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
Map of Kitargo
The wasp nest
Iudeimus Tenements
Lucky Bones - lvl 01
Lucky Bones - Undervater Level
♫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, should I get the rolls done? Or are you still wanting to do them Lirotha?
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
Please update out group sheet and do the rolls. Looks like I just lost my job with about 12 other people at my work. The Pandemic evidently hurt my company worse that I thought.
NOTE: I'm not leaving the game, but most of my free time from here needs to focus on getting a new job. I'm sorry to let everyone down.
♫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
Oh, my! I'm so sorry to hear that! Don't worry about updating the game, I can handle that, and good luck with finding a new job soon. It sucks that this virus has been so economically disruptive!
Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7
Oh bad news. For you and your colleagues.
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.
Very sorry, Lirotha. It’s an awful time right now
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
Sorry to hear about the disruption, Lirotha! Best wishes for the job search!
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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
Thanks. My job now is to find a job! =)
♫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
Okay let's get this train moving again. So GM what is there still left for us to do? I know there's the aboleth (forgetting the right name right now), but is that it for this book?
Actually, with you guys refusing to meet Thrune and activating the pump for your new location that's it for this book. The aboleth is in the next one, Dance of the Damned.
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.
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
Did we go seriously off-course by not meeting with Thrune?
♫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
Did we dodge a bullet there? I hope it wasn't too much of an issue.
Anyways, and I'm lathe to bring it up, GM you mentioned you might only get us through book 2. How are you feeling about book 3?
Yes, level to seven.
Didn't really go off course, just lost out on a bit of loot unless you go back for them.
Kind of dodged a bullet, but with the ability to make your own magical gear it doesn't matter.
I've skimmed through the third book, and there's a lot of subsystems that I don't understand for the rebellion. I'm not sure I'd be able to run a smooth game for everyone here if I tried...
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
Well, if you are willing to run the next book at all, can you ignore the subsystems? Or is that not possible? I don't have any problems about streamlining the game process to make it easier on the GM. This game is complicated enough as is especially in PBP format.
Heck...I'm almost willing to say we can dump the whole 'rebellion' system and let the GM just make the calls based on our choices and actions.
What do the rest of you say? Any opinions? I just want to play and have fun. Not just keep up with every single chart or reference...
If not, we may need to look for another GM?
I love GM Fez and trust him, so I'm not looking forward to that.
Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7
I have to admit, I'm slightly keener to stepping back from the game at this point.
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.
I’ve had a blast with the game and I’d love to keep going.
I’ve never understood the rebellion subsystem, so I’d be fine with the GM hand waving it.
♫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
Ugh, it's a complicated and sometimes frustrating subsystem that I feel the only direct impact on PCs would be to gather information or help in missions that went south, but we seem to be a pretty cautious group and know when to retreat and how to prepare for things, so the second part is harder to utilize. So personally, cutting it is fine!
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'd be fine with cutting the subsystem as well. I fell like it's a good opportunity for some additional NPC interactions and that sort of thing, but that hasn't been a major feature for this group, so it's just become more bookkeeping.
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
What do you think GM Fez? Can you hack the subsystem out a bit and keep on?
Yeah, I think I'll be able to manage that then. Let me get familiar with the next part of the adventure and we'll press on. And remember, everyone's level will be seven when we get started again.
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
Whoo! Level 7! Thanks GM Fez! I owe you one.
♫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
Yaaay! I'm super glad to hear this can continue! Whoot!
Now the question is, Val are you still wanting to pump the breaks with this game? And with Talon missing for well over a year at this point do we want to try getting someone else to fill the opening?
Also Elurius is picking up another revelation via feat, but I'm unsure whether to grab one that grants a continuous misdirection effect or a once per day 10 ft/level teleport effect.
Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7
I think if someone else is willing to step in, I'd prefer to step back. I've been having a hard time getting invested in Val, which has made my contribution to the actual RP side of this quite limited.
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 Val.
Would you rather make a new character? Or do a redesign? I doubt GM Fez would have too much of a problem with that.
You could always try something else you would feel could add more to the game and keep your interest. I would rather find a way to help you keep playing rather than losing you altogether. You've been a blast to play with so far.
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.
I agree with Lirotha’s suggestions, if you are interested, Val.
It will probably take me to the weekend to get leveled. It’s a long week for the kid!
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
Does anybody remember how we need to do new Hit Points? Or would the GM have a preference on what/how we get them from here out?
♫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 don't... I think it was done in a full at first and then average+con mod for the rest. Or at least that's how I was able to reverse calculate my hitpoints.
The way I typically do it is rolled die or half hit die +1, whichever comes out better.
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.
Ok, I’ll roll for Oren and take Half plus one if it is better, since I think that is the rule, GM.
Hip points 1d10 ⇒ 3
Half plus one it is!
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
Let's see how Rocco and Kurglunn do! Gonna go back to leveling up Spiritualist so I can get back to improving Kurglunn.
Rocco - Spiritualist 6: 1d8 ⇒ 2 or 5 hp
Kurglunn - Phantom 6: 1d10 ⇒ 8 or 6 hp
♫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
Woots beneficial hit dies!
Hit dice: 1d8 ⇒ 7
Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7
I've had a bit of a think. While changing characters would be an option, I'd feel a bit odd doing that after being in here for ... a few years.
I've enjoyed the game, but found over the last few months that my enjoyment has been slipping. And in an AP players/characters who are not pulling their weight and tugging on all the various plot threads are pretty much dead weight.
At this stage I'd prefer to just step back from the game.
