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

"Listen your a nice person. I don't want you to betray your family and lie to them any more than you have too," she whispers back.


Sorry, all - we had more company in town, and the illness I had came back for one more kick to my head, but I should be in better shape this week.

Nandy simply rolls her eyes at Orrias, but doesn't turn down his coin for the purchase. Take that somewhere else, sir, it's wasted here.

Is anyone going back to share this info with Indra? If so, just say so, I'll only assume that Nerris does the following for now.

The trek to Yolobulis Harbor is uneventful, and Nerris gets to approach her clinic unimpeded. There isn't much in the way of a queue there today, and inside Quinn appears to be tidying up some notes, while Susie sits on a stool in the corner. Her face brightens immediately upon seeing you, though she then (poorly) feigns a cough.

Quinn gives a somewhat exasperated sigh at this, and looks to you. Could have used your help a few hours back when Lennit, you know, the baker's boy, came in with a busted leg. Seems he got too close to a delivery cart. Took me a bit to set it, but he should walk again in a couple months, if his father let's him stick to mixing kneading. You see to that one, though, he points to Susie. She's all yours to deal with.

What do you do?


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

Nerris looks at Susie slightly distraught about how she got her involved in this. Thinking about best how to handle the situation she says to the girl,"Are you really sick or just want attention? If you aren't you can come with me as I make a medical delivery for a friend. We can go play in the park afterwards."

"Well. I really hope they don't need me there. I can't completely abandon my child in order to protect her. It defeats the whole purpose. Anyway its not like I can't help them without being there.," she thinks to herself as she spends some time prepping the materials.


I prepare three CLW Extracts which at as Infused. 1d8+2 standard action to use.
I'll attempt to extract the silver.


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

Carrying his bundle of supplies, Orrias surreptitiously returns to the hideout. After updating Indra on the contract-unraveling ritual and the others' search for reagents, the elf retires to his room.


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:

"Mint I have. It's one of those herbs that's hard to stop once it starts."


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

"Like strawberries! I believe Alexite's family also sells mint, so I can't imagine we'll have any difficulty on that score. If there's anything you need let me know, Indra," Orrias hefts his stack of papers and ink with a wicked grin. "I'll be in my room, forging a series of torrid love letters between a dottari officer and his Andoran contact/handler."


Susie turns to Nerris and gives her best hacking cough...

...but you recognize it instantly as fraud. She shrugs, forgetting the ruse, and says, "I missed you! You are always so busy. Yes, I'm coming with you, I don't ever get to see anything. Do you have any food?

It takes you a little time, but Quinn gives you the space you need to get your infusions ready. When you start extracting the silver, he keeps a half an eye on you, but doesn't say anything until you're done. Those are pretty precise measurements you've got there. Should still leave most of the mixtures functional, but still get what you got. Is there something I should know about what you're up to?


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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)

“Yeah, I can get whatcha need,” Alexite comments, swaggering a bit more than is warranted for access to contraband mint.


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

Nerris sighs at his questioning. "Listen I don't think you could this keep this a secret from you. I've kind of gotten involved with a rebellion and while some of this is medicine for them. This is to help them destroy a contract with an imp with accidentally found. I promise you I won't put you or Sally in danger. Im done helping them for today," she says trembling a bit.
Sorry I've been busy with some personal issues.


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 struggles to keep Nerris' praise from puffing him up, a posture that handily betrays his attempt to pose as a slip servant.

"Um, master," he chirps to Alexite, "Should I accompany you home, or would you prefer I deliver the 'carving wood' to your 'workshop?'"

Pip will take the oak shavings to the Wasps Nest.
Since I'm a little unclear on who is where right now, I thought I'd try to simplify my role/location.


Nerris - no worries! Take care of yourself!

