Madness in Kintargo (Inactive)

Game Master Profession Smith 6 ranks

As the new Lord-Mayor Barzillai Thrune brutally imposes his will upon the city of Kintargo, his actions stir the embers of rebellion and a nearly-forgotten organization called the Silver Ravens rises from the ashes.


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Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

I don't think there's any way to keep that girl out of trouble.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Imprisonment spell?

Maybe?


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules
Leora Scileana wrote:

Leora will take over the Fushi Sisters team. Is Kiri is now part of that team now, or is she doing other things in the background?

To follow up on recent RP stuff, it could be interesting for Dom or Davina to take over Turl's Troupe. Keeping Jessi away from them might help keep her out of trouble!

Kiri is now part of the Fushi Sisters team, though she might also be doing other things in the background as well. I changed the team info to reflect Leora as new manager; since she has the same Cha bonus as Kiri, the macros remain the same.

Any takers for manager of Turl's Troupe? Or leave it in Jessibel's hands?

EDIT: Since the second action can't fail with Davina putting her +2 bonus into it, I'm just going to roll the Gather Info check as the bonus action granted by the Strategist now.

Turl’s Troupe Gather Information (Secrecy Check DC 15) {Secrecy, Tier x2; Jessibel, Strat. bonus}: 1d20 + 9 + 4 + 3 + 2 ⇒ (19) + 9 + 4 + 3 + 2 = 37


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

I forget, does it matter stat-wise who manages a team? I could do it, I guess...


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules
Domitius aka Dukkan wrote:
I forget, does it matter stat-wise who manages a team? I could do it, I guess...

The manager's Charisma bonus is added as a bonus to team rolls. Jessibel's a +3.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Davina's bonus is +2.


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

Since I'm still kinda fuzzy on the whole rebellion subsystem, are there any choices that I specifically need to make as strategist?


female Tiefling (demonborn) Sorceress (succubus bloodline) 6; HP 26/31; AC 12, FF 10, TAC 12; F +3, R +4. W +5; CMB +3, CMD 15; Init +2; darkvision 60 ft, Per +7; (SU) Pleasing Shape 6/6; (Sp) shatter (dc 18) 1/1; Spells: 1st 4/8, 2nd 7/7, 3rd 3/4 | Active Effects: mage armor

My bonus is +4 if it helps any.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

You folks have hit on the next two possible missions as I see 'em--confronting the Red Jills directly at their hideout or maybe infiltrating/taking part in the Dancing Devil's grand opening tournament. The choice is yours....

I'll point out that waiting until the night of the tournament to make a move gives your characters several days of downtime, perhaps to scribe scrolls, make alchemical whizbangs, write literature, etc.

Let me know what you'd like to do next.

@T'chazzar: When I first decided to slip in the Second Darkness content, I somehow totally forgot you were playing in the game on the boards (at the other table run by the same GM running mine). My brain gets mushy sometimes.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Saul Porter is a creep, and he leers at my friends, and he makes my stabbing hand itch. That said, we don't actually know what his deal is, or what we're getting into there. Not that we're rock solid about the Jills, but I think of the two, they ought to be the issue we address first.

Thoughts?


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2
GM Silversong wrote:
@T'chazzar: When I first decided to slip in the Second Darkness content, I somehow totally forgot you were playing in the game on the boards (at the other table run by the same GM running mine). My brain gets mushy sometimes.

I just thought it would be an amusing moment of stretching the fourth wall, as the rambling train of thought goes gambling hall tournament -> Second Darkness -> dark elves in Golarion -> me!

As for Saul, he blew into town on the winds of misfortune, and if he runs into trouble he'll just leave again. The Jills are here to stay. They're the local problem that we should solve.

BUT... maybe going to the opening is a way to meet the three who will be waitstaff and see if they might be sympathetic to our cause, if we promise them a better life.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

So...to the Red Jills hideout, to the Dancing Devil gambling tourney, or something completely different?


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

I vote for Red Jills!

Need to replace my scroll of obscuring mist. Will craft more scrolls depending on timing, but I'll start with this one.

spellcraft, scribe scroll, obscuring mist, DC6: 1d20 + 8 ⇒ (16) + 8 = 24

Will scribe these scrolls next as in-game time allows: lesser restoration, dress corpse


female Tiefling (demonborn) Sorceress (succubus bloodline) 6; HP 26/31; AC 12, FF 10, TAC 12; F +3, R +4. W +5; CMB +3, CMD 15; Init +2; darkvision 60 ft, Per +7; (SU) Pleasing Shape 6/6; (Sp) shatter (dc 18) 1/1; Spells: 1st 4/8, 2nd 7/7, 3rd 3/4 | Active Effects: mage armor

Yes, the Jills are the more immediate threat. Besides, if we take their leader out and turn them to our side we will already have a couple of plants at the casino.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Davina will spend some time writing on her latest book.

