MoF's Hells Rebels

Game Master MordredofFairy

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Hells Rebels Tactical Map

Ha, as if. I'm giving that anxiety to myself.
You lot have no say in that matter.
I appreciate the sentiment, though.

More seriously said: While I definitely dislike the idea of disappointing you guys, the core problem is that I fail to life up to my own expectations - that is, I disappoint myself.
And the act of putting it into public writing eliminates the option to find excuses or trying to forget about it.

Btw, I'm just checking back daily and 'chatting' to normalize it. OOC is without any obligation, as you so nicely put. But I want "coming here and checking" to be something that is part of a normal daily process again.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Yes, just saying hi is nice enough. One step at a time :)


Hells Rebels Tactical Map

Just for the record, still coming back daily.
I'll be on a business trip until Friday night, so on Saturday, I'll simply assume you all keep running in the general direction you are heading and move forward one round over the weekend.
(We're not in a hurry, of course. But since the consensus was to try and outrun/outlast them, tactical options are limited unless you have some gimmicks at your disposal, and I figure we can softly ease into regularity again :) )


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Oh f@#!, I'm sorry for missing the new posts! I had cleared my cookies and thought I'd logged back into all my various sites, but I missed this one somehow.


Hells Rebels Tactical Map

No worries :) I decided to do the update tomorrow, to give people some extra time after the weekend(because I know weekends are slow for me, too.)


Hells Rebels Tactical Map

Spoiler: The Mosquitos only have one more round in them before being dispersed. We can do this :D
(I know I can't just waltz in here and expect people to pick up posting with regularity after going MIA on you - but I also want to provide "some" consistency with posting -)


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

I'm all for trying to restore some pacing!


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

I don't think I specified what extracts I have prepped. Kith needs healing though!


Hells Rebels Tactical Map

You can respecify what extracts you have.
Also, if your sheet is correct, you have 2 Level 2 extracts, and only one known: False Life, which would last for a good 4 hours.

As a typical adventuring day assumes 8 hours of rest, with making and breaking camp, maybe some break mid-day to eat etc - I generally always viewed it as around 8 hours of actual "adventuring" or cross-country movement - in 2 blocks of 3-5 hours each.
(With minimum 2 hours added before and after the night rest period to set/break camp, eat, prepare etc...).

Long story short: The whole "actual adventuring" day is about 12 hours for me - if your spells last that long, you may assume to cast when you start and have them going all the time until you are "done" unless you deviate from the time plan(e.g. by doing something during the night). If they last 4+ hours, 2 casts will also cover your day, with the exception of any mid-day break.

That means with 2 castings of false life lasting 4 hours, you are actually good to assume that it's "online" when you are on the move. If you have more extracts known/don't dedicate two castings to it, you'll have to specify. But if it's the only option you have, then by all means you can assume you had it going.

(Of course, you are still bleeding and proper healing would fix that. But just saying you may have a bit of a buffer there before you collapse).


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
GM Mordred wrote:


(Of course, you are still bleeding and proper healing would fix that. But just saying you may have a bit of a buffer there before you collapse).

I'm working on it, lol, but the dice didn't want drop my way. I'll give it another go once we've got some more distance from the new swarm.


Hells Rebels Tactical Map

Hum. We are still tracking rounds.
Unless you have some means to change that, First Aid should be a Standard Action.
You can do a move and First Aid yourself - but we'll need to see what Kith and Nezari will do - right now they are slightly behind you - not sure you meant to backtrack - but chances are they'll double move.

In which case next round you could catch up to one of them and try another First Aid - if they still double-move, however, you won't get close enough for a third attempt...unless they wait up for you. Even then, you'll get at most 3 move actions in during those 3 rounds, they get 6, making you the straggler lagging behind :D
Just in case more insect come...


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Sorry, had a brain fart, read that actual combat was over and took that to mean that combat was over. Okay, standard to heal, then a move for my round.

