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

Game Master Jason Lillis

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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 after brewing her disguise self potion says,"I'm going to just be quiet. I'm really not good at lying or being intimidating. I'll provide healing and can be discrete about it. If push comes to shove I'll throw bombs."


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

Forged Orders Details:

The orders are brusque and to the point, "signed" by a precinct Dottari captain from Alexite's list of officers. The orders state that no less than four workers are required for a work detail clearing out the ruins of Lucky Bones, with Kossrani providing guards for them as well.

The orders state that they are to report to a Sgt. Turrol at the site, and that in the interests of haste and discretion they should utilize back alleys that provide a more direct path.

Orrias eyes the alleyway critically. "Could we stack some of those crates up? Once we're ready to spring our trap we can knock the stacks over to provide ourselves cover and trap the mercenaries within."


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:

"I'm sure that can be arranged." She does what she can to help Orrias set the stage for the trap.


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 nods. "Count me in! Lifting boxes is one thing I can do." He leans into the work, helping Orrias and Indra stack up as many crates as possible/practical.


You spend the better part of the morning (or afternoon, your call) to prepare the ambush site. Without your stolen uniforms on (at least while you work), anyone that passes you by in the alleyway just assumes that you are laborers, and keeps moving without much further thought. The space is well prepared for an ambush, without looking too obvious that it's about to be used as such. You'll be able to trap the workers and accompanying guards in an alleyway segment that's about 50 feet long by 10 feet wide. Not a lot of room for maneuvering, on either side, but it's the best you can accomplish at this time. All that needs to happen now is the delivery of the orders!

I'll make a map tomorrow! Go for delivery, whenever you are ready.


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 smirks as she pictures the guards falling into this trap. "Now, as long as no one screws it up, we should be set."


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

Orrias claps Nerris on the shoulder, his eager grin entirely genuine. "We'd best get changed into our uniforms, you and I! It's time for our debut performance!"

The Disguise Self elixirs will only last 20 minutes, so we should drink them right before going in, play the part of bored-but-dutiful delivery grunts, and then get out again. With the elixir's bonus I have Disguise +16.


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 chuckles and changes into his uniform. ”Have to admit, it’ll be fun to free these folk, but I’m looking forward to the possible fights more...”


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

Nerris looks at Orrias and says,"I may need a little help with the disguise."


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

Before the group heads out, Orrias has them change into the uniforms. He offers a few minor critiques of Nerris' posture and--dipping into his disguise kit--dabs a few lines across the side of her face with some sort of clear substance. "As it dries, you'll feel a little tug on the skin, a few dabs of color and it'll look like scarring. Don't make too many faces, mostly scowls or boredom and you'll be fine!"

We should be able to use my modifier for both of those, per RAW the GM should roll it, same as with forgeries (oops!)

Stepping back, the elf clicks his heels and snaps a crisp salute. "Got you squared away, lets deliver our message," he says, back ramrod-straight.


GM Screen:

Orrias Disguise: 1d20 + 16 ⇒ (12) + 16 = 28
Nerris Disguise: 1d20 + 16 ⇒ (8) + 16 = 24
Guard Perception: 1d20 + 0 ⇒ (16) + 0 = 16
Kossrani Perception: 1d20 + 3 ⇒ (13) + 3 = 16

You approach the main doors of the salt works, and a short time after your knock a human man in leather armor opens it. He's somewhat surprised by your appearance, and says, "Hullo, what's this? You here to relieve us of the most boring post in the city?" He seems to make no special reaction to your appearance.

Hope you don't mind, I'll presume a couple actions on your part to keep us moving.

When you share that you have new orders from higher up to deliver to Kossrani, he sighs and says, "All right, gettin' out of here was too much to hope for, I suppose. Come in, I'll go get the boss." He leaves the door open for you as he turns to go in, yelling, "Hey, Kossrani! It's fer you."

If you step inside, you see that there are three other men dressed like this one, and he's returning to his seat at a small table to re-join a game of cards.

However, you attention is quickly taken up by the red-haired dwarf ((played by Danny Bonaduce)) that comes stomping up from a desk at the side of the room.

