Hell's Rebels Adventure Path

Game Master TreasureFox

Fireday, the 14th of Sarenith, 4715AR
Day 6 of the week
WHO DARES CHALLENGE THE MIGHT OF THRUNE!?

Underwater Adventure Maps

Loot List
Homebrew Rules
Silver Raven Coffers
The Story So Far


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DM Intervention 1/1

oh communal endure elements, that's really nice for this adventure


human/wererat (Tian-Dan) lunar oracle 5 AC:21/13/18 HP:34/39 F:+2 R: +4 W: +7 Init: -1 Perception: +11 spells: level 2 4/5, level 1 0/7, gift of claw and horn 6/6, disguise DC 19

:)


Female Human Fighter 6 | HP 33/58 | AC 26, T 12 FF 24 | Fort +9, Ref +5, Will +4 (+8 vs Fear) | CMD 23 | Init +2 | Perception +1

Tasha, level 6:

Baseline:
+1 BaB (2 attacks, woo!)
+1 F, R, W
+9 HP (6 base, 2 con, 1 FCB), now 58.

Skills:
+1 to Handle Animal, Survival and Swim.
+1 to Stealth and Sense Motive from Versatile Training

Background Skills:
+1 Lore (Theatre and Opera)
+1 Profession (Writer)

Class Features:
Bravery +2
Bonus Feat: Barroom Brawler

About Tasha's Cloak of Resistance - I think I did buy it, but then I forgot to apply it. Or I've taken it off since I didn't have it to avoid confusion. Anyway, if anyone feels their saves are too low, they should grab that instead!

@GM - I noticed I have Combat Stamina listed as a feat. Is that something we're using? I might've added it at some point in the past, and forgot to delete it, but if I do have it, then excellent!


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DM Intervention 1/1

Yes, I remember writing that fighters get combat stamina for free. Combat stamina will apply only to your bonus combat feats, which for you will be up to 4 of your feats. These are the rules I will be using.

Anyone can take combat stamina as a feat, but only fighters get them for free. Those who take it but aren't fighters, well I'll deal with that when the time comes.


Female Tiefling Witch (Ley Line Guardian) 6 | HP 40/40 | AC 13 T 13 FF 10 | Fort +5 Ref +6 Will +7 | Initiative +3 | Perception +9 | Witch Spells: 1st—7/7 2nd—4/6 3rd—2/4 | Conduit Surge 3/4

Witch (ley line guardian) 6

+1 BAB
Hit points: 1d6 + 2 ⇒ (2) + 2 = 4
+1 Fort, Ref, Will saves

Skills: +1 each of: Climb, Heal, Knowledge (arcana), Perception, Spellcraft; +2 Perform (keyboard)

Spells learned:
0—spark
3rd—lightning bolt
Patron spell: deeper darkness

New hex: water lung

With this new hex we should be able to manage a little water breathing more easily, and Rexandi specifically can be underwater as long as needed.


Info:
HP 47/47; Initiative +4; AC/Touch/FF 22/16/18; Fort/Ref/Will 3/11/6; CMD 21; Perception +16; Effects:

Guys, I will probably only be able to level Ederion during the weekend - he will add another level of Investigator of course ;)

Talent will probably be Extend Potion.


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DM Intervention 1/1

So let's have an overview of the aquatic rules.

We're in combat, so the first thing you'll want to do is make a swim check. In these waters, the DC is 10. If you fail, you're considered off-balance, which I describe below.
You don't have to make any more swim checks during that combat, unless a specific action calls for one.
Depending on your gear and armour, you may opt to ignore the first swim check, and instead sink your way to the bottom. You'll be able to stand on the ocean floor and fight from down there. A heavy load of non-buoyant items, or heavy armour, will do the trick. You won't be considered off-balance as long as you're firm-footed on the ocean floor.

Assuming you don't have a swim speed, you travel at half your land speed. This is reduced to a quarter if you're off-balance.

Characters who've failed their swim check are off-balance. This functions very similar to being prone. The only difference is that an off-balance character does not gain a bonus to AC against ranged attacks. You can make enemies off-balance the same way you would make a trip maneuver, and trip feats apply to this maneuver. To reorient yourself if you're off balance, you'll need to make a swim check as a move action, which provokes attacks of opportunity.