If you'll allow it, those other two Heal checks can be applied when appropriate, either in the rounds or after combat is actually over?


Hells Rebels Tactical Map

Sure, it was an honest mistake - no worries. Just keep the rolls, the sequence(order), and the targets.

If the situation changes and your priorities shift(that is, you want to change targets or something), you can roll anew :)


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Is it fair to say Kith has two false life's and one cure light wounds prepared and would have used false life before running through the bugs?

false life: 1d10 + 4 ⇒ (10) + 4 = 14


Hells Rebels Tactical Map

I tried to say as much in my previous post, yes.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Hate to do this but to keep things going here I think I'll have to bow out. I'm going through like three major life events simultaneously and I'm finding zero brain space to even check in. I hope things will settle down in a few months and then maybe Kith can join again as I do enjoy the game. Will understand if that's not possible.


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Hells Rebels Tactical Map

Not possible?
What kind of self-centered egomaniac asshat would I have to be after all the patience given to me if I now refused you that option?

:)

I am sad to hear it, but I understand where you are and your decision.
I'll bot Kith to your destination, where he will then stay a while to help set something up and learn about locally sourced ingredients(swamp yay).

I'll take the liberty to send you an PM in October, December, and February, and ask how you'll be then. No hurry, no worry, as with the others that dropped from the game, you are welcome back whenever you decide to.
Just want to keep the channel open, in a way. Best of luck to you.


1 person marked this as a favorite.
hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

Good luck, Kith. Totally fair, and we'd love to have you return when you're ready, if you want to in the future.


HP 36/36 | AC 20 | T 14 | F 16 | CMD 17 | F +6 | R +5 | W +4 | Init +4 | Per +1 | Flexibility 6/7 | Stamina 2/5

Best of luck!


1 person marked this as a favorite.
HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
Kith Jeova wrote:
Hate to do this but to keep things going here I think I'll have to bow out. I'm going through like three major life events simultaneously and I'm finding zero brain space to even check in. I hope things will settle down in a few months and then maybe Kith can join again as I do enjoy the game. Will understand if that's not possible.

This is a pretty extreme way of avoiding more swarms bleeding you to death :p.

But seriously, hope things get better for you, and soon.


1 person marked this as a favorite.
Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Sorry to hear that. I hope your stuff works out well and that we see you back here. Good luck :)


Hells Rebels Tactical Map

Oh FFS. I thought I had updated yesterday after posting in discussion - just found I seemingly only previewed. At least I caught it 'early' but it's very late today, I'll rectify this tomorrow morning.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Grease can be used to make creatures drop objects. Since the plant isn't a real creature; can the spell be used to cause objects to drop creatures :p?


Hells Rebels Tactical Map

Creatures drop Objects, Objects drop Creatures, it's all very confusing isn't it?

I'll say no to duplicating "Liberating Command" with the casting, but the latter part would be in effect:

Grease wrote:
A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

So he would not get an instant-escape, but a.: would get the bonus on escape artist and on the CMD against the plant maintaining the grapple.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

That's good enough. Hopefully :)


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

Lily used to hold our healing wand. Okay to assume that I got it?


Hells Rebels Tactical Map

Hm. I do remember. It would seem reasonable that she would pass it on to you, even if she could no longer help for personal reasons. It was a gift by her religious superior, but it's fine :)


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Posting this as a reminder, because it has been some time since it came up, but I'm planning at some point to trade out Boros' useless Cavalier VLC bits for gestalt gun-mage (Spellslinger archetype), and there was some (tentative) mention of this Hellknight maybe being a way to get that started by way of something he'd managed to snatch from Thrune on his way out of the door.

Also still looking into improving Boros' pistol, specifically shot capacity.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Pardon, could throw a perception check for traps. Boros did a pretty good roll though :p (And if it's a magical trap Miranda got Trap Sense for that!)


