The Rebellion, with Space Duck

Game Master Ace Matthews

El Mappo

GM Screen:

[dice=Perc Alexis]1d20+1[/dice]
[dice=Perc Amara]1d20+3[/dice]
[dice=Perc Mira]1d20+4[/dice]
[dice=Perc Septima]1d20+5[/dice]


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HP 21/21 Human Fighter 2, Init +1, AC/FF/T 18/17/11 | CMD 18 (+1 vs disarm and grapple) | F+4 R+1 W+2 | Perception +4 | Intimidate +8

Initiative: 1d20 + 1 ⇒ (17) + 1 = 18

Grand, the Chelish Citizen's Group. Little more than a jackbooted militia. Well, if they wanna play rough, I'll show them how rough I can get.

Amara rolls her shoulders and hoists Ramón in front of her, beckoning the nearest idiot to try her.


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Female Human HP 14/14+6Temp Arcanist 2 Initiative 8 AC/FF/T 13/11/12 F+1 Ref+2 Will+4| perception +1

Improvised Militia huh, irritating, and stuck in the middle of it no less. Daggers, no magic it would seem....Well then it seems I still have some advantage...

Alexis stands up and readies her book to her hand, the pages magically flipping open in response. I like to assume Spell tomes Kinda flip there own pages when wizards cast from them, all cinematic like. Im sure thats not how it actually works but whatever lol

initiative: 1d20 + 8 ⇒ (7) + 8 = 15


HP: 16/16 Human Oracle 2 Init +4 AC/FF/T 15/15/10 | F+1 R+1 W+5 | Perc +6 | Diplomacy/Bluff +11

"Damn." is really the only thing that makes it out of Septima's mouth in response, before the fear hits her. She expected chaos, even violence, but seeing it is another story. She bites down on her tongue nervously as she unhooks her crossbow.

Inititive: 1d20 + 4 ⇒ (2) + 4 = 6


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on phone right meow, will advance soon.
Congrats on our first page everyone! We have now outlasted some of the iron gods games I've been in. I'll factor in another +1 on initiative to celebrate :)
Also, Alexis, spells like Mage hand and prestidigitation can be cast at will, and don't take an action when used for flavor in a minor instance like flipping the pages of your spellbook. So yes, the pages flip on their own ;)


HP: 6+16/16 Unchained Rogue 2 Init +7, AC/FF/T 17/15/12 | F+1 R+8 W+0 | Perception +5, +6 vs traps

If not for the sheer utility of 'detect magic' I would now have to grab prestidigitation with minor magic just so that I could have dramatic effects.


Initiative!:

Amara:19
Goon 1
Alexis:16
Guard 1
Goon 3
Mira:14
Goon 4
Goon 2
Septima:7
Guard 2
Goon 1: 1d20 ⇒ 18
Goon 2: 1d20 ⇒ 11
Goon 3: 1d20 ⇒ 15
Goon 4: 1d20 ⇒ 13
Arrowknee 1: 1d20 + 1 ⇒ (15) + 1 = 16
Arrowknee 2: 1d20 + 1 ⇒ (5) + 1 = 6

Most of the crowd is unarmed, so they give the Guards and the thugs a few feet of berth. Any combat participant is assumed to be the only creature in their square, this still means that the entirety of the map is difficult terrain.

Nox is standing just by the door barking out orders when a lucky rioter throws a dagger square into her throat! She yanks the blade from her flesh and immediately the wound begins to heal. A Knowledge check in Nature, planes, or religion might reveal more. She Swears in infernal and ducks into the door of the opera house.

Infernal:
&@#&$@#& #@*$ #@*&$ing #*$*%@**$ piece of *#%$***@%$ *&*%#*@**$&#^ Dog *#&$^ @*$&#^*$&@#^*$&@^#$*#@^!


HP 21/21 Human Fighter 2, Init +1, AC/FF/T 18/17/11 | CMD 18 (+1 vs disarm and grapple) | F+4 R+1 W+2 | Perception +4 | Intimidate +8

I'm gonna assume that since I'm at the top of that list that it's my turn. No Knowledges to speak of and I don't speak Infernal, so let's just go ahead and fold this into my previous post and say that I've readied an action to attack whatever poor bastard (who is clearly an enemy) steps into my threatened area.


