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

Game Master Jason Lillis

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Rebellion Sheet

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

The elf throws a questioning glance at Rexus. "I'm late for a hot bath and a bottle of red, but I trust you have contacts--or at least, someone in mind? That seems a good place to start."


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 ponders the reactions of the others. Some of them may not feel as strongly about this as she does, and that worries her a bit. But her mind is calmed by the notion that she can simply blackmail them into cooperation (should the need arise).
"Then we are decided. What can you tell us about the Silver Ravens, Rexus? And do you know if any of the others survived the Night of Ashes, and if so, where they may be? The more allies we can retain, the better a chance we have."
"I may not be from here originally, but I believe I have a good notion of the people of Kintarjo. I do not believe the majority are in favor of Thrune rule. The protest proved that. If we can give enough people a viable alternative, or simply harry the interlopers to make their reign seem weak, people will flock to our cause."

ha! We practice selective annihilation of mayors and government officials for example to create a vacuum. Then we fill that vacuum. As popular war advances, peace is closer


Rexus nods gravely at Nerris. "I would never seek to destroy this city, or harm its innocent populace. It is my home, my life, and my great joy. You have my word - our movement will stop the tyranny of Thrune, not usher in the tyranny of the Silver Ravens. Here. Read this, and know more fully the reasons for my commitment to this cause, and a response to your question," he gestures to Indra.

Rexus hands you a letter:

"My dearest son,

If you are reading this, what I have feared has come to pass and I am dead. For many years, I have belonged to the Sacred Order of Archivists and have worked to free Kintargo from Chelish rule. I have learned much about Kintargo's secret history, and fear the time will soon come when the city needs the return of its Silver Ravens. You have likely not heard of the Silver Ravens—few have. Mentions of them have been redacted by the agents of House Thrune, but during the civil war, the Ravens worked to ensure Kintargo's safety. They were heroes in their day, and I fear that Kintargo needs their kind again. Do not believe the government's claims that Lord-Mayor Bainilus abandoned us! Darker things are afoot, and I fear that all who work against Thrune may find themselves in danger in the days ahead.

The Silver Ravens maintained numerous hideouts within Kintargo's walls during the civil war. I have located one such site—the chambers below a building known today as the Fair Fortune Livery. If you are reading this, I was unable to seek further answers there myself. Gather heroes to your side, my son, and search below the livery. There, if my research is correct, you will find something to teach you more of the Silver Ravens and their legacy.

Do not let my death be in vain. Stand up for Kintargo. Bring the Silver Ravens back to life!"

Standing he says to you all, "Stay your drinking plans for now, my new friends. The streets should be a bit quieter - there is a lot of paperwork for the Dottari to process when they are arresting protesters - and we may be able to complete our first goal this very evening. Follow me!"

On the way out, he waves thanks to Nandy in passing before heading out onto the streets. After many twists and turns, it's nearly dark when you find yourselves in the Redroof district, almost to the river, and you arrive at the Fair Fortune Livery.

This aged stable leans slightly to one side, its roof precariously propped up by aged wooden walls. The air around the entire livery reeks of stale urine. As you walk the perimeter of the building, you see that there is a large front door, sized for getting horses in and out of the building, and a smaller back door. Upon inspection, you find that the front door is chained and locked, but has enough give that a human might have a chance of squeezing through (smaller humanoids, like Pip, would only be slightly slowed by this barrier). The back door, once examined, seems to not be locked, but rather tenacusly stuck.

What do 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:

Indra smiles reading the letter. A series of hidden bolt-holes?! Oh my, that DOES make things easier. She's very interested to see exactly what this lair may contain.

Upon finding the Livery: Indra sneers at the reek of the stables. It may keep people from poking around too close, but heavens, what a stench. "It may be worthwhile to have a few people go in the front and a few go in the back, in case a surprise waits at either entrance. If perhaps, Pip and Orrias would accompany me in the front, the rest could try the back?"
if there seem to be any horses there, she would definitely recommend that Sara keep her wolf to the read so as not to spook them. I'm also open certainly to other options, like even just knocking :)


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'll investigate the front with you, but I'd rather not be the first one to squeeze inside. You may find this hard to believe, but I'm not much of a brawny bravo. I make for a terrible vanguard."


