RESIST - GM Cyrioul's Hell's Rebels (Inactive)

Game Master Jason Lillis

Tabletop is here!
Rebellion Sheet

Party Loot Sheet Here!


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Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

My Alchemy class feature also lets me identify potions!

Alchemy: 1d20 + 10 ⇒ (12) + 10 = 22
Examining the golden potions, Orrias uncorks one and dabs a finger in before tasting a drop. "Ah!" the elf exclaims. "Restoratives of a different sort. Instead of knitting torn flesh these can treat more insidious maladies--the ravages of poison or disease, atrophied muscles, the like. A mighty prize indeed!"

Placing the vial back in the strongbox, "To the Badger, then?"


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

Alexite swings the morningstar's haft across his shoulders. "Why not? Lead on, O Blue and Pointy ones."


GM Screen:

RDM: 1d100 ⇒ 8
RDM: 1d100 ⇒ 86

On your way to Yolubilis Harbor, the district of the Thrashing Badger, you mostly take pains to look as nonchalant as a group of six disparate individuals (and a cute puppy) can when they're out after curfew. As you round a corner, you find yourselves just down the block from a group of four dottari on patrol.

The leader of the four points a heavy mace in your direction, crying, "Halt! Who are you, and what are you doing out this late in the evening? What's your business? Speak swiftly, or face arrest!" Despite being outnumbered, they don't appear to be too nervous, even though a few of you are obviously armed.

What do you do?


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Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

Orrias hops to the fore of the group, tittering nervously as his hands flutter. His bearing and tone take on an obsequious manner. "Forgive us sirs, we know we're out overlate, we do, but unfortunately it couldn't be helped today! I work here in harbor, I'm a bookkeeper for one of the warehouses, this fellow Arryn," he gestures at Alexite, "he works there as well. The others who are employed over at Clenchjaw's tavern, what with the riots and all we like to travel as a group, for safety. Tonight the cleanup at Clenchjaw's took longer than usual and so we were all late to set out. I promise it won't happen again!"

Bluff: 1d20 + 9 ⇒ (18) + 9 = 27


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Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

Bluff, Aid Another: 1d20 + 8 ⇒ (3) + 8 = 11 to give a +4 bonus to Orrias.

"He's already going to suffer enough with the late fees he's going to owe the Asmodeans for renting me," Pip adds, playing the part of a snide slip slave.

"Keeping me out late, fetching and sorting papers that I can't even read," he grumbles just loudly enough to be heard.


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F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

wow, with these rolls we're gonna have this group mopping our floors for us, singing songs about how thrune sucks


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Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

Bluff (Aid Orrias): 1d20 + 6 ⇒ (10) + 6 = 16

Alexite stretches, using the morningstar to help him work out the kinks in his muscles from a "hard day's work." He grins at the dottari. "You know how it is. I don't mind a bit of action when the scum start acting up, but the boss likes me to keep an eye on the bookkeeper and the rentals. And I'm never gonna say no to escorting lovely ladies home from the tavern, so we let 'em tag along." He gives the dottari a surprisingly assured conspiratorial grin.


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F Half orc Alchemist 2 AC 16 Will: 1 Reflex: 6 Fort: +3 Bombs 1/4 Mutagen: HP 11/17

Nerris just smiles politely and says,"I do have to get back to my kid. I've left her for too long.

aid: 1d20 ⇒ 18


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F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

Indra gives a hint of a smile and sighs. "And after such a long day, I am just dying for a relaxing bath."
bluff(aid): 1d20 + 10 ⇒ (1) + 10 = 11
It helps to have a bit of truth in any deception.


((That's a 37 on the bluff. :) I'd call it a success!))

The Dottari nods firmly, thoroughly convinced by your various acts. "Of course, but you must understand - the curfew is for your protection as well. Good idea to bring help from Clenchjaw's - he runs a solid bar, with no politicking about it. Though it has been getting rowdy lately - hope you didn't run afoul of any brawls there tonight. Run along quickly, now, we don't want you to be caught up by any... desirables," he finishes awkwardly with a look at Indra before shaking his head and quickly correcting, "I mean, undesirables. You never know who might be out here this late if they aren't in uniform. Carry on!" He waves his patrol forward, and off they go into the night.

