GM Fez's Hell' Rebels (Inactive)

Game Master Nathan Hartshorn

Kintargo has been taken over by the forces of Hell!
Barzillai Thrune has the city in his clutches, will heroes arise and suceed in guiding the resistance against the tyrant or will they fall as so many others before of them?

HELL’S REBELS REBELLION SHEET

Lootfinder by Veccio

Handouts

Initiative order:
[dice=Initiative check (Elurius)]1d20+4[/dice]
[dice=Initiative check (Lirotha)]1d20+3[/dice]
[dice=Initiative check (Kurglunn)]1d20+2[/dice]
[dice=Initiative check (Oren)]1d20+2[/dice]
[dice=Initiative check (Rocco)]1d20+3[/dice]
[dice=Initiative check (Talon)]1d20+4[/dice]
[dice=Initiative check (Valrani)]1d20+1[/dice]

Day Job checks:
Result: 5 -> 1 gp
Result: 10 -> 5 gp
Result: 15 -> 10 gp
Result: 20 -> 20 gp
Result: 25 -> 50 gp
Result: 30 -> 75 gp
Result: 35 -> 100 gp
Result: 40 -> 150 gp

Map of Kitargo

The wasp nest

Iudeimus Tenements

Lucky Bones - lvl 01

Lucky Bones - Undervater Level


1,801 to 1,850 of 1,938 << first < prev | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | next > last >>

Female CG half-elf Oracle 7 | HP 47/47 | AC: 21 (+2 if both hands aren't in use), T: 14 FF: 20 (18 if both hands are in use) | Fort +4; Ref +4; Will +4 | Init: +4 | Perc: -1, SM: +3 | Speed 30ft | Spells: 1st 8/8 2nd 7/7 3rd 5/5 | Flicker 3/3 Healer's way 6/6 Counter-Song 7/7 Wand 41/50 | Active conditions: none

I'd argue for Heroism at least, given it should last 50 minutes or so. Don't worry too much, her next two actions are to draw out her flag and cast Prayer if the thing is in close enough to affect as well.


Even if the bull's strength or shield of faith was cast with an extend rod it would be up by now. Heroism is still active with the 10 min/level cast time, as is shield other.


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

If you all have any other buffs, cast them now cause I’m heading in for better or worse at the end of this turn.


Female CG half-elf Oracle 7 | HP 47/47 | AC: 21 (+2 if both hands aren't in use), T: 14 FF: 20 (18 if both hands are in use) | Fort +4; Ref +4; Will +4 | Init: +4 | Perc: -1, SM: +3 | Speed 30ft | Spells: 1st 8/8 2nd 7/7 3rd 5/5 | Flicker 3/3 Healer's way 6/6 Counter-Song 7/7 Wand 41/50 | Active conditions: none

Elurius will be putting up prayer and her flag but I don't have time to get a post together right now.


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

Barracks > church > citizen’s group, I suppose.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Here it is:

Sound off here with your Primary, Secondary, and Tertiary choices. We will give everyone at least a day to respond and will go with the highest rated choices among the group in the end. You don't have to give reasons why you pick them if you don't want to do so.

Barracks:
This is my Primary Choice - Least impact on Thrune, but also the least dangerous to us as well and no 'true' citizens get hurt.

Citizen's Group:
Effective use of our time, but could be used to make us look bad to every-day undecided citizens.

Church:
My last choice. Religious nuts are unpredictable and you never know what they have laying around in store for intruders. Probably a bit too dangerous IMHO...But not impossible either.


Female CG half-elf Oracle 7 | HP 47/47 | AC: 21 (+2 if both hands aren't in use), T: 14 FF: 20 (18 if both hands are in use) | Fort +4; Ref +4; Will +4 | Init: +4 | Perc: -1, SM: +3 | Speed 30ft | Spells: 1st 8/8 2nd 7/7 3rd 5/5 | Flicker 3/3 Healer's way 6/6 Counter-Song 7/7 Wand 41/50 | Active conditions: none

Barracks is my first choice as well. And then Church and finally the Citizen's Group.

The barracks would help weaken military strength and is the least likely to backfire on us.