"What's this then? Who're you?"

He also does not appear to make special mention of your appearance.

What do you do? Don't forget those bluff checks if you need them. :)


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

Orrias proffers the sealed forgery, schooling his expression and voice to be professional but slightly bored. "Fresh orders, sir, regarding the prisoners."


GM Screen:

Kossrani Linguistics: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17

"Bah! What's this then..." the dwarf snatches the letter out of your hand and thoroughly looks it over. His face grows darker as he gets further down the page, and by the end, he roars in frustration. "Who in the Hells is this Sgt. Turrol? Bah, never mind, he's going to hear from me. Fars! Veras! Grab yer kits and get four of the workers out of the salt pit. I'm takin' you meself to see what's this all about. COME ON!" he thunders.

"And you," he points a finger at Orrias, before he growls out, "Lead the way."


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

Am I correct that the 20min magic disguise wouldn't last long enough to lead them into the ambush? I assume we're a few minutes in already.


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

Nerris is just standing the entire time silent and wide eyed that this plan is working.


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:

I assumed we set the ambush close enough that 20 mins would be sufficient, 5 mins to get in, maybe 5 to get going, ally within 10 min walk


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 also stays silent, watching the proceedings carefully. He is, somewhat surprisingly, completely sober today, knowing that if he were to drink it might loosen his tongue to unfortunate effect.

The dwarf's coming, eh? Well, that should make this more...interesting.


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

Wait, how many people came with?


I was under the impression that it was just Orrias and Nerris, as the two being disguised. My take on your comment, Alexite, is that you’re seeing Kossrani walk down the alleyway with your comrades.

I definitely think that you have enough time to get close, put on the disguise, hand over the orders, and get back to the ambush point within 20 mins. If something had gone super wrong with the disguises, it would have been a problem, but you seem to be in the clear.


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)

Derp, sorry, yes, that was my bad. Mixed up the plan in my head. Alexite would be waiting at the ambush point.


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

Perfect.

Orrias--whose potion-aided disguise features him as a green-eyed, dark-skinned wild elf with the symbol of Thrune tattooed on the left side of his neck--snaps a smart salute. "Very good sir, the site isn't far."

As the group moves, he attempts to keep conversation to a minimum--can't be caught in a lie you don't give, after all.


Thanks for patience - long weekend!

It takes a few minutes for everyone to get going. The captive men are clearly exhausted, nearly dessicated, from their back-breaking labor in the salt pit. However, none match the description Laria provided of Forvian Crowe.

The other three guards being left behind grumble about having to 'fill in' for the captives to make sure the salt doesn't go bad in the pit, but after a grim look from Kossrani they quickly fall silent.

Your entourage heads back through the gate of the old walls, and the Dottari on duty wave you through without delay when they see Kossrani. He chuckles at this, saying, "Amazin' how tides turn. When Bainilus were Lord Mayor, the likes a me woulda never got inta the city proper without a damn good reason and a proper escort. Good to have a change o' leadership, eh? " He keeps chuckling too himself as you go, clearly not interested in any response you might give, and he keeps talking to himself as you go. "Bah, good o' Asmodeus t' gimme a new gig. Can't see why he dinna want me fer a priest o' his order. No' enuff 'natural charms' t' represent the Prince o' Hell, they said. Fuh. I'll show 'em, then. If'n they don' want me there, I'll take what I can here... This way, then?"

He points down the correct alleyway, and makes for the ambush point without knowing it. In a few moments, it'll be time to spring your trap!

Here is the alley map! Let me know if this is the kind of ambush layout you were hoping for, since you're the one's trying to set this up. I'll finalize positioning for Kossrani, his two guys, and the prisoners.


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)

Makes sense to me!

Alexite crouches behind the pile of boxes to the north, blade drawn and muscles loosened--both in preparation for combat and due to the alcohol he's been quietly sipping while waiting for them to arrive.


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:

2 things. 1-Are alex and I behind cover? 2-And have you heard anything from saraphim?


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

Is that alley to the south not barricaded? Could Sara (if we're botting her) be posted on a rooftop?