Initiative order:
Bold names may go at this time
Amara:19
Mira:18

Goon 1
Alexis:16
Guard 1
Goon 3
Goon 4
Goon 2
Septima:7
Guard 2

I had to recheck the rules book thanks to a little fact checking. Anyone who made DC 20 Rabble rouse (Just Amara) May ignore the difficult terrain, as the people give you a wide berth. She who made a DC20 watch the crowd check, (Mira) should have recieved an initiative bonus, which is now reflected in my list. I'll give this new information time to be acted upon before going to the goons.


HP: 6+16/16 Unchained Rogue 2 Init +7, AC/FF/T 17/15/12 | F+1 R+8 W+0 | Perception +5, +6 vs traps

Mira's eyes go wide, and for obvious reasons: It's been less than a minute, and a knife already went through someone's throat. Someone who seems to be walking it off. She considers her options quickly, glancing over at the Baroness. She knows her well enough to know her 'get into my horrible death radius and get pickaxed' face, which explains what she's up to. That leaves the following ideas:

One: Walk out there into the crowd and smack one of the goons with her sap. The crowd is still thick and she has faith in her sneaking skills, so he'd never see it coming. That leaves her a target for the one standing next to him.

Two: Sit and let the moment pass, and let one of the poor guys get a pickaxe through the face.

...

Darn her general unwillingness to let anyone get murdered. She moves adjacent to her ally, half-wading through the crowd to get there before sapping the sap in front of her.

Attack: 1d20 + 5 ⇒ (3) + 5 = 8

And a further darn on her shaky self, getting worked up and screwing up right off of course that's what'd happen Mira you need to be running not fighting.


Some AC's I will keep secret, but for the sake of speed, some I won't. 13 Will hit thugs, 16 will hit dottari guards if it comes to that. AC/T/FF, 13/10/13, 16/11/15 respectively. That way you know whether to enact hit effects.


HP 21/21 Human Fighter 2, Init +1, AC/FF/T 18/17/11 | CMD 18 (+1 vs disarm and grapple) | F+4 R+1 W+2 | Perception +4 | Intimidate +8

Oh wait, I can ignore the difficult terrain? Okay, screw the readied action then.

Amara looks at the assembled throng and sees that they're decidedly keeping away from her. Well enough. She steps up next to one of the enemies near her They aren't labelled, so I don't know if it's a guard or a goon, I'm assuming goon. and swings Ramón in a smooth arc downward.

5 foot step next to the guy.
Ramón: 1d20 + 6 ⇒ (5) + 6 = 11

And the failure begins. ^_^


Yeah, Chelish citizens group thugs, or goons, are in the crowd. The guards are by the door, and utterly not caring about you at the moment.
Amara manages a gash in the armor of one thug, but didn't make it through to his flesh.


Oops, didn't realize it was my turn...

Init:

Bold names may go at this time
Amara:19
Mira:18
Goon 1
Alexis:16
Guard 1
Goon 3
Goon 4
Goon 2
Septima:7
Guard 2

The first of the thugs moves to attack a rioter who is throwing things at the dottari, as he has yet to be engaged.
Mace: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
The commoner takes a nasty blow to the back, probably cracking a rib or two.

Alexis, you're up :)


Female Human HP 14/14+6Temp Arcanist 2 Initiative 8 AC/FF/T 13/11/12 F+1 Ref+2 Will+4| perception +1

Alexis sees the violence Ensuing and cringes.

Not what I was planning for. And my back up plans wont help with all of these panicking people...

Alexis Notices that two of the goons are surrounding the Women who help rally the crowd. Alexis bit her lip but refused to leave her behind.

All right.....Lets go!

DIMENSION SLIDE!

Pool now at 3

Alexis seems to slip into a hole and pop out of nothing a good couple feet to the right of Amara. Alexis only prepared for emergency situations but she still had a trick up her sleeve....Hopefully.

RAY OF FROST!

Ray of frost: 1d20 + 2 ⇒ (20) + 2 = 22

Net 20.....Does a ray crit? in case I will roll to confirm

crit confirm: 1d20 + 2 ⇒ (6) + 2 = 8

Yeah if it can crit I'm sure that's not enough to confirm.Anyway Unless they get like +10 to their touch AC Im gonna say thats a hit and roll Damage lol.