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

"I think stealth a better approach than brawn, particularly here, Pip. You don't mind if I call you that, do you?" Orrias grins at the halfling then moves to the chained doorway. After a quick check for tripwires or other unpleasant surprises he squeezes through.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Stealth: 1d20 + 7 ⇒ (19) + 7 = 26


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

"Why would I mind 'Pip?' It's only the name my mother gave me. 'Fenstrad' is the name I made for myself. I borrowed it from a great folk hero among my people.

GM:
Pip’s making that up. Linco Fenstrad is a fictional character he invented when he was younger to use in stories and jokes that he writes. So far no one has caught on to the falsehood.

Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Stealth: 1d20 + 6 ⇒ (15) + 6 = 21


GM Screen:

Perception FM 1: 1d20 + 8 ⇒ (8) + 8 = 16
Perception FM 2: 1d20 + 8 ⇒ (14) + 8 = 22
Perception FD 1: 1d20 + 8 ⇒ (11) + 8 = 19
Perception FD 2: 1d20 + 8 ⇒ (1) + 8 = 9
Perception FD 3: 1d20 + 8 ⇒ (17) + 8 = 25
Perception FD 4: 1d20 + 8 ⇒ (20) + 8 = 28

Broken desks, scuffed tables, and torn chairs crowd the thirteen horse stalls, all of which are covered with a healthy layer of dust. A grated-off alcove along the southeast wall seems to house the only relatively intact wares.

There are no sounds of horses or people wandering about, but Orrias and Pip quickly detect something else. The sniffing, wuffing, and occasional growls of a pack of dogs. They are on the other end of the barn from you, and while they (somewhat miraculously) haven’t detected you yet, it won’t be long before they do.

Orrias:
Up above, hanging from a nail on one of the rafters, you see a signet ring of some silvery metal. It’s about 15 feet off the ground.

Map on the way, probably tonight. What do you do?


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

Orrias ducks slightly on instinct when he hears the dogs. Leaning his head back towards the doorway he hisses "Careful, pack of dogs!"

Then the elf taps Pip in the should and points upward towards the rafters and creates a stirrup with his hands. This is assuming that looks relatively climbable.


Orrias Lelitaern wrote:

Orrias ducks slightly on instinct when he hears the dogs. Leaning his head back towards the doorway he hisses "Careful, pack of dogs!"

Then the elf taps Pip in the should and points upward towards the rafters and creates a stirrup with his hands. This is assuming that looks relatively climbable.

Additional note: Two of the six hounds looks a bit larger than the other four, more like abandoned mastiffs than random mutts.

@Orrias: It certainly wouldn’t be the most stealthy maneuver, but it would definitely get Pip up off the ground if the dogs do attack. You could both make Acrobatics checks if you want to make this happen, or Pip can make an Acrobatics check and Orrias can make a Strength check, and we’ll see how it works. How tall is Orrias? :)


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 face falls when Rexus suggests that they not drink, and fight for the cause of righteousness instead. "We can't do both?" he mutters. "I feel like we could've done both..." Still, he follows the group out of the bookstore and to the abandoned Livery.

"This place smells like a urinal," he complains as the group waits for Orrias and Pip to scout it out, taking a swig from his flask. When Orrias hisses his warning back toward the door, though, he falls silent, blinking indignantly at the door.

"Well? Youse gonna open it up or what?"


Female Human
Courtly Hunter 1:
[HP 19/19] [AC 16; T 13; FF 13] [Fort +4; Ref +6; Will +3] [Init +3]
Ruina:
[HP 20/20] [AC 15; T 13; FF 12] [Fort +5; Ref +5; Will +2]
Personal Gear

Sara pets Ruina behind the ear on impulse. "I don't like the idea of us having to hurt these dogs. Maybe if we can try to catch them or something I can try to train them to be guard dogs for us here." Sara said softly. If she had too she would fight them, but the dogs were only trying to survive as they were.


