MoF's Hells Rebels

Game Master MordredofFairy

Skills Spreadsheet | Party Loot
Kintargo | Tactical Map


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Female Human Arrowsong Minstrel (Bard) 1 HP 9/10 | AC 16 Touch 13 Flat 13 | CMD 14 | F+1 R+5 W+2 | INIT+3 | Perc +4 | Spells 1: 0/1 Performance 5/10 | Condition: None

Any chance we get to level to 2 after this fight if we survive?

Unlikely, but it can't hurt to ask.


Hells Rebels Tactical Map

I'm quite afraid due to party size and altered encounters, you will level up by milestones/fiat. Which actually will be good for you.

That side, I'm not hell(*hehe*)-bent on milestones...e.g. good RP may cause me to move things forward a bit, letting you power through some easier passages by being overlevelled before re-applying thumb screws. For example, I'm VERY interested how you'll collectively handle the situation here post-battle(which is pre-reinforcements)...


Female Human Arrowsong Minstrel (Bard) 1 HP 9/10 | AC 16 Touch 13 Flat 13 | CMD 14 | F+1 R+5 W+2 | INIT+3 | Perc +4 | Spells 1: 0/1 Performance 5/10 | Condition: None

I dunno, I think getting to level 2 and getting Precise shot and even better allies not providing cover if I'm using bardic performance is better :(

Also, I feel the need to point out we're at twice as many posts in discussion then gameplay at this point and there has been what, 50 posts in discussion in the last 24 hours?


Hells Rebels Tactical Map

One's always smarter afterwards ;) If Bardic Performance were online, Varuzhan would have smashed Green in Round 3... ^_^

That said, I'm certain you'll get there soon enough.

Also, we're a chatty bunch. I like that.


Female Human Arrowsong Minstrel (Bard) 1 HP 9/10 | AC 16 Touch 13 Flat 13 | CMD 14 | F+1 R+5 W+2 | INIT+3 | Perc +4 | Spells 1: 0/1 Performance 5/10 | Condition: None

Yea, I probably should've started round 1 with a performance rather then burning my only spell to have the guy save >.>


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

Well I think that the cleric did indeed "just die!"

Or close enough for our purposes :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

Okay, so who's still standing? Lily healed Miranda so she's back, but Boros is down? Pretty sure we should haul ass and find somewhere to lay low and recover.


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

Yeah. It seems as if Team Not-Devil-Worshipers continue to suffer from poor healing rolls. It is perhaps a sign that we ought to invest in some Infernal Healing scrolls :P?

Also - before we leave - Miranda would like to take a moment just to make sure that the two more evil guys aren't in any shape to leave a description ...


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;

Damn shame Boros is down for moment. I had a most awesome bit of interaction in mind between him and red.

And, if he could speak, he would very much suggest a quick of pocket check on blue, green, and red for anything of passing interest to our battered heroes. Like, say, a loose restorative potion perhaps?

>.>

<.<

If he could speak, of course.


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

Don't worry! Of course we (I?) are going to check up the loot. It say 'rogue' on my char sheet does it not :P?

(Also planning on slipping the 'beg for his life' guy a "you owe me big time chump!" note)

(And slipping the other two something far more pointy!)


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;

Boros' contribution to planning after the fight is (momentarily) over is not bleeding to death while the folks that are still upright decide on who gets to carry his heavy butt. Miranda will probably volunteer, with nothing but pure intent, to carry that neat fire-wand ;P. Oh, and the rapier too, since it's near the fire-wand and all.

And on a more serious note, Boros wouldn't object if anyone felt the need to improve their offensive capabilities by borrowing one of his blades. He did make the offer, after all, before getting maced off to unconsciousness.


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

Way ahead of you :P

But she is too small to carry you (she'd drag you along the cobblestone!) so she just volunteered to carry your cool stuff :P


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

Also technically she can only grab stuff stored on herself with her tail but realistically it should help her acquire unprotected and shiny items too!