Quinn shakes his head, rubbing his scalp as he paces up and down the office of the clinic. Well, hell's hounds, Nerris, why'n't you say so sooner? Only been working with you for how long now? By all the... Throwing up his hands. Well, if it's t' get us even more relief in the long run, then fine, fine. But on your word, nothing comes here, no more pain than they already have. Well, let's make the most of you being here, at least... and he puts you to work, keeping you busy the rest of the day.

- - - - -

Pip gets the oak shavings back to the base without difficulty, though it won't be until the next day before Nerris gets there with the silver.

Alexite, how do you get the mint? It won't be an issue, just curious what it looks like. :)


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)

"Yes, yes, go on," Alexite says to Pip, rather distracted. In the meantime, he heads to the outskirts of town where his family rents space in a now-shuttered storage depot. Telling the security that he's planning to make sure that none of the mint has started rotting (true enough, as far as it goes), he does a quick "inspection tour" and pockets a couple of bunches as he goes!


The guards give you the proper salute, but you can tell that they are bored out of their skulls guarding a warehouse that no one dare touch lest they run afoul of Barzilai Thrune. The lord mayor hasn't forced your stock to be torched yet, and it's well enough dried and preserved to last a good deal longer. It's quite easy to get the amount you need and head out.

----------

As you regather in the Wasp's Nest the next morning, the little imp has yet to break her bonds, and she struggles vainly against Indra's iron grip. Nearby are the contract, the reagents for the ritual, and a candle for flame.

Right, Rexus says, looking at Nandy's notes once more, First the oak shavings, we light them to make the fire, then burn the mint to make it want to leave, something about the smell I suppose. Then the silver powder goes in, and that's to bypass any resistances the contract might have on it. Following that, the contract goes in, and our little interloper here goes home. Any final questions?


For the devil, I mean, he says, coughing awkwardly with a gesture towards the imp.


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

Orrias emerges from his room, expression intent as he observes the proceedings with interest.

What skill checks, if any, are needed for the ritual?


Someone can take point on the ritual and make either a Spellcraft, Knowledge (Arcana), or Knowledge (Planes) on the check. Anyone else that wishes can aid!


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

While he waits for the rest of his companions to return with the other reagents, Pip dedicates his time to preparing a clear spot in the Wasps Nest for the ritual. After all, he is far too nervous and antsy to sit and read, and he needs something to busy himself and invest this energy.

He sweeps the floor clean, identifies the symbols that will have to be drawn, and prepares the fuel for the fire.

Aid Another, Spellcraft: 1d20 + 7 ⇒ (8) + 7 = 15
With his Helpful trait, Pip contributes +4 rather than +2 on Aid Another actions.


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

Nerris approaches the group completely exhausted at both completing her chores and taking care of her kid. Turning to the rest of her party she says,"Im here but tired. Taking care of a kid and multiple patients is exhausting..


Aid spellcraft? spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22


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 doesn't know much about this sort of thing, but she tries to pitch in.
spellcraft(aid): 1d20 + 3 ⇒ (11) + 3 = 14


Looks good so far! That's a +6 to your Spellcraft roll, Orrias. Show us what you've got, or let me know if you want Rexus to take the lead, as he's also trained in Spellcraft.


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)

Haha maybe Rexus can make the check? Alexite doesn't have...any of those skills.


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

I have Knowledge, but not Spellcraft. Happy to help, but don't have the skills for that one.


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

I assumed one of the others had the check. I would have made it myself given I have the best score. :p


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

I rolled to Aid because Nerris and Orrias both have +8 in the relevant skills while I only have +7, plus I add more when aiding.
I didn't mean to start a conga line of Aid Another rolls.


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

"Rexus, would you be kind enough to take point on the arcanic aspects of the ritual? I've been brushing up on my Infernal lore and I think I could be of assistance there. A bit of chalk if you please Pip. Thank you. Now! For banishing an imp, we'll sketch an Eye of Aelimir here to invoke servitude, and in counterpoint here a sigil of breaking to signify the release from duty, while encompassing both we'll create..."