Artistry Literature: 1d20 + 8 ⇒ (9) + 8 = 17


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

OK--Red Jills it is.

I just want to be certain of the timing: Same day/night as Saul's gambling tourney while the Jills' forces are split?

Also...day or night attack? (I sort of suspect night, since only Leora lacks darkvision.)


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

I was figuring that same day/night. I'm okay with either approach, day or night.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

I was thinking the same thing. Night of the event.


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

Yep!


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

If Falina is going to do the spying/fact-finding she was talking about, one good piece of information she might want to get is what time of the night things are expected to really be busiest. That would probably be the time to make our move, right?


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Sorry for the spotty posting recently. I might be missing Saturday (as well as Sunday) this coming weekend (blame the NFL for broadcasting all three days of the draft on free TV).

It just occurred to me that in order to get to the Red Jills' hideout you'll likely pass right by Clenchjaw's/The Dancing Devil before crossing the Bleakbridge. I'll throw out a nugget of info and tell you all that the gambling tournament is scheduled to run from noon to 8 PM (1 hour before curfew), with the finals being between 6-8 PM.

If you folks want to try to investigate in more detail, let me know. Otherwise, I'll have the Red Jills' HQ map up on Roll20 tomorrow for your raid on the place.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Am I offering this Jill the chance to talk, or putting an arrow in her?


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

Good idea Dom!Leora will withdraw next round if the Red Jill next to her doesn't run away


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Sorry for another missed day; I'll update tomorrow.

@Dom: If it'll help you sleep better tonight...I'm pretty sure you dropped the fellow you chopped with your falcata.


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

GM, could you please add height markers on everyone? I am easily confused and know I will just get more confused as combat continues! I added markers for Leora and Dom since I know for sure we are still on the ground.


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

Darn, I should have looked at the obscuring mist rules sooner... it is a spread effect with a radius of 20 feet . A burst effect (like channel energy) is blocked by line of sight. A spread effect is not. Might have helped with some attacks from Scarplume vs the PCs. At the very least, the "top" of the sphere of the mist should have blocked Scarplume from casting from her previous position. The mist may have spread over some parts of the roof.

From the PRD, spread section:
Spread: Some effects, notably clouds and fogs, spread out from a point of origin, which must be a grid intersection. The effect can extend around corners and into areas that you can't see. Figure distance by actual distance traveled, taking into account turns the spell effect takes. When determining distance for spread effects, count around walls, not through them. As with movement, do not trace diagonals across corners. You must designate the point of origin for such an effect, but you need not have line of effect (see below) to all portions of the effect.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

I... am totally brain-locked. No idea what to do. If someone's got ideas I'm all ears.


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

I dunno about you, but I'm makin' a new character.


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

If all the concious PCs come down off the roof and possibly even inside, maybe the flying enemy would follow so we have a chance for melee attacks? Or go down the ladder to get out of line of sight of the archers?

Could Dom get any info from the person inside? Maybe info that would help us take down the boss or how to get the archers to stop shooting?


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules
Leora Scileana wrote:

Darn, I should have looked at the obscuring mist rules sooner... it is a spread effect with a radius of 20 feet . A burst effect (like channel energy) is blocked by line of sight. A spread effect is not. Might have helped with some attacks from Scarplume vs the PCs. At the very least, the "top" of the sphere of the mist should have blocked Scarplume from casting from her previous position. The mist may have spread over some parts of the roof.

From the PRD, spread section:
Spread: Some effects, notably clouds and fogs, spread out from a point of origin, which must be a grid intersection. The effect can extend around corners and into areas that you can't see. Figure distance by actual distance traveled, taking into account turns the spell effect takes. When determining distance for spread effects, count around walls, not through them. As with movement, do not trace diagonals across corners. You must designate the point of origin for such an effect, but you need not have line of effect (see below) to all portions of the effect.

Hmm. Leora, you just officially made my brain hurt.

My assumption/understanding of a spread was that as long as it has an opening to move through, a spread will eventually 'turn corners' to fill an area (in this case, the volume inside the pink circle on the Roll20 map).

PRD wrote:
When determining distance for spread effects, count around walls, not through them.

Ow. This sentence makes it sound like I'm supposed to track the movement of every 5-foot-volume of fog that would normally fill the portion of the pink circle inside the building on the map once it hits the wall. At the risk of sounding snarky, that's above my pay grade. ;)

Gonna put this whole thing aside for now....