(And lets see if our cleric friend was nice enough to carry some potions or scrolls ... : ) )


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

And since I'm at it - Miranda is really quick if she wants so she could spend a round or so extra to make sure mister Asmodean cleric is actually really really dead even if her CdG rolls were a bit subpar!


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;
Miranda Greenblossom wrote:

Way ahead of you :P

But she is too small to carry you (she'd drag you along the cobblestone!) so she just volunteered to carry your cool stuff :P

If she really does want a gun later on, he is quite able to make something she can carry specifically as a concealed weapon. Just so you know.


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

Not really (or rather - maybe?) but she is really curious about it. Mostly because she figures it is some sort of arcane device and she hasn't really gotten to look at too many of those!

Don't worry you'll get it back when you can sit up again ^^


Hells Rebels Tactical Map

After you try to Coup him?(note Asmodeus still controls the dice)

Unlikely- why, he would have quaffed it or handed it to his buddies if any were left.
But maybe SOMEONE brought potions...

also you are getting ahead of yourself :) the round only resolves once Nissim posted, then we'll see where you stand, and you get 3 rounds of actions ^_^


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 thought it best to simply star queing up actions, so people know what someone is doing at least ^^


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

@Boros - if you are feeling a bit RP-deprived after being KOed I have something for you!

The thing bellow is what Miranda will do to poor Gnoll Splasher once she gets a chance:

Psychometry (Appraise):
You can read the psychic impressions left on objects or in places by previous owners and events.

Check: Once per day, you can concentrate for 1 minute while in physical contact with an item or location, during which you receive flashes of insight regarding the subject's nature and ownership. After 1 minute, you attempt a DC 15 Appraise check to decipher the visions. You gain one piece of information about the historical significance or the last previous owner—such as a glimpse of the last owner's appearance or its emotional state when it last used the item—determined by the GM. You learn one more piece of information for every 10 by which your check result exceeds the DC, as long as you concentrate for 1 additional minute for each piece of information. If you fail the check by less than 5 or the item has no significant psychic imprint, you don't learn any information. If you fail this check by 5 or more, the item appears to be psychically significant even if it's not, and the information you gain is wildly inaccurate.

If you attempt to use psychometry on an item affected by charge object or implant false reading, you automatically learn all information imprinted by the spell. You must also attempt a Will save. If the item is affected by an implant false reading spell, on a success, you realize the information was false, and can determine the true information as well. On a failure, or if the item is affected by a charge object spell, you believe the information is true.

Action: Reading an object requires at least 1 minute of uninterrupted concentration.

And since it won't really be anything plot related I was thinking of just fudging the dice and asking if you have any visions or the like you think Gnoll Splasher would/should share with Miranda (if any) : )


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;
Miranda Greenblossom wrote:

@Boros - if you are feeling a bit RP-deprived after being KOed I have something for you!

The thing bellow is what Miranda will do to poor Gnoll Splasher once she gets a chance:

** spoiler omitted **

And since it won't really be anything plot related I was thinking of just fudging the dice and asking if you have any visions or the like you think Gnoll Splasher would/should share with Miranda (if any) : )

Well now, that ability of Miranda's actually does offer some interesting story kibble. See, Boros has a secret, a deep, dark, rather shameful secret. A secret that he'd real!y rather die than reveal voluntarily. And Gnoll Splasher getting read like that would probably reveal said secret to Miranda, since the weapon was present during the most relevant moments of that secret's creation.

Object Reading Round 1:
She'd get flashes of a pretty nasty battle (probably looking like a first-person shooter), with snarling, cackling gnolls driving themselves forward over a short barricade, with mangled bodies of gnolls and various humanoinds on both sides of the barrier, and more humanoids struggling against the oncoming gnolls with "fire-wand" of various types, or melee weapons (or fire-wands that double as melee weapons). The humanoids are all in uniform, while most of the gnolls have features that are clearly not standard to the species; weird growths, vestigial limbs, and other deformities. Among these gnolls are a handful of big ones (flinds) that are clearly in charge.

