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


5,501 to 5,550 of 5,737 << first < prev | 105 | 106 | 107 | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | 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

Elurius tends to stay towards the back. She's good at supporting people from far away or nearby. Also she's used quite a few healing spells and the haste and heroism were both scrolls. She sadly can't cast them natively.


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

That sounds good to me.


The only thing left is that big space to the left, so it is there we'll go.

The floor of this large, flooded chamber drops away into a bowl-like pit, while the ceiling is thickly covered with strings of algae. Sediment and grit swirl lazily in the water, caught up in eddies and currents that grow slightly stronger near the two tunnels to the west.

Swimming near the top of the chamber is an enormous serpentine creature. It has finlike wings, ram horns, four eyes, and arms that end in masses of tentacles. It looks at you curiously as a smooth voice worms its way into your minds, "Curious. I've never seen intruders come from within the complex before. State your business, lest I rend you asunder for trespassing on the Skum's territory."

DC 18 Kn. (Planes):
This is a drowning devil. Called sarglagons in their Infernal tongue, drowning devils take great pride in being the best-adapted guardians of Hell’s waterways, and are among the few fiends who travel the seas and rivers of the multiverse as part of larger infernal plots. Even in the air or on the ground, a drowning devil moves with a haunting litheness as though it were swimming. A typical drowning devil weighs 600 pounds, and can exceed 15 feet from head to tail.

DC 23 Kn. (Planes):
Sarglagons have several well known special abilities. The first is the poison they seem to exude from their body. It drains the strength from those afflicted, and can remain in the system for a half minute.

The second is an aura they carry with them. Those who have gotten close to a sarglagon and lived have reported feeling an increased weight and pressure while standing nearby. It slowed their movements and made some unable to move at all. Whenever a creature enters the drowning devil’s heavy aura, it must succeed at a DC 18 Will save or reduce its speed as if carrying a load one step higher or wearing armor one category heavier (whichever is worse), and its armor check penalty increases by 2. A creature already carrying a heavy load or wearing heavy armor that fails its save can’t move as long as it remains in the affected area.

The last, and most frightening, ability is to summon water directly into someone's lungs.

DC 28 Kn. (Planes):
The spell-like abilities of Sarglagons are less well known, but certainly take advantage of their preferred terrain. They are always able to see the invisible and breathe in water, and can regularly control, curse, and thrust with water. In addition they have all devil's ability to teleport and can discern lies easily. More rare is their ability to summon others of their kind and escape from any form of entanglement freedom of movement. Occasionally they also create horrible poisons within an enemies body, protect themselves from the forces of good, and change their water thrust into a torrent equivalent with a tsunami.


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

Knowledge (planes): 1d20 + 4 ⇒ (7) + 4 = 11

Rocco does his best to duck down behind Valrani, not wanting to draw any attention to himself from this...whatever it is.

Stealth: 1d20 + 20 ⇒ (19) + 20 = 39


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

Know(Planes) w/Book Bonus: 1d20 + 11 + 5 ⇒ (16) + 11 + 5 = 32

Grimacing with unassailable hate, Lirotha says out loud.

"Ware! Its a Devil! A powerful one! It can control water and has multiple abilities related to its aura and poison touch! Don't get too close to it! The Skum are DEAD Devil! Any bargain you had with them is over! Go back to wherever you came from!"

Lirotha will activate her 'Fortune Hex' on Valrani if things degenerate into combat!


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.

Poison touch? That doesn’t sound great, Oren thinks to herself as she lets the others do the talking.


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

planes: 1d20 + 1 ⇒ (15) + 1 = 16
She scans the large chamber, wondering what it is the guardian is guarding..
perception: 1d20 + 13 ⇒ (18) + 13 = 31


Valrani's quick observations don't pinpoint anything, but the devil does glance at the southwestern corner of the cavern when you arrive.

The devil's placid face turns outright murderous when Lirotha informs it the skum are dead. "Fools! Menotheguro was my only way out of this blasted cavern after being bound by that insufferable Baccus! I'll have your heads for this!"

