How to paint a Raven Silver (Hell's Rebels)

Game Master Jesper Roland Sørensen

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Rebellion sheet


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Oh I remember that comic, been ages since I read that one.

One of the Skum looks towards Canahca and decides she is not a terrifying manta ray and attempts to attack her. While the one sandwiched between her and Jack takes a stab at Jack.

Trident: 1d20 + 4 ⇒ (10) + 4 = 14
Bite: 1d20 + 2 ⇒ (12) + 2 = 14

Trident: 1d20 + 4 ⇒ (3) + 4 = 7
Bite: 1d20 + 2 ⇒ (6) + 2 = 8

Neither of them are able to hit anything. The last skum while still blinded feels it's way around the pillar and bumps into Jack which he attempts to strike. It however looses it's orientation as it pulls away to try and stab at him.

Trident: 1d20 + 4 ⇒ (7) + 4 = 11

Jack I took you dice so hopefully you can make short process of one skum :D

Combat Turn 2
Mirabella, Bicks
Green(Dmg: 18), Red (Dmg: 19)
Canacha
Yellow, blue(Dmg: 11), purple
Jack, Lena, Logan


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.

Jack takes a deep watery breath and then starts stabbing, first targeting the creature flanked between himself and Canacha (purple). If/when that creature is slain, he aims his remaining attacks at the blinded one to his south.

New super-stabby Jack is a challenge for attack rolls! I only added the flanking bonus to his first attack in the hopes that the crit would end the purple skum and he could turn his remaining attacks on the skum to his south. If it takes more attacks to drop purple skum below 0 hp, please add in the +2 for flanking. Those 15s might just be good enough to hit the blind skum!

Jack Duncloak mwk short sword (main; IC +2, flanking): 1d20 + 8 + 2 + 2 ⇒ (20) + 8 + 2 + 2 = 32 for piercing damage: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8 (19-20) and
Jack Duncloak silver short sword (off-hand): 1d20 + 8 ⇒ (17) + 8 = 25 for piercing, silver damage: 1d6 + 2 ⇒ (5) + 2 = 7 (19-20) and
Jack Duncloak mwk short sword (main--iterative; IC +2): 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 for piercing damage: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8 (19-20) and
Jack Duncloak silver short sword (off-hand--iterative; IC): 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 for piercing, silver damage: 1d6 + 2 ⇒ (6) + 2 = 8 (19-20)

Jack Duncloak mwk short sword Confirm? (main; IC +2, flanking): 1d20 + 8 + 2 + 2 ⇒ (20) + 8 + 2 + 2 = 32 for piercing damage: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10 (19-20)


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 50/50 AC21 T17 FF16 F:+ 7:R+11: W+4

So the formulae for awesome jack is canacha cosplaying as a seacreature? Noted

Liberty's Edge

Gameplay map
Canacha Bais wrote:
So the formulae for awesome jack is canacha cosplaying as a seacreature? Noted

We have found Jack's kink!


M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

Couple of questions:
1. Re this attack, how much damage did Logan take? :)
Skum wrote:

Trident: 1d20 + 4 ⇒ (14) + 4 = 18

Bite: 1d20 + 2 ⇒ (2) + 2 = 4
hit?: 1d5 ⇒ 1 1 is a hit on Logan

2. Re the trident miss (second creature), does redirect attack come into play here? Seemed like that was iffy due to the pillar. FWIW Logan rolled a 20 for CMD vs the Skum's attack roll of 18. This would have been resolved before Bicks moved preventing the feat from operating.

Logan hissed in pain as the Skum's trident unexpectedly bypassed his guard and his illusions. He tried to cast a spell to brand the foul creature but the pain caused his concentration to waver. In anger he lunged savagely with his raper, back leg extend in the way his fencing tutor had showed him, hoping to hit something vital!

