GM-Foxy's Hell's Rebels (Inactive)

Game Master Foxy Quickpaw

Hell's Rebels Adventure Path
Current Date: Moonday, 14th of Rova, 4715AR
Kintargo Map
Kintargo Map (improved)

Google Maps
Loot List
Current Loot (old)


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Liberty's Edge

male Human Magus(eldritch archer/hexcrafter) 1 init +6, Perc +4, Max HP 9 F +2, R+4, W+2 AC 17 , low light vision

when the surprise round passes Jarithe will use his standard action to begin performing. As a move action if necessary Jarithe will continue to move to stay behind the front line staff.

ALL PlAYERS PLEASE ADD +1 to Hit and +1 to damage, round 1 of bardic performance

get your dirty paws off of us you damn dirty apes!


Kitsune Game Master

Saul:
They are skeletons. Sturdy ones, but still just skeletons. Which means piercing weapons like Sauls spear are highly ineffective. As are slashing weapons.

Saul fails to hit the skeletons. the spear just slides off the bones. Jarithe puts off one of the skeletons by attracting attention.


M Human (Chelaxian) Male Human Sorcerer 5, 32 HP, Init +2; Perception +0, 15 AC 12 Touch 12 FF 10; Fort +2, Ref +2, Will +4

"Gah! Skeletons are a bit out of my purview." Cassius casts Mage Armor and draws his morningstar.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Fhingle pulls out his little mace, moving up behind the first skeleton around the corner swinging with all his might.

Small Light Mace: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 241d4 - 1 ⇒ (3) - 1 = 2
Confirm: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 91d4 - 1 ⇒ (2) - 1 = 1

If you speak Celestial:

[b]"If you need assistance just ask"


Female Tiefling Magus (Bladebound) 5, 43/43 HP, Init +5; Perc +9, 21 AC 15 T 16 FF, Fort +5, Ref +7, Will +5; | Arcane pool: 4/4 | Blade's pool: 4/4 | Conditions:

Not sure if I can do this yet in the init order so apologies if I jumped the gun.

Zea is concerned and very scared but, seeing the dire situation, she takes a deep breath and rushes forward to try to help. She jabs nervously at the nearest skeleton with her rusty old blade, encouraged by Jarithe's shout and the lack of hesitation of the more experienced combatants.

Scimitar attack: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Dam: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Confirm?: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Probably no extra dam: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10


Kitsune Game Master

Fhinglelacks the strength to do much damage, but he brought the right tool for it and knocks off a rib. Zea on the other side puts a lot of momentum into the swing of her blade, only to have most of it deflected by the hard bones.

The skeleton turns around, it's jaws wide apart as if roaring, but skeletons make no sound besides the clatter of their bones. It swings its club at Zea, as she is the first to come into sight.
Club: 1d20 + 8 ⇒ (17) + 8 = 251d6 + 6 ⇒ (2) + 6 = 8

The other skeleton keeps cudgeling Bram.
Club: 1d20 + 8 ⇒ (13) + 8 = 211d6 + 6 ⇒ (1) + 6 = 7

Bram, Zea, Saul, Jarithe, Fhingle, Cassius <--
Skeleton(4), Skeleton

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

Saul runs around the skeletons to get a better angle on the enchanted monstrosities and stabs again, hoping to deal enough damage with his spear to make a difference.

longspear AoO: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 4 ⇒ (7) + 4 = 11

"Peregrine, heal Gray Jay!" He yells at Fhingle and points at Bram.

Hope he gets the message. He never picked a code name; maybe this one will be tough enough for him.


Female Tiefling Magus (Bladebound) 5, 43/43 HP, Init +5; Perc +9, 21 AC 15 T 16 FF, Fort +5, Ref +7, Will +5; | Arcane pool: 4/4 | Blade's pool: 4/4 | Conditions:

Bloodied, Zea realizes this is no time to be modest. She needs to do something about these enemies. She tries to concentrate on a spell while attacking the foes in front of her.

DC 15 concentration on arcane mark: 1d20 + 6 ⇒ (1) + 6 = 7

But she had barely grown used to any spellcasting, much less in the face of such danger! Her spell failed but she kept trying to help with her stolen weapon.

Attack: 1d20 + 6 + 1 - 2 ⇒ (3) + 6 + 1 - 2 = 8
Dam: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8

But she simply didn't have the confidence to face up to these threats. I don't belong here... I'm just an entertainer who decided to do something about the Thrunes... I'm going to die... Scared, Zea steps back hesitantly.