Damage: 1d3 + 0 ⇒ (2) + 0 = 2


Init:

Amara:19
Mira:18

Goon 1
Alexis:16
Guard 1
Goon 3
Goon 4
Goon 2
Septima:7
Guard 2

It can crit, but that won't confirm. I'll give the auto hit for the nat 20.

With the element of surprise on her side, Alexis sprays a ray of frost into thug 4's face. The frostbite shows instantaneously, and the horribly cracked skin starts oozing blood. He is unhappy.

The left set of Dottari guards begin attempting to arrest random protesters, not very successfully.

Goon 3 retaliate: 1d20 + 3 ⇒ (18) + 3 = 21
The thug swings back at Mira after she tried her sap, and connects hard in her side.
dmg: 1d6 + 2 ⇒ (2) + 2 = 4

Goon 4 retaliate: 1d20 + 3 ⇒ (2) + 3 = 5
This one swings wildly at Amara, but can't quite get his Mace in a position to swing it properly.

Goon 2 spends his turn wrestling his Mace away from an eager citizen. He prepares to strike the citizen in retaliation.

Septima is up. Guard 2 will effectively pass his turn Arresting the crowd, so Amara and Mira are up too.


HP 21/21 Human Fighter 2, Init +1, AC/FF/T 18/17/11 | CMD 18 (+1 vs disarm and grapple) | F+4 R+1 W+2 | Perception +4 | Intimidate +8

Okay, unless Septima wants to do something that would make this unfeasible, Amara's gonna swing at Goon 3.

Amara sees the mace connect with Mira and she sees red. She roars in anger and swings Ramón at the goon's chest.

Ramón: 1d20 + 6 ⇒ (18) + 6 = 24
That's a solid hit, so damage time.
Damage: 1d8 + 10 ⇒ (4) + 10 = 14
Alright, that's likely to drop that guy, so Amara will 5 foot step to goon 4's side, setting up a flanking position for Mira.


HP: 6+16/16 Unchained Rogue 2 Init +7, AC/FF/T 17/15/12 | F+1 R+8 W+0 | Perception +5, +6 vs traps

The hit makes her see stars, and she's momentarily shaken. Seeing Amara down the enemy that hit her with extreme prejudice makes her feel a little better, though. And with her clearly telegraphing a combination play...

Cayden's coinpurse, she can't exactly go leaving a girl hanging like that after she just pickaxed a guy through the face.

Assuming Goon 3 is down from that damage...

Mira wades through the crowd again to getto the other side of the standing Goon left over, and gives her Sap another try.

Attack: 1d20 + 7 ⇒ (11) + 7 = 18

Damage: 2d6 ⇒ (1, 5) = 6

See? Can't leave a girl hanging.


The poor shmuck that struck Mira was busy looking to block another attack from her sap when suddenly a pickaxe blade protruded from his chest. Amara slung him to the ground and expertly drew the attention of the remaining thug, who was still hurting from his frostbite. Mira slipped in behind him and landed a wallop across the blackened skin of his head. It split open, frozen flesh shattering, and blood gushed. He drops his mace and covers his head, looking with his good eye for an escape route.


HP: 16/16 Human Oracle 2 Init +4 AC/FF/T 15/15/10 | F+1 R+1 W+5 | Perc +6 | Diplomacy/Bluff +11

Septima sees a thug ahead of her, by the cart and reaches for her crossbow in a panic, firing ahead.

Crossbow Attack: 1d20 ⇒ 16
Damage if result is 13+: 1d8 ⇒ 3


Septima's reactionary shot sinks into the thigh of the thug. He howls in pain and surges through the crowd toward her.
beat stick: 1d20 + 3 ⇒ (2) + 3 = 5
He swings a full second before getting in range of her, whiffing his mace through the air in front of her face.

Alexis, you're up!


Female Human HP 14/14+6Temp Arcanist 2 Initiative 8 AC/FF/T 13/11/12 F+1 Ref+2 Will+4| perception +1

So just noticed but I did technically make a mistake, I could not have moved that far since Dimensional step only does 10 ft a level, something I forgot. So have made a note of that however It didnt do a whole lot for me in usefulness since it has actually made positioning for me at the moment rather humorously Difficult. My best shot technically has Septima in the way and depending on how you rule misses in the line of fire and danger lol Anywho.