Cast a cantrip defensively DC 15: 1d20 + 6 + 3 ⇒ (1) + 6 + 3 = 10 <--- FAIL

Vs Red Rapier, inspire, +2 enhance, spell combat penalty, flank: 1d20 + 8 + 2 + 2 ⇒ (20) + 8 + 2 + 2 = 32 Damage: 1d6 + 3 + 2 + 2 ⇒ (3) + 3 + 2 + 2 = 10
Crit?[/dice: 1d1d6 + 3 + 2 + 2 ⇒ (4) + 3 + 2 + 2 = 11

Liberty's Edge

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@Logan
1. seems I delete the damage roll it comes here Damage: 1d8 + 2 ⇒ (1) + 2 = 3
2. Canacha also threatens the second creature since she uses her cloak of the manta ray and have a natural attack now so they way you are lined up right now there is no skum only you threaten.

Jack feels the satisfaction of having an attack hit the Skum in a vital area almost killing it before his second attack finishes it off, without a warning he turns his attention on the blinded skum and quickly kills that one aswell. On the other side of the combat he can see Logan also finish of one of the skum fighting him with critical hit to through the eye.

I can see Jack finally got the weedwhacker to work.

Combat Turn 2
Mirabella, Bicks
Green(Dmg: 18)
Canacha
Yellow,
Jack, Lena, Logan


Loot 7- AC:20 T:12 F:19| HP 66/66 | CMD:13 | F:+5 R:+3 W:+6 | Init:+1 | Perc: 14 | Resources

Bick moves in to flank with Logan and attacks the creature (Green).

Attack: 1d20 + 17 ⇒ (11) + 17 = 281d3 + 4 + 2 ⇒ (2) + 4 + 2 = 8


Female human Warpriest of Milani 6 Init +1; Senses Perception +6 AC 18, T 11, FF 17 hp 49/49 Fort +6, Ref +3, Will +8, Blessings 0/6, Fervor 0/6

Lena moves carefully up next to Logan and swings at the green creature.

Morningstar IC: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d8 + 6 ⇒ (8) + 6 = 14


HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7

With the fight well in hand, Mirabella ceases her song and makes a distracting jab with her spear in an effort to shield Logan from further injury. Stop Inspire courage - effect lingers for 2 more rounds

Longspear aid another attempt - boost Logans AC by +4 vs yellow: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16

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Lena and Bicks finish off the green Skum and the rest of you easily defeats the last Skum of the pack and are now free to explore this room.


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 50/50 AC21 T17 FF16 F:+ 7:R+11: W+4

Feeling remarkably good as a manta ray the dhampier swam about in an excited circle about Jack its monstery face suddenly moving close and kissing his forehead. She spun away and swam torwards the southern edge of the chamber checking things out.


Female human Warpriest of Milani 6 Init +1; Senses Perception +6 AC 18, T 11, FF 17 hp 49/49 Fort +6, Ref +3, Will +8, Blessings 0/6, Fervor 0/6

Lena examines the bodies for anything of interest, and smiles as Chanacha swims around in her manta ray cloak.


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.

Jack manages a nervous smile when he realizes that Canacha wasn't trying to bite his head off. Staying within the light sources the party's employing, he joins the search of the rest of the sunken chamber.

Jack Duncloak Perception Check: 1d20 + 14 ⇒ (4) + 14 = 18 (+2 for evil outsiders, +4 vs. humans)

Liberty's Edge

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I've moved Jack to where he finds something.

Lena examines the bodies but they have nothing of real interrest, each body holds a studded leather armor and trident in addition to some bony necklaces.

Jack searches the room and inside a hollowed out support pillar he finds a secret entrance that leads undernearth the chamber.


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.

Jack signals to the others and then checks the pillar/exit for traps.

Jack Duncloak Perception Check (find traps): 1d20 + 17 ⇒ (11) + 17 = 28

Jack Duncloak Disable Device Check (if necessary): 1d20 + 12 ⇒ (10) + 12 = 22


M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

Logan rubs his side where the ugly creature's trident had grazed him. Noting what had just been found he remarked, "Good spot Jack, I guess we need to see where that goes..."