The church is problematic and could probably do with being handled, but also has potential for risks and problems

The citizen group would potentially be a PR nightmare!


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

I'm pretty easy.

I still like the idea of shapechanging into a raven with some silver plumage and attending the rally - just so the crowd can see we are not cowed.

Heck, it would provide a distraction to Thrune while the rest of you were raiding hte barracks.


Female CG half-elf Oracle 7 | HP 47/47 | AC: 21 (+2 if both hands aren't in use), T: 14 FF: 20 (18 if both hands are in use) | Fort +4; Ref +4; Will +4 | Init: +4 | Perc: -1, SM: +3 | Speed 30ft | Spells: 1st 8/8 2nd 7/7 3rd 5/5 | Flicker 3/3 Healer's way 6/6 Counter-Song 7/7 Wand 41/50 | Active conditions: none

And I'm still for kidnapping a soilder or Thrune lackey and using him to fulfill a Suggestion that he deliver a message for us. If Thrune attacks the man he'd be hurting his own position whereas he could readily catch and torture the silver Val-raven-i. Did this group get silver raven figurines? Cause you could use them instead of sending a core leader and risking them (and splitting the party!)


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

I'm actually going to say Citizen's Group is my primary choice. They sound like some grade skeeze-balls that the rest of the populace probably wouldn't hate to see knocked down a peg, given that they are clearly Thrune lackies and not just run of the mill folks.

Barracks secondary and Church tertiary for me.


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Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Its just a 'suppose' but if you go Valrani...and he marches something like 12 'subversive' women and children out there in the open to say if we don't give ourselves up he will chop each of their heads off until we do...what will you do then? If we are not there, we cannot be tempted to do anything that will reveal ourselves. If Thrune hurts the children and we are not there (proven by the attack we will place) then he is the only one to blame for hurting children in a city of hostile people. If we do go, and we DO NOT do anything, we ARE to blame for letting him get away with it all. It's a sort-of Catch-22 unfortunately. By attacking somewhere else, we protect ourselves physically and politically, if not emotionally.

Also, you don't think he will be ready for you in bird form? I'm absolutely certain he will have various spellcasters monitoring the crowds and surroundings for enchantments and supernatural effects like a shapechanged Druid or a Charmed messenger. Thrune may be a devil worshiper, but he's not an idiot. If I were him, I would have at least half a dozen hidden or magically invisible (or both) 'magic' spotters with wands and scrolls at the ready to blast anything that might even possibly be us or someone else up to no good.

NOTE: I'm not in charge. Not in any official capacity. If any of you do not want to participate on a raid with us, you are free to go to Thrune's rally. All I ask if you get captured, try not to give up anything on the group until we can mount a rescue of some sort. Or die as honorably as you can. I'm NOT going. Its a waste of time as far as Lirotha is concerned. But she's quite more a hard-headed practical person. If she were a Paladin or Cleric, her reactions and responses would probably be very different. You should do what your character wants to do, but accept any consequences of your actions.choice thereby.

As far as as our Silver Ravens figurines, I have one and I think Rocco and Oren have one too. Its up to the GM whether or not the others were 'passed down' but that was usually the impression I got on previous games from the previous GM however.

Sending one to the Rally? Dangerous? If more than one go they will probably all be destroyed by the spotters before they get close. If only one goes, then it might be let through. But I'm unsure what message you want to send with it...other then trying to tick Thrune off further. Something I'm not specifically against of course. Its always possible they could be traced back to the owner too. The constructs do magically bond with us in a way if I remember correctly.

GROUP TALLY: So far it all seems to lean on the Barracks Attack! (with one abstention) Sorry Rocco.

If anybody wants to attend the rally: Please speak up now so we can plan the bulk of the raid without your presence ASAP.

Thanks everyone for your participation here, and good luck to all of us. I'm afraid we will need it regardless of what each of us do.


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

Lirotha, I ninja’d your post from yesterday, FYI, in case you didn’t see it.


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Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

I caught it! =)


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

Fair point about the hostages, but that would also hurt Thrune horribly as well.

Lets go with ignoring him and hitting the barracks then, that is an obvious Thrune target.


