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


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INACTIVE - GAME DIED

Meanwhile, Rexandi applies another healing spell for Tarnagius. Since the group has a little time, she holds her hands in a taut formation that looks like she is holding a pair of fine, invisible threads, and pulling them taut.

Conduit surge: 1d4 - 1 ⇒ (3) - 1 = 2
Cure moderate wounds: 2d8 + 6 ⇒ (6, 1) + 6 = 13
Fort save, DC 12: 1d20 + 4 ⇒ (8) + 4 = 12

Rexi seems to shake off some malaise after casting the spell, though she leans her hand against a table for a few moments.


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

Yeah everyone's nearby, Ederion.
I was originally planning to just use a permanent spell for the room, but I think this might be a little more apropos.

Ederion spots plenty of cloths to cover the bowl with. At various intervals in the pantry are little three-legged machines made out of gears and metal plates. After about a minute of softly ticking, they essentially 'exhale' a cold breeze.

Are you just taking the head, or the bowl of stuff with it?

Rexandi gets a huge surge of energy flowing through Tarnagius to heal him.


Current AC: 22

Wasn't actually planning on taking any of it for now... Was planning on returning here once the place is explored. And I would also like to take one of those machines, if I can turn it off :D


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

WE FOUND A USE FOR KNOWLEDGE ENGINEERING!!

Sure thing Helgarr


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

Do we understand Ed's warning?


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

Ah yes you do, sorry I thought it was based on everyone's sense motive.


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

Bazzle's eyes go wide. He turns and moves over to the living young dwarf and puts out a hand turning his attention away from the cold storage. "We are going to do everything we can to find out about your brother. We are glad you are safe. I don't want to trouble you with questions but did you see any other victims of these evil creatures?"


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

Aster gets the hint as well and aids in moving Morgran away from the room. Out of the dining room all together if possible.


Current AC: 22
DM Hell's Fox wrote:

WE FOUND A USE FOR KNOWLEDGE ENGINEERING!!

Sure thing Helgarr

You keep calling me Helgarr :D

Knowledge (Engineering)? Why of course!: 1d20 + 7 + 1d6 ⇒ (19) + 7 + (4) = 30

In any case this is for later on, for now we could explore the rest of the area?


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

Woops! Sorry Helg*cough*Ederion.

This contraption is a machine called a 'clockwork'. They come in many shapes, sizes, and purposes, but the genius is that they can perform magic-like abilities without actually using magic. Creating clockwork is a gruellingly difficult task that takes years of research both in engineering and in the arcane, but Vespam Artisans here in Kintargo runs a shop that is capable of producing such intricate complexities. This contraption here is designed to produce cooling effects, though not to such a degree (that's a pun!) that it would be viable in a fight. It must be wound up manually. These contraptions would likely be highly prized by the nobility and very wealthy merchants.

Aster and Bazzle move Morgran out of the kitchen all together. He's going pretty quiet now, though he answers Bazzle's question with a half-hearted "No I didn't."

Feel free to search the areas. I'll spoil the fact that there are no more enemies who might jump you. Here are some things you might consider during exploration, though feel free to do other things if you think of them.
- Converse with Morgran to get any additional information or to make him friendlier (requires a diplomacy check).
- Search the area for loot (requires a perception check)
- Search the area for secrets (requires a perception check)


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

Whether going through the back door of the pantry, or going around the pit trap to the next set of double doors, you enter a grand dining hall that has been cleaned as far up as the skeletons could reach. A single long table rests between two rows of stone pillars, intricately carved in the images of beautiful women. Though some of the chairs have been knocked aside, the rest of the place is in good condition. Set on the table are sugared almonds and a container of mead. At the far end of the room is a stage and a room just beyond it. It is a storage room full of instruments, banners, and other odds and ends.


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

If the entire complex is based on sins, I hope they start getting cleaner. Though I'm not confident about Sloth...

Tarnagius decides that comforting crying dwarf children is not within his skillset, and sets to searching for secrets.

Perception: 1d20 ⇒ 10


Current AC: 22

Will definitely want to grab the clockwork contraptions before we leave ;)

Also will take 20 (if we can) searching for secrets and loot (Net result 34?) now that we are not pressed for time - I'm thinking Aster or Bazzle can better take care of Morgran...

Ederion joins Tarnagius in the search, both of them in silence.

One thing I (and Ederion) am curious about is... Any clues of what this place is or used to be? How come a dining hall can be found here? Underground?