Initiatives!:
Valrani: 1d20 + 1 ⇒ (17) + 1 = 18
Oren: 1d20 + 2 ⇒ (19) + 2 = 21
Lirotha: 1d20 + 3 ⇒ (14) + 3 = 17
Rocco: 1d20 + 3 ⇒ (11) + 3 = 14
Elurius: 1d20 + 4 ⇒ (7) + 4 = 11
Shurshogot: 1d20 + 7 ⇒ (17) + 7 = 24

The devil starts calling out in Infernal, evoking the names of greater devils and their masters, building a defensive aura about itself. Spellcraft DC 17 reveals it to be using an SLA of protection from good

I've moved everyone on the map. Feel free to move yourselves to other positions, but stay at least 20 feet away from the devil. The way I do initiative is fairly common I think, everyone in bold may post their actions in whatever order they wish. I assume people delay or ready as necessary to allow their teammates to buff them or debuff the enemy as appropriate.

Order 1st Round
Shurshogot
Oren, Valrani, Lirotha, Rocco, Elurius


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

Spellcraft: 1d20 + 6 ⇒ (9) + 6 = 15

Recognizing this creature for what it is, Rocco draws out his dagger and begins swimming toward the enemy.

Swim: 1d20 + 4 ⇒ (17) + 4 = 21

Double move to swim ahead and draw a dagger


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

Spellcraft: 1d20 + 11 ⇒ (6) + 11 = 17

"Don't let it finish that spell!"

Swim: 1d20 + 3 ⇒ (8) + 3 = 11

Moving for a clear shot, Lirotha throws a lighting bolt at the monster!

Caster Level Check for SR: 1d20 + 6 ⇒ (6) + 6 = 12

Lightning Bolt! DC17 for 1/2: 6d6 ⇒ (1, 2, 5, 2, 5, 5) = 20


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.

Oren delays, waiting for any buffs before moving to engage the beast with her magical klar.


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

Which map are we on?


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

Lucky Bones Underwater Level
Look for the big red arrow.


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 swims in closer. <♫I can't stop the creature but if everyone gets in close, I can make sure it has troubles touching us! And I mostly mean you, Sharkani! ♫>

She then prepares to cast Communal Protection from Evil on everyone in range as soon as the most number of people gather. Spell already marked off on her tagline, she has one more 2nd level, I believe.


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

Sharkani swims forward and then halts for a moment, waiting for the protections to land on her.

Do I still have magic fang and/or bulls strength up? I will cast barkskin.


magic fang and bull's strength are gone by now, but you should still have barkskin up from the start of the dungeon since that's 10 min/level.

Lirotha's invisible lightning strikes true but doesn't appear to affect the devil. SR 19

Order 1st Round
Shurshogot
Oren, Valrani, Lirotha, Rocco, Elurius


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.

Oren pulls her klar, taking the total defense action, waiting for the nasty beast to close with her.


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

Valrani casts her own bulls strength this time while she waits for the devil to close.


The sarglagon uses another of its natural abilities drawing a violet aura around its tentacle hands.

DC 18 Spellcraft:
It just used poison, making its touch incredibly dangerous.

It then swims forward, stopping within reach of Rocco...

Order 2nd Round
Shurshogot
Oren, Valrani, Lirotha, Rocco, Elurius


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

Spellcraft: 1d20 + 11 ⇒ (1) + 11 = 12

Once the creature approaches Rocco, Lirotha actives her Forune Hex on the Halfling!

Fortune HEX!:
The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to re-roll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

"Kill it before it hurts Rocco!


