MoF's Hells Rebels

Game Master MordredofFairy

Skills Spreadsheet | Party Loot
Kintargo | Tactical Map


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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 gives the cloud of on-coming insects a flat look, then casts his eyes around their surroundings with a sour grunt. "Right, because it wouldn't a proper trip through this moist, muddy Hell without bugs." His gaze then shifts to his companions, gauging their intent to either fight or flee. "Whatever you decide to do about this, let's make it quick. And just to be dead clear on this, but my pistol won't do much of anythin' to that lot. I mean, I could kill a bug with it, but it'd have to be a good bit bigger than what's comin' at us right now."

Boros will see what the party's consensus on this is before deciding whether to draw steel and engage (hah, that'll be fun to see with a cutty sword and a pokey sword) or haul ass away.


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 insects here battle the wind and are not hunting. We could just run past, and deal with the bites when we're through." Varuzhan explains the situation further.

Info from GM: They are flying with 40 feet flight - and they do have swarm traits, so anything area-damage would be a weakness. No "special" weakness that would apply to them. However, I'll add as a combination between those two that the heavy winds cause them to struggle. They are more dispersed than a swarm would normally be(larger area, lower damage) and the fact you only encountered them so close to what seems to be their hive suggests they are not actively hunting, just defending their territory. If you decide to just move past, they would probably break off pursuit after a few rounds and return to base. After a certain number of rounds, or damage taken, the strong winds will disperse them/force them to return home. So in a way, the wind is their weakness and in your favor here.


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;

Pointing briefly at Varuzhan, Boros replies. "Right, his idea sounds really good to me, I'm not up to tryin' to swat anythin' with the flat o' my sword." Checking his gear to make sure that there's nothing loose to fall during a hard run, the soldier shifts his weight in preparation while eyeing the swarm.


Hells Rebels Tactical Map

Just a tiny reminder, since you guys were waiting for tactical options-

Initiative
Everybody
Mosquito Swarm(formerly known as Little Flappy Guys)

In other words, the onus of action is on you. Whether you run from them, bomb them, or ineffectually swat weapons at them is up to you. Then they'll exact their terrible revenge and attempt to inflict all of you with feverish diseases that melt your insides.


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

Kith has a bomb ready but at Varuzhan's words is more than with just spending all his actions running.


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;

Two points of clarification before I take my action. The green areas on the map are difficult? And which end of the path (lower right or upper left) is the exit point for this map?


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

Kith is very confident in his ability to outrun hoomans so he will just double move right through the edge of the swarm and keep going south. 30 foot move so that should be 60 feet of movement not necessarily in a straight line.


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;

Not one to waste time, Boros is right behind the sprinting elf in trying to avoid the oncoming insects, though he's willing to get dirty and wet to keep from coming into contact with the swarm, slogging through the scum-coated water to reemerge on the path on the other side. A twitch to the side in mid-step to avoid a stump, and he comes to a brief pause to catch his breath while looking over his shoulder as his remaining companions.

Double move, straight south, for 6 squares. Then a diagonal down-left, followed down again which should--if I'm accurately gauging the distance (curse you, lack of handy grid squares!)--put Boros immediately north of the lower stump on the path.


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

"Well, nothing for it!" Nez shrugs throws up her hood and runs best she can for the south.

I have put myself on the map where I think I end up with two 30 ft double moves.


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

"You're comin' with me." Varuzhan prepares for the party's dash by picking up the relatively small and light Miranda. He then runs at an unnatural speed past the threat!

Trying to use Cheetah's Sprint to run with Miranda around the swarm. Let me know if that's not kosher.


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

"Eh? Oooooooooooooooooooooooooooooooooooooooooooooohhhhhhhhhhhhhhh-" The small tiefling holds onto for dear life. Damn! This was fast. Varu could sell tickets for this ..!


Hells Rebels Tactical Map

Yes, I am aware we are lacking a grid here. Apologies for that. Just trust your instinct. Point in case, the swarm is faster and has flying movement, so it's more about positioning, but a.: you don't know it the swarm is bound to stay coherent in that form and b.: trying to split up sufficiently to not have more than one person in threatened area WILL slow you down so may not be worth it -

With Kith and Nezari squeezing by just next to them, the swarm advances to engulf them. Countless small proboscis pierce the skin of their victims and draw blood while they try their best to swat them away.
Damage: 1d6 ⇒ 3
(Nezari and Kith both 2 Fortitude Saves DC 13. Failing the first gives a surprise gift, failing the second one nauseates you. Also, 1d4 bleed at the start of your turn.)


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

Fort Save 1: 1d20 + 6 ⇒ (7) + 6 = 13
Fort Save 2: 1d20 + 6 ⇒ (13) + 6 = 19
Bleed: 1d6 ⇒ 1

Chase Music


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

Varuzhan leaps, dashes, rolls, and crashes with Miranda, getting a bit of a head start. "Alright, my wings aren't what they used to be, but you can stay if you want."