Liberty's Edge

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Jack doesn't find any traps but his disable device helps him remove some kind of old rusted lock opened.


Loot 7- AC:20 T:12 F:19| HP 66/66 | CMD:13 | F:+5 R:+3 W:+6 | Init:+1 | Perc: 14 | Resources

@Logan you heal to 52 HP as life link transfers damage to Bicks.

CMW: 2d8 + 6 ⇒ (5, 5) + 6 = 16 on Bicks


HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7

Let's explore this hidden passage first, then return and explore the rest of this area. We had better move swiftly, our spells won't last forever.


M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

I forgot about life link, thanks!

Nodding at Miri's warning, Logan boldly enters the passage to see where it goes...

Perception: 1d20 + 0 ⇒ (20) + 0 = 20


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.

Jack follows, staying fairly close to a light source.

Jack Duncloak Perception Check: 1d20 + 14 ⇒ (3) + 14 = 17

Good thing we've got the guy with the +0 modifier taking the lead! ;)

Liberty's Edge

Gameplay map

This secret passageway leads south from the hollow pillar, then turns east and winds along that room’s edge. Stairs in the hall lead upward along the way until the floor rises just above the floodwater level.

Water drips from glistening walls in this relatively dry hallway. A stout iron door with a complex, gearlike lock bars progress to the north. The skeletal remains of a man with goatlike horns lies slumped against the door. The skeleton wears a gleaming silver chain shirt, and one skeletal hand is clutched in a fist held against its chest.

Neither Jack nor Logan notices anything on the way up untill the stand at the door.


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.

"Something killed that fellow," Jack comments to Logan. "You might want to step back a bit while I search for traps...."

Once Logan's a safe distance away, Jack scans the area in front of the door for traps.

Jack Duncloak Perception Check (find traps): 1d20 + 17 ⇒ (5) + 17 = 22

Assuming he's still alive moments later....
Before actually dealing with the door, however, Jack squats next to the corpse. "Are you keeping secrets, my poor friend?" he asks the skeleton as he attempts to pry its balled fist open to see if anything is grasped within it.

Jack will be doing another search for traps on the door itself before proceeding, but I didn't want to do too much in one post.


HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7

"Jack, if this fellow was slain by a trap, the angle of the bones might give us a clue about where it is located...

Perception (Aid Another): 1d20 + 7 ⇒ (18) + 7 = 25 vs DC 10 - Success, +4 to Jack's perception

Once Jack is done searching, Mira casts detect magic to examine the items on the corpse.

Liberty's Edge

Gameplay map

Jack prys open the skeletons hand and finds a keyring with 3 small keys, most like for chests or containers.

To Mirabella's senses the skeleton practically lights up when she casts the detect magic spell, the remians holds a magic mithral chainshirt, haversack, a mithral dagger in the boots and lastly a ring on the hand Jack isn't prying open.


HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7

Mirabella whistles softly...Jackpot! This fellow is loaded down with magical gear. I'll wager we've found another guild boss trying to hightail it out of here when things got hot.


Loot 7- AC:20 T:12 F:19| HP 66/66 | CMD:13 | F:+5 R:+3 W:+6 | Init:+1 | Perc: 14 | Resources

"Well a person with lots of magical items is dead so that likely means something deadly here. So, let keep an eye out."

Plans: 1d20 + 10 + 1d6 ⇒ (7) + 10 + (3) = 20 if it applies the creature. Lots of things from the out plans have horns so you never know.


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.

While the others examine (and presumably loot) the dead guy, Jack turns his attention to the door itself. After checking for traps, he checks for keyholes...and if any keys on the dead guy's keyring might fit it.

Jack Duncloak Perception Check (find traps): 1d20 + 17 ⇒ (14) + 17 = 31

Jack Duncloak Disable Device Check (if necessary): 1d20 + 12 ⇒ (20) + 12 = 32


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HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7

Mirabella recalls the paintings they found in the meeting room.