Sorry for delay!
1) Yes, Orrias and Nerris are the only ones out in the open. All others are behind cover.
2) It's a bummer, bu I haven't heard from Sara. For now we'll bot her up on the roof, but she's unlikely to continue after this fight unless we hear from her.

Initiative:

Alexite: 1d20 + 2 ⇒ (15) + 2 = 17
Indra: 1d20 + 3 ⇒ (6) + 3 = 9
Nerris: 1d20 + 3 ⇒ (12) + 3 = 15
Orrias: 1d20 + 3 ⇒ (9) + 3 = 12
Pip: 1d20 + 2 ⇒ (6) + 2 = 8
Sara: 1d20 + 3 ⇒ (6) + 3 = 9
Kossrani: 1d20 + 1 ⇒ (9) + 1 = 10
Goon 1: 1d20 + 0 ⇒ (9) + 0 = 9
Goon 2: 1d20 + 0 ⇒ (18) + 0 = 18
Captives: 1d20 + 0 - 2 ⇒ (2) + 0 - 2 = 0
Alexite Stealth: 1d20 + 6 ⇒ (18) + 6 = 24
Indra Stealth: 1d20 + 10 ⇒ (19) + 10 = 29
Pip Stealth: 1d20 + 8 ⇒ (16) + 8 = 24
Sara Stealth: 1d20 + 8 ⇒ (7) + 8 = 15
Kossrani Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Goon 1 Perception: 1d20 + 0 ⇒ (5) + 0 = 5
Goon 2 Perception: 1d20 + 0 ⇒ (17) + 0 = 17

As the prisoner troop gets marched through the alleyway, Kossrani starts sniffing. Summin' smell like wet dog t' you? he grumbles to Orrias. Bah, this whole town be a mess o' smells... He and his men appear to be completely unaware that they are in the middle of an ambush!

Surprise Round!
Alexite
Indra
Pip

Then, Round 1!
Goon 2
Alexite
Nerris
Orrias
Kossrani
Goon 1
Indra
Sara
Pip
Captives

Go for surprise round, hidden figures! :)


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:

As the foes begin to march into the alley, Indra pops up, bow in hand, and lets loose with an arrow at one of the guards.guard 2
bow: 1d20 + 4 ⇒ (12) + 4 = 16 damage: 1d8 ⇒ 5


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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

Pip attempts to leave the other guard doubled over with laughter to keep him from acting against the party or the captives.

"You know, this morning I looked at myself, naked, in the mirror and thought, 'I can't believe they haven't kicked me out of this antique store yet,'" he says, working in magic alongside his quick quip.

Beguiling Voice targeting Guard 1: Will Save DC 14 or can take no actions in the next round. Functions similar to Daze spell.


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)

"Yaaaaah!" Alexite takes the more direct route, leaping up onto the boxes with his sword in hand.

Not sure what kind of action that is; if need be, here's an Acrobatics check. 1d20 + 7 ⇒ (7) + 7 = 14 If he can move farther than that in the surprise round, he'll move down to block the alley, continuing until he's standing directly in front of 2.


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Alexite bravely vaults up onto the box, startling the goon at his feet! Aaaa! the man screams, as Alexite dashes across the alley to the entrance. Yep, I'll give that to you as a single move action - kind of like a vault and roll into position. :)

Indra's shot connects solidly on the guard, punching through the armor on his shoulder. Grraaahh! he yells...
Will Save vs. DC 14: 1d20 - 1 ⇒ (10) - 1 = 9
...before staring at Pip with the most pained of incredulous looks. ((Great joke, though!))

Round 1!
Goon 2 = DAZED!, -5 HP
Alexite
Nerris
Orrias
Kossrani
Goon 1
Indra
Sara
Pip
Captives

Map is now linked at the top of the page.


Just to be clear, Goon 2 can't act b/c Dazed. Alexite, Nerris, and Orrias are up!


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

"Damned rebels! Kill them!" Orrias yells (but not too loudly), drawing his hand crossbow and loading a bolt. "Down wi--*cough* For House Thrune!"

Bluff: 1d20 + 9 ⇒ (1) + 9 = 10 Uh oh


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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)

Sorry, yesterday was wiped out.