We're going to handle 3-dimensional combat in the following way:
I will tell you what depth everyone is, using feet. The depth is measured from the surface. So if I say you're at a depth of 50 feet, it means you're 50 feet straight down from the surface. When it comes to movement, I am not going to do any triangulation. We will leave Pythagoras' theorem out of this. If you want to get somewhere, and it requires movement vertically, use the longer distance.
As an example, if you want to charge an enemy, and it requires you to move forward 30 feet, but also downwards 50 feet, then I would say that the distance to get to the enemy is 50 feet.

Piercing damage is the easiest to use against foes underwater, however some creatures have adapted their defence to resist such weaponry. Creatures with natural plates tend to resist piercing, while creatures with scales tend to resist slashing. Creatures that are very blubbery, or squishy tend to resist bludgeoning.
On the magical end of things, fire is pretty bad, unless you have the Steam Spell metamagic, which I don't recommend for long-term use in this campaign. Not only do regular fire spells need a caster level check, but they also deal 1 less damage per damage die, and the DC is reduced by 1. What you may be more interested in are Sonic spells, which are automatically altered by the Reach metamagic +1 (to a maximum of long distance) and their DC is increased by 1. You do not need to prepare them at a higher level or use a full-round action. Also a nice tip: Very few creatures have any resistance to lightning damage, but they usually have resistance to cold damage.

Metal items that are made of steel, (cold)iron, and adamantine can rust. A rusty item is treated as broken and fragile, but can also inflict tetanus to those damaged by it.
Wooden items can be waterlogged. A waterlogged item is treated as broken, except that waterlogged bludgeoning weapons do not suffer a penalty to damage.
Organic items (such as leather and hide) can rot. A rotted item is treated as broken.
Non-magical items that can rust, rot, or be waterlogged take 1 damage each hour. Magical items of the same type take 1 damage each day. Aquatic enchanters have spells that help preserve and repair items.

We won't deal with crushing pressures in this adventure, but we will likely deal with 'The Bends'. When you move upwards more than 100 feet in the last 5 minutes, you're subjected to 'The Bends'. You will have to make a Fortitude saving throw. On a failure, you'll take 1d2 Constitution damage, and 1 Constitution drain. Some aquatic creatures have found ways to mitigate this, while others blatantly ignore it.

Staying underwater long term requires a few considerations for land-dwellers:
- The ability to breathe underwater
- Increased fresh water consumption (this is negated if you can breathe water)
- Staying warm. The further down you go, the colder it gets. Surface aquatic creatures usually have resistance to non-lethal cold, while those in the depths have proper cold resistance.


DM Intervention 1/1

I'm re-learning a lesson. Don't rush your players into an adventure you haven't finished preparing for.

I'm just working out the last bits of the map, and then I'll need to do a bit of monster designing. Shouldn't be too much longer.


Info:
HP 47/47; Initiative +4; AC/Touch/FF 22/16/18; Fort/Ref/Will 3/11/6; CMD 21; Perception +16; Effects:

I am leveling Ederion as we speak but before I post - we had 24 hours of downtime, yes? We have the wand of underwater breathing, right? What other measures did we take for dealing with underwater stuff?


DM Intervention 1/1

We had more like 12 hours of downtime, which included sleeping.

I assume that everyone except Rexandi and Rillia got tapped with water breathing.
I know that Aster put Endure Elements on everyone for 5 hours.
Rexandi used her water lung hex on herself.


Info:
HP 47/47; Initiative +4; AC/Touch/FF 22/16/18; Fort/Ref/Will 3/11/6; CMD 21; Perception +16; Effects:

Ederion level up:

+1 Level Empiricist Investigator
+6 HP
+1/2 Inspiration uses (FCB)

+1 Investigator Talent: Extend Potion
+1 Level 1 Extract per day: EDIT: Changed my mind - going to memorize a second Monkey Fish extract.
+1 Level 2 Extract per day: See Invisibility

Skills:

+1 Acrobatics
+1 Bluff
+1 Diplomacy
+1 Intimidate
+1 Kn (Local)
+1 Perception
+1 Sense Motive
+1 Stealth
+1 UMD

+1 Craft (Alchemy)
+1 Linguistics (Hmmmm can I start grasping Aquan?)

Did we figure out if there are 1 or rings of Protection +2?


DM Intervention 1/1

Should only be one RoP +2

I don't see why not. If Furnok can suddenly learn Thassilonian, you can definitely learn Aquan.


Info:
HP 47/47; Initiative +4; AC/Touch/FF 22/16/18; Fort/Ref/Will 3/11/6; CMD 21; Perception +16; Effects:

Got it - so I still have a Potion of Touch of the Sea which Ederion 'spit' out last time with Alchemical Allocation. And I can do it again today - any takers? :D

With that no swim rolls are needed, right Fox?