Alexis sighs. One is down and the other has entered flight mode as it where...Good. Now her attention focuses on the man who is charging some noble looking girl with a crossbow. When did she get here? And why was she getting involved? Questions for later. She wades through some people for the best shot she coul get and tries to hit him with some ice.

Also gonna note that Alexis still hasent really noticed Mira, Sure she knew someone bonked the guy Amara was fighting but didn't get to make a mental note of who bonked em.

Ray of Frost: 1d20 + 2 ⇒ (3) + 2 = 5

Oooooh no.....Welp It was bound to happen lol. Curse me only preparing Mass control spells in a huge crowd where they aren't as helpful lol.


While I can be really mean with line of sight and dangerous miss chances I am also notably soft on level one characters because I just hate how a good character can randomly die level one. Septima is safe for today ^_^

init:
Name-----Previous Action
Amara:19 Killed a shmuck
Mira:18 Brained a Shmuck
Goon 1 Utterly failed
Alexis:16 Made a tomato McFlurry
Guard 1 Doing his job.
Goon 3 Suffering from a Hemorrhagic Plural Effusion
Goon 4 Guards don't like thugs
Goon 2 Crowd controlled. Heh.
Septima:7 Shot a fool
Guard 2 Whack-a-Goon

Alexis shot wide with her ray and happened to hit a tomato someone had thrown through the air, flash freezing it. It shattered on the building and snowed red over the guards, who looked confused.

The left set of Guards is still busy pushing back and shackling rioters.

*Gurgle*... *bleed*... *splort*... *Aspirate*. ~Goon 3

Goon 4 Runs from the predicament he's in toward the Dottari guards. Technically this provokes opp from Mira and Amara if either of you would take it on him He is trying to scream about the "Evil murderers" and gain asylum from them, but to the guards he just looks like another rioter.
Goon's reward: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
The heavy Mace to the chest sat the thug down fast. Hopefully they manage to stabilize him soon.
The lead guard now officially notices the party.

Goon 2 shoves through the crowd to assist his buddy with Septima, but can't quite make it to her.

Guard 2 used his turn playing whack-a-goon

Septima, Amara, and Mira, you're up!


HP: 6+16/16 Unchained Rogue 2 Init +7, AC/FF/T 17/15/12 | F+1 R+8 W+0 | Perception +5, +6 vs traps

Mira isn't about to go hitting a guy while he's fleeing, s'bad karma.

What she is going to do is use her standard action to pick up the light mace he dropped with her free hand while putting the grip of her sap in her teeth, then her move action to pick up the light mace the dead guy had. With a mace in each hand and her usual weapon out of its usual place, she's not really up to attack anyone normally.

She jerks her head towards the edges of the protest, trying to indicate to Amara that it's time to bolt. These maces have to be worth... maybe a third of a healing potion, right? It's fine.

Curse this difficult terrain, I can't take a five foot step! /shakes fist


HP 21/21 Human Fighter 2, Init +1, AC/FF/T 18/17/11 | CMD 18 (+1 vs disarm and grapple) | F+4 R+1 W+2 | Perception +4 | Intimidate +8

Amara's not trying to kill anybody here. She'll forgo her AoO.

She nods at Mira. It's definitely getting close to time to flee the scene. However, she points Ramón over to Septima and hustles over to get some of the heat off of her.

"I like the library girl." she says as she passes Mira.

As she slides in beside Septima, she beats her breastplate at the goons and nods brusquely at the girl.

Amara, sadly, must double-move to get to her position guarding Septima. Her path takes her between Mira and Alexis and behind Septima so as not to provoke any AoOs from the CCG. I don't suffer from the difficult terrain. ^_^

Also, at this point, it looks like we'll be escaping at the left side of the map unless we want to dive into the river.


HP: 16/16 Human Oracle 2 Init +4 AC/FF/T 15/15/10 | F+1 R+1 W+5 | Perc +6 | Diplomacy/Bluff +11

Septima yelps, shocked that she even hit at all. She stumbles back, shouting for help and shocked to find that her mouth instead spews out something else. She tenses, looking up in time to see a large woman ahead of her, nodding in return and at least a little glad to see someone who doesn't look like they're planning to stab her.