Female CG half-elf Oracle 7 | HP 47/47 | AC: 21 (+2 if both hands aren't in use), T: 14 FF: 20 (18 if both hands are in use) | Fort +4; Ref +4; Will +4 | Init: +4 | Perc: -1, SM: +3 | Speed 30ft | Spells: 1st 8/8 2nd 7/7 3rd 5/5 | Flicker 3/3 Healer's way 6/6 Counter-Song 7/7 Wand 41/50 | Active conditions: none

Hrmm, can I still try suggestioning someone? Under disguise, of course, and not taking them back to any place critical. On the off chance that Thrune hasn't prepared for this extensively, and giving him a letter that would probably end up in his hands even if the spell and man is discovered. Otherwise striking at the barracks sounds fine!

Oh, and Lirotha, I think you're the de facto party leader! :D I have no out of character objections at least (though Elurius doesn't quite trust her).


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Elurious is not the only one who doesn't trust Lirotha. Heck...her own family hog tied her and dumped her on a ship to Kintargo from Varisia just to get rid of her!


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

Rocco definitely regards Lirotha as the de facto leader for the Ravens, even if he's somewhat perturbed about it. Still, he's not ready to step up as the group's head, and no one else has done quite as much to organize the group and their allies as Lirotha.

No apologies needed for the vote not going Rocco's way, btw. I just voted based on what would tick him off the most. Soldiers doing their duty, even if he hates it: typical. Priests aligning with Thrune: despicable, but not out of character as far as Rocco has seen. But fellow citizens turning on their neighbors: they can F%#$ RIGHT OFF!

As far as the magical provisions at the rally, I think maybe Lirotha is overestimating the power available to Thrune in this city. Having even one spellcaster of the caliber you're suggesting would be remarkable, but a whole team of them ready to dispel magic or track our raven figurines back to us? That seems like a stretch. But hey, Rocco's kind of a coward, so he's definitely not planning to go marching right up onto Thrune's front door step to get ambushed.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

I was thinking Hell Priests. Plenty of spellcasting worshipers of Asmodeus in town. Not to mention Cheliax has allies from the 'Shadow Wizard' country, let's not forget. If he doesn't do something of what I'm expecting then he's not nearly as dangerous as we assume, and/or he's an idiot...or he really doesn't CARE what we do as long as we stay out of his way.

If no more objections then...

@GM: We choose the Barracks option. Please give us some seminary details so we can plan something?

Thoughts on what to do: I was thinking of summoning some small fire elementals to run amok in the place then throw a Fireball or two into the building's open doors or windows. Right now that's all I have. Maybe charm some of the soldiers to keep the others from putting out the fires inthe barracks itself? I'm only worried about civilian casualties and catching other buildings on fire by accident. We need to cause enough chaos and destruction to be memorable and make some sort of statement, but not so much we are thought of as reckless or thoughtless.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

No other ideas? Really?


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

Well, if they stay away from the fire elementals, insect swarms and such can be easily provided...


Female CG half-elf Oracle 7 | HP 47/47 | AC: 21 (+2 if both hands aren't in use), T: 14 FF: 20 (18 if both hands are in use) | Fort +4; Ref +4; Will +4 | Init: +4 | Perc: -1, SM: +3 | Speed 30ft | Spells: 1st 8/8 2nd 7/7 3rd 5/5 | Flicker 3/3 Healer's way 6/6 Counter-Song 7/7 Wand 41/50 | Active conditions: none

Or they could be combined! for the FLAMING BUG CATASTROPHE Muahahahaha!

Hrmm. I might be able to use a few scrolls of summon monster under the guise of invisibility, if we want to have attacks from multiple points simultaneously.

As for trying to keep people in the building, Elurius could ensure that anyone who can get out of the building gets commanded to go back in or force them to drop their weapons. I might also, finally, be able to use shamefully overdressed on someone!

Might I ask, for the sake of keeping Elurius' conscious clear, that we give them a warning and a chance to surrender and be escorted from the city before we completely slaughter them?


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

No warnings. We won't block the doors or windows however. All they have to do is run away and they should be fine. If they stay and fight or whatever, then they a are at the mercy of whatever is going on. They chose to work for Thrune and his despotic family here in Kintargo. They don't deserve mercy when they give none to anyone else. My idea basically goes...basically a Hit and Run?