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
Fair enough Val! I think we can all understand.
That just leaves the 4 of us. We still cover most of the gamut of general player types... 1 Fighter type, 1 cleric Type, 1 Rogue type, and 1 Wizard type.
That's an over simplification of course, but I think we can continue with how things are as long as the GM agrees that's fine with him.
Or do we want to try and recruit a new player or two?
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BTW: Lirotha New HPs?: 1d6 ⇒ 3
Looks like its 1/2 + 1 for me!
=)
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 the GM is great enough to allow us to Continue, I’d be fine however they prefer from here on out, either picking up a new member or going with the four of us.
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.
Level 7 advancement
Brawler
6 HP + 2 Con + 1 FC
+ 1 BAB
Feat: Mobiltiy
Maneuver training 2: Sunder
Skills:
Acrobatics
Escape Artist
Perception
Sense Motive
Stealth
Didn’t add much this level. If we can live to level 8, I’ll get a good chunk of upgrades.
♫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 Level 7 advancement:
Oracle:
7 HP + 1 Con
+1 BAB
Feat: Extra Revelation (Capricious Misdirection)
Revelation Master Healing Technique
Assumed Form now acts like Alter Self
Skills: (4 + 1 FCB)
3 Profession (Herbalist)
1 Diplomacy
1 Bluff
New spells known:
2nd Level: Spiritual Weapon Cause Elurius could use something to affect enemies and this is a good one.
3rd Level: Free Swim Cause swimming suuuuccccckkkksss!
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 Level 7 Advancement
Spiritualist
5 HP + 1 CON
+1 Ref/Fort/Wis saves
+1 BAB
Feat: Point Blank Shot
Phantom Recall
Skills:(4)
2 Disable Device
2 Perception
Background skills:
2 Halfling Communities Lore
New Spells
2nd level: Blur
Kurglunn the Runner | Phantom (Fear) 6 (HP 46/46) | AC:20 (15 Incorporeal) | T:13 | FF:17 | cmd:17 | Fort +2 | Ref +7 | Will +4 | Init. +3 | Perc:+8; Darkvision 60ft | Speed 30ft | Manifestation: Ectoplasmic | Status: N/A
Kurglunn Level 6 Advancement
Phantom 6 (5HD)
8 HP + 1 CON
+1 BAB
Feat: Piranha Strike
Devotion
Skills: (2+2 bonus)
1 Intimidate
2 Perception
1 Stealth
I realized when I was looking at feats that Kurglunn didn't actually qualify for Power Attack (only has 12 STR), so I replaced that with Weapon Finesse (which applies to his slam natural attacks), then picked up Piranha Strike, which is basically Power Attack for Dex builds. So basically, while I technically shouldn't have been able to do the extra damage I was doing from Power Attack, I was doing so at a lower attack bonus than I could have been. Hopefully that balances out fairly.
Now, though, watch out!
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 will try and get mine up tonight.
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 Level 7 Advancement
Witch (Cartomancer)
4 HP + 1 CON
Feat: Extra Hex
New Hex (Disguise)
Skills:
Knowledge (Arcana) +1
Knowledge (Planes) +1
Spellcraft +1
Use Magic Device +1
Perception +1
Disguise +1(+11 w/Disguise Hex!)
New Spells
3rd level: Reinvigorating Wind (Favored Class Bonus)
4th level: Ride The Waves (Cause swimming SUCKS); Black Tentacles
Background Skills
Profession(Harrower): +1
Linguistics +1 (+Aboleth lang)
As far as replacement characters go, that's up to you guys. If you want to recruit and up your numbers again we can try to set something up. I'm busy the rest of the week, but I'll be starting shortly after that.
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.
I’ve always thought five was the perfect number for a PBP game, so if the GM is cool with it, I say we grab another.
Anyone know a person looking for a game?
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
Not at the moment. Most of the people I am playing with are busy do so many other things IRL, but I can ask around if we want to do that. I was thinking the 4 of us could handle the game from here really. Fewer people means fewer delays usually. But we don't want to be under-strength either.
What about the rest of you?
All the APs are built with 15 pt buy, 4 man parties in mind, so I think you guys will do fine. I'm fairly certain you're ahead of the treasure curve as well.
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.
Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7
If you could drop me from the campaign, that would help clean up my campaigns page.
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 fine with 4 as well. We kinda have a bonus person with Kurglunn anyway. He's not a full PC, obviously, but it's another body on the board.
I'd like to, but I still don't have control of the campaign. I wonder if they're overwhelmed by working from home or if my email never reached the right person.

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'm moving this here for easy answering.
Protections for the new base? It depends on what we can afford and expect to be useful.
...I think some sort of Alarm spells and Non-Detection magic would be nice at minimum. 'Guards and Wards' is an awesome defensive spell, but its a bit out of our casting league for now. Maybe buy some scrolls of it? Isn't there a giant snake somewhere in the basement too? Did we kill it? If we did, we can add our own protective creature down there. Something friendly to us but hates devils? I don't know. Magic Construct defenses (animated suits of armor) would be nice...if we could ever afford those. Simple traps can't hurt either. We need to make sure they harm Devils at least too however.
That's just off the top of my head.
A Silver Council?
I don't know. A Council may try and overwrite what we try to do. We won't be free agents then really would we? We would be answering to the Council then. Right? If we RAN the council...I guess Lirotha would not see anything against that.
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.
I’m fine with there being a Silver Council.
I don’t know about defenses other than guards, spies, etc. I’m with Lirotha. I don’t think we can afford funky magic defenses yet.
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