HELL'S REBELS ala Fabian (Inactive)

Game Master Fabian Benavente

Telling the interactive story of a group of rebels and their exploits in the city of Kintargo...


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female human lust wizard 8, enchanting courtesan 3 | Hp 67/67 | AC 17, TAC 13, FF 11 (15) | CMB +3; CMD 17 | F +8, Ref 7, Will +11 | Peception +1 | dazing touch (8/8), aura of despair (8/8rnds)

[ooc[Did the arrival of the new enemies that I webbed happen before my turn on round 5 or after? My initiative is now the count when my action kicked in so does that mean that I've done my action for round 6 already?[/ooc]


male
Tillia wrote:
[ooc[Did the arrival of the new enemies that I webbed happen before my turn on round 5 or after? My initiative is now the count when my action kicked in so does that mean that I've done my action for round 6 already?[/ooc]

No, you still have an action to perform this Round 6. I'll move your initiative to just before the opponents but since they already acted, you're up again.


male

Only 2 of 5 PCs have acted...

Yikes. :)


female human lust wizard 8, enchanting courtesan 3 | Hp 67/67 | AC 17, TAC 13, FF 11 (15) | CMB +3; CMD 17 | F +8, Ref 7, Will +11 | Peception +1 | dazing touch (8/8), aura of despair (8/8rnds)

Of all the times not to have reach spell available, I'd wreck that sorcerer's life if I did.

Action (round 6)
Tillia saw the badly beaten skum and the new one coming from the tunnels, and then saw the effects of the web. She saw the strange effects of multiple skum sorcerers weaving around, and out, and through each other and decided that needed to stop right now. She began a spell of her own, the gestures implied ripping and tearing at something and the words likely matched. When she finished she pointed at the sorcerer and released the magic. Unfortunately she knew immediately that the attempt failed, likely due to the strange environment. She was aggravated but that was what happened sometimes.

targeted dispel check on the skum sorcerer: 1d20 + 6 ⇒ (5) + 6 = 11

...stupid dice roller i stupid. I dispelled a 0-level spell at best.


Female Human Inquisitor(Infiltrator)/10

Knowing she couldn't reach either of the new arrivals without stepping off the dock, Noravia reached out and touched Vandomir once again and infused him with Milani's goodness.

Touch of Good on Vandomir to help with his attacks/damage/saving throws, etc. I was going to touch Eirik but since it only lasts 1 round, I wasn't sure he'd be able to attack in time.


male

Ok, I was going through my book collection and got a little nostalgic.

Here's another crazy idea...

Would anybody care for an Eberron game played with Pathfinder rules?

This will take some work because we have to find a conversion document (I think there are a couple around) and then I would have to prepare a game...

PM me if anyone is interested and we'll probably continue the conversation in other thread.


Stats

I also had a crazy idea...
So, if we keep trying to rescue people from doghousing, Thrune'll turn it into a trap. How about we wait until the area is 'not in use', and then sneak in, put a tunnel and a concealed trapdoor in the doghouse. Then, midnight after someone is put in we sneak them some food and comfort, tell them to try to look like they're giving up, and get their measurements. Next midnight we sneak them out and sneak in a corpse dressed like them and sculpted using sculpt corpse (potentially not even human).
Could possibly do in one day if we already have their 'measurements'
Thrune keeps crowing about it, but we could potentially rescue a person every day or two using this: that's a lot of prisoners freed.
We'd still need to get past the dogs (which I think live there) and possibly some guards, but the guards are likely to be a lot less on guard if there is not prisoner currently there.

I think trying to turn a guard is a great idea, but it sounds like a scene in itself. Possibly some 'getting blackmail' scene? Would need to be something a LE society would not forgive, even for help taking down the rebels. Alternatively we could take hostages. Dominate (if we can get it) could work, but is too easy to see through. We might be able to get someone to join the Dottari, but they'd have to get through background checks and then work their way up.
We might have some crisis of conscience going on with those guards we liaised with at the prison to free the Hellknights.

RE Eberron: sounds interesting. I never played it, but I heard good things about it. Prepared to bet someone has done a fan conversion, though I wonder how much work there'd be in that.

RE: crafting feats. Look, I'll avoid one for now. We can talk later. Probably shouldn't have PCs with crafting feats anyway.


