.

From their vantage point, Randu and Rrruh keep a vigilant eye upon the patrolling guards. Thankfully, you still have a few minutes before their circuit brings them back this way.

Inside the manor, the only opposition the undisguised Sweet Pea encounters is Mathilda in the kitchen. However, the dwarf woman is so busy washing dishes and grumbling about her employer that she never notices the small green child sneaking behind her.


Gathlain Phytokineticist 5 | HP 46/46(5 NL) | AC18 T14 FF15 CMD14 | F+7 R+7 W+3 | Perception +8(low light) | Initiative +3 | Burn 1/6 l

Sweet Pea slips into the room, quietly closing the cellar door behind her. She wanders into the main dining room where all the bigwigs are, making no effort to hide. In the dining room, she flutters up onto the table and starts grabbing food off plates and stuffing it into her face.


A chorus of shocked gasps and surprisingly shrill shrieks rise from the Consortium directors as Sweet Pea makes her grand entrance.

"Damn it, Garland! You've allowed some fey miscreant to invade your house!" shouts a man with mutton-chops.

"It's here to curse us!" exclaims another man whose hairdo barely conceals how quickly he is going bald.

Most of the bigwigs take cover among the colonnades or side rooms opening off of the dining room. A few, however, draw dirks and make a token show of bravado against the terrifying Sweet Pea. Thankfully, they do not yet make any lunge to attack or seize the gathlain.


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

Hearing the ruckus Sapphire says.

"That's our signal go for the carriage"


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu motions that this path , at least, is clear and gestures for the other halflings to load up!


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Gathlain Phytokineticist 5 | HP 46/46(5 NL) | AC18 T14 FF15 CMD14 | F+7 R+7 W+3 | Perception +8(low light) | Initiative +3 | Burn 1/6 l

Sweet Pea looks around at the chaos in mock surprise. "What? You lumber guys think you can just walk into the forest and take whatever you want, but I can't come into YOUR home and take YOUR stuff? What a double standard!" She starts kicking plates off the table onto the floor.


The kicked plates serve to scare off the last holdouts among the Consortium officials, who now join their fellows in fleeing from the tiny green terror.

One of them pivots to turn and run, but he immediately collides with a chair that sends him violently toppling to the polished marble.

He hits the floor with enough force to send a golden charm bracelet flying from his wrist and skittering under the dining table beneath Sweet Pea's feet. He picks himself up and limps to an adjoining solarium, not bothering or even noticing the missing jewelry.

Once he is inside, his peers slam the door shut behind him, protecting themselves from the fey intruder.

Sweet Pea is left alone in the dining room, as the shouts of panic echo through the manor.

...

Meanwhile, the rest of the party watches as the manor guards patrolling the grounds react rather slowly to the commotion inside the house. They are uncertain about what's happening, not even sure it's not just some drunken howling by their wealthy Consortium employers. Nevertheless, their attention is focused upon the manor as they gradually make their way towards the entrance - thus keeping their eyes off the line of carriages.

Thus, the party is able to usher the freed halflings into the getaway vehicle.


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

Once everyone is in the carriage, Sapphire jumps into the driver's seat.

Drive 1d20 + 1d6 + 1 ⇒ (7) + (3) + 1 = 11 Used 1 Insparation


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu hopes Sweet Pea gets out safely


Gathlain Phytokineticist 5 | HP 46/46(5 NL) | AC18 T14 FF15 CMD14 | F+7 R+7 W+3 | Perception +8(low light) | Initiative +3 | Burn 1/6 l

"HEY! Where you all goin?" Sweet Pea shouts at the fleeing officials. Everyone probably had time to get out of the basement by now, I think. She leans over the side of the table, peeking underneath. "Shiny?" She slips under the table and pockets the bracelet.

Seeing as everyone was gone, she heads back out the way she came in, stopping in the kitchen briefly to tell the cook "Party's over, I guess." before wandering out the servants' door and taking to the sky.


The horses still hitched to the carriage prove a bit reluctant to obey Sapphire's direction at first. As they snort and whinny, it provides enough of a delay for the party to watch as Sweet Pea emerges from the manor and takes wing. When she draws closer, you see that not only is she, thankfully, unharmed but also she has come away with a valuable-looking parting gift.

Sweet Pea alights upon the roof of the carriage, briefly spooking the freed halflings crammed into the passenger compartment. Sapphire finally gets the horses to cooperate, and soon enough your getaway vehicle is rumbling down the drive and towards the main road.

"Where are we going?" one of the freed halflings asks, her voice still weak.


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

Now in control, she heads off,

"The Guard keep, Randu, Rrruh, do you know the way?"


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu tells the halflings "We're all going to be fine" Then to Sapphire Night he nods "Yes, when we first came into town were were told..." And he points.

At least I think they were told basic directions when they came in :) It's been awhile


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

Now with sweet pea safe she heads into town


Sapphire urges the horses to demonstrate their speed. Each moment becomes a minute, each minute an hour as you hope to see the gates of Orgent come into view after passing each rolling hill that huddles along the road. The columns of smoke rising from the forges and smithies of the industrial city curl into the sky, growing ever closer.

The sun shines bright overhead. It has been several days since the last rainfall, so the road remains firm as the carriage wheels rattle along. Small plumes of dust kick up in your wake.

Finally, you come around one last curve and the battlements of the city walls lie straight ahead. As you cross the last straightaway between you and the gates, one of your halfling passengers calls your attention to a larger plume of dust rising in the distance behind you.

Looking where he points, you see a squad of Consortium horsemen in hot pursuit. Though they are still a couple furlongs behind, they are quickly gaining on you.

I hope you're ready for a chase through the streets of Oregent!