Hells Rebels Tactical Map

:P

Aye, but Boros is sight-seeing for other interesting vacation destinations along the coast.
You're the one kneeling in front of a lock. But alas, your Take 10 is sufficient, so no need to throw out a bad D20 roll in gameplay :)


HP 36/36 | AC 20 | T 14 | F 16 | CMD 17 | F +6 | R +5 | W +4 | Init +4 | Per +1 | Flexibility 6/7 | Stamina 2/5

And for my character I hope to get level 5 so all my nifty feat shenanigans that require weapon training start working. :P


Alrighty, I recently picked up a Humble Bundle. There were some games I particularly wanted, and I few I didn't have any interest in. I redeemed the former, and have Steam codes for the latter. So do you any of you lot want some Steam codes? I should point out that these are almost all older games, so no recent(ish) hits, but free is free and I've played a few of these way back when they were newer, and they were fun.

Army Men RTS
CivCity Rome
Duke Nukem Forever Collection (3 games)
Hidden & Dangerous Action Pack
Hidden & Dangerous 2
PGA 2k21
Railroad Tycoon 2 Platinum
Railroad Tycoon 3
Sid Meier's Railroads!
The Golf Club 2019
WWE 2k Battleground (w/Ultimate Brawler Pass)

If any of you are interested, just reply here with the game(s; you can grab more than one if you want) and I'll PM you the redeem code(s).


Hells Rebels Tactical Map

Varuzhan, just to clarify, HE is a hellknight...and is assuming you are a lackey of Barzillai sent to capture or kill him.
(not necessarily of the order set up to replace his)

He'd know a hellknight if he sees one.

@Boros: amusingly, I am pondering picking up the bundle as well, but seemingly for the same games you fetched :)


GM Mordred wrote:
@Boros: amusingly, I am pondering picking up the bundle as well, but seemingly for the same games you fetched :)

$16 (or whatever the local equivalent would be for you) isn't too shabby a price at all.

Do wish that 2K hadn't engaged in that f@%#ery with their launcher though, I was quite looking forward to playing those games on my Deck. But their launcher and Linux don't play nice together, apparently.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

A most kind offer!


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Some 2K games can be launched directly without the launcher, though I'm not sure about the details. Just saw someone else complain about the same and the work-around offered :p


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life
GM Mordred wrote:

Varuzhan, just to clarify, HE is a hellknight...and is assuming you are a lackey of Barzillai sent to capture or kill him.

(not necessarily of the order set up to replace his)

He'd know a hellknight if he sees one.

@Boros: amusingly, I am pondering picking up the bundle as well, but seemingly for the same games you fetched :)

Sorry! I lost the narrative thread, clearly. I thought that he was running away from some hellknights who are loyal to Thrune?

Want me to re-post? Or you can pretend I said something like, "Do I look like some Chelaxian thug to you?"


Hells Rebels Tactical Map

Na, in general, you got it. Thrune brought in a new chapter of Hellknights(Rack) to replace the local one(Torrent). Torrent guys were imprisoned and rounded up and Rack guys took over their old place.

But it was "based" on Thrune wanting to get rid of them, and as such Octavius fully expects that given his position(Lictor/Leader), Thrune might send someone after him.

Since you came all the way out here, triggered the alarm spell upstairs and now come down into the living quarters, he assumes(correctly) that you are looking for him.

He is using the chokepoint the chimney presents to create a tactically advantageous situation for himself, but is willing to talk.
But, fair warning, he is also mentally in turmoil over his order brothers/sisters being imprisoned/killed/tormented by Thrune and his inability to do something about that.

So he IS on edge, doubly so.
Factually, he as MUCH more to lose here. Thats why he is being 'pig-headed' as Miranda so aptly put. If you are truly what you claim, then you won't need weapons. But if you are NOT what you claim and he allows you to keep them, he is giving up the one advantage he has unless he maintains the deadlock at the bottom of the chimney.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

I wonder; would Alarm Sense work on Alarm spells :p? It's like Trap Spotter but for magical traps. Usually the kind with a perception DC and the like but ... Worth bringing up just in case :)


Hells Rebels Tactical Map

"This functions as the trap spotter rogue talent, but applies only if the eldritch scoundrel comes within 10 feet of a magic trap."