((Full XP for the good encounter handling. I didn't figure you'd pull out weapons, but always glad for the great RP to back up the rolls.))

When you finally arrive at the site of the Thrashing badger here in Yolubilis Harbor, it's clear that there won't be much to peruse unless you can find a way to breathe underwater. The whole establishment was built out over it on the docks, and when they burned it down, the majority went to the bottom. What's left is a mess of charred wood planks and scraps of canvas. It's clear that no one wants to do much in the way of cleanup, for fear of the Thrunes.

GM Screen:

Perception Checks
Alexite: 1d20 - 1 ⇒ (11) - 1 = 10
Indra: 1d20 + 7 ⇒ (14) + 7 = 21
Nerris: 1d20 + 5 ⇒ (1) + 5 = 6
Orrias: 1d20 + 6 ⇒ (8) + 6 = 14
Pip: 1d20 + 2 ⇒ (10) + 2 = 12
Sara: 1d20 + 6 ⇒ (11) + 6 = 17
Ruina: 1d20 + 6 ⇒ (6) + 6 = 12

Indra:
Out of the corner of your eye, you catch sight of a scrap of cloth that's a slightly different color than the awning. It's stuck to one of the remaining corners of the building with a small nail. When you take a closer look, you see that it's dyed a rose-colored pink, and has an embroidered vine that occupies one corner.

If you wish, there's still the Victocora estate to check out, though Rexus had assured you that there is likely little to find there. Getting into the Gardens District is always a little dicey, but Otherwise, you are just a little ways from the Wasp's Nest, or from each of your homes.

((Continue the investigation, or proceed to the next round of Downtime and Rebellion Activity?))


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

"Let's trust our friend's assessment and not test our luck against the Dottari further," Pip whispers so as to not attract more unwanted attention.
"I would suggest returning home for the night and waiting to have the sun on our side again."


F Half orc Alchemist 2 AC 16 Will: 1 Reflex: 6 Fort: +3 Bombs 1/4 Mutagen: HP 11/17

"I mean we could try and explore the dock yards tomorrow but doing it in the middle of the is a recipe to drown.," she says while staring at the wreckage.

Is this a well traveled part of town? Camouflaged snorkels are 1GP so we could in theory do this.


F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

Indra plucks a small piece of cloth from one of the awnings, dyed pink with an embroidered vine. "Anyone recognize this," she asks, showing the fabric around.

"I think we had best be back to the Nest, or to where-ever else you may choose to go." On their way back, she gives Orrias a friendly slap on the rump. "Quick-thinking with the goons back there. I'm impressed."


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

"I aim to please," Orrias laughs, grinning mischievously. "With any luck, they won't bother to check our story at Clenchjaws."

To Indra, quieter:

"Your performance was exemplary as well, if that sergeant's reaction was anything to go by. If you've an interest after all that ash, I'm something of a connoisseur of Kintargo's bathhouses, and it's been some time since my last confession, priestess..."


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

Alexite squints at the scrap of cloth. "I don't think so...I can make some discreet inquiries, though. We headed home, then?"

I can make some Bluff or Diplomacy checks to ask around about the design with the help of my little blue book. :)


F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

OOC I suspect it's a piece of cloth related to Milani

Indra chuckles at Orrias' suggestion. "I'm not sure you'd survive it." Her tail snakes out and touches the back of his bare arm. The cold is intense and stinging, like being burned. A small red welt is left where her tail contacted, though there doesn't seem to be any permanent damage.

sense motive 21:
bluff: 1d20 + 10 ⇒ (11) + 10 = 21 She shrugs the suggestion off, but there's a subtle sense of sadness and bitterness in her voice.


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

Sense Motive: 1d20 + 5 ⇒ (18) + 5 = 23

With an involuntary hiss--more surprise than pain--the elf jerks his arm away from the cold, then chuckles self-deprecatingly and raises his hands in a placating gesture. He keeps quiet for the rest of the trip, but regards the tiefling thoughtfully. How lonely that must be, for even the lightest touch to be painful to others...