Knowledge (Planes): 1d20 + 8 + 1d6 ⇒ (12) + 8 + (1) = 21


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

Orrias don't you add a d6 to that since its a knowledge skill your trained in? Im not sure how your archetypes handles inspiration. That's why I didn't role myself.


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

Since I'm trained in the skill, you're right the Inspiration is free Nerris, thanks for the catch! Added to the post above.


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Rexus puffs out his cheeks, but says, All right, then. Here we go. Good idea on the Eye, Orrias. Alexite, if you'll keep that silver weapon trained on our little interloper here, and the rest of you assist me...

Spellcraft: 1d20 + 8 + 8 ⇒ (17) + 8 + 8 = 33

There's almost too much help getting the ritual organized, but once it is underway, Rexus has everything ready and on hand to flawlessly execute it. Throughout, the little imp continues to squirm as best she can against the bonds, but there's not much she can do but glare at each of you as the ritual progresses. Occasionally, she'll fade in and out of view, more from habit than thinking her invisibility will free her.

As Rexus places the contract over the fire, smoke begins to rise from her tiny body. With a final snarl, she spits out in infernal, Asmodeus will own you all - ALL OF YOU! - and your little rebellion will be crushed. CRUSHED! With her final cry, she explodes into a shower of cinders and smoke, leaving behind her bonds and and a foul, sulfurous odor.

Rexus looks drained, but relieved, when it is completed. Excellent work, my friends, excellent. If I understand it right, she should be banished to a very very remote corner of Hell, and it will likely take her the equivalent of one of our centuries for her to get anywhere close to something resembling an authority figure there. Our work should be safe from her for the rest of our lives. Well, I suppose Orrias might have t-

The door to the basement fort slams open as Laria comes streaming in. Zea! They've captured Zea! she cries, heading for Indra. Your friend from the Nursery - she got caught by one of the roving militia groups, and they took her to Aria Park. They're doghousing her!

Knowledge (Local) re: Doghousing = DC 15:
You've heard rumor of this practice in the city, but this is the first time they've subjected someone you know. The Chelish Citizens' Groups catch someone they don't like the looks of, then put them in a doghouse that has dozens of nails driven through it. The confines are cramped, making it difficult to move or shift position without being stabbed by a nail, and making it impossible to stand or lie down.

The victim is let out twice a day to scavenge for scraps of food and water left by their captors, but must contend with the vicious dogs that are in the same pen to do so.

Some have survived a week in captivity, Laria says, but your friend seems a little young for that. What can you do?


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:

"They're what?!" Somehow Indra missed the 'doghousing' thing, but she can tell by Laria's voice that it's terrible. "She's just a child. What in the nine hells is wrong with these people?"


Everything is wrong with them. Everything! Laria cries, slumping where she stands.


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

Orrias is quiet for a long moment, looking past Indra as he thinks. "We could try the disguise gambit again, to get her released," Orrias muses aloud. "A mid-ranking officer with 'peculiar' tastes who orders Zea be brought to him?"

The elf's expression hardens. "If it doesn't work, we kill whoever's guarding her. Why her, though? Mere bigotry and bad luck, or are the powers that be trying to smoke us out? They may not know exactly who they're looking for, but this seems a perfect lure for would-be heroes."


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 hurries about, snuffing out the candles and closing his journal. A bolt of inspiration had struck while watching the ritual, and he felt compelled to note some descriptions and ideas that came to him, but that all gets pushed to the back of the shelf in light of new developments.

"Well, I don't know what doghousing is, and I can't remember if I ever met a Zea, but the looks on Indra and Laria's faces are all I need to know," Pip declares, fastening his magic cloak around his shoulders and tucking his silver raven into his belt pouch. "Sounds like we've got a rescue on our hands, gang. I'm about ready for a glorious, ill-advised encore performance in the park."

Pip allows the excitement and bravado of the moment overtake him in order to muffle the voices at the back of his mind screaming at him why this is a bad idea.