What's your reasoning for believing the obscuring mist would have affected Scarplume? It's 20 feet high and she's been at that altitude or 25' since she took flight.

BTW, I'm not just addressing Leora here--anyone can chime in on this matter. I've thought myself into circles on this, so any opinions or clarity anyone can bring me would be appreciated.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Oh yeah...Scarplume's burning hands spell burned away the fog in the 15-foot cone it affected.

*Head explodes.*

Wait...there's no fog that high, is there? TBD....


female Tiefling (demonborn) Sorceress (succubus bloodline) 6; HP 26/31; AC 12, FF 10, TAC 12; F +3, R +4. W +5; CMB +3, CMD 15; Init +2; darkvision 60 ft, Per +7; (SU) Pleasing Shape 6/6; (Sp) shatter (dc 18) 1/1; Spells: 1st 4/8, 2nd 7/7, 3rd 3/4 | Active Effects: mage armor

Not putting seperate tags for this so this is all OOC.

Technically yes the every square needs to be tracked, however, it only really matters where there is something to interfere, so only where there is a corner, etc.

The burning hands, as she was up five feet, is actually done at a downward angle. This means that it may have not been able to reach T'chazzar as he was five foot further away than he would have been if Scarplume was at the same level as us.

Had a lot of experience with the height rules as I have a living campaign character that is a sky elf and has a flight speed from level 1. She's seven now (and level slower than most of the races) and it comes up in almost every fight as she rarely touches the ground.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

My thoughts post-lunch....

I'm leaning toward focusing on the following two sentences from the spell description: "A misty vapor arises around you. It is stationary." As per the spell's other parameters (20-foot radius, 20 feet high), the vapor rises from the ground around Leora to create a cylinder of fog 40 feet across and 20 feet high.

Sound fair/reasonable?

Falina wrote:
The burning hands, as she was up five feet, is actually done at a downward angle. This means that it may have not been able to reach T'chazzar as he was five foot further away than he would have been if Scarplume was at the same level as us.

Technically, this is correct, and honestly I knew it at the time I made the attack. Between not wanting to do geometry and not wanting to deal with the possibility of stacked tokens on an already-confusing map, I decided 'close enough.' In my defense, at the time I figured the +2 bonus to the Reflex save from cover would help T'chazzar make his save...and I hadn't yet rolled the confirmed crit crossbow attack against him. In hindsight, with Jesse & T'chazzar's poor luck with all things dice-related, I probably should've seen that coming.

T'chazzar: If you'd like to retcon a bit (despite all the references to your PC falling in the last few posts), we can say that the flames didn't catch him (and add 11 hps back to your total).


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

Sorry to make everyone's brains hurt. My goal with the fog cloud was to give the PCs on the roof cover from the enemies on the roof doing the ambush, and it seems like it wasn't working for a lot of reasons. A big reason was that I didn't understand how the spell worked.

GM, I'm cool with your idea of cylinder of fog 40ft diameter and 20 ft high and ignoring the very confusing spread rule. Would it stop where the walls block it, or would it be a 40x20 cylinder wherever the building isn't in the way?

Either way, this would also block RJ #4 from being able to see the PCs without moving.


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

Eh, I don't really care. If your flyer would maneuver to get in burning hands range, then scorch, done. It's not like she's so stupid that she'd waste a spell without bothering to get to a position where it can actually hit me, just because she happens to be flying!

T'chazzar is, to be honest, a "concept character"; mechanically he's terrible. No Con bonus = crummy hit points. He's a Dex fighter so he can't do a lot of damage. Two-weapon fighting = relatively poor AC. And the gray paladin archetype trades away several of the core paladin's good defenses. It's just a surprise he hasn't died sooner.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules
Leora Scileana wrote:
GM, I'm cool with your idea of cylinder of fog 40ft diameter and 20 ft high and ignoring the very confusing spread rule. Would it stop where the walls block it, or would it be a 40x20 cylinder wherever the building isn't in the way?

Since the door to the lower level was open, let's say it rose up inside the building as well.

I guess we'll assume T'chazzar got torched and is down. You folks have some healing resources (including 2 wands, if I'm not mistaken). Get T'chazzar back on his feet and you've got another.

Will update tomorrow (hopefully after Dom's actions).


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

Apropos of nothing, I have like... three other solid front-liner concepts if, y'know.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules
T'chazzar wrote:
Apropos of nothing, I have like... three other solid front-liner concepts if, y'know.