5ft step.


Kitsune Game Master

As Bram is attacked Jarithe interferes with his spear and averts the the attack.
Taking your rolls for that from earlier.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

I take a day off yesterday and didn't get my spirit links out

Fhingle raises his left hand into the air, light is pulled from all over the room and infuses his body. Glowing with holy light Fhingle steps up and touches the skeleton.

Energy Body rd 1, touch atk: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 3 ⇒ (4) + 3 = 7

Energy Body:
Energy Body (1d6+3, 3 rounds/day) (Su) Elemental subtype and deal 1d6+3 to undead who touch you or heal 1d6+1 to allies who enter your square.

Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.


Female Tiefling Magus (Bladebound) 5, 43/43 HP, Init +5; Perc +9, 21 AC 15 T 16 FF, Fort +5, Ref +7, Will +5; | Arcane pool: 4/4 | Blade's pool: 4/4 | Conditions:

Re question in dicussion: Sounds fair, GM!

Seeing the lack of effect from her own weapons, Zea tries to figure out what's going on.

Perception: 1d20 + 2 ⇒ (14) + 2 = 16

"Ah!" She says. "I guess blunt weapons hurt them a lot more. Does anyone have one they can spare?"

Zea doesn't pack a bunch of weapons yet as she is a timid and impoverished novice.

Liberty's Edge

male Human Magus(eldritch archer/hexcrafter) 1 init +6, Perc +4, Max HP 9 F +2, R+4, W+2 AC 17 , low light vision

Jarithe continues to perform for round 2 and casts cure light wounds on Bram

clw: 1d8 + 3 ⇒ (1) + 3 = 4

He then continues to ready himself to try and protect Bram.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Fhingle will move instead provoking an AoO but healing Bram for 7


Male Human Ranger (Raven Master) 3 | HP 18/29 | AC 18 T 14 FF 16 | F +6 R +6 W +4 | CMB +6 CMD 18 | Init +6 Perc +8

"Ah! Hoo... thanks!" Bram called back, regaining his senses as he gripped one of his maces and called out to Zea. "Sparrow, catch!" Giving a good heave, he tossed his spare mace to the tiefling, before grasping his other in both hands and giving the big bony ape a good walloping!

Not sure if it's a ranged attack to have it reach her, but I'll throw it in just to be safe!

Mace Tossing!: 1d20 + 5 ⇒ (4) + 5 = 9
Two Handed Light Mace: 1d20 + 8 ⇒ (8) + 8 = 161d6 + 4 ⇒ (6) + 4 = 10


Kitsune Game Master

Club: 1d20 + 8 ⇒ (19) + 8 = 271d6 + 6 ⇒ (1) + 6 = 7
The skeleton smashes its club into Fhingle as he recklessly moves to heal Bram. But the skeleton feels the pain just as Fhingle does. Or not, who knows if skeletons have feelings. But it almost falls apart.
Dmg: 1d6 + 3 ⇒ (4) + 3 = 7

Saul still uses the wrong tool and stabs where the innards of the creature would have been, but as there is nothing now, it is in vain.

Bram takes the chance to finish off the damaged bone warrier before it gets the chance to hurt him again. With loud clatter the bones collapse to the floor.

The remaining ape skeleton again swings it's club at Bram. But this time he is prepared and evades the clumsy attempt easily.
Club: 1d20 + 8 ⇒ (5) + 8 = 13

Reflex DC15 for Zea to catch it as a swift
Party <--


Female Tiefling Magus (Bladebound) 5, 43/43 HP, Init +5; Perc +9, 21 AC 15 T 16 FF, Fort +5, Ref +7, Will +5; | Arcane pool: 4/4 | Blade's pool: 4/4 | Conditions:

Reflex!: 1d20 + 5 ⇒ (8) + 5 = 13

The mace falls to the floor. "Vurz!!" the young tiefling exclaims. "Thanks anyway, Gray Jay!" She stoops and picks it up then hustles to get into some sort of useful position.

Move action to pick up the mace. Then standard spent as a move action to give Saul flanking. Until I get used to these codenames, could we maybe put them in our status lines?