One question regarding underwater rules Fox, and I hope you take this a constructive criticism - don't you think they are a bit... Brutal? I mean, I can go more in detail here (1 point of damage to a sword per hour? :D) but we are struggling with the very basics already, don't you think we will be at an extreme disadvantage when adding up everything?


DM Intervention 1/1

Correct, no swim rolls will be needed for you.

Consider the criticism to be constructive. I took a look at item hp values, and they're much lower than I thought they were. I do want to emphasize wear and tear, but you're right. I do not want Bazzle's daggers to break after 1-2 hours. I will reevaluate them.


Male
Vital Stats:
Gnome Unchained Rogue 6 HP 6/48 | AC 19, FF 15, T 15 | F +2 R +8 W +1 | Init. +3 | CMB 0 | CMD 13 | Speed 20ft
Perception +9

Did I miss levelling?

I am still 4.


DM Intervention 1/1

4?? We're 6 now, my dude.


human/wererat (Tian-Dan) lunar oracle 5 AC:21/13/18 HP:34/39 F:+2 R: +4 W: +7 Init: -1 Perception: +11 spells: level 2 4/5, level 1 0/7, gift of claw and horn 6/6, disguise DC 19

Aster was 4 due to her wererat-ness so you might have mistaken the level from her. She's now 5!


DM Intervention 1/1

How do you feel about that tradeoff, Aster? Is it working for you?

Still hoping to hear from Ederion and Rexandi. I don't plan to bot for a while yet though.


Info:
HP 47/47; Initiative +4; AC/Touch/FF 22/16/18; Fort/Ref/Will 3/11/6; CMD 21; Perception +16; Effects:

Apologies guys. Work has been hammering me. Hard...

Was also wanting to know if anyone wanted the Potion of Touch of the Sea, but it seems not.

So I will down it for double duration with the Extend Potion Talent.

Effects: You cause webs to grow between the target’s fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. This transformation causes any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect continue to function). This spell does not grant the target any ability to breathe water.

One last question Fox: can I drink potions/extracts/mutagen underwater? If not, Ederion would have purchased something to assist with this - there is a sponge or something? :P


DM Intervention 1/1

Yup you can definitely drink potions underwater, especially since you can breathe water. It brings me a sick joy to let you all know that you're breathing in more than just water using this magic. You're also breathing in everything IN the water. Just think of it as extra protein and fibre. Try not to swallow.
But anyways, yes, you can drink (and eat) underwater.

Still haven't fully decided on the wear and tear rules, but I'm leaning towards 1 point of damage every 12 hours to non-magical items. Magical items take 1 point of damage every week.

Good luck with work, Ederion. I'm feeling overwhelmed myself with earthly tasks.


DM Intervention 1/1

Also, Ederion. The potion of TotS only lasts a minute, are you sure you want to double it?


Info:
HP 47/47; Initiative +4; AC/Touch/FF 22/16/18; Fort/Ref/Will 3/11/6; CMD 21; Perception +16; Effects:

Actually you are right - not much point in doubling it, thanks Fox.


Female Tiefling Witch (Ley Line Guardian) 6 | HP 40/40 | AC 13 T 13 FF 10 | Fort +5 Ref +6 Will +7 | Initiative +3 | Perception +9 | Witch Spells: 1st—7/7 2nd—4/6 3rd—2/4 | Conduit Surge 3/4

For whatever reason, PF ruled that you can't drink a potion underwater. (Maybe the liquid behaves funny because of pressure? I don't know.) So much so that they introduced an item specifically to deal with the problem: potion sponges.


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DM Intervention 1/1
Rexandi Vatia wrote:
For whatever reason, PF ruled that you can't drink a potion underwater. (Maybe the liquid behaves funny because of pressure? I don't know.) So much so that they introduced an item specifically to deal with the problem: potion sponges.

Bah! *Tosses rulebook into the air like the senile and illogical young man I am.

If they can drink the fish juice, they can drink the potion juice!


DM Intervention 1/1

Oh! Maybe if you weren't breathing water there might be a problem with drinking a potion. You're trying to hold your breath, after all.


3 people marked this as a favorite.
human/wererat (Tian-Dan) lunar oracle 5 AC:21/13/18 HP:34/39 F:+2 R: +4 W: +7 Init: -1 Perception: +11 spells: level 2 4/5, level 1 0/7, gift of claw and horn 6/6, disguise DC 19

I LOVE her being a wererat, no complaints what so ever!