Alexite grins and swings his sword around at the dazed goon in front of him. "Have at you! Ha, that's fun, I've always wanted to say that." Since he's the only one standing in punching range of the goons right now, he's carefully keeping his guard up, but he's not holding back!

Attack! (CE, PA): 1d20 + 5 - 1 - 1 ⇒ (1) + 5 - 1 - 1 = 4
Damage: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6

...well, it wouldn't have been a hit anyway! Current AC: 17.


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

Nerris looks blankly at Orrias wondering if she should keep the ruse up. Eventually she decides to continue and says,"Sigh... On my first day of all things."

bluff: 1d20 ⇒ 19


My apologies, too - friend in town for a hiking weekend! Back now.

Kossrani Sense Motive: 1d20 + 3 ⇒ (7) + 3 = 10 OH, MAN! Well, I’m going to rule that since his SM check didn’t exceed your bluff check, you succeed. Ha ha ha!

Kossrani looks at the two of you for a moment before rage flares into his eyes. Out o me way, ya wastrels! TO ASMODEUS WITH YE! He grabs a pouch from his belt and chucks it at Alexite...
Kossrani ranged touch attack: 1d20 + 4 + 1 - 4 - 2 ⇒ (14) + 4 + 1 - 4 - 2 = 13 +PBS-Cover-Range
...and the bag just misses him, landing...
1d8 ⇒ 2
...just barely to the north of the fighter, harmlessly splashing out on the ground.

The goon that almost got tagged by this sticky bag draws his mace and takes a mighty swing at Alexite...
ATK: 1d20 + 3 ⇒ (3) + 3 = 6
...but swings far too low.

Indra, Sara(BOT?), then Pip!


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:

With a swift prayer to Calistria, Indra moves onto the crate in front of her and shoots her bow again. (Guard #1)
swift action activate judgement:justice=+1 attack,move,shoot
bow: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16 damage: 1d8 ⇒ 6


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Indra arrow slams home in the goons shoulder...

SaraBOT vs Goon 1: 1d20 + 6 ⇒ (20) + 6 = 26
SaraBOT Confirm?: 1d20 + 6 ⇒ (20) + 6 = 26
SaraBOT CRITICAL!!!: 3d8 + 6 ⇒ (2, 3, 7) + 6 = 18

...before Sara steps up to the edge of the roof, looks down at the guard, and puts another arrow straight through his eye!

Pip, you’re up!


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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

Pip continues to entrance the remaining goon with his words, this time using a joke about a goblin, a near-sighted dwarf, and a very large pair of trousers to keep the man off balance.

Beguiling Voice: DC 14 Will Save or lose his next turn's actions.
Also, I am back from Iceland, so I will be able to post more regularly now.


Will Save: 1d20 - 1 ⇒ (6) - 1 = 5

The poor guard is still off balance, and can't figure out how to get his wits back about him for the fight.

The captives cower out of the way, too weak and worried to contribute to the fight in your favor.

Round 1!
Goon 2 = DAZED!, -5 HP, No action this round.
Alexite
Nerris
Orrias
Kossrani
Goon 1 = -24 HP, DEAD
Indra
Sara
Pip
Captives

Alexite, Nerris, and Orrias are up!


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

"Archer on the roof! Take cover!" Orrias calls as he "retreats" back down the alley, thoroughly enjoying himself. Slipping around the corner, he leans back around and takes aim at Kossrani's back. "I'll get the blue one!" he cries again, suppressing a chuckle.

Hand Crossbow: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d4 ⇒ 3

"Sorry! The humidity threw off its calibrations!" Orrias calls to the dwarf as he starts reloading, pretending he's fiddling with some mechanism.
Bluff: 1d20 + 9 ⇒ (10) + 9 = 19There's no way this'll work.


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 jerks to one side slightly as the bag Kossrani threw falls to the ground. "I'll get to you soon enough, shorty!" he calls. He feels slightly bad for the clearly dazed man in front of him. Should I just punch him out? ...no, he's seen our faces and I need to get to Kossrani. He's made his choice. Gritting his teeth as he dodges the other man's blow, he adopts a wider, more aggressive stance, and brings his sword around.