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

" If I had more time to prepare I'd be able to help on that front. Right now I can't do anything that won't hurt them except bribe them with food which isn't a bad idea... ," she says while awkwardly shifting about.


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

I have a better Acrobatics, but I think Str probably makes more sense in this scenario. Orrias is about 5' 9"

"There's a signet up there, by that beam, see? Grab it if you can."
Acrobatics: 1d20 + 7 ⇒ (13) + 7 = 20

Assuming that works...:

As Pip clambers into the rafters the elf throws a wary glance at the dogs and slips back out through the door.

"It's chained shut, you lout, and keep your voice down," he retorts at Alexite. "Two of them are big, too, more like mastiffs than street curs. I don't know where we'd get enough food to bribe them with, but I'd prefer not to kill them if it can be helped."


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

"This fellow's dedication to shiny objects is impressive," Pip thinks to himself as he reaches for the rafter beam.
"Then again, I'm also the one agreeing to scamper up there."

Acrobatics: 1d20 + 4 ⇒ (13) + 4 = 17

"Okay, I think I've got it," he whispers down, only to find Orrias slipping out the door and leaving him behind with the dogs.
Deadpanned, he says, "Well, bugger."


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:

Dogs. Indra sighs. She doesn't like the idea of killing guard dogs. They have no choice in their occupation. "Nerris, are you able to brew some sort of stink bomb that would simply drive the animals back?" Not that this place doesn't already stink enough, she thinks to herself. "I could probably gather some herbs that would make the dogs ill, perhaps even put them to sleep, but I've never really tried anything like that. Not on dogs anyway."


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

"If you have the herbs handy I could try concocting something. I still need to learn more about the bombs before I use them more. They weren't my smartest idea.", Nerris says.

Her eyes grow big thinking about what she can do if she had the right equipment. "I need an alchemists kit ," she says to no one in particular.


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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 just stares at Orrias. "...did you leave the Pipsqueak in there?" He sighs and shakes his head. "Gathering herbs? That sounds like it could take a while. I have a faster solution." He draws his longsword and twirls his dagger.

"Why can't we kill them? It's an empty, abandoned livery. What's the point?"

No, YOU dumped Wisdom!


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

Did Rexus come with us?

"I boosted him up to the rafters, he'll be fine. Are we in any particular hurry?"


Yep, Rexus is here.

Orrias and Pip could be part of a troop of tumblers with that maneuver, but indeed, Pip finds himself on the rafters without a friend in sight.

Pip:
The ring appears to be made of platinum, and bears the signet of a noble house that you aren't familiar with...
Appraise: 1d20 + 2 ⇒ (8) + 2 = 10
...though you think you could get a few coins for it, at least.

Outside, Rexus thinks for a moment. "Hmm, dogs? Well, if you can capture them, then you can make a pair of silver off our new leader," Rexus says with a wry grin. "At least the big ones. While there is no rush to drive them out tongiht, I'm certain our slight friend would appreciate not sleeping in the rafters this evening. What do you make of our odds against them in combat, Orrias?"


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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 some of us don't want to slaughter everything we come across. Also, if we can't outsmart a bunch of dogs then we sure as hell aren't going to win against Thrune," Nerris says with a deadpan look on her face.


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 sighs pointedly. "Alex. If the livery were abandoned, the dogs would probably have starved to death. Someone is caring for them. Orrias, could you see the back door as well? Is there a back room apart from the dogs? Also, did they have chains or leashes attached to them?"


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

"I think we passed a butcher's shop on Scepter Street a few minutes ago. Give me a few minutes, I hope they're still open." with that the elf dashes down the street and out of sight.

Can I buy a few hocks of meat that we can toss to them?


Orrias runs down the street, and finds that the butchers shop is, indeed, still open. "What'll it be, skinny?" growls the big man with a cleaver.

When you explain the quantity of meat you'll be needing, his eyebrows go up a bit. "Didn't take the fair folk fer such carnivores, but as long as yer payin' in coin, we'll be square." For a gold piece, he'll sell you enough to easily fill the animals' bellies, or for half that you can get a quantity that they'll fight over and - potentially - run off with.

