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)

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Loot List
Current Loot (old)


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Kitsune Game Master

It isn't as easy as Zea imagined, as many of the weapons are too large for her back pack, and won't become invisible when she picks them up. In the end, some daggers and a mace it is. Also Sauls tools to open doors.

Once she has everything she needs, she wants to go back. But the door is closed again. She boldly knocks on the door from the inside, getting one of the guards to first shout "Come in." and then to get up and open the door himself.

Angrily he looks around and then stomps to the next guard room to tell those idiots what he thinks of the joke. Zea uses the opportunity to slip out of the room and hand Saul his tools. Only the gods know why the locks are also operable from the inside, but with some time Saul manages to unlock his door. It is not easy, as the locks are really good (DC30).

You still hear the guards arguing angrily.
Your turn.


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 walks up to the door, knocking loudly.

Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15

"Excuse me, I was sent here by my master to find out if you have any stock to be used in experiments?" Fhingle doesn't make eye contact very long


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:

With the keys she picked up from the table earlier, Zea unlocks Saul. Then she quietly disburses weapons to the prisoners, handing the best (probably the maces) to those who look like their targets. The guy who called out earlier doesn't get a weapon. Then she unlocks the doors. Once they are all unlocked, she speaks in a bold voice. "Your bars are unlocked. Fight with me to earn your freedom!"


Kitsune Game Master

Ow, right, there was that with the keys (facepalm). You want all guards at once in the room, or why are you calling out?

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

"Quiet, quiet, Zea! Where did you get these maces? I want my longspear. Bring us to that room, and we will overpower the guards there, and get the rest of our gear. You lot. Hellknights, some of you are, right? Well, we were sent to get you by Lictor Sabinus."


Kitsune Game Master

Zea's talk is drowned out by screaming from a neighboring room.

"We can't leave now. We have to save Lierre from the torturer." one of the hellknights in underwear replies. In that attire, they look much less impressive.

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

"I know there is some devil in here doing the Thrunes' dirty work. But listen, I am not fighting any devil without my mithral spear, and we have friends waiting outside to help us. Let's get our stuff, put on your armor, open the front door for our reinforcements, and then we come back for your friend."


Kitsune Game Master

"Outside and stuff is this way." one hellknight tells pointing to the door (B9). You all storm into that room and quickly overwhelm that single guard. He gets bound and gagged and thrown in Saul's cell.

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

"Ok, everyone, find your gear. Get that armor on." (Hastily dons armor). Saul picks up his spear. "Ahhh! That's better..."

"We need to make it to the front door to get our reinforcements, then we will go back to save your friend! Move, move! Quietly, now!"


Kitsune Game Master

The armingers help each other into their armor and grab their weapons. One Arminger opens the door to the neighboring room - through which they were brought into the holding house - (B7), which is void of guards at the time. "There is the entrance - unguarded."


Kitsune Game Master

The armingers help each other into their armor and grab their weapons. One Arminger opens the door to the neighboring room - through which they were brought into the holding house (B7) - which is void of guards at the time. "There is the entrance - unguarded."


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:

I wasn't meaning a loud voice. Just firm for the prisoners in the room to hear.

Zea leads Saul and the Hellknights to the room leading to where the weapons are. "There are two guards in there. They're sick."

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

Zea you probably missed a couple of posts, we have the stuff already, we are in B7.

Anyone who isn't a Hellknight, Saul gestures to run away into the city streets. "Now is your chance to escape. Best of luck to you all. Look for me in Clenchjaws sometime if you want to talk."

Down at the other entrance, to the south a bit, await Fhingle, Cassius, and Jarithe.

"Psst. You three, c'mon over here. We got the Hellknights, now we need to decide what to do!"

Saul waves them over, and holds a hushed impromptu council of war in B7.

"Listen, we can all get out now without any problem, and we will be safe. It's our chance. If we engage with the enemy, any one of us could die. Do we save your friend? We might have to fight a devil, and that commander was nothing to sneeze at. Everyone, vote now. I vote no. We saved most of you. No use having all of us die to save one more person."

He attempts to win the Hellknights over to his side: diplomacy: 1d20 + 8 + 1d6 ⇒ (7) + 8 + (4) = 19

How many prisoners have we saved? How many Hellknights?


Kitsune Game Master

The three vagabounds run for their life. The three hellknights ponder the options. "Then we'll go in without you. We won't leave Lierre."

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

"Well, shit. I was afraid you would say that. I'm not going to leave you to die. Ba, Amyrid, Brakisi, Kyda. Opinions?"


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

"We rescue him, that is why we are here." Fhingle produces the wand of align weapon.

K Planes: 1d20 + 8 ⇒ (2) + 8 = 10

"Can you tell me more about this devil? What will allow us to harm it more?" Fhingle asks

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

"Based on past experience, silver weapons. Does that wand do that?"


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

"No just makes it aligned to a certain aspect." Fhingle says


Kitsune Game Master

"This abominination is a slender humanoid clad in a severe black leather harness and long skirt decorated with curling twists of wire. Her eyes are colorless orbs, and tears of blood course down her cheeks. Slender surgical lancets pierce her body in numerous locations, yet these wounds do not bleed. And it delights in the pain of others." Hellknight Aberveen tells.