Orc Blacksmith HP (22/25) Fort (+5) Ref (+2) Will (+5/+7) AC [23/25] (20/11/19) & (shield.+2 or +4) CMD (20) Initiative (+1) Perception (+8) Darkvision Scent
Quote:
they saw that there was indeed a prisoner kept in a doghouse in the middle of the lily pond’s pagoda, which could be reached via two 5-foot- wide bridges.

Digging under a pond is difficult, but not impossible. If shallow there should be something we can dig through underneath.

If not, then a tunnel can be put through. The lily pads should help to conceal it.
Alternatively we could build in something under the bridge. Enough handholds to help traverse the pond, for instance.
@Fabian: how high above the water is the bridge base? How wide is the full bridge? Is there a decorative trim?
How deep is the pond?
Is the pagoda on piers, or is there an artificial island?
What is it all built of? Stone or wood?


Male Human Monk (unchained) 11

I think digging a tunnel would be several day's work for a small team, depending on what kind of ground we'd need to work with (bashing through bedrock vs. trying to reinforce sandy soil that keeps on collapsing vs. trying to keep water from the pond from seeping in and drowning us), and might well cause enough noise in the middle of a city to attract unwanted attention. And we'd need to secure some safe place to start the digging, preferrably take over some neighbouring building's basement.


Orc Blacksmith HP (22/25) Fort (+5) Ref (+2) Will (+5/+7) AC [23/25] (20/11/19) & (shield.+2 or +4) CMD (20) Initiative (+1) Perception (+8) Darkvision Scent

True, but if it is a wooden structure, and we can install a trapdoor in the wooden floor that leads into the pool, the remaining problem is then how to get the victim out of the pool quietly. Depending on the pool, that may be quite doable.

would be nice to have something repeatable


Male Human Monk (unchained) 11

OK, my take on the situation:

Tunneling to the doghousing site: difficult. No idea of the type of ground present, water hazard in the form of seepage (though the pond is definitely artificial, with no waterways running into or out of it, so there’s at least been some effort to water-proof the bottom. No immediately neighboring buildings so the tunnel would have to be of some length. And the doghousing spot itself is fully open, so concealing the end of the tunnel from even cursory search would in my mind require a major miracle.

On the plus side, my char would have some actual skill in tunnel warfare and undermining.

Poisoning via food: could definitely figure out ways to make the dogs disinterested at anything and disable guards as well, but poison is not a precision weapon used this way, so might be that all/only some/none of the guards/dogs at the actual scene get drugged. Unless we dose up all the food in the barracks/kennel, it’s impossible to guarantee at which specific day a given unit of food gets used, or exactly who eats it. Unless we put the poison in at the later preparation phases, which would be totally possible as well, but still not 100% sure to hit the targets we really want.

Again, my char would suitable for this kind of approach with his alchemical skills, disguise/stealth skills and even the Concentrate Poison discovery to ensure whatever harmful substance he uses really is harmful to the max.

Turning/bribing/blackmailing a guard: again, very feasible and a classical approach. Every man and woman has his or her price, or a handle that can be used to force them to comply. Figuring out which person to target and how to approach the problem would take time, but frankly I think our teams should be keeping tabs on possible targets on a general basis anyway, just because these things take time. So we might already have some personnel profiles achieved somewhere. This approach could even be reused, to a limit… if prisoners keep on escaping when a certain guard is on duty, questions will be asked.

My character has little to offer here, except using force to coerce a kidnapped guard. He wouldn’t mind too much to torture information or obedience out of a Thrunite (already thinking of needles, spice mixtures rubbed into open wounds, acid, drugs...).


male

I intend to recap later this evening and bot Vandomir if he hasn't posted.

I like what I'm reading about the saboteurs.

This is your scene so make the details match up with your plan.

BTW, I'll be out in the field all day today so don't expect anything from me until later this evening.

Questions?

Game on!


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 73/79 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Action 1

The ugly creature had come right up on Vandomir. He had no idea what it was, but he knew it needed to die. He lashed out with all of his might...

+1 Greatsword: 1d20 + 9 ⇒ (1) + 9 = 102d6 + 4 ⇒ (1, 1) + 4 = 6
+1 Greatsword: 1d20 + 4 ⇒ (4) + 4 = 82d6 + 4 ⇒ (4, 5) + 4 = 13
Tail: 1d20 + 8 ⇒ (17) + 8 = 251d6 + 2 ⇒ (4) + 2 = 6

...but only his tail managed to strike the disgusting creature.