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

"Good strategy, Sparrow!" chirps Saul as he continues to struggle with his spear.

longspear: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 191d8 + 4 ⇒ (2) + 4 = 6


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Fhingle reaches out and touches the skeleton

Reach out and touch....: 1d20 + 2 + 2 + 1 ⇒ (11) + 2 + 2 + 1 = 161d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Holy energy races into the skeleton

Liberty's Edge

male Human Magus(eldritch archer/hexcrafter) 1 init +6, Perc +4, Max HP 9 F +2, R+4, W+2 AC 17 , low light vision

Jarithe cures Bram again as he performs one more round!

clw: 1d8 + 3 ⇒ (6) + 3 = 9


Kitsune Game Master

In this fight Fingle shines. Literally and figuratively. With his energy form he ages the bones of this one too up to the point where it will fall apart soon. While Saul breaks off a sinle rib. But more by accident as the spear is jammed in the rib cage as he pulls it out again.

With the effort of Jarithe and Fhingle, Bram is again as good as new.

Bram, Zea, Cassius <--


Female Tiefling Magus (Bladebound) 5, 43/43 HP, Init +5; Perc +9, 21 AC 15 T 16 FF, Fort +5, Ref +7, Will +5; | Arcane pool: 4/4 | Blade's pool: 4/4 | Conditions:

Zea tries to calm down and help with this horrible creature.

Cast arcane mark defensively: 1d20 + 6 ⇒ (9) + 6 = 15

Whew. Succeeded. Now free attack from spellstrike to deliver the touch spell as part of the casting.

Spellstrike attack: 1d20 + 6 + 2 + 1 - 2 ⇒ (17) + 6 + 2 + 1 - 2 = 24
Light mace dam: 1d6 - 1 + 1 ⇒ (3) - 1 + 1 = 3

Now spell combat allows me to, with a -2 to all attack rolls, cast a spell (above) and make my normal attacks, which is just one at this point.

Normal attack: 1d20 + 6 + 2 + 1 - 2 ⇒ (12) + 6 + 2 + 1 - 2 = 19
Dam: 1d6 - 1 + 1 ⇒ (2) - 1 + 1 = 2

Zea swings into the monster with reasonable accuracy but having trouble putting her weight behind the unfamiliar weapon. A small Sparrow mark aopaers on the skeleton's skull.


Kitsune Game Master

Zea, with cold sweat on her forhead, manages to cast a spell, and with two swings of the mace she delivers the spell and manages to break apart the already broken skeleton.
Combat over


Male Human Ranger (Raven Master) 3 | HP 18/29 | AC 18 T 14 FF 16 | F +6 R +6 W +4 | CMB +6 CMD 18 | Init +6 Perc +8

"Sunnuva bastard... that's gonna leave a goose egg..." Bram winced as he tapped the back of his head where one of the clubs struck him, before panting and reaching for his mace back from Zea. "Sorry for the bad throw, a club to the back of the tends to screw with your aim. That was pretty good though. Any time you want to handle my mace, lemme know."

...was that an innuendo?

Once he gets his mace back, he looks down at the skeletons, rubbing his stomach where the second caught him off guard. "Charming exhibits. Can't imagine why the place was shut down." He turns to the one open door, this time veeeeeeeeery carefully approaching it to get a peek inside.

Perception: 1d20 + 8 ⇒ (6) + 8 = 14

Liberty's Edge

male Human Magus(eldritch archer/hexcrafter) 1 init +6, Perc +4, Max HP 9 F +2, R+4, W+2 AC 17 , low light vision

Jarithe will end performance and be d down and pick up a free club that the skeleton was using and then look around

perc: 1d20 + 6 ⇒ (19) + 6 = 25


Female Tiefling Magus (Bladebound) 5, 43/43 HP, Init +5; Perc +9, 21 AC 15 T 16 FF, Fort +5, Ref +7, Will +5; | Arcane pool: 4/4 | Blade's pool: 4/4 | Conditions:

Zea nods her thanks. "Appreciated, Gray Jay." She also blushes slightly. Redroof was a place where a woman's ears grew used to such talk. She then goes back to her scimitar and picks it up with a nod to Jarithe. "I'm unsure what you were doing back there, but it was helpful, Mockingbird?"


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Fhingle touches Bram before his other worldly glow fades.

Healing: 1d6 + 3 ⇒ (6) + 3 = 9

"No one asked for assistance so I did what I thought I needed to this time." Fhingle offers.

Fhingle looks around the room. "Do you think anymore are real?"

Perception: 1d20 + 6 ⇒ (11) + 6 = 17


Female Tiefling Magus (Bladebound) 5, 43/43 HP, Init +5; Perc +9, 21 AC 15 T 16 FF, Fort +5, Ref +7, Will +5; | Arcane pool: 4/4 | Blade's pool: 4/4 | Conditions:

Zea thinks "You know, I might be able to test that." She concentrates very hard and tries to repeat the words she learned but gets the pronunciation wrong and the spell sputters out. Then she tries again with even more focus and a spectral hand reaches out and wiggles the bones of each skeleton in turn to make sure they don't react.