Before the band reaches draws too near the Wasp's Nest, Orrias takes his leave. "Best if we don't all converge on our hideout in large groups, I'll retire to my flat for the night. Are we meeting tomorrow?"


((Nerris: The docks are almost always busy, though some of the recent proclamations have turned down a bit of trade. Between you, enough of a distraction could be created to investigate undisturbed.))

GM Screen:

Pip: 1d20 + 3 ⇒ (5) + 3 = 8
Indra: 1d20 + 3 ⇒ (5) + 3 = 8

You're able to return home without incident that night, and when you regroup the next day...

18 Rova, 4715 AR - Morning
Location: The Wasp's Nest under Long Roads Coffeehouse, Kintargo, Cheliax
Weather: Sunshine, but windy

...it's the start of a new week for your rebellion. What will you try to accomplish?

((Sorry for the short post - lots of work to catch up on at home tonight!))


F Half orc Alchemist 2 AC 16 Will: 1 Reflex: 6 Fort: +3 Bombs 1/4 Mutagen: HP 11/17

"Im going to be helping Rexus. Hopefully, we can get through the paperwork quicker," Nerris says while taking out a bundle of papers.

I made the roll earlier


F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

first, any rolls to identify the scrap of cloth?
I think we should try to do some recruiting. The more helpers we have, the more missions we can run.

After having her morning prayer and coffee, Indra wanders up to Rexus. "Say, can you think of any other groups in town who may have interests that coincide with our own? Either short or long term. I started thinking about this as I was watching you and wondered, 'what are the other noble families up to?' Perhaps the so-called Court of Coin for example? If they feel that Thrune has ignored them, perhaps there are those among them who would be interested in working with us (though I would not want to show them this place)."


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

Pip starts to approach Rexus, but he pauses when he sees Nerris aiding in deciphering the documents. The halfling almost works his nerve back up but falters again when Indra also joins the table.

He waits for a few moments, letting his eyes wander between the statue of Calistria, the signet ring, and the table before finally regaining his courage.

"My apologies for heaping more questions upon you, Rexus, but might I ask a favor?" Pip says, removing the ring from his finger and holding it up.

"I found this tacked to a rafter in the livery, seemingly so long ago. It's been of no use to me, and frankly it has only begun to cause me grief. I'd thought to sell it, but a slip with such a signet ring wouldn't get far in any reputable marketplace before getting scooped up by the Dottari.

"Would you be able to work some nobleman's magic and turn this into coins? I was thinking we could use the money to purchase a rowboat for our little hideout. That way I could also fix Lady Calistria's nose and free myself from her wicked, judgmental glares in my dreams."


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

As the next week starts and things return to their normal pace, Alexite spends his evenings carousing, as usual--but as he wanders the bars and taverns of the city, he also makes a point of wandering to a few new places, places that he suspects he might be able to find people with a bit of knowledge about that scrap of cloth the group found. Passing it off to Will as just an interest in changing things up, the young man makes subtle inquiries about the cloth.

Hoping this is possible after a quick study of my blue book--and in addition to my profession check?

Bluff to learn about the cloth (without seeming too obvious): 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14

Of course, he also spends a fair amount of time gambling!

Profession (Gambler): 1d20 + 4 ⇒ (4) + 4 = 8 So 4 gp this week, a profit of 1.5 gp after living expenses.


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Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

Orrias, finding his pockets distressingly empty, takes up brewing a few tinctures and alchemical tonics to make up the difference--an irritating distraction from more interesting pursuits. In his consultations with Korva and her sisters he brings up money. "The others are ready to start recruiting, which means we'll need as much money as we can get. Keep your eyes and ears open for interesting happenings, of course, but focus on gathering income."

Secrecy (Gather Money): 1d20 + 4 ⇒ (20) + 4 = 24 24gp! Viva la Revolucion!
Craft (Alchemy): 1d20 + 10 ⇒ (9) + 10 = 19 9gp

Continuing his research and quiet gathering of supplies, purchasing a spring-loaded wrist sheathe and reluctantly selling his curveblade. It's far too bulky and conspicuous for what we're trying to do here, he reasons, but the loss still stings.