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’m with Orrias. This sounds like a trap,” Alexite growls. “And trying to trick the Thrune Goons again could be tough...Aria Park’s an open place, they’ll be all over us and lots of people will see us if it goes south. How guarded is it at night? That seems like the way in to me.”


Rexus gives a gloomy look around, then shares, I've heard about this practice, but it's been kept quiet for the most part. The Chelish Citizens' Groups catch someone they don't like the looks of, then put them in a doghouse that has dozens of nails driven through it. The confines are cramped, making it difficult to move or shift position without being stabbed by a nail, and making it impossible to stand or lie down. The victim is let out twice a day to scavenge for scraps of food and water left by their captors, but must contend with the vicious dogs that are in the same pen to do so.

He sighs. There'd certainly be fewer witnesses at night, though it brings the obvious challenges of seeing what you need to see, and - likely - an increased guard presence. No one in the streets means it's easier for them to run to a commotion, Rexus offers.

I agree that it sounds like it's targeting us as a group, but we've been fairly clandestine thus far. How should we go about learning more? Orrias, you're skilled at disguise, but would your guard disguise be more easily seen through if there are quite a few of the guard there? I'm uncertain, but we do need to figure out what they're up to.


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. "Aye, that's the way - we gotta figure out more. I can ask around at the taverns and bars a bit, discreetly you know, see if anyone knows why this Zea girl was nabbed. Sound good?"


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

"I'll accompany you, Alexite," Orrias rises and heads back to his room to retrieve his admixture bandoliers and weapons.


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

Nerris bleakly says," We can't let her die. Not like the other kid. If this is a trap then so be it but I refuse to let her be abandoned and alone."


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's grin grows fierce as she sees her associates dedication to freeing the child. Bless you, Calistria.
"Thank you for your words. I hope that we can acquire our intelligence quickly. Trap or no, there will be no place that those that have done this can hide from my wrath."


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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

"I remain undeterred. I'm still heading right to the park," Pip declares, collecting his comedy gear. "Worry not, I have not become self-destructive. I intend to put on one of my performances as a ruse while I observe the area: the guards, the dogs, the 'doghouse' itself. I believe some folks call it 'casing the place.' I figure that's my best contribution to gathering intelligence."

Pip pauses, sucking his teeth and cocking his head as he considers something.

"I think I will stick to my more benign, less politically charged material to avoid causing a ruckus just yet. It certainly won't be an inspired performance, but then, that's not the point, is it?"


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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)

Before he heads out, Alexite takes a few moments to pore over his list of taverns and alehouses in Kintargo, trying to think through what he knows of them and their clientele. The group is going to have to be careful - they need to find places to ask around where the drinkers will be in the know, but not enough to be suspicious.

I'd like to use my blue book to get a +2 circumstance bonus to this check (I'm assuming it counts as gathering info). I'm hoping Bluff is the correct skill, since Alex is trying to avoid anyone picking up on his real motives - if not, just subtract 5 to get the Diplomacy result.

After an hour's thoughts, Alexite leads anyone who wants to accompany him out on a night of drinking at the likeliest bars and begins asking around about what "that latest radical" did to get doghoused.

Bluff: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15


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

Orrias follows Alexite out, his grim expression replaced by a convivial expression and tone as he chats at Alexite regarding the latest debates at the University.


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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)

Alexite spends most of the evening staring at Orrias, nonplussed. Or trying to pretend he doesn’t know him.

“Cayden’s teeth, we’re drinking, Ears.”


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Hi, everyone - my apologies for disappearing in the midst of travels, summer vacation, and all the miscellaneous items that have pulled at my attention.

Alexite's hours of drinking provide helpful information. One Thrune Goon, identified by an armband and a wicked grin, says, "Aw, she ain't done much. Just the one what gone and got one o' our lieutenants killed. Are ye daft? Or did ye not hear about Kossrani and the lads at the Salt Work? What I hear, she tipped off some rebellious scum about a prisoner transfer, and now she's gettin the screws put to her. We'll see how long one o' them demon-bloods lasts against our pups - I give 'er just a couple more days at the most." He claps you on the shoulder, and proceeds to buy you a round to celebrate this 'victory' for Thrune.