What do you do?


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

Slapping a coin down on the counter he nods at a large haunch of beef on a hook behind the man. "That'll be plenty, thank you. And a sack to haul it in, if you please."

Enough to fill them up, so hopefully they wander off to sleep, or at least don't see any reason to pick a fight with us.


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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

Meanwhile, back inside the livery, Pip stretches himself out lengthwise along the rafter to minimize his profile and hide from the hounds.

He slips the human-sized ring onto his thumb. Idly he fiddles with the ring while brainstorming a story about Linco Fenstrad's expedition to the bitter land of Gren.

Waiting for his new allies, he now fights against boredom far more than fear.


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

The return trip took a bit longer than the initial dash, but soon enough Orrias rounds the corner this his awkward prize. Setting it down by the others, he opens it to reveal the meat. "Hopefully once their bellies are full they won't be belligerent and we can all avoid a fight," he explains, pulling a large hunk out with each hand and grimacing at the bloody juices covering his fingers. "That bath will be well-earned, I think. Everyone grab a piece."

Once everyone is ready, Orrias slips through the doorway and tosses the meat in the direction of the pack, reaching back through the gap to grab another piece after every throw. In seconds the bag is empty.


From his perch, Pip hears the doors creak again, then a couple of wet thwups as the chunks of meat hit the ground. The dogs turn to look, sniffing and shuffling, then with yips and growls dash over to start ravenously tearing at the meat. There’s a minor scuffle between the two larger mastiffs as each tries to assert its dominance over the situation, until one of them grabs a chunk and makes for the main barn doors, followed by two of the smaller mutts.

Outside, the rest of the group sees three dogs emerge, but - intent upon consuming their meal - the three feral dogs run away from you into the twilight.

Inside, the three remaining animals, a mastiff and two mutts, settle down on the floor and proceed to devouring the meat, quickly consuming it and filling their bellies, fight each other a bit for the last scraps, each pick a bone to chew on. After perhaps a half hour of work, Pip sees that the dogs have each picked a pile of old straw to settle onto and settle into a light doze, and a low whistle can call this to Orrias’ attention if he peeks inside. They might not stay asleep if you don’t at least attempt to be quiet, but they’re definitely going to be a little less feisty.

Good solution! In case it’s not obvious after this and the last near-conflict when you rescued Rexus, I’m happy to let your creative solutions dodge a conflict and continue with the story.

The tabletop map has been updated in the link above. If you move inside the barn, make a stealth check if you want to try and keep the dogs from waking up. 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

A smile grows on Pip's face as he watches his friends' plan work so well.
Not only was it effective - it was delightfully classic.

However, he worries that dropping down might alert the remaining hounds - not to mention that he is unwilling to surrender his vantage point.
Pip carefully shimmies, swings, and hops between the rafter beams to explore the barn from above.
He scouts the stalls and nooks, looking for any signs of a trap door or passage.

If nothing else, Pip edges his way to the far side of the barn so he can drop down away from the hounds.

Stealth: 1d20 + 6 ⇒ (12) + 6 = 18
Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Acrobatics to move along rafters: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20


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 slides in the door behind Orrias and begins to look around. She moves cautiously to try to keep from bothering the dogs. She doesn't think they'll be too eager to get up and fight, but better safe than sorry. She makes for the back of the barn, encouraging the others to be stealthy as well.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Sneak: 1d20 + 6 ⇒ (13) + 6 = 19
Keeping her voice low and calm, almost sing-song, Indra murmurs a few arcane words to check for the presence of any magical signatures in the barn.


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

Nerris quietly follows Inndra. Admiring the dogs from the distance she looks for anything that could aid them.

stealth: 1d20 + 2 ⇒ (3) + 2 = 5
perception: 1d20 + 5 ⇒ (9) + 5 = 14


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)

Alex looks slightly sullen when Orrias's plan is not only embraced by the rest of the group, but goes off without a hitch as well. Still, he can't complain if it gets them where they need to go. He follows Nerris into the barn and--wincing at how loudly she's moving--tries to follow as quietly as possible.