At this point, Miranda can let go and run on her own, or else stay with Varuzhan as he's flying. He can't fly up over vegetation, but should be able to fly level to avoid swampy water.

Varuzhan heads straight south as far as his wings would allow. Double-moved an estimated 40'.


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

Fort save: 1d20 + 6 ⇒ (11) + 6 = 17
Fort save: 1d20 + 6 ⇒ (3) + 6 = 9

Nauseated

Bleed: 1d4 ⇒ 2


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 ponders the pros and cons; flying or soggy marshland. Hmm. Hard. She'd pick flying though!


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;

Seeing Kith get covered in insects as he strays too close to the swarm, an expression of indecision crosses Boros' face, the need to help his companion warring with the reality that he can do nothing effective. Cursing bitterly, he does the only thing that he can do and keeps moving.


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

Kitch uses a single move action to continue stumbling in his current direction while feeling incredibly sick.

30 feet out of swarm and towards exit


Hells Rebels Tactical Map

The swarm keeps up with the victims it has already chosen - the mindless insects stick to the closest threat they see.

Damage: 1d6 ⇒ 5
(Nezari and Kith both 2 Fortitude Saves DC 13. Failing the first gives the aforementioned surprise gift, failing the second one nauseates you. You can't bleed more than you do already, but it's just 1d4, Nezari :))


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

Fort Saves: 1d20 + 6 ⇒ (16) + 6 = 22
Fort Saves: 1d20 + 6 ⇒ (9) + 6 = 15
Bleed: 1d4 ⇒ 3

Nezari keeps running away best she can.


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

Varuzhan keeps flying with Miranda in tow, hoping to get well ahead of the swarm!


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;

Double move for me.

The soldier's instinct to help his compatriots wars with the logic of having more people caught up by the pursuing swarm, and the latter once more win out. He darts down the dirt path, slipping around plants and narrowly avoiding the standing water, then barely avoid a low-flying Varuzhan and his cargo to pause for a quick breath.


Hells Rebels Tactical Map

Kith Fortitude: 1d20 + 6 ⇒ (8) + 6 = 14
Kith Fortitude: 1d20 + 6 ⇒ (19) + 6 = 25
Bleed: 1d4 ⇒ 2

Kith manages to shake off the swarm and rushes forward almost blindly, putting as much distance between him and the insects as possible.

And while he and Nezari are still the closest targets, they have proven resilient prey, so far. So as the swarm follows, it shifts target to the soldier running ahead.

Swarming: 1d6 ⇒ 3
Boros, 1d4 bleed and 2 Fortitude Saves DC 13 please.

Nezari+Kith: It also "blocks" the area - you can easily pass through, but you can either take damage or do a save against either of the 2 misfortunes awaiting if you pass through them. (They basically 'threaten' their own area, but without any real focus).

Miranda and V: This is the third round the swarm assails someone, and you got to move before(it attacked as you guys tried to go past) - so technically you should have been moving 4 rounds. I THINK you should be further south on the map(and placed you there).
Alas, the dampness of clothes, the wind, and the added weight also don't make things easier for the pair of fliers. Being pursued and avoiding plants and jagged rocks causes weight to shift and Miranda almost slips away from V after he needs to evade a whip-like plant the wind was throwing his way.
V, please make a Strenght Check DC10. If you pass it, no problem. If you fail, a Endurance(Fortitude) Check DC 15. If you pass it, no problem. If you fail, there's a choice to be made: Drop Miranda as she slips your grasp, and you are fine. Or make a DC 22 Fly Check...if you pass, you regain your grip on her, if you fail, you are both crashlanding.


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

Strength Check DC10: 1d20 + 3 ⇒ (15) + 3 = 18. Varuzhan starts feeling a bit out of control--for a frightening moment, he feels Miranda sliding from his grasp, before he tightens his grip. "Better get my balance back, " he suggests. He moves toward a tiny spot of land jutting out from the murky water and lands there for a moment.

I think it's probably a double move to land where he ended up.


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

"Weeeeeeeeeeeeeeeeeeeeh!" Blissfully unaware of her near-mud fate, the tiefling enjoys soaring through the air almost as much as she does not being bitten by bugs.


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

Nez tries to go around the swarm but ends up trudging through a lot more swamp than she expected to do so, making relatively little progress.

Double move but a lot gets eaten up by difficult terrain.
Bleed: 1d4 ⇒ 1


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

Kith doesn't look back. Tending wounds is for later.


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;

Fortitude Save #1: 1d20 + 5 ⇒ (15) + 5 = 20
Fortitude Save #2: 1d20 + 5 ⇒ (11) + 5 = 16
Bleed Damage: 1d4 ⇒ 2

As the swarm catches up to him, the soldier begins to curse vigorously, but almost immediately clamps his mouth shut. The few bugs that made it inside before then are expelled in a blast of spittle, and he grimly sprints onward in silence, only breaking stride long enough to periodically clear the area around his nose.