Holding my action!


Thug used whack!: 1d20 + 3 ⇒ (17) + 3 = 20
it's sort of effective!: 1d6 + 2 ⇒ (3) + 2 = 5

Goon 1, oblivious to his own inferiority, swings his mace at the new challenger. He hits, and his face contorts into a sick smile, greasy with sadism and hubris.

Five damage to Amara :)
Alexis please include a perception check as a free action on your upcoming turn.


Female Human HP 14/14+6Temp Arcanist 2 Initiative 8 AC/FF/T 13/11/12 F+1 Ref+2 Will+4| perception +1

Perception: 1d20 + 2 ⇒ (18) + 2 = 20

I think I know what I'm doing but will wait for result of Perception before continuing.


Happens later in the round. There'll be a spoiler button for you on that post


Female Human HP 14/14+6Temp Arcanist 2 Initiative 8 AC/FF/T 13/11/12 F+1 Ref+2 Will+4| perception +1

Ah okay good. That tells me it's nothing I gotta jump out of the way from like suddenly. rolling barrels lol

Alexis watches the man bash Amara and glares.

I can't just keep shooting little rays...

Alexis notices the other goon approaching and cringes.

damn. I didnt wanna do this but it's either this or a dead body.

Alexis raises her hands in the air and begins casting her spell

Go to Sleep di-....Jerk

Alexis is casting sleep to the left of the goon on Amaral right. close enough to hit him and 3 other people, but not her current allies.

also as Alexis casts her eyes glow and lines seem to flow under her skin and into her hand as she let's loose the spell.

Burning another Arcane point I can increase the Save DC of this spell by 1, making it a harder will save to make! 2 points left.

Also talked to Septima she wants to take her turn after Mine lol so yeah, she will post shortly after me. Just letting you guys know.


Female Human HP 14/14+6Temp Arcanist 2 Initiative 8 AC/FF/T 13/11/12 F+1 Ref+2 Will+4| perception +1

Also for quick reference that save is 16 will now. Make life easier.


will: 1d20 - 1 ⇒ (1) - 1 = 0
will: 1d20 - 1 ⇒ (13) - 1 = 12

I Had decided that Amara gained enough berth on the crowd that sleep could affect any targets within melee range of her without issue

Alexis pulls a cricket from her pouch and begins reading from her spellbook. A blue flame engulfs the bug, and from that flame four spectral crickets float forward. Each find the mark, settling on the head of a person near Amara. Goon 1 and 2 people fall sound asleep, stumbling and falling back against the cart in a slump. Goon 2, however enters a deeper state, freezing in place. I'd consider rolling a ZERO on a will save a crit success. Alexis, you may offer him one thought, and he will awake after the protest believing that thought to be his own and act accordingly. Inception


Female Human HP 14/14+6Temp Arcanist 2 Initiative 8 AC/FF/T 13/11/12 F+1 Ref+2 Will+4| perception +1

Oho! That went better than anticipated. Well then.
Inception Time eh? Also since I'm planting a memory I will be saying it as if its from his perspective to hold the illusion better.

Is this all worth it? I mean is this where life has led me? Beating random people in town square? I don't feel happy, I don't feel heroic or strong. A simple man beating simple people.....Maybe it isn't to late? Maybe I can turn things around, make a new life! Hell even if I am imprisoned maybe I can make a difference there? Or maybe if I try doing better I can released quicker! Go out and make a real difference! Maybe....Maybe....

That is the last thought I wish to implant. One could argue that it is taking his free will and messing with it. And Alexis would agree. However considering where life has led him maybe these implanted thoughts can lead to happiness?


HP: 16/16 Human Oracle 2 Init +4 AC/FF/T 15/15/10 | F+1 R+1 W+5 | Perc +6 | Diplomacy/Bluff +11

Septima looks over, grimacing at the stranger. "You're hurt." She says redundantly, and reaches for Amara.

Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7


Init order:

Amara
Mira
Goon 1 ~ Asleep
Alexis
Septima
Guard 1
Goon 3 ~ Dying
Goon 4 ~ Dying
Goon 2 ~ Entranced
Guard 2

The Chelish Citizen's Group thugs are either having the best nap of their lives or are lying in a pool of bodily fluids.