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

Aster will explain that they were sent by his mother, and try and get him talking about her. To distract him from the horrors of the room. Then try and lead him back to how they were kidnapped.

diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28


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

With Tarnagius as an aid another, you actually beat the DC35.
A lot of that information could have been found out from your enemies, but don't fret you'll find out one way or another it might just take some extra time.

While Tarnagius and Ederion search the place top to bottom, Aster takes on the motherly role once again. She manages to coax Morgran out of his withdrawl, and gets him to talk to her about his life. He talks about how he and his mom sometimes have family problems. He wants to go out with his friends, but his mom always wants him to work and do chores. One time he shaved his beard and his mom beat his ass. He loves her, but she's just doesn't understand.
His brother Darrak is really into bruiseball, so the two of them played until it got dark. They took a shortcut through the district to get home on time, but a giant spider crawled out of a fireplace and webbed them. Then the giant rotting man took them from the spider lair and locked them in the crawl space.

Between the two of them, Ederion and Tarnagius comb every inch of the floor for clues, treasure, and anything else they can find. Only two things really surface, but both are very important. There are plenty of things hidden under the mess, two of which are particular interest. A magic belt that smells a bit like urine, and a small box of magic tea, of which there are three bags.

Spellcraft DC 18:

The tea is called Seer's Tea. It allows the imbiber to gain the benefits of an augury spell to a question of their choice. If the imbiber instead uses the tea as part of casting the augury spell, they instead cast divination.

Spellcraft DC 24:

This belt is called a Plague Rat's belt, and is a magic item capable of giving the wearer a +2 bonus to their constitution score (only functions after wearing it for 24 hours). Three times per day, the belt can be called on (as an immediate action) to reroll a saving throw against a disease or poison. The wearer must use the 2nd result, even if it is worse.
Furthermore, if the wearer resists a disease or poison (even without the belt's help), the belt will absorb the disease or poison. The wearer can then at any time run their blade or arrow against the belt (as a move action) to infect the weapon with the disease or poison. Upon doing so, the belt loses that disease or poison. It must be used on a weapon or ammunition capable of dealing either piercing or slashing damage. Diseases and Poisons that are not usually transmitted through injury are changed to function by injury.

The last goodie that the two find is down at the bottom of the spiked pit. Barely perceptible lines around one of the walls shows that there is actually a secret door. The only noticeable feature on it is at the very bottom, a small circle the size of a gold piece.


Current AC: 22

Spellcraft: 1d20 + 11 + 1d6 ⇒ (19) + 11 + (5) = 35
Spellcraft: 1d20 + 11 + 1d6 ⇒ (8) + 11 + (3) = 22

Ederion examines the tea and belt for a few moments - []"I've heard of this"[/B] - he nods at the tea bags - "But this I do not know what properties it possesses" - he hands both items to Rexandi.

Guess all can read the first spoiler?

He stares hard at the small circle at the bottom of the spiked pit - "I wonder..."

Would it fit the shape of Tarnagius's family ring...?


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

Ederion identifies the Seer's tea.

Interesting idea, but no it does not fit the family ring.


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

"The spider got me as well." Aster admits, then leans over the pit and suggests "Maybe we should try a gold piece?"


INACTIVE - GAME DIED

Rexandi takes a moment to check on the belt.