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

Val darts forward, sinking her teeth into the horrid devil.

attack, prayer,BS,flag: 1d20 + 9 + 1 + 2 + 1 ⇒ (14) + 9 + 1 + 2 + 1 = 27
damage,prayer,flag,BS: 2d8 + 6 + 1 + 1 + 2 ⇒ (6, 6) + 6 + 1 + 1 + 2 = 22


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

Before the melee fighters have a chance to act, the sliver haired half-elf swims forward a few feet and unfurls a large flag bearing the mark of the Silver Ravens, hoping to inspire everyone to greater feats of heroism, before she start intoning a choral prayer to Shelyn as well. ♫"Eternal Rose above, bless this performer and her friends so that we might be able to banish this evil one. So that we might be able to bring beauty and peace back to these halls. So that we might sing again in your praises. Additionally, please turn your disdain on this creature in front of us, ugly in both form and deed. Destroyer of the beauty of life and perverted of the very water it lives in..."♫

Prayer and Flag bearer active and Elurius is showing a little of her religious side. Not something she normally does.


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As Sharkrani swims forward to take a bite of the sarglagon it reaches out to touch her as she passes under its arm.

Deadly touch: 1d20 + 15 - 1 ⇒ (17) + 15 - 1 = 31

As its tentacles pass over Sharkrani's tough skin the purple haze leaves it and infuses Sharkrani. You've been afflicted by the Poison spell. I need a DC 18 Fortitude save or you take 1d3 Con damage. This will persist for 6 rounds unless you succeed at a single save.

The sharp shark teeth break through the devil's rubbery flesh.

Order 2nd Round
Shurshogot -17
Oren, Valrani, Lirotha, Rocco, Elurius

Edited for prayer. Thanks for the reminder Elurius.


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

Not that it matters for that godly roll, but prayer gives a penalty to enemies as well as a boost to allies.


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.

Oren moves forward, and slashes at the beast with all of her might.

Could someone move me on the map, please?

Klar Attack with mutagen, Power attack, Flag, and Prayer 1d20 + 13 - 2 + 1 + 1 ⇒ (10) + 13 - 2 + 1 + 1 = 23

Power attack damage with mutagen, flag and prayer 1d6 + 8 + 1 + 2 + 1 + 1 ⇒ (6) + 8 + 1 + 2 + 1 + 1 = 19


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 continues swimming, just trying to avoid the devil's tentacles and its nasty-looking magic.

Swim, prayer: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10

Double moving just to get into the flank with Sharkani


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

And that just wasted my Fortune ability on Rocco for the entire day! Crap. Technically you can re-roll the swim check if you wanted.


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

Dang! Sorry Lirotha! I couldn't reach the enemy to hit it, and I don't think I can 5ft step while swimming. So it was either move into position or drop my +1 lawful outsider bane dagger of stabbiness to draw my crappy underwater crossbow and load it and still waste the Fortune.


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. I'm not blaming you specifically Rocco, I was just hoping it might be effective at all. It's an awesome Hex, but until I get more than 1 round's worth of duration its too limited. Sharkrani gets the next one I think to help with her saves and attacks next round!


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

poison,prayer DC18: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17
con: 1d3 ⇒ 2 -1 to fort saves and -6hp
Sharkani splutters a bit as the deadly touch reaches 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

Val? Your stat-line says..."+14 vs poison) may reroll save)"! Can you do that here? I think it is worth it here if you can.


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

Good point!
meditation reroll: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30

Luckily the shark body seems more resilient in the face of poison than her own would normally be.

Hurrah! Thanks


The devil strikes out at Oren and Rocco as they approach as well, this time lashing out with its jaws. I'll also need DC 18 Will saves from everyone within 10 feet of it or be affected by the Heavy Aura. Forgot to mention it before.

Heavy Aura:
Whenever a creature enters the drowning devil’s heavy aura, it must succeed at a DC 18 Will save or reduce its speed as if carrying a load one step higher or wearing armor one category heavier (whichever is worse), and its armor check penalty increases by 2. A creature already carrying a heavy load or wearing heavy armor that fails its save can’t move as long as it remains in the affected area. A creature that saves against a drowning devil’s heavy aura is immune to that devil’s aura for 24 hours. The save DC is Charisma-based.

Opportunity (Oren)!: 1d20 + 15 - 1 ⇒ (6) + 15 - 1 = 20
Opportunity (Rocco)!: 1d20 + 15 - 1 ⇒ (9) + 15 - 1 = 23
Damage (Rocco): 2d6 + 5 ⇒ (6, 2) + 5 = 13

Oren's klar opens up a nasty gash in the sarglagon, making its tainted blood start dispersing into the water.