More double move.


Hells Rebels Tactical Map

Kith Bleed: 1d4 ⇒ 4

The swarm was unlucky assailing Boros as well, and returns it's attention to the closest two targets - alas, the wind already thinned out their swarm, and soon after, smaller clusters of them begin to break away and move towards their hive.

Soon after, all of them seem to be gone, and you are save again - no other creatures seem to be close by, leaving only the weather to lash out against you - the wounds they caused are still ruptured, however, and profusely bleeding.

Perception 11 for Boros, 14 for Nezari and Kith, 20 for V and Miranda:
Around the hive, a new dark cloud is forming. Not quite a Swarm yet, but it may be wise not to dwell in the area longer than necessary.

Swarm vs Nezari and Kith: 1d6 ⇒ 5
This time only one save against the transmitted disease, they are not staying around long enough to nauseate you.

If I summed up correctly, that is:
(Boros -5 HP, bleeding 1d4)
(Kith -21 HP, bleeding 1d4)
(Nezari -18 HP, bleeding 1d4)

End combat, but we are tracking rounds, still - and several of you are bleeding, still.


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

Perception: 1d20 + 9 ⇒ (15) + 9 = 24.

"Keep moving--there's another swarm ready to go soon," he warns.

After a short break, he takes Miranda back onto the main path.


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;

Perception Check: 1d20 + 12 ⇒ (20) + 12 = 32
Right, of course I get a natural 20 on a Perception check when it doesn't really matter...
Bleed Damage: 1d4 ⇒ 3

Heal Check (stop bleeding): 1d20 + 9 ⇒ (7) + 9 = 16

With the swarm breaking off, Boros pauses just long enough tend the many minute, but still dangerous insect bites covering his exposed skin. Relying on some field expedient materials, he strips a handful of leaves off of a nearby bush and carefully washes them with a small amount of clean water from his canteen before sticking them to his wounds, counting on the tackiness of the drying blood to hold them in place just long enough.

Looking back at the nest, he can clearly see what looks like a second grouping forming, and that's enough to hurry his steps the moment the last leaf is applied.

Heal Check (stop bleeding/Kith): 1d20 + 9 ⇒ (1) + 9 = 10
Heal Check (stop bleeding/Nezari): 1d20 + 9 ⇒ (9) + 9 = 18

His own injuries tended to, Boros swiftly catches up with Kith and attempts the same treatment on the bloodied elf, but the wounds are too numerous to yield to some bits of leaf. "Damn it, I'll have to get back to you, we don't have time to stand around and take care o' this here," he says to Kith with a frustrated tone of voice. "Come on, we need to get movin', before that new swarm arrives." With that, Boros hurries onward to Nezari, and applies his leaves a third time, with a good bit more success than he had on the previous attempt.


Hells Rebels Tactical Map

Totally unrelated roll I didn't forget: 3d2 ⇒ (1, 2, 1) = 4


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, this doesn't seem like the place for a camp anyhow!" It was much easier to crack jokes when not being eaten by bugs. Bleh! Still; she had to rate this place slightly above the sewers. A *little* bit.


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

Nez'll keep moving and try to patch up her wounds best she can as she goes. But it's clear her brutal methods are little more than instinct and imitation and if she succeeds it'll be more by fortitude that good medicine.

Heal: 1d20 + 1 ⇒ (1) + 1 = 2
One move action and one heal.
Bleed: 1d4 ⇒ 1
Fort Save: 1d20 + 6 ⇒ (18) + 6 = 24

I'll take it. I'd rather have the bleed for 1 than the disease. :P


Hells Rebels Tactical Map

Boros stated intent - Kith is missing from close by. And do Miranda and V keep going on ahead or wait up for the others?

Nez, it's all good this time but if saves are called for they are usually the first thing in the post to roll :) I won't slap you with disease, just saying.


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

After getting his balance again, Varuzhan lifts Miranda once again and flies over the next bit of water, landing on the path comfortably ahead of the others.


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;

Double move, in the absence of being able to do anything else.

Bits of leaf glued to his skin by dried blood, the soldier picks up the pace and breaks into a hard run down the path, his steps veering only slightly to avoid clumps of brush that would otherwise stop his progress.


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

Should I post and do round 2's actions now?


Hells Rebels Tactical Map

Yeah, everybody go ahead and do Turn 2 and 3 of out-of-combat(as previously told to Boros: If you try and interact with others, try and make sure it makes sense based on their placements). I will be gone from tomorrow until Sunday, so I'll give Kith until then to post Turn 1+2+3 before resolving the rounds. Assuming he had False Live running, he'll have some buffer before 1d4 bleed would become problematic.