Stealth (armored): 1d20 + 2 - 1 ⇒ (17) + 2 - 1 = 18
Perception: 1d20 - 1 ⇒ (8) - 1 = 7

Seeing that there's a door past the dogs at the back, he gestures toward it questioningly. That way?


Link should be updated so that you can edit the map.

GM Screen:

Orrias Stealth: 1d20 + 7 ⇒ (18) + 7 = 25
Sara Stealth: 1d20 + 6 ⇒ (20) + 6 = 26
Ruina Stealth: 1d20 + 6 ⇒ (11) + 6 = 17
Mastiff Perception: 1d20 + 8 - 10 ⇒ (6) + 8 - 10 = 4
Mutt 1 Perception: 1d20 + 8 - 10 ⇒ (12) + 8 - 10 = 10
Mutt 2 Perception: 1d20 + 8 - 10 ⇒ (1) + 8 - 10 = -1
Mutt 1 %: 1d100 ⇒ 39
Sara Handle Animal: 1d20 + 2 ⇒ (15) + 2 = 17
Nerris Know(Nature): 1d20 + 7 ⇒ (11) + 7 = 18
Orrias Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Sara Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Though most of the party moves quite quietly, Nerris manages to scrape a little loudly on the door as she squeezes in to the space. One of the smaller mutts looks up to sleepily consider her for a bit with tired eyes. SaraBOT murmurs soothingly towards it, and it yawns wide before returning to sleep.

Pip clambers down from the rafters on the far end of the stables, and pokes through one of the back offices for a bit. They are mostly empty of anything of note—each contains an old desk, a chair, and some empty cupboards. In one of the desks, he finds a simple iron key.

On the floor of those offices, Sara notices odd tracks in the ground, and when drawn to the attention of the others, Nerris identifies them positively as the tracks of a pack of grimples, some of the more annoying little gremlins in existence, though the creatures are currently nowhere to be seen.

On the southeast side of the stable is a locked iron gate that blocks entrance to the hallway. There's a keyhole in the gate, and a space that a smaller creature could wriggle through, if so motivated. Indra and Nerris peer down the hall and see the obvious outlines of what may have once passed for a secret door (though time has worn it out to the point of easy detection).

The dogs are still out for now. What do you do?


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Female Human
Courtly Hunter 1:
[HP 19/19] [AC 16; T 13; FF 13] [Fort +4; Ref +6; Will +3] [Init +3]
Ruina:
[HP 20/20] [AC 15; T 13; FF 12] [Fort +5; Ref +5; Will +2]
Personal Gear

sorry i've been awol for awhile, life kinds hit me hard and fast. I think things are enough under control that i should be posting regularly again, but expect another bit of abscence around the holidays for holiday reasons as well as my wife and I work retail.

That being said, can i roll handle animal to try to tame them? Make the dogs our actual friends instead of just being content and full? Like i said before i think having them as guard dogs for us may be a nice idea.


Saraphim Castilla wrote:

sorry i've been awol for awhile, life kinds hit me hard and fast. I think things are enough under control that i should be posting regularly again, but expect another bit of abscence around the holidays for holiday reasons as well as my wife and I work retail.

That being said, can i roll handle animal to try to tame them? Make the dogs our actual friends instead of just being content and full? Like i said before i think having them as guard dogs for us may be a nice idea.

No problem! I just wanted to keep us moving, but ways feel free to RETCON my choices. I understand crazy schedules all too well. Go ahead with the roll! Let’s see what happens. :)


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 moves to the "secret" door to see if there's a way to open it. "Nerris, help me figure out how to open this." It comes out as a command, not a request. She pauses, as if she didn't mean it to sound quite that way, but the moment has passed. She tries to soften it with a small smile. It's clear that she isn't used to dealing with others.


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

With the immediate danger of the dogs seeming mitigated, Orrias looks simultaneously pleased with himself and disgusted at the meat juice still sticking to his fingers. He tries carefully not to touch himself or his clothes.