Occasionally, one the gnolls in the POV goes down with a bloody hole in the torso, courtesy of an easily-recognized pistol. Then the POV tips sideways and down before going dark.


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

You don't have to wait for Miranda to do the looting: Lily sees potential lives to be saved, and petty things like 'the pockets of the dead' are nothing in comparison to a life. Or rather, she's at least going to look (if poorly).


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

@Boros - Thank you. It is an really nice little trick to dig into the fluff of things! : )

@Lily - Yeah sorry to disappoint. Miranda figures the less people that has seen us, the less likely we are to get someone in a red robe knocking at our doors in the dark of the night. Also the cleric did both boink her with a mace AND channel negative energy at her so it seemed only fair :P


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

Or *hmrm* were we planning on bringing mr cleric guy with us to interrogate? If so "ooops" and sorry :P

(but it doesn't seem like we can bring that many with us anyhow!)


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;
Miranda Greenblossom wrote:

@Boros - Thank you. It is an really nice little trick to dig into the fluff of things! : )

@Lily - Yeah sorry to disappoint. Miranda figures the less people that has seen us, the less likely we are to get someone in a red robe knocking at our doors in the dark of the night. Also the cleric did both boink her with a mace AND channel negative energy at her so it seemed only fair :P

No problem. If she manages to get hold of his pistol in the future and does readings on it again, or has it long enough right now, I'll drop more stuff for her to learn. If it goes on long enough, she'll learn why Boros isn't the least bit weirded out by Miranda's heritage and habit of biting enemies.


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

It's a bad idea to bring the guy who radiates death anywhere with you. Unless he's on your side. Even then...


Female Human Arrowsong Minstrel (Bard) 1 HP 9/10 | AC 16 Touch 13 Flat 13 | CMD 14 | F+1 R+5 W+2 | INIT+3 | Perc +4 | Spells 1: 0/1 Performance 5/10 | Condition: None

It's a very bad idea to take an evil cleric hostage, channeling doesn't require any components, aside from being able to display your holy symbol, you can even channel while grappled, and god forbid this guy has a holy symbol tattoo.


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

@Boros - So far it is 1/day (since she only have the skill unlock and not the class feature [which she gets at occultist 2!]) so that will be plenty for now : )

@Evil Cleric Hostage - He have to present it so with proper containment it should work. Also it is totally possible to search him before you wake him up (and apply a cheese-grater wherever necessary!).

But I admit, it is a project :P


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

Actually, Lily has another heal left, so she can throw one out once we determine who needs it most. Depends on how sturdy the new guy looks, methinks. :P

I botched at 'Spells Per Day' of all things. (I was thinking of spells known..)


Female Human Arrowsong Minstrel (Bard) 1 HP 9/10 | AC 16 Touch 13 Flat 13 | CMD 14 | F+1 R+5 W+2 | INIT+3 | Perc +4 | Spells 1: 0/1 Performance 5/10 | Condition: None

I don't even know cure, aside from having a single first level per day, so I can't help with getting people standing.


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

@Heals - OOC it seems better to have one nearly dead guy and one barely walking rather then two that are pretty much almost-awake-but-quite-not.

But yeah having two alive beats having one alive and one dead : )


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

It's ultimately significantly better for Lily to hold off on casting that heal until nightfall as well, though. She'll heal for at least 1 more HP if she does.


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

Whoookay. Nissim stabilized the guy. It was a close thing though. Wouldn't have happened without the healing kit.

So, we loot, coup de grace, and run? (Roughly in that order)

And two to carry right?


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

Technically...