The retaliation is swift and brutal, the sarglagon lashing out with its teeth and many tentacled hands at the three foes surrounding it.

Crunch (Valrani)!: 1d20 + 15 - 1 ⇒ (19) + 15 - 1 = 33
Wam (Oren)!: 1d20 + 15 - 1 ⇒ (14) + 15 - 1 = 28
Bam (Rocco)!: 1d20 + 15 - 1 ⇒ (10) + 15 - 1 = 24
Damage (Valrani): 2d6 + 5 ⇒ (6, 3) + 5 = 14
Damage (Oren): 1d8 + 5 ⇒ (1) + 5 = 6 Plus a DC 20 Fort save vs poison
Damage (Rocco): 1d8 + 5 ⇒ (5) + 5 = 10 Plus a DC 20 Fort save vs poison

If you fail the Fort save you will take 1d4 ⇒ 1 points of strength damage. This poison lasts for 6 rounds and requires to consecutive saves if the initial one is failed.

Order 3rd Round
Shurshogot -31
Oren, Valrani, Lirotha, Rocco, Elurius


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.

Will 1d20 + 7 ⇒ (19) + 7 = 26 +2 if charm, compulsion, or emotion

Fort 1d20 + 11 ⇒ (2) + 11 = 13


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

Rocco! You should still be able to use my Fortune hex on the save from that hit since it happened before my turn.

Fortune Hex on Sharkrani!

Fortune HEX!:
The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.


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

Fortune Fortitude 1, prayer: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Fortune Fortitude 2, prayer: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Will vs aura, prayer, shared consciousness: 1d20 + 9 + 1 + 4 ⇒ (9) + 9 + 1 + 4 = 23

With help from both Lirotha and Kurglunn (within his consciousness, Rocco resists all of the devil's malignant powers enough to make a clean strike against it! He calls on Kurglunn to give him a little bit of protection, then stabs at the sarglagon with the blade made specifically to destroy its kind.

Swift action to use Bonded Manifestation and attack!

+1 Lawful outsider bane dagger, prayer, flank: 1d20 + 7 + 2 + 1 + 2 ⇒ (9) + 7 + 2 + 1 + 2 = 21 Damage, bane, sneak: 1d3 + 1 + 2d6 + 1d6 ⇒ (1) + 1 + (3, 5) + (3) = 13


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

will DC18: 1d20 + 8 ⇒ (20) + 8 = 28

Valrani has spent years trawling through paperwork. She knows what it feels like to bear heavy burdens. Fighting this devil isn't one of them.

Her teeth gnash out at the devil once more as she slowly circles it.
Themaic as Rocko already gives her a flank
attack, prayer, flag,BS,flank: 1d20 + 9 + 1 + 2 + 1 + 2 ⇒ (10) + 9 + 1 + 2 + 1 + 2 = 25
bite!flag,pryaer,BS: 2d8 + 6 + 1 + 1 + 3 ⇒ (7, 7) + 6 + 1 + 1 + 3 = 25


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

Val, don't forget your My Fortune Re-roll! Unless you plan to save it if it attacks you again before my next turn?


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

25 should hopefully hit it anyway. Shouldn't it?


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 a powerful Devil. That's all I know.


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

She got it with a 27 last time, I'll risk it with a 25 this time. If nothing else it will give us an idea of its AC


The magic in Rocco's dagger turns what would have been a thin slice into an actual wound, cutting into the devil's flesh. But it is Sharkrani that does serious damage, ripping out chunks of the devil to float away in the turbulent waters.

At the end of her round Oren will take 1d4 ⇒ 1 more points of strength damage unless she succeeds on a DC 20 Fort save.

Order 3rd Round
Shurshogot -59
Oren, Valrani, Lirotha, Rocco, Elurius


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.

Oren continues to cut at the beast with all of her might.