Unfortunately, the spell "Alarm" is not a trap, as you say :)
Detect Magic, however, would have shown you that there was an active aura at the door.


Hells Rebels Tactical Map

@Nez: He will not STOP Varuzhan from retreating. But not sending someone to talk face to face and just shouting through the shaft WILL incur a penalty to the check.
Body language, facial expression, and trust are all a thing in negotiations.
Also, just as a reminder, these knightly orders ARE lawful to their core. So any agreement you can reach and don't breach first, you can be reasonable certain he will adher to.

(I totally understand where you are coming from, btw, just figure it's only fair to let you know there are effects on stuff.)


HP 36/36 | AC 20 | T 14 | F 16 | CMD 17 | F +6 | R +5 | W +4 | Init +4 | Per +1 | Flexibility 6/7 | Stamina 2/5

Meh, I can't imagine we wouldn't already be drowning in penalties after refusing to unquestioningly follow his orders/threatening to kill him/not all being on the same page with each other as a chaotic assembly of allies with not so much in the planning and leadership department such as a lawful type would like.

What's one more lawn chair on the Titanic?


Hells Rebels Tactical Map

True that.
But he is quite aware that his situation is not exactly rosey...
I mean, he kind of assumes you are sent to capture/kill him and is still willing to consider talking. That won't be the issue. He hopes to cut a deal where you tell your boss that he's dead.
Getting him to trust your word that you are what you claim will be.


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

Not sure V would test the retreat plan. He's gonna hang out and try not to die. I'm sure one of you silver-tongued folk can charm him.


HP 36/36 | AC 20 | T 14 | F 16 | CMD 17 | F +6 | R +5 | W +4 | Init +4 | Per +1 | Flexibility 6/7 | Stamina 2/5

I mean, if you go back up the ladder nothing stops you from going back down later.


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

I did it. Needed an appropriate opportunity to do so, which you supplied!


Hells Rebels Tactical Map
Nezari Neilrotti wrote:
I mean, if you go back up the ladder nothing stops you from going back down later.

¯\_(ツ)_/¯


Hells Rebels Tactical Map

For the record, I have not forgotten Nezaris great diplomacy roll. But a.: someone should have possible decked Boros - it's how his character rolls, no issue there, but maybe don't let him talk to people if you're trying to make a good first impression? :D
and b.: yeah, he is paranoid. Because there was kind of no counter-suggestion. Like, his one parameter was that he's not letting all of you down there armed to talk. So you could have asked for free passage on his honor, or sent one person armed to negotiate, or send one unarmed person and request one of his allies comes up to you in the meantime. He'd have agreed to any of that, or been open to other suggestions.
Even including shouting(at a penalty as said) through the shaft, until someone mentioned dropping nasty stuff down there and your ally at the bottom starting moving back upstairs.

Basically it was some people shouting that you'll keep your weapons and he shouldn't be stubborn because you're totally the good guys. Nezari totally was a voice of reason there, but V was never disarmed(even though he posted he picks up the quarterstaff, he was holding it all the time, the Hellknight just sundered it, nothing more - if he HAD dropped it after the sunder maneuver that would also have been positive), and Boros was creatively sabotaging Nezaris efforts and feeding into his fears. When V also went back upstairs...well.

That said, the situation is certainly not unsalvagable. Just saying. But IF you want to try, you should probably decide on an approach.


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

The real problem is that V and Boros are low charisma characters playing the part. :) In my mind V dropped the staff but I guess I didn't post that. We'll see if Nezari can save us!


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
Varuzhan wrote:
The real problem is that V and Boros are low charisma characters playing the part. :)

Well, that, and he's not too thrilled about the reception after the painful slog all the way out here. Nearly being eaten by something he disagrees with doesn't do good things for his temper :D.

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