Jesper Roland Sørensen wrote:

The northernmost painting depicts a red-haired man with goatlike horns and sharp teeth—its plaque identifies him as “Guildmaster Baccus.”

The southernmost painting depicts an attractive halfling woman—its plaque identifies her as “Guildmistress Lorelu, this one looks like the ghost you met in the gamblers den.
The central painting depicts a stern looking young Tian-Shu woman with a narrow face and short hair; its plaque identifies her as “Guildmistress Hei-Fen.”

"Remember the portraits in the meeting room? I wager that this is probably the tiefling Guildmaster Baccus. And the halfling ghost we encountered is Lorelu. So that just leaves Hei-Fen unaccounted for."


M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

Logan thought about this and replied "Right and he ran down here to escape. Maybe he couldn't open the door and either starved or ran out of air?"

Curious to see what kind of magics where on the dead guildmaster, Logan started humming a special chant to focus his senses on any lingering magics.

Casting Detect Magic.
Spellcraft: mithral chainshirt: 1d20 + 12 ⇒ (9) + 12 = 21
Spellcraft: haversack: 1d20 + 12 ⇒ (17) + 12 = 29
Spellcraft: mithral dagger: 1d20 + 12 ⇒ (2) + 12 = 14
Spellcraft: ring: 1d20 + 12 ⇒ (18) + 12 = 30

Liberty's Edge

Gameplay map

Jack discovers a slashing gear trap on the door and quickly disables it, to the best of Jack's knowledge the trap would have slashed anyone failing to pick the lock on the door. There are no locks on the door for the key to fit into, instead the door is secured with a complex combination lock.

Logan identifies three of the items giving you a lovely +2 mithral chainshirt, a handy haversack and a ring of protection +2.


HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7

”We might as well put these items to good use. Who wants what? Oh, and let me have a look at that dagger”

Spellcraft (identify mithral dagger): 1d20 + 10 ⇒ (19) + 10 = 29

Once everyone have claimed what they want:

”Jack, can you get the door open?”


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.

"Not at the moment," Jack tells Mirabella. "There's some sort of combination lock on it. I'm not sure how to proceed."

@Jesper: Is this a traditional combination lock with numbers? Or does it have different symbols or something similar?


M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

Logan explains what the items he found are and says, "I'm not sure what the dagger is but the other items seem like things we can put to good use!"

Who are the shirt & ring upgrades for? Both would be upgrades for Logan but I don't want to hog the loot!


Loot 7- AC:20 T:12 F:19| HP 66/66 | CMD:13 | F:+5 R:+3 W:+6 | Init:+1 | Perc: 14 | Resources

Bick give the room another look over for anything that looks like it could indicate a combination (patterns, symbols, etchings, repeating shapes).

Perception: 1d20 + 13 + 1 + 1d6 ⇒ (11) + 13 + 1 + (3) = 28

Liberty's Edge

Gameplay map

@Jack there is no desricbtion of the lock just that you need 3 consecutive successful disable device checks, so I assume it's a traditionel combination with 3 dials to work out.

Mirabella identifies the dagger as a +1 lawful ousider bane mithral dagger.


Female human Warpriest of Milani 6 Init +1; Senses Perception +6 AC 18, T 11, FF 17 hp 49/49 Fort +6, Ref +3, Will +8, Blessings 0/6, Fervor 0/6

"That's some serious equipment on that guild boss. Jack be careful on that lock. I would help you if I could." Lena stays toward the back keeping an eye for enemies following them.


HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7

”This dagger is enchanted to bring extra harm to Lawful outsiders, which means most devils. It could be very useful. Who wants it?”


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 50/50 AC21 T17 FF16 F:+ 7:R+11: W+4

Hearing about the dagger with her excellent manta ray hearing she swirled about in excitement. That sounded like a useful thing to have handy for sure. She circled about Jack Jack warily keeping her eyes peeled for more creatures that might want to hurt him.


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.

Jack shrugs, seeing no alternative than for him to somehow manage to bypass the secondary looks with just his trusty lockpicks and doughty brainpower. Then he sets himself carefully to the task....