I don't know anything about Eberron. How about Giantslayer?


male

Turn 232 - Giant Calamari

Read the OOC.

Questions, comments, and/or suggestions?

Game on!

rolls:

devilfish will save DC 17: 1d20 + 2 ⇒ (9) + 2 = 11, fail
devilfish attack Vandomir: 1d20 + 7 ⇒ (12) + 7 = 19, miss
damage: 3d6 + 4 ⇒ (3, 6, 6) + 4 = 19
skum 1 escape artist DC 17: 1d20 + 4 ⇒ (12) + 4 = 16, fail
skum 1 escape artist DC 17: 1d20 + 4 ⇒ (1) + 4 = 5, fail


Stats

will dc 17: 1d20 + 5 ⇒ (18) + 5 = 23 +2 if mind affecting

Caleb pushed past his feelings. Past the exhaustion. The darkness clung to his form, but he didn't really need to move. "You do it" he explained to the sorceror "like THIS!". He clenched his fist, and the monster eating Vandomir thrashed and screamed in pain.

mind thrust I, intensified, dc 17 to halve: 9d6 ⇒ (6, 5, 2, 6, 1, 4, 6, 6, 5) = 41
if deadThe thing inside Caleb exulted as its kin died. Caleb felt his control slipping. Pushed myself too far he realised.


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 73/79 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Action 1

Vandomir's thoughts were his own, but his words were for all to hear, "I shall not be eaten by the likes of you!" He could feel the water in his lungs as he yelled. He didn't understand the magic, but it didn't matter. He fought desperately...

+1 Greatsword: 1d20 + 9 ⇒ (10) + 9 = 192d6 + 4 ⇒ (4, 5) + 4 = 13
+1 Greatsword: 1d20 + 4 ⇒ (15) + 4 = 192d6 + 4 ⇒ (3, 5) + 4 = 12
Tail: 1d20 + 8 ⇒ (16) + 8 = 241d6 + 2 ⇒ (2) + 2 = 4

... each slash of his sword taking chunks from the creature's hide, until he slapped it with his tail. The blood stained the water, and he could taste the ichor in his tongue, but also in his lungs. He was breathing the creature's blood, and he found it oddly intoxicating.


Stats

@Fabian: Would you be alright if I switched Barrow Haze for Blacklight? Very similar effect.


male
Caleb Cage wrote:
@Fabian: Would you be alright if I switched Barrow Haze for Blacklight? Very similar effect.

Yes, that's fine.

BTW, Caleb, who goes first, actually killed the 'calamari'.

Vandomir, feel free to change your action.

Questions?

Game on!


female human lust wizard 8, enchanting courtesan 3 | Hp 67/67 | AC 17, TAC 13, FF 11 (15) | CMB +3; CMD 17 | F +8, Ref 7, Will +11 | Peception +1 | dazing touch (8/8), aura of despair (8/8rnds)

Getting my rolls out of the way now, post after I know what I'm dealing with, if I figure it out.
will save: 1d20 + 7 ⇒ (2) + 7 = 9
spellcraft to id spell cast on us: 1d20 + 13 ⇒ (12) + 13 = 25


Female Human Inquisitor(Infiltrator)/10

Will: 1d20 + 8 ⇒ (5) + 8 = 13

Noravia felt the black tendrils clinging to her and seemed to weigh her down even more. Needing to raise her own spirits, she called on Milani to bless their group of rebels.

I think she can still cast but not move. If I'm wrong then ignore the post and just have her stand there :) Casting Bless if allowed.


Male Human Monk (unchained) 11

Swim: 1d20 + 1 ⇒ (10) + 1 = 11

Will save: 1d20 + 4 ⇒ (10) + 4 = 14 +2 if enchantment effects

At least Eirik can move... so let's take that quarter move on a successful swim check & move action... 2 or 3 squares, depending on how you round it. Should be enough to get up close and personal with the sorcerer anyway.

No sooner had Eirik reached the giant sea-creature than it convulsed in agony, dying with hardly a wound on its flesh. A sure sign of the mystic's touch, he felt certain, as he turned around and launched himself at the approaching enemy spellcaster.


male

If you fail your save, you can still 'do stuff' but it is limited to either a standard or move action.

The spell is 'slow' with some 'imagination'. :)

Well, at least the devilfish is dead. All you have to deal with is the six sorcerers. :)

Game on!