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

Are we using the Core or Unchained rules for poison? If the latter, I think I'll do a one-level dip into Poisoner Rogue to try and boost my damage output a little.


Rexus is grateful for Nerris' assistance, especially when additional interruptions start taking him away from his work.

Indra: You could try another Knowledge(Religion) check.

Rexus sighs, but nods to Indra. "Most of the other noble houses are too preoccupied with protecting their wealth to speak overtly against Thrune. Perhaps, in time, we might convince them of another way, some more easily than others. As for other groups, most have been found and obliterated, as far as Laria and I can tell. Did you have a group in mind?"

- - - - -

Rexus smiles politely at Pip's question, and takes a look at the ring...
Kn(Nobility): 1d20 + 6 ⇒ (10) + 6 = 16
...and says, "This insignia belongs to the Juliac family. They've long since died out, but I understand your hesitancy. Let me see what I can do."

Pip:
A few days later, Rexus catches you and hands you a bag of coins. "Worth a pretty coin, that platinum. You were right to have me handle it, of course. No one thinks twice about some fop looking for more booze money." He smiles kindly, and you count a kingly sum inside - 25 platinum pieces!

- - - - -

GM Screen:

1d20 + 3 ⇒ (19) + 3 = 22

Alexite doesn't have much luck gambling this week (the cards are against him), but you do get more than a few curious looks when you ask folks about the scrap of cloth. Though on your own you aren't the most convincing, you've got an eager Will on your side who helps out. One man you find makes a religious gesture, then says, [b]"Best not ask about that, friend. Word is the Thrunies burnt out the Milanites on the night of ashes. You want to learn more, just keep your eye out for the rose."

- - - - -

Orrias sees a gleam in the sisters' eyes when he asks them to recruit additional funds for their campaign. "Much more fun than listening at corners, my friend," Corva says. "We'll get back to you with plenty."

((24 GP it is!))

The War Cage is Kintargo's premier weapon store, and it shows. The walls are bristling with armaments mundane and exotic. "Haunted by Quality" the sign above the door boasts. There is a central courtyard, where prospective customers are welcome to spar with their potential purchases (closely supervised, of course).

The proprietor, Chuko, is a battered-looking tengu, seemingly the survivor of a thousand fights, and he admires your blade with reverence. "My people know and love such blades, my friend. Are you certain you wish to part with it? It is not an easy one to find, and speaks to a certain... adventurous spirit. If you wish, I can simply hold it for you for now as collateral, should you come back into a state of funding that can afford it. For now," he sets forty-two gold pieces on the counter, just above what you might get for it elsewhere, and says, "Here's my offer. Bring it back when you're ready to retain your blade - though don't wait too long."

- - - - -

((Any other rebellion actions you wish to take this week?))


F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

kn-religion: 1d20 + 3 ⇒ (19) + 3 = 22
well hot damn, I might actually be able to identify it

are players allowed to run rebellion actions? Like could I try to gather info or something like that?


F Half orc Alchemist 2 AC 16 Will: 1 Reflex: 6 Fort: +3 Bombs 1/4 Mutagen: HP 11/17

We have another action.


Indra, you are fairly certain that this is likely a symbol for followers of Milani. Whether to indicate the cults presence or to warn them away, it is difficult to tell.

Unfortunately, actin’s must be taken by teams unless you use the bonus action.


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Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

During the week, Pip works part-time at Crissali's Fine Tomes in exchange for magical tutoring, during nights at the Wasp's Nest he continues his exercise regimen, and he uses other spare time to perform for coins.

Perform (Comedy): 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16


Feel free to make any other dayjob rolls, folks, and decide whether or not to use that other action. It would be a good time to recruit more supporters! You’ve got the coin to cover it now. I’m on the road this weekend, but will try to keep up tomorrow. Peace!


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Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

I say let's use the bonus action to recruit!