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

Oh you have no idea how much i have wanted to do this with a charector

perception: 1d20 + 7 ⇒ (15) + 7 = 22

So we have guardsman on horseback? any discernable casters?

climb check: 1d20 + 16 ⇒ (19) + 16 = 35

He moved from the inner parts of the carraige to the top of it, his claws digging into the wood of the framing as he got atop the roof.

"We have company! Randru keep on eye on our friends, they may try to open the doors, Miss Sapphire you are driving so you will be the first target im afraid."

He slid a hand into the folds of his robes and pulled out a dart. This would make for one fine scene in a play that was for sure.


Gathlain Phytokineticist 5 | HP 46/46(5 NL) | AC18 T14 FF15 CMD14 | F+7 R+7 W+3 | Perception +8(low light) | Initiative +3 | Burn 1/6 l

"Drive by some grass or trees if you can find any!" Sweet Pea shouts to Sapphire as she clings to the top of the carriage, "I got a plan!" She closes her eyes for a moment, then opens them again. Her eyes now glow with a green-gold light, and her skin seems darker and rougher.


Accepting 1 burn to activate Flesh of Wood: +1 Natural Armor
Elemental Overflow: 1 burn = +1 attack and +2 damage to blasts


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

As she dives she pulls out her bague of office and attaches it to her breast pocket.

"Sweet pea, here just before the gates"

As she gets to the gates she pulls up.

"EVERYONE OUT, HEAD INTO THE CITY AND THE KEEP, I'M STAYING HERE, YOU
GET TO SAFTY"

She jumps off and walks towards the city guards, Identifying herself as an Agent of the counsel.


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

Do we have time to stop, unload the halflings and get away before we are caught by the horseman? Do we have time to stop, unload the halflings and get the carraige started again so the horseman hopefully follow it and now the slaves? Are we about to get into a fight in front of a guard post because we stopped?


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu says "Everyone hang on. I've an idea how to slow them down"

Randu will make a silent image of the same carriage they are in, but with the reins snapped and it turned over as if it crashed , he places it behind them by at least 400 feet(but obviously ahead of their pursuers), and hopes it throws at least some off and delays them

Silent image, Will save 15- this might be redundant but better safe than sorry!


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

Retcon that last post

"Alright Randu, let's do it your way. Slow them done, ill get the Halflings and the carriage to the keep"

8 rounds and counting


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

She pushed the couch to carry on to safety for the halflings


Dice Rolls:

Randu Concentration Check against Vigorous Motion, DC 11: 1d20 + 4 + 4 ⇒ (5) + 4 + 4 = 13

Sweet Pea Concentration Check against Vigorous Motion, DC 11: 1d20 + 6 ⇒ (20) + 6 = 26

Consortium Horsemen Leader Will Save vs Silent Image DC 15: 1d20 + 1 ⇒ (16) + 1 = 17
Consortium Horsemen Will Save vs Silent Image DC 15: 1d20 + 1 ⇒ (2) + 1 = 3
Consortium Horsemen Will Save vs Silent Image DC 15: 1d20 + 1 ⇒ (8) + 1 = 9
Consortium Horsemen Will Save vs Silent Image DC 15: 1d20 + 1 ⇒ (6) + 1 = 7
Consortium Horsemen Will Save vs Silent Image DC 15: 1d20 + 1 ⇒ (15) + 1 = 16

Consortium Horsemen Leader Reflex Save vs Entangle DC 13: 1d20 + 2 ⇒ (14) + 2 = 16
Consortium Horsemen Reflex Save Entangle DC 13: 1d20 + 1 ⇒ (19) + 1 = 20
Consortium Horse Reflex vs Entangle DC 13: 1d20 + 5 ⇒ (17) + 5 = 22
Consortium Horse Reflex vs Entangle DC 13: 1d20 + 5 ⇒ (17) + 5 = 22

Despite the bump and rumble of the carriage as it clatters ever closer to the city gates, Randu focuses his mind and uses his magic to create a duplicate image of their getaway vehicle - complete with silent doubles of themselves riding atop. Sweet Pea effortlessly maintains her own concentration, quite used to unleashing her powers whilst bounding around by her wings. Thus, the illusion is bolstered by the addition of the now-enchanted grass, shrubs, and creepers at the road side as they grow and grasp wildly.

Three of the horsemen are handily fooled. They steer their steeds towards the apparently overturned carriage and quickly dismount, readying themselves to apprehend - or run through - the fugitives.

The horsemen's leader, though, sees through the charade, along with one of the other riders. They do not stop for the illusion, and they guide their horses through the field of grasping plants. Nevertheless, this slows their progress, allowing the party to maintain a bit of a lead on their remaining pursuers.

7 rounds until the party reaches the army base. The difficult terrain from Entangle means that the two remaining pursuers will still need 3 rounds to catch up with you.


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

"Blast their leader is a strong willed cur" A frown crosses the halfling's features "I could summon a monster in their path but I fear it might poof when we pulled back far enough."


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

"When he closes I will deal with the leader my friends."

He called out from atop the carraige using his claws to hold on tightly. This was the most exciting thing he had done in a while for sure.


The carriage barrels through the open gates, spraying the bewildered guards with dust and gravel. The road into the Lumberyards is very broad to allow for large wagons, laden with incoming ore and timber or outgoing tools and lumber, to pass freely. Thus, this first straightaway within the city proper is relatively free from obstacles - save for a few lumber workers who dodge out of your way.

However, passing through the Lumberyard district and into the Lodges district entails a sharp right turn that is fast approaching. It will take careful maneuvering to maintain your lead, evade obstacles like towering piles of lumber, and avoid outright overturning the carriage as you make the turn.

Sapphire should make another drive check to handle this sharp turn.

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