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:

Ah thanks, Saul. I didn't refresh.

Zea nods. "I vote no as well but we won't let you go back in alone."

K planes: 1d20 + 7 ⇒ (3) + 7 = 10


Kitsune Game Master

Zea:
Yeah, no. Not for a 10.

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 move a couple of blocks down and will start a street performance to keep any crowd away from the guard house.

perform: 1d20 + 11 ⇒ (18) + 11 = 29


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

"Maybe we should take out the sick guards and get all your equipment first."


Kitsune Game Master

Jarithe draws the attention away from what happens at the holding house. Doing one of his spectacular performances with fire and smoke he draws quite the crowd. The people are glad to get some light entertainment in these harsh times and throw coins in his direction.

In the holding house
"Why are the guards sick?" Aberveen asks curious. "But that's a good idea. We'll overwhelm them all and lock them away, before facing that torturer."

He moves to the door where the other guards are probably behind to open it, but waits for everyone to be ready.

As the door is finally opened, you find three dottari there, two of which are not really well. As they look in your faces with Cassius standing there, they put two and two together. "You poisoned us!"

Initiative:
Init Saul: 1d20 + 5 ⇒ (18) + 5 = 23
Init Fhingle: 1d20 + 2 ⇒ (9) + 2 = 11
Init Cassius: 1d20 + 2 ⇒ (14) + 2 = 16
Init Zea: 1d20 + 5 ⇒ (9) + 5 = 14
Init Jarithe: 1d20 + 4 ⇒ (18) + 4 = 22

Hellknight: 1d20 + 1 ⇒ (7) + 1 = 8
Hellknight: 1d20 + 1 ⇒ (17) + 1 = 18
Hellknight: 1d20 + 1 ⇒ (13) + 1 = 14

Init Dottari: 1d20 + 1 ⇒ (15) + 1 = 16
Init Dottari: 1d20 + 1 ⇒ (3) + 1 = 4
Init Dottari: 1d20 + 1 ⇒ (14) + 1 = 15

Saul, Jarithe, Hellknight, Cassius <--
Dottari, Dottari
Zea, Fhingle, Hellknight, Hellknight
Dottari


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

"Technically, he did." Cassius casts Color Spray DC 15 on the lot.


Kitsune Game Master

Will Save: 1d20 + 3 ⇒ (15) + 3 = 18
Will Save: 1d20 + 3 ⇒ (8) + 3 = 11
Will Save: 1d20 + 3 ⇒ (6) + 3 = 9

Two of the guards freeze in place. (The southern ones)

GM:
1d4 ⇒ 3

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 tries to nimbly enter the doorway and dart left, avoiding an attack of opportunity.

acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26

Once in place, he strikes out at the northern Dottari (the unfrozen one).

longspear: 1d20 + 7 ⇒ (15) + 7 = 221d8 + 4 ⇒ (2) + 4 = 6


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 prepares to run forward and attack but waits to find an opening after Saul goes.

Just waiting for my init.


Kitsune Game Master

Saul stabs the dottari. The dottari steps up to Saul and swings a sword at him. Thge hellknights leave the attacks to those that are eager to do so.
Sword: 1d20 + 9 ⇒ (5) + 9 = 141d8 + 6 ⇒ (8) + 6 = 14

Saul, Jarithe, Cassius
Dottari, Dottari(stunned)
Zea, Fhingle, Hellknight, Hellknight, Hellknight <--
Dottari(stunned)


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 raises his new mace into the air, a burst of wavy holy energy infuses each of his allies.

Bless +1 to atk and saves vs fear effects. 4 minutes


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 rushes forward and slashes at the dottari.

Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Dam: 1d6 + 5 ⇒ (5) + 5 = 10

But her aim is dreadfully off even though she had the surprise of invisibility!


Kitsune Game Master

The Hellknights squeeze through and try to bring the dottari down. The first he tried to fend off with his sword, but to no avail.
Sword: 1d20 + 9 ⇒ (1) + 9 = 10
Grab: 1d20 + 5 ⇒ (19) + 5 = 24
Pin: 1d20 + 5 ⇒ (15) + 5 = 20
Aid Pin: 1d20 + 5 ⇒ (6) + 5 = 11

"We got that under control. Quick get Lierre." Aberveen tells.
Torture chamber is B12


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 shift out of the way after his spell so to allow those with longer legs past.

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

"Nice try, you lot wanted to fight a devil, so you are coming with us."

Saul spends a turn pulling manacles out of his pocket and attaching them to the pinned guard. Once he is effectively helpless, he coupe de grace's all three of them.

"I think the uniforms are still in good shape."


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. "We're not going after that torturer alone."


Kitsune Game Master

After killing the first dottari, the Hell Knights step up to Saul. "Hey, we are no murderers. No needless killings of subdued enemies!"