The Streets Are Your Friend (Ex):
As long as you are in an urban environment, you can call upon the city to help an ally within 30 feet succeed at a task. The ally gets a +2 competence bonus on skill checks with a particular skill as long as you concentrate. This bonus increases to +3 at 9th level, and to +4 at 15th level.

Lily was using that on you as well. :P


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

Ah! I missed that! That's a really nice pseudo bard ability! That takes it from skin of my teeth to comfortable.


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

-Yey stackable buffs!-


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

I'm not sure how valuable it is, but I'm a huge fan of aid another. :)

Granted, I couldn't have buffed that first try, since my turn was spent shaking the halfling awake.


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

@Boros - I think the enemy guys are out cold sadly so we can't threaten him right now. Miranda was thinking of slipping him a "you owe me 1 life" note poetically written in blood or something - hopefully that will keep his mouth shut :P

Also going to let GM get a quick chance to update before I hand back Gnoll Splatter (and it seems Miranda has to device another scheme to get ahold of it now :P)


Hells Rebels Tactical Map

Well, Lily did not specify WHICH round action she wanted to replace with the heal. But her searching is not time-dependent.
I did, on the other hand, silently try and actually read out all of Boros's boldened text hidden on the toilet(am at work), and settled for Round 1, because 18 seconds is NOT a very long time, but 12 seconds is nigh impossible in normal speech speed.


Hells Rebels Tactical Map
Boros Black-Hand wrote:

...

  • We make a new friend with mister rebel, cementing that friendship with the timely application of some Stopleak to his spurting wounds. (Done, Check)

  • We get ready for mister yellow and The Man by lurking like a bunch of thugs, then hammer them into goo when they appear.

  • Loot the bodies, because you should always bring a little something for your hosts when visiting, and then retire to the rebel hideout for drinks, cigars, and a gallon of mouthwash for Miranda to get rid of the taste.

Soooo, sticking with the plan? Or some ad-hoc changes to apply to it ^_^

because, you know...The Man is on his way...*whistles innocently*


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;

Reading through before making my post, I didn't see anything that said red was negative HP and unconscious when Miranda finished with him. Merely disabled and trying desperately not to draw further hostile attention by remaining quiet, passive, and definitely not interested in continuning this fight.

If he did indeed go to sleepy land, then ignore that portion of Boros' actions that deals with talking to him, because Boros may be rattled from those hits, but not that rattled, lol. Boros instead makes sure the ladies are moving right along in round 3, and drags his wounded self out as well.

And the details of that plan have changed, oh yes. Lurking like thugs is right out. Skip to booking it at his best speed is now Boros' plan.


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

Miranda finished off the cleric dude (green I think?)

the begging-for-his-life guy were downed when the Cleric channelled negative energy


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;
Miranda Greenblossom wrote:

Miranda finished off the cleric dude (green I think?)

the begging-for-his-life guy were downed when the Cleric channelled negative energy

Ah, that was the bit I'd missed then, okay. Then yes, round 3, Boros is in fact leaving the site of this rather unpleasant soiree.


Hells Rebels Tactical Map

Yep, the relevant part you seem to have missed was in the round update:

The Flavor wrote:

With a grim look of determination, he grips his holy symbol of Asmodeus, silently chanting some words in infernal, before a wave of death washes over all but him, suddenly silencing Red's whimpering.

Channel Negative Energy: 1d6 ⇒ 3 Will save DC 12 for half damage
followed by
The Mechanics wrote:

Rebel Will Save: 1d20 ⇒ 20

Asmodean Will Save: 2d20 ⇒ (4, 8) = 12
Asmodean Stab-ilization: 2d20 ⇒ (17, 14) = 31

(If someone rolls to stabilize, they are in negative HP/dying)

followed by

The Summary wrote:
Conditions: Red stable(-3); Blue stable(-4);

(Stable is Negative HP, not bleeding out. Also: here, it's actual negative HP, so red was at negative 3 HP(disabled when miranda left him alone, full damage from channel), Blue at negative 4 HP(dropped to -1 from disabled after downing you, full damage from channel)...since they are out cold it usually won't matter in terms of battle, but it MAY be a necessary indicator that gives a hint how close someone is to bleeding out. I should have clarified standards I intend to use after having picked them together from other games I am in.)

