Angels Fall: A Hells' Vengeance Campaign

Game Master bluedove

Hell's Vengeance Combat Map


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Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

Bluedove?


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Sorry, missed the question. DC 10 if going with the river current, East to West. DC 15 to move North or South, DC 20 to move East against the current. Reduce by 5 if you are adjacent to shore or a rock.


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

This black metal urn with a lead stopper bears the image of countless gaunt humanoids piled on top of one another in a torturous melee. When the stopper is removed, an invisible and odorless gas pours from the bottle, covering a 50-foot-radius area in 1 round.

What happens to the character who opens the bottle? Can they knowingly hold their breath, open the stopper, and run?


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

Bluedove are you waiting for us or just a free moment to answer our posts?


Male Resistances Fire:5 Cold:5 Lightning 5 curr effect:Divine Favor Thiefling (Demon Spawn) Omdura of Malacoda 4 HP34/34AC22/22/10Fort 6 Dex 1 Will 3 Init 0 Perc4 Sense motive 3 CMB/CMD7/17[/ooc] Spell Slots L1[ooc]4/4 [ooc]L22/2

I am mostly back, sometimes you are less stressed if you

if you want to know:

Dont know the strategic nuclear doctrine of the Russian federation.


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

Does that mean you're in Russia? Or somewhere nearby?


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map
Fellzir the Mysterious wrote:

This black metal urn with a lead stopper bears the image of countless gaunt humanoids piled on top of one another in a torturous melee. When the stopper is removed, an invisible and odorless gas pours from the bottle, covering a 50-foot-radius area in 1 round.

What happens to the character who opens the bottle? Can they knowingly hold their breath, open the stopper, and run?

There doesn't appear to be any immunity to the effects for the opener. Though the cantrip open/close might come in handy.


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

Sercrutio, can you prepare the open/close cantrip? It would be a cheap scroll if we need one and well worth the orice.


LE Male Human Wizard 4| HP 22/22 | AC 16 ; T 12; F 14| Fort +1, Ref +3, Will +6| Init +2 | Perception +6

Absolutely


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

Welllll, so much for that idea. Open/Close only has a range of 35 feet. (Maybe 40 if you do the casting at a higher level trick.) Same for Mage Hand.

Maybe you could stand 35 feet away, cast the spell, then move 20 feet as a move action before the gas reaches you? It takes a round to spread.


Male LE Human Vigilante 4 | HP: 37/37 | AC: 21 (14 Tch,17 Fl) | CMB: +4, CMD: 18 | F: +4, R: +9, W: +5 | Init: +4 | Perc: +7, SM: +0, Darkvision 30ft | Speed 30ft | Active conditions:

Would the gas fill the area immediately? So cast open/close at 25ft, and then move action to get out of the area..?

If the bottle cannot be opened without suffering the effects, we should try to charm/persuade/trick someone else to open it


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

Maybe that would work.

Bluedove are you able to advance the story or are you still having computer issues?


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

"Go for the back of her knee! She will be helpless!" Fellzir encourages somewhat sarcastically.

That was supposed to be in Gameplay.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Let's discuss how you would like to proceed from here on out. Given the sandbox environment and encouragement toward creative solutions the order of objectives tackled and how those ends are achieved are a bit fungible. But hopefully I can spell out a path that makes sense and informs you on how best to move forward. Jalila Hadjara(the monk/jailer), Linton Demeer(the alchemist), and Oppian Nevilindor(the cleric/governor) remain to be influenced. Establishing covers, gathering information, ingratiating yourselves to the townsfolk and influencing the NPCs we will describe as Phase One of your mission.

Phase Two is where you take a more active role in disabling and discrediting the Glorious Reclamation's leadership by means of sowing chaos, sabotage, theft or destruction of resources and/or outright attacks upon various persons or facilities in and around Kantaria.

Phase Three is where your covers are blown and you've basically entered open war on the leadership. This is the point at which the Glorious Reclamation will bring their full force to bear against you. Obviously, if that were to happen now, you'd be overwhelmed and forced into hiding or to flee. So we don't want to rush through the phases too quickly. The idea is to diminish the enemy before you are in open conflict. Preferably to stay one step ahead so that you are the aggressors by the time your ploy is revealed.