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

"I am not a murderer either, but if these guards live, we will have to face them again at some point, if we plan to win this city. They are the Thrune's men and this is for the greater good. Now, will you let me or not?"

diplo?: 1d20 + 6 + 1d6 ⇒ (20) + 6 + (4) = 30


Kitsune Game Master

"They have been guards here already before the Thrune came here." Aberveen objects. He doesn't step away.


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

"Well, we should gag them at least."


Kitsune Game Master

"We wanted to gag them and put them in cells." Aberveen tells.

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

"Fine. Gods, I thought you were Hellknights and you act like a bunch of babies. Gag them and lock them up. Let's get a move on."

If you want to narrate us forward, I am ready to enter the torture chamber if and only if the Hellknights fight with us.


Kitsune Game Master

The Hellknights look with scorn at Saul, but don't tell anything. They gag the dottari. As the other two guards come in from the neighboring room, there is a small brawl until they are overwhelmed too. There are enough cells to put everyone in a separate one and so it is done.

Then all together enter the torture room quickly. Within, a grisly sight awaits them. A pale, pretty young woman with long brown hair has been affixed to one of two racks in the chamber. She’s clad in rags and covered with horrific wounds—her right arm is partially flensed, and her pinky finger is missing from her left hand.

And then there is her torturer - a pale woman clad in wire and leather, weeping tears of blood and impaled by dozens of long, thin lancets. As she
sees the intruders, she smiles and addresses them: "And who is this come to my court? Carriers of lies, each of you. I smell your falsehoods. Do you seek my aid in stripping them from you? I am but just started on this subject, so you will need to wait your turns, my hopefuls..."

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

"I am so full of falsehoods you wouldn't know where to start, you old bag. Look, you are sorely outnumbered. Now release the prisoner to us and perhaps we will leave without sending you back to Hell!"


Kitsune Game Master

"In that case I of course will interrupt this session to take care of you first." the woman replies. As she looks directly at you all your lies you've ever told come back to your mind. This experience is overwhelming.
DC16 Will save or staggered for one round.

Suddenly a painful force manifests. It seems like it doesn't affect the Hellknights. But the more rebellious characters are shaken with pain.
Order's Wrath: 3d8 ⇒ (6, 1, 5) = 12
Order's Wrath DC16

Know(Planes) DC17:
This is a APOCRISIARIUS, some kind of kyton devil. They are beings of truth that cannot lie. Their DR is overcome by silver or good aligned weapons.

Init:
Init Saul: 1d20 + 5 ⇒ (12) + 5 = 17
Init Fhingle: 1d20 + 2 ⇒ (15) + 2 = 17
Init Cassius: 1d20 + 2 ⇒ (7) + 2 = 9
Init Zea: 1d20 + 5 ⇒ (12) + 5 = 17
Init Jarithe: 1d20 + 4 ⇒ (6) + 4 = 10

Init HK: 1d20 + 1 ⇒ (12) + 1 = 13
Init HK: 1d20 + 1 ⇒ (17) + 1 = 18
Init HK: 1d20 + 1 ⇒ (10) + 1 = 11

Ghenemal: 1d20 + 9 ⇒ (10) + 9 = 19

Ghenemal
All others <--


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

knowledge planar: 1d20 + 2 ⇒ (10) + 2 = 12
Will Save: 1d20 + 4 ⇒ (17) + 4 = 21

Cassius grunts in pain and then casts Protection from Evil communally on Saul, Zea, Fhingle, and himself.

Benefits, 1 minute each:
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.

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

knowledge planes: 1d20 + 7 + 1d6 ⇒ (7) + 7 + (6) = 20

will save: 1d20 + 4 ⇒ (3) + 4 = 7

Saul recognizes the creature for what it is, but has no time to say so, because the spell leaves him hurting and dazed.

Foxy, looks like we are dazed, not staggered, for 1 round. Dazed is worse

HP: 19/31


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:

Will: 1d20 + 5 ⇒ (20) + 5 = 25
K planes: 1d20 + 7 ⇒ (19) + 7 = 26

Zea looks at the others in some confusion, not understanding why they are so hurt by the spell.

31/35 hp.

"Cassius! Get out of the way!" Zea will move to Cassius' position if he gets out of the way. In addition, she casts elemental touch and enhances her blade.


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

Will save: 1d20 + 5 ⇒ (2) + 5 = 7

Fhingle rocks in pain from the spell and from the Incoming damage all his friends tooks.

Fhingle takes up to 5 from each of the damage you took.
Cassius took no damage but Fhingle took 3
Saul took 7 damage Fhingle took 5
Fhingle is Lawful Neutral so I take 12?


Kitsune Game Master

Besides Cassius no one acted yet. Still your turn. Also you need to save two times. Once against being staggered DC16 and once against the Order's wrath. Which is Saul's chance not to be dazed, but only staggered.

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 stares blankly around the room, lost in the punishing spell.

I'm dazed for round 1; I rolled that save thinking it was for the Order's Wrath, and I failed, so that is my turn. No need to roll for the lesser spell which would only stagger me. Thanks Fhingle for taking some of my damage.

HP: 24/31

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