Spellcraft: 1d20 + 10 ⇒ (11) + 10 = 21

She shrugs elegantly, then pulls her drape back onto her shoulder. "Dunno."

~~~~~~~~~~

Rexandi says, "Sure, why not? If we keep running into the seven sins, Greed had to come up sooner or later."


Current AC: 22

I am assuming Ederion already studied the indentation and found no clues.

"True" - Ederion nods, then inserts a gold coin into the indentation - "Here goes nothing"

Is it possible to grab on to something before doing this? If not, Ederion would like to be grabbing a rope tied up top somewhere. And wait for others to do the same, or leave the pit ;)


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

Aster would not be in the pit. Climbing down with her leg would be comical. Her suggestion was based on your description.


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

You could grab a spike or a rope, but someone would need to hold onto it. There isn't anything good up top to tie it to.

Ederion slips a gold piece into the slot, which then glows for just a second before slipping down a newly created hole. The sound of gears crank and groan as the door starts to slowly shift to the side, but Ederion notices something important. Behind the crack in the door is not stone, but a bright yellow colour. He steps back out of caution just in time for the yellow stuff to explode, sending spores all over the place. Ederion's caution saves him at the last moment.

It takes a moment for the door to open all the way, but the spores linger in the air in such a thick density that it's impossible to see through. However, a terrible, deep hissing noise emanates from the doorway. Before anyone can react, the skull of a snake which is roughly the size of Bazzle slips through the door. Its hollow eye sockets look Ederion dead on, and it lunges with a powerful bite! Ederion didn't have his guard up yet, and thus is bitten on his leg!
He spots around the wound a glob of green liquid, and already he can feel his body reacting to the venom. Ederion takes 18 damage and is poisoned. He takes a -2 penalty on all subsequent Con and Fort checks.

Since it's been roughly 20 minutes since you discovered Morgran, please remove your buffs unless they have a duration of hours.
Everyone's turn.
I also need to know if Tarnagius is in the pit or above it.

Perception: 1d20 + 14 ⇒ (6) + 14 = 20Woah! That was close!

Initiative:

Bazzle: 1d20 + 3 ⇒ (8) + 3 = 11
Tarnagius: 1d20 + 4 ⇒ (13) + 4 = 17
Rexandi: 1d20 + 3 ⇒ (19) + 3 = 22
Aster: 1d20 - 1 ⇒ (5) - 1 = 4
Ederion: 1d20 + 4 ⇒ (8) + 4 = 12
Enemy: 1d20 + 7 ⇒ (20) + 7 = 27

Dice Rolls:

Snake bite: 1d20 + 9 ⇒ (9) + 9 = 18
Dmg: 2d6 + 9 ⇒ (4, 5) + 9 = 18
Fort: 1d20 + 3 ⇒ (11) + 3 = 14


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

As the muscle, Tarnagius would probably be the one holding Ederion's rope.

Tarnagius immediately begins attempting to extract Ederion from the pit.

Strength: 1d20 + 3 ⇒ (3) + 3 = 6 unfortunately, pulling a rope one-handed proves difficult.


Current AC: 22

Ooooph! I assume it caught me flat footed?

Fox, can I use 2x Inspiration to assist on that Fort Save?

Also... Does Ederion know what it is?

Knowledge (Stuff): 1d20 + 7 + 1d6 ⇒ (6) + 7 + (2) = 15


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

Yeah it got you flat footed. If it didn't beat you in initiative it wouldn't have gotten you with that roll. It was not a surprise round.
I'm pretty sure that you can't use two points of inspiration on the same thing, am I misunderstanding anything?

Ederion knows that it is the skeletal reanimation of a very large snake, known as an Emperor Snake. They originated in the Mwangi Expanse before being imported to the Northern continent, where they got free and populated the region. They are not constrictors, but they have a very nasty poison.

Your check will let you know that it has DR/bludgeoning, and it has a high natural armour, but not much in the way of hp. Undead traits of course.


Current AC: 22

Thing is I need to spend two inspiration points to add 1d6 to my save :D


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

Bazzle moves up and tries to help Ed with the evil snake thing.

Dagger Primary: 1d20 + 7 ⇒ (2) + 7 = 9
Dagger Secondary: 1d20 + 7 ⇒ (4) + 7 = 11


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

Oh sorry! My bad. Yes go right ahead, Ederion.

Bazzle I currently have you at the top of the pit, would you prefer to have been at the bottom when we started?


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

Not sure I understand. Is Ed and the snake in the pit?


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

Yes, sorry I should have made that more clear. The snake is technically on the other side of the secret door (which is at the bottom of the pit) and is using its reach to strike Ederion.


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

It looks like there is a rope. Is there room in the pit with Ed and the snake?

No Room:
Bazzle remains on the edge of the pit worried for Ed.

[spoiler=Room]Bazzle grabs the rope and uses that and acrobatics to descend the rope safely. If he can get in range safely he will make the above missing attack.


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

Aster frets over one of her greatest weaknesses in a fight... range, so instead shuffles over to the rope to grab and pull along with the others.

strength: 1d20 + 2 ⇒ (9) + 2 = 11


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

There sure is! Welcome to the party!