As Nerris and Indra start to examine the door the elf motions to the keyhole. "Maybe the key is still around somewhere? Can anyone here pick a lock?"


Female Human
Courtly Hunter 1:
[HP 19/19] [AC 16; T 13; FF 13] [Fort +4; Ref +6; Will +3] [Init +3]
Ruina:
[HP 20/20] [AC 15; T 13; FF 12] [Fort +5; Ref +5; Will +2]
Personal Gear

Sara looks at the dogs lazily laying on thr floors. If this is to truely be our stronghold, we'll need guards. she lets out a long sigh and motions for Ruina to stay in the shadows. She clutches her pendant and says a silent prayer. Her body began to glow faintly almost unnoticable as she tapped into magic she had learned from her studies. When her eyes opened here once gray eyes had changed to a deep yellow.

Activating Eagle aspect for +2 Cha. Hope this doesn't bite me in the ass later.

She then slowly walked into view of the dogs cooing softly. "Hey," she said warmly with a kind smile on her face, "Did you guys like your snack? It was good wasn't it? Just like you guys, huh. Yeah, you all good boys. You don't need to worry anymore, I'll help take care of you all." She paused about five feet away from the first dog and slowly extended her hand palm up. She had watched the kennel masters have their apprentices do the same, said it was so the dogs could familize your scent and was a sign of trust between man and beast.

handle animal: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7

so much for skipping combat... sorry. i guess they won't like Ruina's smell on me?


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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 saunters up behind Orrias and Nerris.

"I can pick a lock using nothing but a piece of string, a coin, and this key I found," he whispers jauntily.

The sound of hounds rousing from their drowsing perks up the hair on the halfling's nape.

"Uh oh."

Acting without thinking, Pip tosses the key to Indra almost as an afterthought and jogs beside Saraphim - although staggered a little behind, so the tall woman is still between him and the animals.
He puts up his palms plaintively and does his best to placate the dogs.

"Be nice, houndies. Remember who gave you a tasty treat."

Aid Sara: 1d20 + 3 ⇒ (15) + 3 = 18
Because of his Helpful trait, Pip adds +4 instead of +2 to a skill check when he successfully Aids Another.


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 at Pip's joke. Paying no attention to the dogs at all, she places the key in the keyhole to see if it will open the door.


The key, indeed, unlocks the iron gate and it swings open. If you get closer, there's an obvious hinge on the secret door - it looks like you can quickly find a way to pull it open.

HOWEVER - Sara's approach on the dogs... leaves something to be desired. Though the smaller animals seem less eager for action, the larger mastiff leaps to its feet and growls, and prepares to attack!

Initiative:

Alexite: 1d20 + 2 ⇒ (9) + 2 = 11
Indra: 1d20 + 3 ⇒ (5) + 3 = 8
Nerris: 1d20 + 3 ⇒ (3) + 3 = 6
Orrias: 1d20 + 3 ⇒ (20) + 3 = 23
Pip: 1d20 + 2 ⇒ (8) + 2 = 10
Sara: 1d20 + 3 ⇒ (19) + 3 = 22
Mastiff: 1d20 + 2 ⇒ (20) + 2 = 22
Red Mutt: 1d20 + 1 ⇒ (8) + 1 = 9
Orange Mutt: 1d20 + 1 ⇒ (19) + 1 = 20

Round One!
Orrias
Sara + Ruina
Mastiff + Mutts
Alexite
Pip
Indra
Nerris

Let me know if you can't edit the map - I'll try to fix it.


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

Cursing in Elvish under his breath, Orrias makes a mental note to pick up some throwing daggers and a sap. "At least try not to kill them," he sighs to the group.

Delay Action until end of turn.


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Female Human
Courtly Hunter 1:
[HP 19/19] [AC 16; T 13; FF 13] [Fort +4; Ref +6; Will +3] [Init +3]
Ruina:
[HP 20/20] [AC 15; T 13; FF 12] [Fort +5; Ref +5; Will +2]
Personal Gear

"I'm sorry!" Sara shrieks to her allies before drawing her short sword. Her bow would be useless as close as she was to the hounds.