Male Human Monk (unchained) 11

Oh yeah... the images... any chance you could put all the sorcerers on the map so we could choose the one we want to go for? Or do you rather roll the chance for hitting the correct target for every attack?


male
Eirik Clausen wrote:
Oh yeah... the images... any chance you could put all the sorcerers on the map so we could choose the one we want to go for? Or do you rather roll the chance for hitting the correct target for every attack?

The spell says that the images occupy the same space so it makes no sense to put them on a map.

Roll 1dX (X being however many sorcerers there are). If you roll 1 then you hit the real one. If not then one more image goes away.

Questions?

Game on!


female human lust wizard 8, enchanting courtesan 3 | Hp 67/67 | AC 17, TAC 13, FF 11 (15) | CMB +3; CMD 17 | F +8, Ref 7, Will +11 | Peception +1 | dazing touch (8/8), aura of despair (8/8rnds)

Kinda figured that's what the spell was but Tillia didn't know. Don't forget the -1 to atk, reflex, and ac, and the halved speed.

Action 1
Tillia saw the spell coming in and slamming into her, she tried to will it away, knowing what it was, but failed terribly. She spoke but her words came out sounding strangely, though they did carry better, "Iitt'ss aaa ssllooow ssspppeeellllll!" Her movements were much slower as she began to cast the only spell she saw a use for. The movements were slow, as were her words, but when she finished the sorcerer heard her say, "Yyoouu aarree oouuttnnuummbbeerreedd, ssuurreennddeerr aanndd lliivve."

I cast suggestion, DC 19 negates.


male

Turn 233 - Clinging Black Wisp

Read the OOC.

Questions, comments, and/or suggestions?

Game on!

rolls:

skum 1 escape artist DC 17: 1d20 + 4 ⇒ (12) + 4 = 16, fail
skum 1 escape artist DC 17: 1d20 + 4 ⇒ (4) + 4 = 8, fail
skum sorcerer will save DC 19: 1d20 + 9 ⇒ (11) + 9 = 20, pass
attack who: 1d4 ⇒ 4, Tillia
targeted dispel magic vs DC 16: 1d20 + 6 ⇒ (8) + 6 = 14, fail


Stats

Even as he killed the devil-creature, the thing inside him was moving. The blackness came from Caleb's pores, from his eyes, from his mouth - mixed with the last of the air in his lungs. Spreading out tendril-like into the water - not oozing, fast, gouting like black blood from a severed artery.
Within the cloud Caleb could... not exactly see... feel everything around him. He dropped to the ruined planing of the docks, crawling handhold by handhold along in the darkness like some lizard crawling along a wall. His chest was barely an inch off the ground. His cloak spread behind him, rippling in the surges of movement. With surprising speed he progressed, silently, to the end of the dock. With him moved the darkness.

got to block LOS! Dispel magic is lethal!
casting Blacklight.
Moving diagonal down-left, then down, then down.
Should put him three squares right and one square up from the Skum.
Skum (and most of the PCs, sorry) should now be surrounded by impenetrable blackness.


Stats

Here's a worry for someone with Spellcraft (hey Tillia). If it does dispel the spell, do ALL the recipients start choking to death 20+ rounds from air?


female human lust wizard 8, enchanting courtesan 3 | Hp 67/67 | AC 17, TAC 13, FF 11 (15) | CMB +3; CMD 17 | F +8, Ref 7, Will +11 | Peception +1 | dazing touch (8/8), aura of despair (8/8rnds)

Only the ones who are hit with the dispel, so me.


male
Caleb Cage wrote:
Here's a worry for someone with Spellcraft (hey Tillia). If it does dispel the spell, do ALL the recipients start choking to death 20+ rounds from air?

I agree with Tillia. Only the one that was targeted would be affected.

@Caleb: I need you to roll a swim check to move. Talk to Eirik about that. :)


Female Human Inquisitor(Infiltrator)/10

Noravia tried to move her way towards the Sorcerer while keeping on the dock.

swim: 1d20 + 1 ⇒ (16) + 1 = 17

She managed to make some headway even though he still remained out of her reach.

I really like the visual of Caleb's post when he casts Blacklight.