Attack! (PA): 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11
Damage: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12

Ugh.

His moment of hesitation could be deadly, though...his sword draws sparks from the ground as it rings against the cobblestones!


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

Nerris looks at Orrias and says,"Ok. Even I know that's pushing it....."

Take out dagger.
Five foot step and try and get into a flank with Alexite???
Aide Alexite: 1d20 - 1 + 2 ⇒ (19) - 1 + 2 = 20


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Alexite swings, but the strike that would have dropped the man to the ground instead just scrapes across armor.

Orrias hits Kossrani square in the shoulder, drawing a grunt of pain from the toughened dwarf...
[dice=Kossrani Sense Motive vs. "The Lie is Far-Fetched"]1d20+3[/dice]
...who then merely growls, "Fix yer aim, ye blasted fool!"

The reality of his situation becomes quite clear, however, when Nerris, abandoning all pretense, draws a dagger and gets into position against the mighty dwarf. He grins wickedly, bellowing, "SPIES AND TRAITORS! I'll smite ye down, and reap me rewards!"

Drawing a mighty mace, the dwarf rears back and swings at Nerris with all his strength...
Kossrani Heavy Mace ATK: 1d20 + 6 ⇒ (6) + 6 = 12
Kossrani Heavy Mace DMG: 1d8 + 4 ⇒ (6) + 4 = 10
...bludgeoning her arm, and nearly breaking it!

Indra, SaraBOT, and Pip are up!


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:

Grimacing at the sound of the blow Nerris took, Indra growls, "You're up, 'lex." She focuses specifically on the goon. "YOU will end up just like your pal," she hisses. "Surrender or die!"
intim(demoralize): 1d20 + 13 ⇒ (3) + 13 = 16not my best, but...

She then begins a droning sound, almost like a hypnotic taunt. unless he surrenders in which case I wont
casting litany of sloth, which is a swift action spell, on goon#2. DC15 will save, and he's at -2 if he's demoralized. If he fails, he can't take any AoO's for 1 round. Which means Alex can walk past him to help Nerris


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

Nerris eyes well up as the blow connects. Almost dropping the dagger she continues to hold it up in defense.
Free action to narrate. Also, dam it. I overestimated the enemies capabilities.


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 tries to become as formidable as a slip can be, and he offers some cutting bluster to back up Indra's ultimatum.

Aid Another Intimidation to give +4 bonus: 1d20 + 2 ⇒ (20) + 2 = 22

Wow, didn't mean to overlook this game. Sorry to hold things up, folks.


Indra - Using intimidate to demoralize is a standard action, unless I'm missing another ability that your PC has to make it a free action. Let me know if so, and the spell will go through if you can!

Pip's definitely helping Indra overcome the goon's interest in this fight, but he's stuck for now.

Sara knocks another arrow, firing at the dwarf...

SaraBOT vs Kossrani: 1d20 + 6 ⇒ (3) + 6 = 9

...but it goes wide, thudding into the wall beside him.

The captives continue to cower to the sides of the alleyway.

The goon in front of Alexite isn't looking too happy to be there, but he's managed to shake off Pip's enchantment and takes a swing at Alexite...

Light Mace vs. Alexite: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2

...but his heart is obviously not in it right now. However, he stands his ground, clearly more afraid of Kossrani than anyone else!

Alexite, Nerris, and Orrias.

Then, Kossrani!


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:

the intimidate is a standard, but that particular spell is a swift action cast. Since you already rolled his AoO, we can just assume she didn't cast it


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

Reloading his crossbow, Orrias steps back out into the alley to back Nerris up. "Get out of there, and use those damned blast-jars of yours!" he snaps at the half-orc as he sights down the bolt at Kossrani.

Ready Action to shoot once Nerris is out of melee
Attack: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d4 ⇒ 2


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

Nerris shifts backwards and throws a bomb while favoring her arm.

Atk: 1d20 + 5 ⇒ (9) + 5 = 14 vs touch AC
DMG: 1d6 + 4 ⇒ (1) + 4 = 5

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