Klar Attack with mutagen, Power attack, Flag, and Prayer 1d20 + 13 - 2 + 1 + 1 ⇒ (16) + 13 - 2 + 1 + 1 = 29
Power attack damage with mutagen, flag and prayer 1d6 + 8 + 1 + 2 + 1 + 1 ⇒ (4) + 8 + 1 + 2 + 1 + 1 = 17

Iterative klar Attack with mutagen, Power attack, Flag, and Prayer 1d20 + 8 - 2 + 1 + 1 ⇒ (1) + 8 - 2 + 1 + 1 = 9
Power attack damage with mutagen, flag and prayer 1d6 + 8 + 1 + 2 + 1 + 1 ⇒ (2) + 8 + 1 + 2 + 1 + 1 = 15


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

Good news: Prayer affects damage rolls, so the devil will be hiting for less than it seems. Bad news, Elurius has very little she can do this round.

Elurius keeps up her Prayer, but seems to flounder about what to do next. She pauses for a second and then waits to see what she might be able to do to help.

Is there anything people need or want? She has a scroll of communal delay poison, but I'd prefer to hit multiple people instead of just Oren, if I can. Otherwise, Create Water for the laughs?


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 could use healing if you can get up to him


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

Definitely, but it will take flag bearer off line and force her to make a save.

Elurius sees that Rocco is flagging and decides to try and help the little one. She gives a snap of her fingers and disappears from sight, her flag turning invisible as well. She then swims into the aura of the devil.

Will save: 1d20 + 4 ⇒ (10) + 4 = 14
She feels the pressure build on her and slows down, forcing her to move right next to the devil. She prays to shelyn that her movements aren't seen or detected, but reaches the halfling, and proceeds to use a set of her healing needles on him, whipping them out in a flash, channeling some healing into them and then taking them back just as quickly.

Healer’s way: 3d6 ⇒ (5, 1, 4) = 10

Swift to use Flicker (I can't link to it directly but it's on that page) Move to move 20' and Standard to use Healer's way to heal Rocco 3d6


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.

Forgot my DC 20 Fort save this morning. Fort 1d20 + 11 ⇒ (2) + 11 = 13


The devil continues raging, roaring, and planning. It waits for Elurius to get within range, then reveals it can still see her with a 'fist' full of poisonous tentacles.

Opportunity!: 1d20 + 15 - 1 ⇒ (20) + 15 - 1 = 34
Crit?: 1d20 + 15 - 1 ⇒ (15) + 15 - 1 = 29
Damage: 2d8 + 10 - 1 ⇒ (1, 2) + 10 - 1 = 12 Plus a DC 20 Fort save vs poison or take 1d4 ⇒ 1 Str damage

It's a good thing Healer's Way is supernatural, or you'd be getting AoO'd for that too.

Oren's attacks are still ferocious and not to be counted out, ripping into the devil and leaving it leaking from more holes in its body.

It responds with laughter, backing out of your reach and calling forth another spell to its tentacles before reaching for Valrani...

Touch!: 1d20 + 15 - 1 ⇒ (8) + 15 - 1 = 22
You are afflicted with poison. I need a DC 18 Fort save vs poison or you take 1d3 ⇒ 1 Con damage.

Order 3rd Round
Shurshogot -71
Oren, Valrani, Lirotha, Rocco, Elurius


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 will attempt to give some Fortune to Elurious!

Can I get to her with the ability before she makes her save?

Fortune HEX!:
The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to re-roll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

"Kill it! Kill it now!"


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

fort: 1d20 + 8 ⇒ (13) + 8 = 21
The druid, familiar with many types of poisons... even if most of them in her experience came on paper, easily avoids the devils magical energy.

She swims forward and bite again, sinking her teeth into the flesh as far as she can.
attack,flag,VS,prayer,flank?: 1d20 + 9 + 1 + 2 + 1 + 2 ⇒ (15) + 9 + 1 + 2 + 1 + 2 = 30
damage: 2d8 + 6 + 1 + 1 + 3 ⇒ (5, 5) + 6 + 1 + 1 + 3 = 21

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