I won't go into detail, but there is a point system at work which is meant to trigger certain events when a point threshold is reached. And passing some events removes some previously available options from the gameboard. So it's important to get what you can from each phase before upping the stakes. I can understand that the social combat/cloak and dagger methods are harder to enjoy in Play by Post and that details slip the mind easily over so much time, especially with my recent delays.

Influencing the NPCs is probably the most pressing task at this phase, but it needn't be drawn out. While each have personal interests that they can be influenced through (such as Spellcraft or Arcana with Zaine), they can all be influenced through Bluff, Intimidation or Diplomacy(only if you genuinely want to befriend them, this will likely only work for those who are not religiously tied to the Reclamation). I'll also open it up so that any PC can act on any NPC just so we don't get bogged down here too long. Hope that helps, please ask questions if you have them!


LE Male Human Wizard 4| HP 22/22 | AC 16 ; T 12; F 14| Fort +1, Ref +3, Will +6| Init +2 | Perception +6

So, for clarity, it is intended for us to finish influencing before we do things like take the tour from Zaine?


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

No, we can move on with the tour next. It would only become unavailable if the situation escalated enough to put the leadership's guard up. I just mention it because there are similar opportunities tied to NPCs who are not yet fully influenced and we are rapidly approaching the end of Phase One now.


LE Male Human Wizard 4| HP 22/22 | AC 16 ; T 12; F 14| Fort +1, Ref +3, Will +6| Init +2 | Perception +6

Sercrutio sets up an appointment to talk with the governor.

****************

Sercrutio strolls in with a relaxed look about him. "Good day Governor. I came on behalf of myself and Madame Viorica. As you may remember, I am aiding Madame Viorica with the logistical aspects of her expansion. Part of that is to ensure that all of the different parts of the expansion is within ordinance and code." Sercrutio shrugs, "Look Governor, I'll be honest with you. I don't like the change that the Glorious Reclaimation is causing. I am familiar with standard Cheliaxian ordinance and code. The changes add extra work for me. That said, it is what it is, so here I am. I see no reason that we could not work together, even if we have differences of thought. "

Diplomacy: 1d20 + 4 + 5 ⇒ (10) + 4 + 5 = 19


LE Male Human Wizard 4| HP 22/22 | AC 16 ; T 12; F 14| Fort +1, Ref +3, Will +6| Init +2 | Perception +6

Apologies all. I had a very full weekend. I will get a part up tomorrow.


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

Some more wrestling, Guillaume?


Male Resistances Fire:5 Cold:5 Lightning 5 curr effect:Divine Favor Thiefling (Demon Spawn) Omdura of Malacoda 4 HP34/34AC22/22/10Fort 6 Dex 1 Will 3 Init 0 Perc4 Sense motive 3 CMB/CMD7/17[/ooc] Spell Slots L1[ooc]4/4 [ooc]L22/2

I am back, sorry for the absence!

I needed a total break from all social media for a bit.

Now to read up on things.

@Fellzir

stuff:

I have family and friends on both sides of the frontline.


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

Sorry to hear that, Aurelius. That has to be very difficult.

Bluedove do you need anybody else to post before we move along? I'd love to pick up the pace a bit, although I know people are busy and traveling. Thank you.


Male Resistances Fire:5 Cold:5 Lightning 5 curr effect:Divine Favor Thiefling (Demon Spawn) Omdura of Malacoda 4 HP34/34AC22/22/10Fort 6 Dex 1 Will 3 Init 0 Perc4 Sense motive 3 CMB/CMD7/17[/ooc] Spell Slots L1[ooc]4/4 [ooc]L22/2

Arrrghhh, it ate my gigantic post!


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

Post it again. I want to see it! :)


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

Anyone else want to post?


Male Resistances Fire:5 Cold:5 Lightning 5 curr effect:Divine Favor Thiefling (Demon Spawn) Omdura of Malacoda 4 HP34/34AC22/22/10Fort 6 Dex 1 Will 3 Init 0 Perc4 Sense motive 3 CMB/CMD7/17[/ooc] Spell Slots L1[ooc]4/4 [ooc]L22/2

This time it didnt ate it!

I rolled much worse though.


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

bluedove?


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

I know Aurelius had to take a break, but now is back. Could everyone else please sound off that you're still with us. Especially bluedove, please.

