Hell's Rebels Adventure Path (Inactive)

Game Master TreasureFox

Wealday, the 27th of Sarenith, 4715AR
Day 5 of the week
Cloudy with no chance of meatballs


851 to 900 of 2,930 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>

Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Happy anniversary, everyone. I'm proud to still be playing with you all. I'm glad you guys are enjoying yourselves. If there's anything you'd like to see me do to improve upon the game, please let me know. It's been a good year


1 person marked this as a favorite.
M Human Ranger 1

Happy anniversary! Phillip will make you a nice dwarf scalp gift.


Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

How close are we to finishing book 1?


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

I reveal the final part at the end of the in-game week. Once you complete that part, we're done the book.

Level 3 happens once you guys finish this Salt Works mission.


Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

Cool. Not quite to the point where I would think to say anything, but it was starting to feel a little spinning-our-wheels. I know you're working prety hard to add some extra fun bits and I do appreciate it, really I do, it wasn't feeling like we'd made much progress.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Are there anymore side missions we can do before we finish Book 1? We still got to investigate the burnt ruins of the music shop and see if there are anymore people who need help.

I'm just getting this feeling that we are forgetting something. Probably because I'm a bit paranoid in real life. ;P

Plus, I'm curious to hear what Jules heard when he sneaked into the Red Jills HQ. The suspense is killing me!

Also, happy belated anniversity everyone!


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Thanks Tarnagius, I really appreciate it. I am sorry that we're going pretty slow overall. There was a time where I was struggling a lot with depression, and fortunately I'm doing significantly better now (still not anywhere near perfect). At this point though, I'm trying to move things along much faster.

As written, there are a few more side missions you can elect to take. Including the burnt ruins mission, there are 3 remaining that you haven't done. Apart from the "dog liberation" mission that Kethaera and Phillip have been doing, I haven't added any new missions to the roster. I just tweak them slightly from time to time.

The only other thing that I've added are the monthly court sessions. Everything else is just a bit of tweaking to fit the story better. Paizo does an incredible job, but every now and then something needs a better reason to exist, or is just too weak against our group of slayers (looking at you, Phillip) haha. If you ever talk about Hell's Rebels with others who've played it, almost everything carries over.

I don't think you've forgotten anything! (If the DM forgets along with all the other players, does the thing still exist in the world we've collectively created?)

And what has Jules heard from the Red Jills? Because that one I've definitely forgotten. XD


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

? We've dealt wit the Jills.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4
Jules Corvid wrote:
? We've dealt wit the Jills.

Yeah we did but did you hear anything? Gossip, rumors, evidence that connects Barzillai with the red Jills? Stuff like that Jules.

And ah 3 missions. Well now then we will need to do those then.


M Human Ranger 1

More dog liberation!


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Knowing Phillip, he'll torture Barzillai by making the Thrune nobleman watch videos like this or this.

;P


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Random note of frustration: Paizo has lists of wandering monsters for the sewers, but they never provide a map. I wish I had a map so we could use the sewers to our advantage.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

I updated the header of our game to include the day, month, and year, as well as which day it is in the week for our new rebellion actions.


Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

I was hoping I'd roll a 20 just so Tarnagius could accidentally launch some tiny old lady.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

That would've been great. Nice try


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

So far Kethaera has picked up the mace, bow, and chainmail.

Chainmail =Tarnagius

Bow=Phillip

And she is now encumbered. So she might sacrifice herself to give the group time to escape. :)


Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

You'd best not. I want some armor.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Cool. I think Kethaera has time to grab one of the potions though. We could use that exploding goo to slow the guards down so someone else can grab the other potion and then we all run for it. No time for the shield and gold.

I'm shocked Jules ran out on us.


1 person marked this as a favorite.
Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Out on you? I went to try and slow the guards down.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4
Jules Corvid wrote:
Out on you? I went to try and slow the guards down.

Oh! Didn't see that part. Only knew you ran out that's all.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Just so all you know, Kethaera wasn't being greedy. She was trying to gather up the gear so the rest of you could use them. I'm surprised that we didn't use that exploding goo to take down the other guards.

And yes we should just toss the gold at the reinforcements to slow them down. The greedy bastards will kill each other over it.


Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

My main concern is we don't know how many guards are coming, so it may well be all hands on deck in a matter of seconds and that round you spent carrying stuff and looting a dead guy instead of either stalling like Jules or getting people out might be costly.

That being said, I have a plan for that glue.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Nice plan. I sometimes forget that D&D and Pathfinder aren't like computer roleplaying games where you have time to loot the fallen bad guys! Lol! That's what happens when you play Neverwinter Nights 2, Icewind Dale I & II, Temple of Elemental Evil, and Baldur's Gate too much!

Anyhow, Hurricane Matthews is coming through now so there might be times when I can't get online especially if I lose power as I want to conserve my phone's battery.


2 people marked this as a favorite.
Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Good luck, Kethaera.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Thank you. We will probably get a lot of rain and wind. But hopefully it won't be too bad.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Just curious here but did I need to roll anything to set up the glue grenade so when the guards can me busting down the door, it'll go off?