Pip, upon entering Aria Park, you find a place much subdued compared to the riot that started this whole business. Any locals that can seem to be giving the place a wide berth. Those who can't just skirt past on the edges as quickly as possible. There isn't really anyone to perform for but a few of the dottari and a parcel of goons.

You do catch sight of the cage that Zea is in. In the middle of the lily pond's, which can be reached via two 10-foot-wide-bridges, a pagoda that once held public singing performances is now used with much darker intent. A doghouse, apparently driven through with nails, is surrounded by four thugs, each pair watching over a mastiff.

As you pass through the park near sunset, you see one of the thugs lift the plank that encloses the doghouse. Zea stumbles out, to the laughter of the goons, and the first one tosses a bit of food in the middle of her and the reach of the two hounds. She scrambles for it quickly, as the dogs also lurch forward, and though she catches the food and manages to get a bite out of it, she has to toss the rest to the animals to keep from being bitten. It's certainly not enough food to live on, though who is to say that it's not better to be consumed by hunger instead of being consumed by dogs?

The other goons and dottari on the shore laugh uproariously at this spectacle, then wave good night to their friends on the pagoda as Zea is kicked back into the doghouse and the cover once more placed over the door. As Pip settles into a shadowy place to stay out of sight, the surrounding park essentially clears of guards, aside from the occasional - and regularly timed - patrol. Remaining are only the four thugs on the pagoda and their two dogs.

Peeking up at the opera house, you spy no movement from the doors or curtains. There isn't even a show of guards at the door right now, so confident must Barzilai Thrune feel about his grip on the city.

If a group were stealthy, and timed well with the patrols, a nighttime rescue attempt seems most likely to succeed.

What do you do?


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 returns to the nest and reports what he has seen. His words betray how haunted he is by the torture dreamed up by the Thrune loyalists, his normally affable nature clearly worn threadbare.

"Perhaps I'm still stricken by what I've seen, but I don't much feel like creating a spectacle in the park," the slip says. "Stealth and caution will work best, not just for us but for Zea."

Pip drums his fingers upon the tabletop twice, merely finalizing an idea that had already coalesced during the solemn walk home.

"My best suggestion would be to ply them with a bit of magic suggestion. I could try to convince them to take their hounds and walk away. Granted it's a bit of a gamble, but so's taking a stroll through the Redroof these days."

Pip could approach while the rest of the party hides. I'll use Hypnotism to send the guards on their way. If it works, we can free Zea without a fight.


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 manages to contain her rage, for Zea's sake, but only just barely. "If you can get the guards away, I'll lead her out. She knows me and I'm normally pretty stealthy. It might help if one or two of us are disguised as guards, in case anyone happens to be watching from afar."


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

"That could work. Guard disguises are good."

Pip pauses a moment to reconsider his words, his eyes roving across his companions.

"Allow me to amend that: Guard disguises are good on you all."


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

"I suspect I can cook something up for the rest of us, and we can pose as a patrol while Pip attempts to ply his charms. If it works, magnificent. If not, we can still try things the hard way."


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. "Always happy to try things the 'hard' way," he mutters, cracking his knuckles. "And I'm getting pretty used to that uniform, by now."


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

"Sounds like a plan. Though I'll let someone else do the talking," she says with a wry smile.


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 offers what creative insight he can, helping his comrades to craft convincing disguises as they once again impersonate Thrune stooges. Then, once the party is ready to move out, he sneaks through the benighted city to avoid being caught out after curfew.

Aid Disguise: 1d20 + 3 ⇒ (13) + 3 = 16
Stealth: 1d20 + 8 ⇒ (17) + 8 = 25

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