I 100% want to keep this going.


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

*waves*


Male LE Human Vigilante 4 | HP: 37/37 | AC: 21 (14 Tch,17 Fl) | CMB: +4, CMD: 18 | F: +4, R: +9, W: +5 | Init: +4 | Perc: +7, SM: +0, Darkvision 30ft | Speed 30ft | Active conditions:

Still here.
Although this game does have the worrying signs of dying out.


Male Tiefling Bloodrager 4 (Primalist, Steelblood)

I'm here. This section seems like it's really not ideal for my character, who doesn't have a lot of skills and isn't really built for undercover work, but I'm trying to contribute where I can.


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

So we appear to be at five players and no GM. I guess I'll initiate another GM search if bluedove doesn't chime in.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Apologies again. I have been sincerely looking for a better job situation but it's looking like I'm stuck for the time being. It really would be for the best if another GM could step in and lighten my load. All my games are suffering from neglect. >.<

For the moment, I'll go ahead and confirm the influence on Jalila and Nevilindor are achieved.


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

Can you tell us anything about the strange noises we heard at Jalila's?


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Yes, I will work something up in character, now that she is influenced she will ask for advice. But basically Jalila is the warden over where they imprisoned all the Thrune loyalists that did not perish or flee.


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

Go ahead and reply to bluedove's post, everyone. I put up a message in the Recruitment forum.


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

Just reiterating that we can keep posting while we look for a GM. Bluedove might even stay with us a while longer...


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

Please reply to bluedove's post.


LE Male Human Wizard 4| HP 22/22 | AC 16 ; T 12; F 14| Fort +1, Ref +3, Will +6| Init +2 | Perception +6

My preference would be the manor.


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

Anybody else want to post or are we ready for the next chapter?

And what about stealing or sabotaging the healing potions?


LE Male Human Wizard 4| HP 22/22 | AC 16 ; T 12; F 14| Fort +1, Ref +3, Will +6| Init +2 | Perception +6

Would that be next chapter?


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Sorry, I did not notice that this game had come off hiatus.


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

Guillaume and Aurelius?


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

And bluedove, can you post the next part while we work on transitioning?


Male Resistances Fire:5 Cold:5 Lightning 5 curr effect:Divine Favor Thiefling (Demon Spawn) Omdura of Malacoda 4 HP34/34AC22/22/10Fort 6 Dex 1 Will 3 Init 0 Perc4 Sense motive 3 CMB/CMD7/17[/ooc] Spell Slots L1[ooc]4/4 [ooc]L22/2

Still there, didnt notice hiatus ending, will post tomorow or today late.


Male Tiefling Bloodrager 4 (Primalist, Steelblood)

Same. Thought we were still looking for a GM.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

I never went on any planned hiatus, I'm just trudging along at the pace I can manage currently. >_< Happy to pass the campaign on to someone with more bandwidth for it. Just let me know if you find someone.

We have reached the end of our Phase One, all of the NPC's are influenced. Now we turn toward covert operations to undermine the Glorious Reclamation's position in Kantaria. Using the knowledge Linton let slip about the cache of healing potions would be a good starter sabotage mission.


Male LE Human Vigilante 4 | HP: 37/37 | AC: 21 (14 Tch,17 Fl) | CMB: +4, CMD: 18 | F: +4, R: +9, W: +5 | Init: +4 | Perc: +7, SM: +0, Darkvision 30ft | Speed 30ft | Active conditions:

So for sabotage, stealing / poisoning the healing potions might indeed be good idea. I also like the idea of poisoning the food supplies, but carrying that out might involve a higher risk.

And I guess no GM applicants so far? :(


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

I vote for stealing them. Maybe we offer to help manufacture or provide security for the delivery? And then mysteriously they are all in our tavern.

One applicant, but I haven't heard from him lately.


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

Two more showing interest


Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12, Spells 4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10

Ok, here's the quote:

GM Spazmodeus wrote:

Ok, read up from the end of part 1. Fun stuff, great roleplaying etc!

I'll do it, if you'll have me.
I still have to read up on the AP some more, plus I'm tardy getting another campaign up and running, so give me a week or so to get sorted.

Can we all answer bluedove if we haven't already and maybe she can get another post or two before she misty steps away?

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