Info:
HP 47/47; Initiative +4; AC/Touch/FF 22/16/18; Fort/Ref/Will 3/11/6; CMD 21; Perception +16; Effects:

Apologies for the lack of posting guys - had a medical emergency last Thursday, and I am still recovering from it... Trying to catch up as best as possible.

I will also grab this opportunity to let you know I will (hopefully) be travelling from the 18th to the 27th to visit family over the Christmas holidays, so posting will definitely be spotty.

EDIT: One last thing I forgot about Ederion's level up. Fox, can I put a language skill rank in Aquan?


human/wererat (Tian-Dan) lunar oracle 5 AC:21/13/18 HP:34/39 F:+2 R: +4 W: +7 Init: -1 Perception: +11 spells: level 2 4/5, level 1 0/7, gift of claw and horn 6/6, disguise DC 19

I hope all is well Ed. Medical emergencies are horrible.


DM Intervention 1/1

Thank you for the heads up, Ederion. I hope you recover swiftly.

Yes, please do take Aquan. It will help you guys out a lot to have a translator. While it could be funny to have a mermaid talk to Rillia in Aquan, then Ederion in Elven, and finally the group in Common, it would be absolutely ridiculous.

I expect the game to linger a while over the holidays. No worries. My posting rate won't change much, and I'm sure Aster's posting rate will skyrocket. ;)


human/wererat (Tian-Dan) lunar oracle 5 AC:21/13/18 HP:34/39 F:+2 R: +4 W: +7 Init: -1 Perception: +11 spells: level 2 4/5, level 1 0/7, gift of claw and horn 6/6, disguise DC 19

In laws... :)


DM Intervention 1/1

Hey, I just noticed that I had Rillia cast a spell that would be even more powerful than Deep Slumber, which isn't something she's capable of. I'll leave it in this time, but have the Skum recover quickly from it.


human/wererat (Tian-Dan) lunar oracle 5 AC:21/13/18 HP:34/39 F:+2 R: +4 W: +7 Init: -1 Perception: +11 spells: level 2 4/5, level 1 0/7, gift of claw and horn 6/6, disguise DC 19

Just realized I had not updated Aster's stats. Sorry about that. Took persuasive instead of combat advise as her feat.


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DM Intervention 1/1

Okay so here's Tasha's new perk.

Tasha's Sacred Inspiration
When Tasha creates, reads, or witnesses a 'saga', she becomes inspired. A saga does not refer to the skald ability. It's just an offhand way to describe a piece of literature, performance, or other artistic production that tells some sort of story. Whether from her research or from just listening intently to the story, she must be able to learn something from the saga. The inspiration does a couple things for her.

1. It provides a passive skill bonus to one or more skills. As a general rule of thumb, it provides a bonus to one large skill (diplomacy, all crafts, k.arcana, etc). OR the bonus goes to two more circumstantial skills (k.nature for aquatic environments, bluff to feint, perform dance, lore hill giants, and underused skills like k.engineering or sleight of hand).

2. It might provide something along the lines of a proficiency, a language, a travel buff, a cultural adaptation. Generally speaking, it shouldn't provide a significant martial benefit, but should be focused more towards social, exploration, or downtime activities.

Example: Kintargo Crier: Torrent going down the drain:

Medium: Satire paper
Major Subject: Order of the Torrent
Minor Subject: Kintargo law, CCG, Underwater dangers
Result 22, Impressive work

You gain a +3 sacred bonus on all skill checks regarding the Order of the Torrent organization. This includes social skills, skills used against them in combat, and even skills such as activating their magical devices or forging their documents. You can make such skills checks untrained.
You also gain a +3 sacred bonus on perception checks to detect aquatic creatures. If you manage to detect them such that you would not be caught flat-footed, you gain a +3 bonus to your initiative roll for that combat.

To switch from one saga to another, Tasha must review her notes, get lost in her thoughts, or talk passionately about it. This must be done for at least 1 hour straight. After switching to a saga, she must rest at least 8 hours before switching again.


Male
Vital Stats:
Gnome Unchained Rogue 6 HP 6/48 | AC 19, FF 15, T 15 | F +2 R +8 W +1 | Init. +3 | CMB 0 | CMD 13 | Speed 20ft
Perception +9

sorry when I check today. I noticed that at least one of my posts didn't show up. I will try to catch up.


DM Intervention 1/1

Oh, no worries. I look forward to hearing what you said


DM Intervention 1/1

Any questions about the map or combat?