1. Summon Monsters (Small Fire Elementals?) to run around and start things on fire.
2. I fly over and throw a 'Fireball' or two into the upper floors through windows or arrow slits, maybe also a 'Swarm of Fangs' inside the building too.
3. We then try and make sure the fire doesn't spread to other buildings, then we run away.

Any suggestions on improving this?


Female CG half-elf Oracle 7 | HP 47/47 | AC: 21 (+2 if both hands aren't in use), T: 14 FF: 20 (18 if both hands are in use) | Fort +4; Ref +4; Will +4 | Init: +4 | Perc: -1, SM: +3 | Speed 30ft | Spells: 1st 8/8 2nd 7/7 3rd 5/5 | Flicker 3/3 Healer's way 6/6 Counter-Song 7/7 Wand 41/50 | Active conditions: none
Lirotha Karsani wrote:

No warnings. We won't block the doors or windows however. All they have to do is run away and they should be fine. If they stay and fight or whatever, then they a are at the mercy of whatever is going on. They chose to work for Thrune and his despotic family here in Kintargo. They don't deserve mercy when they give none to anyone else. My idea basically goes...basically a Hit and Run?

1. Summon Monsters (Small Fire Elementals?) to run around and start things on fire.
2. I fly over and throw a 'Fireball' or two into the upper floors through windows or arrow slits, maybe also a 'Swarm of Fangs' inside the building too.
3. We then try and make sure the fire doesn't spread to other buildings, then we run away.

Any suggestions on improving this?

Okay, not trapping them in is good enough for me! Cause otherwise we'd be pretty to close to straight up murdering them...

As for improvements, Elurius could take up a spot slightly out of the way and try casting spells that might further embarrass any people who try running away (shamefully overdressed, command, burning disarm, suggestion, hideous laughter).


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

Sounds like a plan.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

That works for me...as long as it doesn't impede people from working to put out the fire AFTER we leave.


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

Lirotha's Memorized spells for Arson Fun! (Patent Pending!)

Spellcasting: *=Memorized
Level 0(4/day) *Detect Magic, *Message, * Touch of Fatigue, *Spark
Level 1(5/day) *Mage Armor, *Obscuring Mist, *Mount, *Burning Hands,*Ear Piercing Scream.
Level 2(4/day) *Glitterdust, *Summon Monster II, *Flaming Sphere, *Detect Thoughts
Level 3(3/day) *Dispel Magic, Fireball (x2)

(Familiar/Harrow Deck) 1st lvl: Air Bubble, Cure light wounds, Mage Armor, Burning Hands, Charm Person, Identify, Obscuring Mist, Command, Comprehend Languages, Mount, Adhesive Spittle, Remove Sickness, Shocking Grasp (Patron Spell), Ear Piercing Scream. 2nd lvl: Stricken Heart, Glitterdust, Status, Flaming Sphere(Patron), Touch of Idiocy, Summon Monster II, Detect Thoughts, Inflict Moderate Wounds; 3rd lvl: Detect Thoughts, Vampiric Touch, Swarm of Fangs, Dispel Magic, Lightning Bolt, Fireball(Patron Spell), Paragon Surge


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Lirotha's Basic Plan of attack:

1. From a nearby alley-way or dark street, Lirotha will activate her Flight hex. That provides her flight as per the Fly spell for up to 6 minutes.

2. On the way to the Barracks, she will cast mage armor upon herself and approach the barracks from the darkest direction (at night) or from out of the sun's glare during the day if possible.

3. Once she finds an open window or chimney on the second floor she will summon a small fire elemental inside and have it run around trying to set things on fire. It's orders are to defend itself only and create fiery chaos.

4. She will then throw a single fireball into the building, as deeply as she can get it. Once it goes off, she will launch a Flaming Sphere if more fire is still needed and run it around in the building as best she can direct it.

5. Reassess here. If the building look truly lit up and going without needing more help, she will dismiss the elemental, and order a retreat. If the building is larger or harder to light up, another fireball will be used.