Two of the guards move through the crowd and toward the fighting. Unbeknownst to them, another combatant decided to enter the fight...


HP: 6+16/16 Unchained Rogue 2 Init +7, AC/FF/T 17/15/12 | F+1 R+8 W+0 | Perception +5, +6 vs traps

One dottari guard's gotten entirely too close to Mira for her own comfort. She's got a weapon she's unfamiliar with in each hand, and with her sap in her mouth... well, she can't exactly go calling for backup properly. It's fine, she's fine.

Mira pulls away and goes towards the edge of the crowd. Baroness's found herself some subjects, and between the three of them it looks like they have things under control. She isn't needed here anymore.

Withdrawing and moving a total of 30 feet thanks to difficult terrain. I know you guys are going left, but Mira's going to escape to the right--the guards won't be able to catch up to her if I do that and she's past the part where her contribution'd be helpful.


HP 21/21 Human Fighter 2, Init +1, AC/FF/T 18/17/11 | CMD 18 (+1 vs disarm and grapple) | F+4 R+1 W+2 | Perception +4 | Intimidate +8

Amara, seeing the goons drop to the ground, looks around. She catches the tail-end of Alexis' pretty lights and smiles. The girl speaking Deviltongue at her was slightly worrisome until Amara's wound began to fade. She nods at Septima and scans the crowd for Mira. She catches sight of Mira headed the opposite direction and grunts her frustration, shaking her head. She looks to the others who've distinguished themselves in this melee.

"Alright, let's get the hells out of here!"

Oh wow, I can totally run right now...

She bolts to the edge of the town square, pausing briefly to make sure the others are making their way out.


Female Human HP 14/14+6Temp Arcanist 2 Initiative 8 AC/FF/T 13/11/12 F+1 Ref+2 Will+4| perception +1

[I] Yeah escaping time sounds good.[I]

You! Cleric? Whatever follow that women! Unless you wanna get arrested.

Alexis turns and begins pushing her way through the crowd towards Amara.

Someone please move me in that direction, I am not at home to do so.


HP: 6+16/16 Unchained Rogue 2 Init +7, AC/FF/T 17/15/12 | F+1 R+8 W+0 | Perception +5, +6 vs traps

Gotcha covered.


HP: 16/16 Human Oracle 2 Init +4 AC/FF/T 15/15/10 | F+1 R+1 W+5 | Perc +6 | Diplomacy/Bluff +11

Septima wrinkles her nose at the woman clearly speaking gibberish, but... she is the only person keeping her away from certain death, so she follows.


Sabotage: 1d20 + 9 ⇒ (20) + 9 = 29

Gremlin had been working on a bit of chaos of his own. Making his way through the crowd unnoticed, he had set several things to happen at once. That should do it... Three... Two... One... ... ... Dammit I must've misti- Suddenly a series of small flashes went off around each of the Dottari guards. Each of them had their money pouches split open, spilling the contents all over the ground. While most of it was petty coin, no coin is very petty to a commoner, and others used the chaos to turn the riot in their favor. The area within 5ft of each guard is now impassable. It requires an escape artist check to move through at all and a DC 15 Reflex save to avoid 1d6 nonlethal bludgeoning damage every round. Good thing you're all out of there ;)

Gremlin runs off, bouncing with sadistic glee, after one of the people he had seen in his dream. That would be Mira


The group is nearly out of the square when a bright red flash emanates from near the corner of the opera house. Looking toward it, you see the flames dissipating in a large area, and a huge scorch mark on the building behind.

Alexis:
You catch a glimpse of the big man from before, sheathing a fiery red sword beneath his cloak and sauntering away.

Anyone nearby, Perception DC 17:
Amidst the crowd you see two Chelish Citizens Group thugs that weren't in the fight against you. They have been cloven clean in two at the midsection, seemingly in one chop had they been standing next to one another. The area near the cut was charred like a forgotten hamburger.

Anyone still running may exit the square as a full round action now, the guards are a bit predisposed.