Mage hand.

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

Saul rolls his eyes at Fhingle's comment and he bends down to pick up one of the skeleton's clubs. "Peregrine, it doesn't matter if we ask for assistance of not, because when we get into battle you don't understand a lick of what we say and you spout off gibberish the whole time. This happens again and again and again. Someday I'm going to figure out what you are actually saying."

Saul is intrigued by the bones hanging about the room. He tries to identify what they used to be.

knowledge nature: 1d20 + 7 + 1d6 ⇒ (12) + 7 + (5) = 24


Male Human Ranger (Raven Master) 3 | HP 18/29 | AC 18 T 14 FF 16 | F +6 R +6 W +4 | CMB +6 CMD 18 | Init +6 Perc +8

Linguistics: 1d20 + 5 ⇒ (18) + 5 = 23

"It's not gibberish. It's Celestial. The language of angels and good outsiders." Bram said absent-mindedly, still discerning the safety of the open door. "Pretty much a direct opposition language to tongues like Infernal and Abyssal, some suspect it's a cousin language to the likes of Sylvan and Draconic. Devils will speak it... but they reeeeally hate to."

...how the hell did he know that!?

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

"Then you can be our Peregrine translator then." snaps Saul. He's clearly fed up with Fhingle's... how should we say... lingual quirks.

Saul goes back to studying the skeletons.


Kitsune Game Master

The hall of cryptids features all manner of strange or mythical beasts said to haunt Kintargo and Cheliax over the years. The exhibits are for example the "Skull of a Cyclops King" or the "Teeth of the Blue Dragon Rivozair". The skeletons that attacked you are labelled as "Arcadian Skunk Apes".

Saul:
You easily identify most of the exhibits as fakes, stitched together from various other animals and bits of wood or enamel, though the mislabeled remains of a few genuine monsters lie about, including a mastodon skull misidentified as the skull of a cyclops king and a set of fake plaster fangs the size of daggers labeled “teeth of the blue dragon Rivozair.” The skeletons were from a sasquatch.
Jarithe:
Your keen eye reveals what appear to be tracks and other recent disturbances in the dust on the floor.

Bram looks into a corridor that leads to the next room. A briny odor wafts over from there from the sea creatures, that are there according to the sign over the passage.


Female Tiefling Magus (Bladebound) 5, 43/43 HP, Init +5; Perc +9, 21 AC 15 T 16 FF, Fort +5, Ref +7, Will +5; | Arcane pool: 4/4 | Blade's pool: 4/4 | Conditions:

Zea wonders "I'm new to this and all but doesn't it take magic for skeletons to run around trying to murder innocent trespassers?"

K arcana?: 1d20 + 7 ⇒ (16) + 7 = 23

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

"Fakes. Scams. That all this place was. No wonder it shut down. Anyone with half a brain wouldn't be entertained by it."

Saul joins Bram by the door, ready to continue exploring.


Female Tiefling Magus (Bladebound) 5, 43/43 HP, Init +5; Perc +9, 21 AC 15 T 16 FF, Fort +5, Ref +7, Will +5; | Arcane pool: 4/4 | Blade's pool: 4/4 | Conditions:

Zea shrugs uncertainly but definitely unwilling to contradict someone who must know more than her about these matters. "Certainly felt real" she mumbles while holding her bruised side. She looks down the briny-smelling corridor.

"Does someone want to scout ahead or should we all go together."

Liberty's Edge

male Human Magus(eldritch archer/hexcrafter) 1 init +6, Perc +4, Max HP 9 F +2, R+4, W+2 AC 17 , low light vision

there are tracks in the dust here from more then skeletal apesJarithe says looking around carefully at the floor


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

"Lead on, I will stay in the middle to help out where I can." Fhingle says


Female Tiefling Magus (Bladebound) 5, 43/43 HP, Init +5; Perc +9, 21 AC 15 T 16 FF, Fort +5, Ref +7, Will +5; | Arcane pool: 4/4 | Blade's pool: 4/4 | Conditions:

Survival: 1d20 + 2 ⇒ (7) + 2 = 9

Zea shrugs. "I'm not much of a tracker. But I'll try to be quiet as we go."

Stealth: 1d20 + 13 ⇒ (12) + 13 = 25

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

"Everyone stay put for a second. I'll check out this dive."