Well, I allowed Kiri to switch characters to Falina, so if you really wanted to.... Honestly, though, I like T'chazzar.

And if you want to pump up his hps some, you can always use retraining. There have been/will be occasional 3+ day off stretches when nothing much is happening in Kintargo or with the rebellion.


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

I'm not saying I want to change characters, I'm just saying I'm ready if he dies!


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

GM, I posted a question for you in the roll 20 chat. I'll be around for a bit if you have a moment!


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet
Leora Scileana wrote:
Leora would make sure everyone in the party has a potion of CLW or CMW. Are Dukkan and T planning to just book it once we free Jessi? If we get separated, we should meet somewhere that isn't the opera house or songbird hall

Leora passed potions out to everyone before we went to rescue Jessi when she was in the dog house. Do people still have those or were they used during the mission?

We also got potions for rebellion rank 3, but not sure who chose what.


female Tiefling (demonborn) Sorceress (succubus bloodline) 6; HP 26/31; AC 12, FF 10, TAC 12; F +3, R +4. W +5; CMB +3, CMD 15; Init +2; darkvision 60 ft, Per +7; (SU) Pleasing Shape 6/6; (Sp) shatter (dc 18) 1/1; Spells: 1st 4/8, 2nd 7/7, 3rd 3/4 | Active Effects: mage armor

Eep! Missed those.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

And as per this post, you folks have a wand of cure serious wounds with 25 charges floating around somewhere as well.

And I'll add that though things currently look grim, there are some cracks that might still be exploited. Even if your group were to surrender, that need not signal the end of the campaign. Things are happening in the background and you still have resources and people that might aid you.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Dom's participation in his MB games has been spotty lately (he PMed me that he had/has a real-life, work-related issue recently that's limited his time), so I don't want the game to bog down too much waiting to hear from him. At the same time, a decision about disarming/surrendering isn't something I'm particularly interested in botting for a player.

So, a question for the other players: Should I keep running things round-by-round while your characters look/wait for an opening or do you all intend to surrender to ensure T'chazzar's survival? (If the latter, I'll move things forward accordingly.)


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

I'm ok with voting which way we go, since Dom isn't here. In Leora would wait for an opening to strike back and hopefully save T'chazzar.

Out of character, if T'chazzar doesn't like his character, this is a good opportunity for a change...


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

I like my character just fine. I'm merely noting that he's a suboptimal build. If he gets killed, that's how things roll sometimes.

If your characters legitimately don't think they can save him without giving up the rebellion, T'chazzar would be the first to tell you not to make that trade.


female Tiefling (demonborn) Sorceress (succubus bloodline) 6; HP 26/31; AC 12, FF 10, TAC 12; F +3, R +4. W +5; CMB +3, CMD 15; Init +2; darkvision 60 ft, Per +7; (SU) Pleasing Shape 6/6; (Sp) shatter (dc 18) 1/1; Spells: 1st 4/8, 2nd 7/7, 3rd 3/4 | Active Effects: mage armor

I'm good with surrendering, for now, if that is the consensus, though it depends on what is going to happen as a result of it.


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet
Leora Scileana wrote:

Fine, but I'm coming up there to check on him! I don't want him to die while we're standing here talking!

...
Assuming none of the enemies tell her otherwise, Leora will climb the ladder to the roof and hold her empty hands up to show she isn't holding anything as soon as she gets to the top of the ladder.

GM, do the Jills mind if Leora goes to heal T'chazzar?

What does surrender mean? Are they going to take all our stuff and let us go? Take us prisoner? I think that's what Falina was asking. Or if she wasn't, it's what I'm wondering!


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules
Leora Scileana wrote:


GM, do the Jills mind if Leora goes to heal T'chazzar?

They won't allow you to just walk up and bring another enemy back into the fight.

Leora Scileana wrote:


What does surrender mean? Are they going to take all our stuff and let us go? Take us prisoner? I think that's what Falina was asking. Or if she wasn't, it's what I'm wondering!

Some combination of what you guessed...maybe more. Falina kinda gave away that you guys killed one Red Jill already, so there'll likely be some consequences.


female Tiefling (demonborn) Sorceress (succubus bloodline) 6; HP 26/31; AC 12, FF 10, TAC 12; F +3, R +4. W +5; CMB +3, CMD 15; Init +2; darkvision 60 ft, Per +7; (SU) Pleasing Shape 6/6; (Sp) shatter (dc 18) 1/1; Spells: 1st 4/8, 2nd 7/7, 3rd 3/4 | Active Effects: mage armor

We killed one? Didn't realize that. As far as Falina knows only T'chazzar might be dead.

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