1 person marked this as a favorite.
Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Mmmm if it were Jules I would have asked for a disable device check, to make use of his skill. I know you don't have that, Kethaera, so I didn't want to punish you for thinking outside the box. Besides, it's just a glue grenade. It's not like you're trying to blow up the entire building haha!


1 person marked this as a favorite.
Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

... yet.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction
Tarnagius Vashnarstill wrote:
... yet.

Every action has it's benefits and consequences ;)


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4
DM Hell's Fox wrote:
Mmmm if it were Jules I would have asked for a disable device check, to make use of his skill. I know you don't have that, Kethaera, so I didn't want to punish you for thinking outside the box. Besides, it's just a glue grenade. It's not like you're trying to blow up the entire building haha!

Okay. I was just checking in case I needed to do something. But thanks! I know Tarnagius said to throw it at the guards, but I figured that by setting up the grenade so it'll go off as the guards break through our makeshift barricade allowing us to get out in time.

Tarnagius Vashnarstill wrote:
... yet.

Be careful, you might get your wish. ;3


1 person marked this as a favorite.
Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

I considered using it to just glue the door shut but that works too lol


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Hey guys, I'm going to be out of communications until sunday evening. Feel free to bot jules. or (preferably) let him hide and tag along.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Forgive me, I had a big breakdown with my family and it hit me really hard. I'm back now and will get this game moving again. Thanks for waiting.


Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

That sounds serious. Hope things turn out all right.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

we'll be okay, thanks Tarnagius


Male Human Fighter 20/Paladin 14/Books-A-Million Salebook Specialist 10/Aspiring Writer 13

I hope things turn out alright. You and your family are in my thoughts and prayers.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

I'll have a post ready in about 2ish hours


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

I'm just a punctual in real life as I am on these forums.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Tarnagius and Phillip I think you should just run now. The prisoners are in the boat.

Besides discretion is the better part of valor.


1 person marked this as a favorite.
Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

I don't remember saying that the prisoners are in the boat


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4
DM Hell's Fox wrote:
I don't remember saying that the prisoners are in the boat

Damn. I was reading too much into your post there gm. I was thinking that the prisoners were all in the boat.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Sorry to be the bearer of bad news everyone, but my iPhone is acting up, so I'm trying to get it fixed (could be a software issue, or worse the battery is messed up). This will impact my posting rate some, but I'll still try and post as often as I can from my laptop before work.

So, keep y'all's fingers crossed. And I apologize about this. I'm concerned that my phone got messed up during the hurricane when I had numerous power surges prior to losing power when Matthews came through.

Okay....

Crisis averted! After looking online, I found that sometimes if you let your iPhone's battery drain to 0% (which you're supposed to do occasionally), the battery may not have enough juice to charge back up. According to what I found online, simply using a blow dryer to warm the phone up enough for say 5-10 minutes and then immediately plug your iphone into a charger, the iPhone starts right back up. Phew! Glad that's over.

Liberty's Edge

Male Human Swashbuckler(Mysterious Avenger) 3 | HP [30/30] | AC 15, FF 12, T 13 | Fort +1, Ref +6, Will +1 | Init +5 | Perception +5 | Panache [3/3] | Charmed Life [3/3]

Yay!


1 person marked this as a favorite.
Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

You're making my whole "necessarily evil" routine frustratingly difficult, Diva.

*shakes fist impotently*


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Aren't we all in disguises? I thought we said that whenever we go on missions we would be in disguise. I could be wrong but I could have sworn that we left in disguises before coming to the salt works. Right?

If we are in disguise then it won't matter if people saw us. They'll think it's someone else.


1 person marked this as a favorite.
Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

I think you're all in disguises? It's useful to be in disguise, especially if each day the disguise is different. That being said, most of the notoriety that stems from your actions aren't really tied to your physical description. Instead, it's usually tied to any actions that can be traced (either with solid proof, or without), to the actions of the Silver Ravens.

I think the biggest impact that being disguised helps with, is to keep guards from automatically recognizing you as you pass by them (such as crossing the bleakbridge). Still, it just makes it more difficult for them to recognize you, not impossible.

Also, mandatory "y'all get along now, y'hear?"


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

I'm not entirely sure why tiny creatures suffer a -2 penalty to their CMD. I get it that their CMB is lowered, but a tiny flying faerie dragon should be really slippery to catch. His CMD is 14 (3BAB + 3Dex -1Str -2Size +1Dodge +10)

Any thoughts on the topic?


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

I agree. A tiny faerie dragon especially one flying should be able to slip through your fingers.

Liberty's Edge

Male Human Swashbuckler(Mysterious Avenger) 3 | HP [30/30] | AC 15, FF 12, T 13 | Fort +1, Ref +6, Will +1 | Init +5 | Perception +5 | Panache [3/3] | Charmed Life [3/3]

Could always use GM fiat to change it.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

I think for now I'll keep it as is, especially since it won't change the current situation. But I'll keep it in mind.

I do like the fact that Vendalfek is becoming both a help and hassle. Putting 5 guards to sleep in this encounter is a huge help.

851 to 900 of 2,930 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Hell's Rebels Adventure Path Discussion All Messageboards

Want to post a reply? Sign in.