Player's Guide wrote:
Recruit Supporters (No Team Required): This check can only be made once per Activity phase. By spending an amount of gold equal to the rebellion’s minimum treasury value, you can attempt to recruit additional supporters. To do so, attempt a Loyalty check. The DC of this check is equal to 10 + the rebellion’s rank. On a successful check, increase the rebellion’s supporters by 2d6 + any bonuses granted by Recruiter officers. If you roll a natural 1 on the Loyalty check, you don’t automatically fail, but your Notoriety score increases by 1d6. You can’t take this action if the rebellion is at its current maximum rank.

10 Gold, DC 11. Who would like to make the roll? I nominate Nerris! :)


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F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

herbalist: 1d20 + 8 ⇒ (11) + 8 = 19
After a few weeks of this, Indra has a pattern down. She has a pretty good idea which plants and herbs will be ready and when. She's also been able to start a mushroom/fungus garden down here.


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F Half orc Alchemist 2 AC 16 Will: 1 Reflex: 6 Fort: +3 Bombs 1/4 Mutagen: HP 11/17

Nerris upon hearing that the group wants to recruit people into the rebellion goes about the week while helping Rexus listening to disenfranchised people in the bar and asking if they want to join the rebellion.

1d20 + 2 ⇒ (16) + 2 = 18 This is more but I don't have the rebellion sheet/rules handy. The two is from me.
Its a 22 total our loyalty is 4.
2d6 + 2 ⇒ (2, 5) + 2 = 9 supporters
I think our rang goes up by 1. I'll update the sheet later today.


Nerris, could you send me the link to the sheet? I want to put it in the header here.

Though somewhat straightforward about it, Nerris' direct approach appears to work well for the bars you visit. "Can't right say that I'd put my life on the line right now," one laborer at the Tooth n' Nail says with a spit, "But yeah, them Thrunies been pissin' on Kintargo ever since me dad's dad's dad lived here, an' it's time for 'em to git! Count me in, healer."

The news of additional supporters invigorates all of you, and you're even able to meet a few of the more skilled ones even offer some assistance in training you on the side - free of charge!

Player's Guide wrote:
Training: At rank 2, then again at ranks 7, 12, and 17, each PC gains a bonus skill rank that can be immediately applied to any skill. This represents training the PC has gained through association with the increasing number of skilled workers and rebels who have joined the cause. This bonus skill rank can be applied to any skill, as if it were a bonus rank gained by earning a level in a favored class. It stacks with all other sources of skill ranks, but a character’s maximum rank in any skill remains unchanged; the PC can never have more ranks in any one skill than he or she has Hit Dice. Subsequent training bonuses can be applied to the same skill or a different skill, as the PC wishes.

Share below what skill your character picks up, and who they talk to to do it! Feel free to make up anything you like about the NPC that helps you.


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Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

Orrias is at first concerned that Nerris' lack of subtlety might set Thrune's thugs at the group's collective throat, but he has to admit that the people she finds are useful. Still, reluctant to trust untested followers, he spends most of his time with Corva instead, practicing the arts of pickpocketing and concealing items.

+1 rank to Sleight of Hand for me!


F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

In addition to spending time playing cards with the tengu, Indra spends some time learning about some of the group tactics they have developed. She's never had much cause to learn the strategy involved in sparring with a team. +1 to acrobatics


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

Whatever money is earned by performing spends little time in Pip's belt pouch before being split between his family and the temple.

With wry irony, he realizes that the time spent sneaking between the Greens and the Wasp's Nest has made him more adept at the stealthiness so ascribed to his people. +1 Rank to Stealth.

Back at base, he seeks help from his fellow rebels.

"Who wants to come with me to see a man about a rowboat? Even if a sailing slip isn't seen as suspicious, I have my doubts about being able to get it back here safely."


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

Alexite, working with some of these friendly newcomers from the Tooth and Nail, also finds himself growing more and more used to sticking to the shadows as he guides the newcomers to the hideout.

*sigh* I'll be practical and also take the +1 to Stealth. :P

"I'll come with you if ya want, Pipsqueak," Alexite says with a grin. "I reckon I'm burly enough to get it back...with your help, of course!"


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

"I'll come as well," Orrias offers, practicing rolling a coin across his knuckles and muttering curses every time it slips. Dammit, Corva made it look so easy...