Ruina growled from the shadows and rushed forward to put itself between Sara and the Mastiff. Teeth bared it snareled in fury at the dogs.

intimidation: 1d20 - 2 ⇒ (4) - 2 = 2

Sara's standard is just drawing the weapon. Ruina uses all 50 ft of her movement to get to sara. The indimidation is to influence the hound's attitude to back down. If that's not possible then it's to demoralize them. DC 10+HD+Wis for either option. I think only the demoralize is a standard so if I can influence then Ruia's standard is a ready action.

Edit: Mother of Christ! Why can't I roll like Caladra over here...


The dogs bark visciously, and the mastiff leaps forward to attack Ruina...
Mastiff Bite: 1d20 + 3 ⇒ (1) + 3 = 4
...but misses, likely somewhat shocked from being woken from good sleep!

The two smaller mutts, seeing their pack leader attack, also close the distance to bite at Ruina...
Orange Mutt Bite ATK: 1d20 + 2 ⇒ (19) + 2 = 21
Red Mutt Bite ATK: 1d20 + 2 ⇒ (17) + 2 = 19

Orange Mutt Bite DAM: 1d4 + 1 ⇒ (3) + 1 = 4
Red Mutt Bite DAM: 1d4 + 1 ⇒ (4) + 1 = 5
...savaging the tough old wolf with their teeth!

Yikes! The party is up to respond! Also, I forgot to ask: Would you have let Rexus come inside with you, or ask the nobleman to stay outside? If inside, I'll put him at the end of initiative order, and over by the locked gate. Thanks!


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 would assume we would want him in so he wouldn't look suspicious standing outside the place


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

"Great.... Im out of options right now. Please forgive me dogs... ", Nerris says as she angles a bomb to splash on the most amount of dogs.

Move: Five foot away if I'm next to a dog
Standard: Hit the intersection that will splash the most dogs 1d20 + 4 ⇒ (5) + 4 = 9
Splash:4 reflex 14 half


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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 loves dogs, even if the feeling usually isn't mutual.

Story from Pip's youth:

Long ago, as a child growing up in Songbird Hall, he found an illuminated text featuring a tiny illustration of a halfling riding a dog.
Although minuscule, the image left an impression upon the young slip who sought to learn more. He soon discovered that free halflings often used large dogs as steeds for travel and, rarely, for battle.

Like most children do at least once in life, young Pip embarked on a terrible idea that he was convinced was the greatest plan ever.
He slipped away from Songbird Hall and found a mangy cur scavenging in a narrow side street.
He took the unfinished blanket that he had "borrowed" from the weaving workshop before Olmas could finish the beautiful piece, and scrambled to throw it over the hound as a saddle.
His daydream of triumphantly riding the beast through the streets of Redroof was quickly dashed, leaving him with a bump on the head and a nasty bite on his rear for his impetuous trouble.

He still has the scar on his backside as a reminder of that, too.

Pip suddenly realizes he's never tried his magic on animals before.
He reasons that now might not be the best time to experiment, but it's the only time he's got.

"I once thought that the more I learned about people, the more I liked dogs, but I'm hoping you pups won't make me reconsider," Pip quips as he invokes his hypnotic magic on the dogs.

HD Affected: 2d4 ⇒ (2, 1) = 3
Duration: 2d4 ⇒ (3, 3) = 6 rounds
Hypnotism: Will Save DC 14, +2 on their save since the spell is used in combat. If they fail, they become fascinated and react as though two steps friendlier.

"So be nice, doggos, and I promise the next round of lamb will be on me."


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


If Pip's plan works or anyone else Nerris won't throw the bomb


Female Human
Courtly Hunter 1:
[HP 19/19] [AC 16; T 13; FF 13] [Fort +4; Ref +6; Will +3] [Init +3]
Ruina:
[HP 20/20] [AC 15; T 13; FF 12] [Fort +5; Ref +5; Will +2]
Personal Gear

If pip's plan works Sara will consider it a loss and leave for now and try the dogs later.


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:

it's all up to you now, Pip. We're all counting on you. No pressure or anything

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