Male Human Monk (unchained) 11

Swim: 1d20 + 1 ⇒ (13) + 1 = 14

Dragged down by the weight of the enemy caster's spell, Eirik made slow progress chasing around the much more mobile enemy. But there was little but that he could accomplish - other enemies were down, and there was no way he could even throw anything hard enough to reach the enemy, considering the water surrounding them all. So all he could do was to try to limit the enemy's options, hopefully force him to get too close to one of them.

Well, this is irritating. I think the best Eirik can hope is to try to box the enemy, so let's move closer again, straight west from current position.

Though... the enemy took a move action from adjacent square (at least if you had moved Eirik diagonally towards the enemy)... nothing in Staggered that says Eirik couldn't have made an AoO against the sorcerer, right?


Stats

Thanks Noravia :)
swim: 1d20 - 1 ⇒ (8) - 1 = 7 will use AP if necessary AP: 1d6 ⇒ 1
given I was naturally negatively buoyant as a kid, this was one of my major ways of getting around underwater. Happy with it being swimming, in which case just have the blackness coming out of Caleb in a direction, I guess. Has a 40ft range if necessary. Has to be cast on a grid intersection. Doesn't have as nice as visual otherwise, so I'd like Caleb inside the area. Probably strategically better anyway. Cast it on the grid intersection to the top-right of the Skum. Caleb uses his single square movement to close diagonally (two, assuming Longstrider, with a six hour duration, is still up, in which case also one square down, but I think it is down).
That should also mean only Caleb and the Skum are covered, but it can swim through (though as a blinded creature). Noravia, Tillia, Eirik and Vandomir would have a turn to prepare or something - unless it swims out.
Sort of expecting it to dispel the darkness - that's what I'd do. Darkness is CL 6.


male

@Eirik: I do not remember that the sorcerer's movement provoked anything but I will double check. I would also allow you to spend a ki point for an extra move (it normally gives you an extra attack).

Staggered and with limited movement is hard.

This is a tougher fight than I expected it to be.

I think you may to sacrifice an aquatic elf or two...

And I still think that you are one d20 roll of ending this fight...

Questions?

Game on!


Male Human Monk (unchained) 11
Fabian Benavente wrote:
@Eirik: I do not remember that the sorcerer's movement provoked anything but I will double check. I would also allow you to spend a ki point for an extra move (it normally gives you an extra attack).

Oh! Yes, please. That should get me right up close and personal with the sorcerer. The square just SE of the thing, please. That way, if it can either cast in melee, take a 5' step (and at least stay close-ish), or move and accept an AoO. Or withdraw, and do nothing but.


male

Tillia...

Vandomir...


female human lust wizard 8, enchanting courtesan 3 | Hp 67/67 | AC 17, TAC 13, FF 11 (15) | CMB +3; CMD 17 | F +8, Ref 7, Will +11 | Peception +1 | dazing touch (8/8), aura of despair (8/8rnds)

Whoopsie.

Action 1
Aggravated and terrified at the results of the skum's last spell, Tillia quickly began to try her spell once more. This time though she changed the command and said, "You're feeling very tired and need to take a nap right now."

Cast suggestion once again, same dc as before.


male
Tillia wrote:

Whoopsie.

Action 1
Aggravated and terrified at the results of the skum's last spell, Tillia quickly began to try her spell once more. This time though she changed the command and said, "You're feeling very tired and need to take a nap right now."

Cast suggestion once again, same dc as before.

Tillia, Caleb goes first and envelops the sorcerer in darkness so you don;t have LOS to cast your spell...

Do you want to ready your action waiting to see what the sorcerer does or do something else?


female human lust wizard 8, enchanting courtesan 3 | Hp 67/67 | AC 17, TAC 13, FF 11 (15) | CMB +3; CMD 17 | F +8, Ref 7, Will +11 | Peception +1 | dazing touch (8/8), aura of despair (8/8rnds)

Crap, yes, I'll ready an action to cast that.


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 73/79 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Will: 1d20 + 2 ⇒ (5) + 2 = 7 Fail, I am slow!

Is my action before, or after the darkness goes off?

Doesn't matter really, I can't get to the caster, but I can get to the other one. It doesn't seem like swimming I shouldn't be able to go right towards the other skum, despite the dock being there. And while staggered, I can still charge, but only my speed, so no problem...

Vandomir turned and saw the injured skum. He ignored the caster, there were others in his group better equipped to handle that problem. He swam directly at his newly chosen opponent...