Alas, something might happen at that point so we'll stop at the end of round 3 and see where we stand there.


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

Round 2

Bleed: 1d4 ⇒ 3
Can I stop the Bleeding?: 1d20 + 1 ⇒ (8) + 1 = 9

Round 3

Bleed: 1d4 ⇒ 1
Can I stop the Bleeding?: 1d20 + 1 ⇒ (7) + 1 = 8

Ok, so still bleeding, and probably still in range for the fast flying swarm to reach me on its first round out of the hive.. Snap. :/


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;

If Kith would shake a damned leg already and catch up to Boros, so that the latter can try (and fail) a Heal check to stop his bleeding, then Nezari will get a successful Heal check soon after. It's all his fault that you're bleeding out :D.


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

Confident that they've outpaced the mosquitoes Miranda affords herself a worried glance backwards. "Hrrm." If only they could all fly ...


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

"Pfft, humans." Varuzhan is clearly proud to have flown himself and Miranda away from the danger, even with his damaged wing. He waits for the rest of them to hurry over.


Hells Rebels Tactical Map

Kith pauses a moment after getting past the swarm, and patches up his wounds.
Fortitude: 1d20 + 6 ⇒ (13) + 6 = 19
Bleed: 1d4 ⇒ 1
First Aid(self): 1d20 ⇒ 17
False Life(previously active): 1d10 + 4 ⇒ (10) + 4 = 14

He then starts moving again, falling in behind Nezari and Boros, trying to get as much distance as possible between themselves and the Hive.

Having been able to fly, Miranda and Varuzhan are far ahead, and take a short break as they wait for the others to catch up.
Perception: 1d20 + 14 ⇒ (18) + 14 = 32
Perception: 1d20 + 9 ⇒ (19) + 9 = 28
They both notice some vines nearby slither across the ground, and jump backwards just as they shoot forwards towards them in an attempt to grab them, while main pulp of the plant opens to reveal a mouth-like opening lined with thorns in the form of teeth.
This is a stationary Hazard, not a creature, but it has HP all the same. You can move out of range, try to damage it etc. You passed the perception, so it did not get the grab vs. Flat-Footed.

Knowledge Nature DC 17:
It's a Marlboro plant. They can sustain themselves from water and soil, but prefer organic prey. They will attempt to grab targets and pull them towards their mouth to digest them.

Knowledge Nature DC 22:
The tentacle vines have a mild nerve toxin that sedates prey. The longer they hold the grapple the harder it becomes to resist. Luckily the vines are quite vulnerable to being slashed off.

Knowledge Nature DC 27:
If the pulp itself is in danger, the Marlboro can exhume toxic spores and fumes that cover the nearby area in a nauseating and intoxicating cloud - to which it itself is immune.(inflicts Nausea, Fascination, and Confusion with a save against each per round)

As Nezari and Boros look back towards Kith right behind them, they see that the Swarm forming at the Hive does not quite seem ready to move out, still attempting to gather in the strong winds.


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

"Uh oh." Miranda stepped back from the slithering vine. She looks up at their source and gasps. "Uh oh!" That thing was *huge*. "Better back up!" Taking her own advice, the tiefling scurries away from the vines. She wasn't sure how far they reached - hopefully they wouldn't have to find out!


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;

Can I see the vines and what they're attached to from where I currently am?


Hells Rebels Tactical Map

As you are heading towards there, yeah, you probably saw Miranda and V waiting for you, then jumping away as something lashed out at them - and opening it's maw is kinda attention-drawing, too. So yeah, I'd say you see both the bulp and that it has vines. Neither you nor Miranda can exactly guess what reach those vines have, though, unless you want to stop and take measurements :)


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;

Seeing his companions up ahead suddenly jump away from something, and then getting a good look at what that something is, Boros briefly stutters to a complete stop, throws a look back over his shoulder, and then growls in frustration. "O' course there'd be somethin' else in this cesspool to bother us, because why not," he says to himself as he resumes his pace away from the nest, skirting along the water's edge in the hopes of avoiding what he now recognizes as vines (that are entirely too active for his liking, considering their plant nature).

Double move again.


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

K. Nature: 1d20 + 7 ⇒ (15) + 7 = 22

Varuzhan also jumps back. Helpfully, his knowledge of plants encompassed this strange vine creature. "It's a Marlboro plant. The tentacle vines have a nerve toxin. The longer they hold you, the harder it becomes to resist. Luckily the vines are vulnerable to being slashed off."

Does the plant have reach? If it's safe, V wants to drink a potion of Enlarge Person and then slash the plant from reach.


Hells Rebels Tactical Map

The plant itself has no reach. It can just engulf you if you are next to it. The Vines, however, do have quite some reach, and will try to grab you and pull you closer(so that it can digestengulf you).

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