HP 21/21 Human Fighter 2, Init +1, AC/FF/T 18/17/11 | CMD 18 (+1 vs disarm and grapple) | F+4 R+1 W+2 | Perception +4 | Intimidate +8

Perception: 1d20 + 3 ⇒ (12) + 3 = 15 Nope. ^_^

Amara will be waiting until the two ladies on her side of the map have escaped before doing so herself.


Female Human HP 14/14+6Temp Arcanist 2 Initiative 8 AC/FF/T 13/11/12 F+1 Ref+2 Will+4| perception +1

Oh yeah. Since im not at home if they need to move me feel free im full rounding out of there. however...

Alexis catches a glimpse of the man again. Her eyes wide at the sword.

I'm under the assumption my earlier check saw everything including the slashed people. If not I'LL do a re roll just in case.

perception: 1d20 + 2 ⇒ (19) + 2 = 21

Alexis nods and Looks to the holy women stumbling out behind her, waving to come to her before glancing to Amara.

We need to follow that man!

I can't see the map or where exactally he went but I can imagine Alexis knows the general direction he headed. May not run into him but considering she recognizes him it's her best idea on a safe escape.


HP: 16/16 Human Oracle 2 Init +4 AC/FF/T 15/15/10 | F+1 R+1 W+5 | Perc +6 | Diplomacy/Bluff +11

Am also at work, so no roll20 availability for me :(

perception: 1d20 + 5 ⇒ (20) + 5 = 25

Septima runs to the large pickaxed woman as if devils were biting her heels. Run away, run away!


HP: 6+16/16 Unchained Rogue 2 Init +7, AC/FF/T 17/15/12 | F+1 R+8 W+0 | Perception +5, +6 vs traps

Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Mira is too preoccupied with running away to notice whatever it is that needs noticing, and she uses the commotion to get out of dodge. Once she's escaped, then she stows the pair of maces and puts her sap away.

She still hasn't noticed the cat, taking a second to try and catch her breath.

"Okay... That... worked out... Mostly."


Gremlin sees Mira leaning against a low wall, panting a bit from the action. He walks along the wall as nonchalantly as possible and rubs his head against her arm in typical cat fashion. He sniffs her bag, looking for jerky or something. "Mrrrowr?"


HP: 6+16/16 Unchained Rogue 2 Init +7, AC/FF/T 17/15/12 | F+1 R+8 W+0 | Perception +5, +6 vs traps

Hey... that's the cat from before. The one that sniffed at the cart.

Mira grins as she lets herself slump down against the wall, holding her side where the watchmember's mace found purchase before.

"Oi, oi... cat..." She forces out the words, half-chuckling as she comes down from the adrenaline high.

"...Hey. Baroness and the other two are safe, right? Then... there's no problem if I just head off and crash somewhere and sleep this off, right? They'll be fine."

Mira pauses, looking upwards. She isn't expecting a reply.

"But the one girl... saw her casting a healing spell. I'm sure I could get her axesty"--pronounced 'ajesty' from majesty with an 'axe' on the front--"to convince her to help. It'd be faster... yeah. Yeah, should definitely do that."

That it'd let her check up on a friend has nothing to do with it, of course.


Sleight of Paw: 1d20 + 9 ⇒ (17) + 9 = 26

Gremlin happens to find Mira's thieves tools! He swipes them and scampers off, the pouch firmly in his teeth. He heads up an alley to the north and stops, waiting to see if he'll be followed.


As Alexis, Amara, and Septima scramble out of the melee, Alexis catches a glimpse of the big man in the cloak rounding a corner several streets down. Several of those that also ran from the protest are still giving wide eyed looks at Amara. Things are relatively calm here, just one street over from the Opera House.


HP: 6+16/16 Unchained Rogue 2 Init +7, AC/FF/T 17/15/12 | F+1 R+8 W+0 | Perception +5, +6 vs traps

She watches the cat run off, not noticing the theft itself until she notices her tools in his mouth (because even a 20 wouldn't beat that SoH check). A swift look through her bag, and she's on her feet again.

Turns out that she's more 'overdramatic' than 'tired.'

"Hey!" She knows a cat is probably faster than her, and that she'll probably have to buy new tools again--gods, what even is her luck--but she's got to at least try to get her stuff back.

Mira runs after the cat. "Those aren't yours, you blasted cat!"

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