Oh, I really want to post something about a boat buying adventure right now, but family life and work has taken away my day. I'll have it for you tomorrow! Pip - take a look at the Kintargo portion of the players guide and let me know where you're going in town to find a boat. :)


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

"Now, where does one buy a rowboat? My first instinct was to walk down to the harbor, but the Newt Market can have some unusual items for sale. It would be closer to the coffeehouse, but then again it would be hard to conceal or justify carrying a rowboat inside."


F Half orc Alchemist 2 AC 16 Will: 1 Reflex: 6 Fort: +3 Bombs 1/4 Mutagen: HP 11/17

Nerris just tags along with Indra learning about various herbs and medicines that might be useful for medicine.

+1 to nature
Also do I make a dayjob check or do I spend the week only helping Rexus?


F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

"Perhaps you could navigate a boat in to the grotto, just as we would plan to navigate out, instead of walking across town with a boat. If so, you may wish to wait til dark to do the actual piloting part."

Cyr: about where on the map would we have the exit/entrance point?


Nerris: Go ahead and make a dayjob check, but also make a Fortitude save vs. sickness (you're doing too much to do both, though it's possible).

Indra: It would be along the wall between the two towers just south of V2. It's a large sewer grate, and Laria has it rigged with a lock, to which you have the key.

Pip leads you to the Newt Market, and the building assaults the senses as soon as you round the corner. You've each probably seen it before, and as always the garish paint on the placards, sale signs, and awnings speaks prominently of the stores proprietor. Known only as 'The Newt,' the diminutive gnome with short-cropped crimson hair has been here nearly four years, almost twice as long as any previous owner.

He greets you with a charismatic grin, "Welcome! Welcome! To the hall of eternal delights - the Newt Market! Say, haven't I seen you before, young man?" he says to Pip. He puts an arm around your shoulder and says, "I'm sure you were here asking about this brooch just last week. Enchnated! As I told you - just wear this and speak the command word and BAM! Knocks your foes clear over. Friends, too, if you don't like them too much. Just five... six hundred crowns, and it's yours. Yours! What do you say, shall we agree? I'll accept trade goods if that's your stock. No credit."

The last he deadpans, then his grin returns, almost maniacal, but he does give you a moment to speak.


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

Pip leans closer to Alexite and whispers sarcastically.

Halfling:
"If this is a rowboat salesman, imagine the bedlam if we were in the market for a whole galley."

The slip turns back to the Newt and gets as polite and direct of a word in edgewise as he can manage.

"We may have come to the wrong place, but we are looking to purchase a rowboat. Nothing fancy or elaborate. Just something sturdy enough so we can do a spot of fishing without accidentally ending up doing a bit of swimming."


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

Alexite's lips twitch at Pip's joke, but he manages not to laugh and out the other man. Aloud, to the Newt, he adds, "We're definitely not looking to give you any trade goods--we can pay in cash for what we need."


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

Orrias remains silent, quietly observing the exchange and the surrounding harbor & market activity.


"A rowboat!?" Though the gnome's smile never fades, it does undergo a serious flicker for a moment. "That's different. But all right - a rowboat! Sure! Why not! Hold on," He scurries away for a moment...

...and then five minutes later, he comes back with a piece of paper in hand. "I wouldn't carry something like that here in the shop, of course, but I have a... sales agent down at the docks that has just the thing. You pay me fifty gold pieces, and I give you this paper. Sorry about the 'trade goods' bit - one of you looks like a farmer, just had to check. You go find him, give him the paper, and the boat'll be yours! Easy squeezy, am I right? And I'll tell you what, have I got a bonus deal for you - TODAY ONLY! For the low, low price of two hundred gold pieces, I can throw in a varnish that'll make that boat simply FLY across the water. Not only that, the wood'll never rot. Say the word, and that varnish is yours. So what do you say, my good friend?!" The ingratiating gnome flashes the same big smile and waves the paper around a bit.


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

Alexite lets Pip deal with the gnome, but he does reach out to snag the paper and peruse it closely.

Then he turns to Orrias. "I dunno, does this look legit?" he asks, passing it to the elf.

I don't have any ranks in Linguistics or Sense Motive. :P

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