But yep, acknowledged, I think a number of actions may change from the table, just waiting for all to chime in 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;

For the HP, may I respectfully suggest the format we're using? The current/max, with -current/max for negatives? It quick and easy to read at a g!ance, which why we all chose it, I think.


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;

On an unrelated note, my post frequency might drop this weekend. I seem to have been targeted by some vile seasonal ailment that has me jammed up in the sinuses and running a mild temperature. That usually means 24-48 hours of abject misery for me, which I spend mostly sleeping, if I can't quash it succcessfully with meds before it really gets going.


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;

And looking at the tactical map, I would give a lot right now for about a ha!f-dozen claymore mines and a tripwire...

Ooooo, just found a useful thing for Boros and Nissim to possibly collaborate on, explosive pursuit deterrents. Also, Boros is going to have to look into the feasibility of making gunpowder versions of Nissim's arsenal.


Hells Rebels Tactical Map
Boros Black-Hand wrote:
For the HP, may I respectfully suggest the format we're using? The current/max, with -current/max for negatives? It quick and easy to read at a g!ance, which why we all chose it, I think.

I think I attempted to explain it earlier: I may use the format for you(because it's easier for you to read/understand), but enemies will always go with (-hp)/from max.

It adds some suspense and eliminates unconscious/unneeded meta.

Imagine Yellow ONLY comes back with the captain(would have happened if he had not seen battle break out) and you're all still fine after having overwhelmed them quickly, and go all "Thug" trying to ambush them.

It would be a great difference if after your touch attack pistol shot hit him I write 15/21 or I write 78/84...if I simply write -6, you're completely left in the dark and don't HAVE to try and keep player and character knowledge apart. You simply don't know how much fight they may have left in them(considering HP are an abstract concept). Also, due to correlation, once an experienced roleplayer sees HP, unconscious brain areas work to figure out an estimate of HD, CR, and expected capabilities of a foe. I know it's hard for me to "turn" that off. It may not be the case for any of you, but I stand by my decision not to tempt you and go with a damage tally :)
You'll get used to it soon enough.


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;

Ah, I get ya.


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

And it's not like someone actually managed to guess his hp and entire stat line (there are of course no sure way of really knowing there those 15 and 14 went except starting to deal with ability drain - but close enough!) from just seeing his Channel Negative Energy attempt^^

(And on the topic of mr cleric, did he have any easily pilfer-able loot? :P)


Hells Rebels Tactical Map
Miranda Greenblossom wrote:

And it's not like someone actually managed to guess his hp and entire stat line (there are of course no sure way of really knowing there those 15 and 14 went except starting to deal with ability drain - but close enough!) from just seeing his Channel Negative Energy attempt^^

(And on the topic of mr cleric, did he have any easily pilfer-able loot? :P)

You were close enough with your guess...though not spot-on :)

The two-handed damage was a dead giveaway to his strenght bonus, and the AC(assuming no Breastplate) the Dex bonus. Channel Energy DC the Cha bonus, and Cure Light Wounds the Level. etc.
Seeing stuff in action, you may deduce lots of things. But when you saw "action" long enough, it's reasonable you can get a good estimate of your enemies prowess(same if you had gotten him to -30 HP and he keeps swinging...)
Bleh, board ate the addendum: I just wanted to say don't take things for granted...I don't feel utterly bound by using array stats simply because it's a quick and dirty fix to use superior/inferior statlines rather than fine-tune mook NPC's. Those were elite array, but that's not default - just don't take things for granted.

@Mr. Cleric: possibly. Though you probably already deduced that his Mace is not of Masterwork Quality :)

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