Saul pulls the hood of his cloak of elvenkind over his head and as steathfully as he can, sidles sideways, back against the wall, to the entrance of E4 and peeks in.

stealth: 1d20 + 12 ⇒ (14) + 12 = 26


Kitsune Game Master

A briny odor wafts from a dozen water-filled cases in this room, each a display of strange, colorful sea creatures. Puddles of water cover the floor alongside shattered glass and fish skeletons. A ten-foot-square tank of murky water stands to the northeast.

The new exhibit primarily featured species of fish and shellfish from Nisroch Bay and amphibians from the banks of the Yolubilis River, and well as a few colorful but hardy Arcadian species. All are now dead, including the hall’s biggest draw—the onetime occupant of the main tank, a four-clawed reefclaw identified as a “Quadclaw Marauder.” The waters are murky with its decayed remains.

There are also two tanks containing "Arcadian Mermaids", according to the name plate.

Saul:
No signs of movement, or life or unlife in this room.


Male Human Ranger (Raven Master) 3 | HP 18/29 | AC 18 T 14 FF 16 | F +6 R +6 W +4 | CMB +6 CMD 18 | Init +6 Perc +8

"I dunno. I could see this taking off... if the exhibits didn't attack you... and didn't smell like the bad side of the wharves..." Letting Saul slip through and check things out, Bram checked in through the door, but not entering.

"Pssst! Jackdaw... all clear?"

Perception: 1d20 + 8 ⇒ (1) + 8 = 9


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Fhingle looks to Saul for the go a head

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

Saul waves everyone forward. He hisses back in a loud whisper. "No sign of movement."

As the party comes in, Saul walks in as well, and starts looking around at the displays. "Couldn't they have at least released the fish when they closed the place down? This is disgusting."

Saul stops by the tanks holding Acadian Mermaids. What in the blazes are these things?

k nature: 1d20 + 7 + 1d6 ⇒ (11) + 7 + (5) = 23


Female Tiefling Magus (Bladebound) 5, 43/43 HP, Init +5; Perc +9, 21 AC 15 T 16 FF, Fort +5, Ref +7, Will +5; | Arcane pool: 4/4 | Blade's pool: 4/4 | Conditions:

Zea walks up behind Saul, who is regarding the strange aquatic creatures with what, to her, appears to be a knowing air. "Jackdaw, what in the blazes are those things?" She looks around the rest of the room in wonder as well. A poor girl in Redroof didn't normally get to see things like this.

After a few moments, she ducks to peek around the corner to the small side room and see what is in there, moving as quietly as she can manage.

Stealth: 1d20 + 13 ⇒ (10) + 13 = 23

Checking E4a real quick.

Liberty's Edge

male Human Magus(eldritch archer/hexcrafter) 1 init +6, Perc +4, Max HP 9 F +2, R+4, W+2 AC 17 , low light vision

Jarithe walks into the aquarium room shaking g his head and will look around for anything not noticed while the next area is scouted.

take 20?


Kitsune Game Master

Saul:
The Arcadian Mermaids are dead at day, but at night they become undead. They are Ningyos

Jarithe:
The longest search is that, that doesn't lead to finding.

Jarithe takes his time to scour this room for anything of interest.
taking 20 takes a minute

Zea finds more aquariums with no surviving creatures seen.


M Human (Chelaxian) Male Human Sorcerer 5, 32 HP, Init +2; Perception +0, 15 AC 12 Touch 12 FF 10; Fort +2, Ref +2, Will +4

stealth: 1d20 + 2 ⇒ (6) + 2 = 8
Cassius tries to sneak into the room but steps on something gross and lets out a yelp.


Kitsune Game Master

From the neighboring room, almost inaudible, the clicking sound of legs on stone is heard. Turning the head, you can see that the next part of the museum is about insects. Either not all exhibits are dead, or there are recent additions to the museum.

Liberty's Edge

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none Investigator-Sleuth 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

**A few minutes earlier, before the insect noise is heard**

"Gah! These mermaids are still alive! Or dead I mean. Or undead, but not yet moving. Anyway..."

Saul maneuvers a bit to get in the proper position, and tries to fill them with so many holes from his spear that they cannot possible reanimate.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

"That sounds big, I will stay in the middle, big things always want to eat me." Fhingle says gripping his mace with 2 hands


Kitsune Game Master

Saul makes himself look crazy. Babbling stuff that makes no sense while destroying the container these 'mermaids' are in, flooding the room and then stabbing them until the corpses are an unrecognizable pulp of stinking dead meat.

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