Jack Duncloak Disable Device Check: 1d20 + 12 ⇒ (6) + 12 = 18

Jack Duncloak Disable Device Check: 1d20 + 12 ⇒ (6) + 12 = 18

Ick. If he's still alive, maybe Jack could take 10 three times to see if 22 will get the job done. Otherwise, with the way Jack rolls on these forums, we should get past this door some time around 2026.


Loot 7- AC:20 T:12 F:19| HP 66/66 | CMD:13 | F:+5 R:+3 W:+6 | Init:+1 | Perc: 14 | Resources

Bick will provide some divine guidance to Jack. +1 to each roll.

Liberty's Edge

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If Bicks gives Jack a +1 and Mirabella helps with inspire competence for a few rounds you should get enough as 22 is just shy of the needed dc.


HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
Jesper Roland Sørensen wrote:

If Bicks gives Jack a +1 and Mirabella helps with inspire competence for a few rounds you should get enough as 22 is just shy of the needed dc.

Consider it done! I’ll mark off a few rounds of performance. Also, next time we level up, remind me to train in disable device, so I can add my helpful aid another bonus for future attempts.


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 50/50 AC21 T17 FF16 F:+ 7:R+11: W+4

I would have aided or tried myself but not sure what a manta ray could do to help.


HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
Jesper Roland Sørensen wrote:

This secret passageway leads south from the hollow pillar, then turns east and winds along that room’s edge. Stairs in the hall lead upward along the way until the floor rises just above the floodwater level.

Water drips from glistening walls in this relatively dry hallway. A stout iron door with a complex, gearlike lock bars progress to the north. The skeletal remains of a man with goatlike horns lies slumped against the door. The skeleton wears a gleaming silver chain shirt, and one skeletal hand is clutched in a fist held against its chest.

Neither Jack nor Logan notices anything on the way up untill the stand at the door.

I don’t think you’re a Manta Ray anymore, Canacha

Liberty's Edge

Gameplay map

You are only dry but damp land Canacha. And you can't use aid another on disable device checks anyway as you are only one who can fiddle with the lock at a time.

With the aid of Bicks' divine magic and Mirabella's arcane song finds the right combination and opens the door. Three heavy iron chests sit against the north wall of this otherwise empty room - empty, that is, save for the desiccated corpse of a human woman with eight long spidery
legs protruding from her back


HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7

”Yikes…what IS that?” Mirabella exclaims as she sees the corpse. Then she stops to ponder if her bardic training can provide the answer.

Knowledge (Whatever is appropriate): 1d20 + 8 ⇒ (4) + 8 = 12

Liberty's Edge

Gameplay map

Mirabella doesn't know what this is.

Knowledge nature check if anyone els wants to try.


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 50/50 AC21 T17 FF16 F:+ 7:R+11: W+4
Mirabella Lindenbrook wrote:
Jesper Roland Sørensen wrote:

This secret passageway leads south from the hollow pillar, then turns east and winds along that room’s edge. Stairs in the hall lead upward along the way until the floor rises just above the floodwater level.

Water drips from glistening walls in this relatively dry hallway. A stout iron door with a complex, gearlike lock bars progress to the north. The skeletal remains of a man with goatlike horns lies slumped against the door. The skeleton wears a gleaming silver chain shirt, and one skeletal hand is clutched in a fist held against its chest.

Neither Jack nor Logan notices anything on the way up untill the stand at the door.

I don’t think you’re a Manta Ray anymore, Canacha

Dont know how i missed that >.< must have been the excitment of being a ray


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 50/50 AC21 T17 FF16 F:+ 7:R+11: W+4

"That is the most distubing thing i think i Have ever seen... and we live in devil lands."

She said quietly shifting behind Jack her pistol drawn...just in case you know?

"Good work with the locks Jack. You are so handy to have about sometimes."

She whispered her best seductive whisper into the back of his ear then giggled. He was fun to have about that was for sure.

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