I'm waiting on Tasha at the moment, who I might bot today or tomorrow.


DM Intervention 1/1

Hey guys, thanks for waiting. I bit off way more than I could chew, and this game fell a bit behind on my to-do list. We'll be back up and running in a moment.


Info:
HP 47/47; Initiative +4; AC/Touch/FF 22/16/18; Fort/Ref/Will 3/11/6; CMD 21; Perception +16; Effects:

Shame!! :D


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Female Tiefling Witch (Ley Line Guardian) 6 | HP 40/40 | AC 13 T 13 FF 10 | Fort +5 Ref +6 Will +7 | Initiative +3 | Perception +9 | Witch Spells: 1st—7/7 2nd—4/6 3rd—2/4 | Conduit Surge 3/4

Thank you... I understand, I'm having increasingly bad luck lately and I'm racing to plug holes as fast as I can while my life is crumbling around me. I'll try to stay afloat too!


Female Human Fighter 6 | HP 33/58 | AC 26, T 12 FF 24 | Fort +9, Ref +5, Will +4 (+8 vs Fear) | CMD 23 | Init +2 | Perception +1

Understand you both all too well! There's always a light coming up, just weather the storm! Fingers crossed!


human/wererat (Tian-Dan) lunar oracle 5 AC:21/13/18 HP:34/39 F:+2 R: +4 W: +7 Init: -1 Perception: +11 spells: level 2 4/5, level 1 0/7, gift of claw and horn 6/6, disguise DC 19

Positive thoughts and well wishes to all of you. Aster would gladly give out hugs if that will help. Not me (that would be creepy) but fictional mothery Aster.


Info:
HP 47/47; Initiative +4; AC/Touch/FF 22/16/18; Fort/Ref/Will 3/11/6; CMD 21; Perception +16; Effects:

Stay firm guys - I don't know why but the beginning of the year is always a stressful time. As soon as Spring rolls in, things immediately start looking better ;)


DM Intervention 1/1

I think it's the immense pressure we put on ourselves to be better than last year.

I'll be fine, though each time I say I'm almost out of it, it hits me again.


DM Intervention 1/1

Someone with Spellcraft can identify what spell was used on Bazzle, which will reveal how to remove it.


DM Intervention 1/1

Tasha, if you know what that dagger does, I'd like to know.

Bazzle, when you attack while blinded, you roll a concealment check. That's a d100 roll, which must be above 50 in order to hit. You don't get to sneak attack, though. I suspect this will get removed relatively soon, but you could go down the Blind Fight route otherwise.


Female Human Fighter 6 | HP 33/58 | AC 26, T 12 FF 24 | Fort +9, Ref +5, Will +4 (+8 vs Fear) | CMD 23 | Init +2 | Perception +1

That's what I got for it:

Dagger:

You now have a +1 Lucky Dagger. When you roll a nat1 on an attack with the dagger, you may reroll the attack. If you still get another 1, well you're on your own for that one. In addition, the dagger glows red in the presence of Skum.

That, and it says "Better die a warrior than live a coward." on the blade.


Male
Vital Stats:
Gnome Unchained Rogue 6 HP 6/48 | AC 19, FF 15, T 15 | F +2 R +8 W +1 | Init. +3 | CMB 0 | CMD 13 | Speed 20ft
Perception +9
DM Hell's Fox wrote:

Tasha, if you know what that dagger does, I'd like to know.

Bazzle, when you attack while blinded, you roll a concealment check. That's a d100 roll, which must be above 50 in order to hit. You don't get to sneak attack, though. I suspect this will get removed relatively soon, but you could go down the Blind Fight route otherwise.

The blinded condition said its -4. Is it -4 and a miss chance?


DM Intervention 1/1

Thanks Tasha, that makes a lot of sense.

Blinded:

Blinded
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
Link here


Male
Vital Stats:
Gnome Unchained Rogue 6 HP 6/48 | AC 19, FF 15, T 15 | F +2 R +8 W +1 | Init. +3 | CMB 0 | CMD 13 | Speed 20ft
Perception +9

There it is buried in the 3rd sentence.

Doh


DM Intervention 1/1

I think we'll alter the last couple lines for the underwater portion.
Blind creatures must make a Swim skill check to move to their intended destination. Creatures that fail this check veer off course, either to the left or right. The DC is equal to the DC to swim in such waters.

I'd probably roll a 1d2 for left and right. You'd move diagonally rather than straight.

This would be mitigated by someone guiding you around in the water.

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