6. Once my second Fireball is launched things are over. Time to run away. I will also leave before my 6 minutes of flying are up regardless, in order to get away as quickly as possible safely if I can.

Final NOTES: If things look bad, everybody scatter. I will probably cast a mist spell or something and/or try to warn anybody (if I see anything specific you already don't see) from above with my Message spell.

Everyone else: Just try to help any way you think you can. Keep spellcasters and archers off of me. Elurious, you may want to make sure and heal anyone that needs it, friend or enemy really. As long as they get out of the building we are not going to try and hurt them directly then. We are mostly going for property damage and a statement. If things get really bad and the building fire threatens the city, we all may need some help put out the fire somehow. Conjure water. Whatever. Any questions?


Female CG half-elf Oracle 7 | HP 47/47 | AC: 21 (+2 if both hands aren't in use), T: 14 FF: 20 (18 if both hands are in use) | Fort +4; Ref +4; Will +4 | Init: +4 | Perc: -1, SM: +3 | Speed 30ft | Spells: 1st 8/8 2nd 7/7 3rd 5/5 | Flicker 3/3 Healer's way 6/6 Counter-Song 7/7 Wand 41/50 | Active conditions: none

Elurius can stay invisible around the building and cast create water on any places or people who look like they are potentially burning. If there seems to be some resistance to that she could also start spamming Command or Shamefully Overdressed. She will try healing as many people as she can to keep them alive, but might also want to start throwing in a command to flee the next turn with an intimidate to boot.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Works for me. Feel free to be inventive. Getting the city crowds to laugh at the guards' expense will be a bonus.


Everybody ready for the assault?


Female CG half-elf Oracle 7 | HP 47/47 | AC: 21 (+2 if both hands aren't in use), T: 14 FF: 20 (18 if both hands are in use) | Fort +4; Ref +4; Will +4 | Init: +4 | Perc: -1, SM: +3 | Speed 30ft | Spells: 1st 8/8 2nd 7/7 3rd 5/5 | Flicker 3/3 Healer's way 6/6 Counter-Song 7/7 Wand 41/50 | Active conditions: none

Yarrrrr!


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

Arrr


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

Let’s rock and roll!


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Yeppers.


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

Aye aye, cap'n!


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

To sum up our current situation...

1. Thrune is...acting weird. (Not sure how that effects us right now.)

2. Once we repair the pump/drain in the underground area, we now have a new (larger) base to move to and set up shop in. (Yeah!) I want to make sure all monsters and booby traps are removed or set up in a way to help us rather than harm us or our people. Maybe find a way to install an alarm too.

3. We still also have our promise to help the aquatic elves and their village out at sea from Aboleths. (Great, more underwater spell-casting!). The elves can stay at our old base (for now) or move into our new one if they wish. Either way is fine by me.

Do we need to run through this next week's Rebellion rolls?


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Just checking in.


Female CG half-elf Oracle 7 | HP 47/47 | AC: 21 (+2 if both hands aren't in use), T: 14 FF: 20 (18 if both hands are in use) | Fort +4; Ref +4; Will +4 | Init: +4 | Perc: -1, SM: +3 | Speed 30ft | Spells: 1st 8/8 2nd 7/7 3rd 5/5 | Flicker 3/3 Healer's way 6/6 Counter-Song 7/7 Wand 41/50 | Active conditions: none

Let's get to draining the underwater place! Then mayhaps the aboleths?


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

Yep!


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

Agreed!


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Sorry I haven't been pushing this guys, work's gotten quite busy. I'll post more when I have a chance.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

No problem.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Sorry...little confused. Are all those bonuses things we NOW HAVE available to us...or are they things we missed out on because of choices we made?


It looks like they should have been available as the adventure was going on and you guys never got them. They are available now.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Excellent!

I will add them as soon as I have time.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Sorry guys. My home computer crapped out on my last night and I'm writing to you from my work computer. I will try and update things ASAP.

Are we heading into the next week of 'Rebellion Rolls?'


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

Seems to me like that is a good idea, Lirotha.


Yep, those'll do.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

OK. I will try and update everything tonight then set-up and do the rolls too.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Sorry guys...tomorrow hopefully. Work was just to much today.

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