+1 Greatsword: 1d20 + 9 + 2 + 1 ⇒ (7) + 9 + 2 + 1 = 192d6 + 4 ⇒ (3, 2) + 4 = 9

... and smashed his blade into it, although the watery environment hindered his ability to harm the creature.


male

Turn 234 - Blackwater

Read the OOC.

Questions, comments, and/or suggestions?

Game on!

rolls:

targeted dispel magic vs DC 16: 1d20 + 6 ⇒ (18) + 6 = 24, pass
skum sorcerer will save DC 19: 1d20 + 9 ⇒ (2) + 9 = 11, fail


Male Human Monk (unchained) 11

Swim: 1d20 + 1 ⇒ (18) + 1 = 19

There really wasn't any way he could chase the aquatic for, the monk realized as the creature yet again swam away, leaving him behind. Had he been unburdened by these strange shackles that slowed him... Well, most likely not even then, he admitted to himself. He was out of his element.

So... If he could not give chase and had no ranged weapons available, that left him little choose. Assuming the enemy would soon return, the monk inched his way towards the we all of the cavern, hoping to hide his presence whole slowly approaching his foe, and perhaps managing to attack from hiding at an opportune moment.

No point in trying a proper chase at Eirik's speed, considering we don't know what's up where the enemy is heading... Move 2 squares NW, will perhaps find a place to ambush the sorcerer if he recovers and returns soon.


Stats

Caleb's form shimmered as the blackness disappeared. Tendrils seemed almost to retract back into him, and his eyes - pure black - snapped back to their normal, darting appearance.

"What happened?" Caleb asked plaintively. "Did we win?" Even as he spoke his form warped into that of an aquatic elf.


male
Caleb Cage wrote:

Caleb's form shimmered as the blackness disappeared. Tendrils seemed almost to retract back into him, and his eyes - pure black - snapped back to their normal, darting appearance.

"What happened?" Caleb asked plaintively. "Did we win?" Even as he spoke his form warped into that of an aquatic elf.

I have you as being out of 2nd level spells. Did I make a mistake?


Stats

Oh, sorry, I think he can burn a 3rd level slot to cast a 2nd level spell. Given my only third level spell mostly annoys people anyway...
Incidentally, with permission, I'm thinking of playing this up as the dispel being a good thing, the darkness inside becoming the darkness outside.


female human lust wizard 8, enchanting courtesan 3 | Hp 67/67 | AC 17, TAC 13, FF 11 (15) | CMB +3; CMD 17 | F +8, Ref 7, Will +11 | Peception +1 | dazing touch (8/8), aura of despair (8/8rnds)

Tillia felt the spell take hold and saw the immediate effects of it. She was relieved that it succeeded and looked to the others as she said, "Iiff yyoouu aattttaacckk iitt tthhee ssppeellll wwiillll bbrreeaakk." She couldn't manage much more than that, she was still moving far to slowly.


Female Human Inquisitor(Infiltrator)/10

If she still had access to her more powerful spells, Noravia may have been able to take a parting shot at the sorcerer but as it was there was nothing she could do. Good thing as well when Tillia warns them that an attack would break her spell that was causing him to flee. The inquisitor had no doubt that Milani was guiding them.

Noravia couldn't remember what Tillia had told the skum sorcerer to do so she asked, "What is the sorcerer going to do? Do we follow it?"

tag everyone

Would be easy to get the jump on him if he's asleep...

What time frame are we looking at now with the water breathing?


male

I'll wait for Vandomir because he's actually the one that could get to the sorcerer if he wanted to.

Hopefully, I can recap later tonight...

Remember that there's an injured skum trapped in Tillia's web and the elven scouts have dispatched their skums with one elven casualty.

There's plenty of water breathing left. these fights actually take less than one minute and I'm not counting time off for exploration because you are just clearing things at this time.

Your slow will wear off in 30 seconds, DC 15 k. arcana or spellcraft would know this.

Questions?

Game on!


male

Turn 235 - Skum Sorcerer Disengages

Read the OOC.

Questions, comments, and/or suggestions?

Game on!


Female Human Inquisitor(Infiltrator)/10

Noravia took stock of everyone's health including their new elven allies. It was then that she realized one of their group had fallen to the skum's attack. "I'm sorry for your loss. They died giving their lives for freedom from those wishing to enslave your people. How are the rest of you faring?"

tag aquatic elves

"We need to keep moving. We can't just let the skum sorcerer get away. We should follow."

tag everyone

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