Bazzle grabs the rope and tries to rapidly descend using his practiced work as an acrobat, however he has to stop part way down since he's suffering from THE WORST rope burn he's ever experienced. After resetting himself, he descends much faster the second time, and without quite as much rope burn. You are three-quarters of the way down right now. I suppose you could let go as a free action and fall the last 5 feet without a problem. That's the end of your turn though.

Aster and Tarnagius start trying to lift up Ederion (and Bazzle as well), but the combined weight and the fact that Tarnagius can't use his hand prove the effort wasted.

Rexandi and Ederion's turn.

Bazzle Acro 1: 1d20 + 7 ⇒ (2) + 7 = 9
Bazzle Acro 2: 1d20 + 7 ⇒ (13) + 7 = 20


INACTIVE - GAME DIED

"Ah! There's not enough room down there!" worries Rexi. Then she launches her hex of misfortune at the serpent-skeleton, to at least slow it down a bit.


Current AC: 22

Added to Save: 1d6 ⇒ 1

Wow..........

Apologies for all the questions Fox but... How deep is the pit? I'm trying to ponder if Ederion could Acrobatics jump out of it :D


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

20 feet. The trap floors around two sides of the pit are still activated too.

Ederion tries hard to fight the poison, but his inspiration just isn't quite enough. Rexandi helps out by casting her hex upon the skeletal serpent.

Ederion's turn


Current AC: 22

Ooooph! 20'... In that case:

Hedran grunts in pain at the attack, then draws his mace and attacks - "Hit it with blunt attacks or magic fast and hard - it is undead, but shouldn't be able to take much punishment"

Light Mace, Fighting Defensively: 1d20 ⇒ 7
Damage if it hits: 1d6 + 4 ⇒ (5) + 4 = 9

--Status--
HP: 16/35
AC: 22 (Fighting Defensively)


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

Thanks for updating your hp for me, Ederion. For some reason I had it completely off. Perhaps I forgot Rexandi's healing.

Ederion cautiously steps forward and attacks with the mace, but the head of the serpent simply withdraws to evade the attack. It then snaps forward but instead of attacking Ederion, it accidentally smacks its head just above the door. That being said, the poison within Ederion continues to spread, and now impairs him. Ederion hits stage 2, which adds another -2 to his Con/Fort checks, adds a penalty to all sight-based perception checks by -2, and all creatures (including allies) are considered to have partial concealment.

Everyone's turn.

Dice Rolls:

Snake bite: 1d20 + 9 ⇒ (13) + 9 = 22
Snake bite: 1d20 + 9 ⇒ (4) + 9 = 13 That misfortune might have saved your life
Dmg: 2d6 + 9 ⇒ (4, 6) + 9 = 19
Ederion Fort: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4


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

Also, let's have Kethaera sing again. INSPIRE COURAGE!! OR COWARDICE!! WHICHEVER WORKS!!


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

Bazzle attempts to strike the beastie.

dagger primary: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
dagger secondary: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Damage: 1d3 + 1 ⇒ (2) + 1 = 3


Current AC: 22
DM Hell's Fox wrote:
That misfortune might have saved your life

Well, There really isn't much I can do. First attack was a lost initiative (no chance there), and now it is virtually impossible to avoid any further attacks (believe me I pondered bailing out, but in a 20' deep pit vs a large creature that will AoO easily if I try to move past it, I decided not to try and climb a wall), so... Right now it is not up to me, but up to lady luck (and so far she has been fully on the undead serpent's side :P).

The pain spreading through his muscles and his vision blurred, still Ederion tries to strike again.

Light Mace, Fighting Defensively: 1d20 ⇒ 1
Damage if it hits: 1d6 + 4 ⇒ (3) + 4 = 7

Not even gonna roll the miss chance.... I think Lady Luck wants Ederion dead.

--Status--
HP: 16/35
AC: 22 (Fighting Defensively)


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

Bazzle and Ederion both try to fight off the serpent, but nothing connects. Even Bazzle's really accurate dagger strike does nothing against the bones of the serpent. It glares at Ederion with its hollow eyes, preparing to strike.

Tarnagius, Aster, and Rexandi's turn.


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

"Aw, hells. GGGGRRRRRAAAAAAGH!"

Tarnagius leaps onto the serpent's back and begins bludgeoning it.

Attack: 1d20 + 8 ⇒ (14) + 8 = 22+1 Higher ground?
Damage: 1d8 + 7 ⇒ (4) + 7 = 11


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

"Catch!" Aster pulls out her heavy mace and throws it down for one of the other two to use. heavy mace +1 Then she'll brace herself to hold the rope alone, hoping Ed can take Tarn leap as a way to escape.

strength: 1d20 + 2 ⇒ (5) + 2 = 7


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

Tarnagius, in the future would you mind putting your Armour Check Penalty in your profile somewhere? It'll help me in the future for calculating your climb/acrobatic/stealth checks.

Lady Luck seems to have pulled out all the stops. Tarnagius valiantly leaps off the edge to fall twenty feet towards the snake. He thankfully avoids the spikes of the pit, and lands square onto the head of the snake, bashing it with his mace in the process. Unfortunately he can't quite get a hold on the skeleton to remain on top of it, but the snake has now found a new target laying prone in its reach. Tarnagius takes 5 lethal damage and 1 non-lethal damage, and is prone next to the snake. He dealt a total of 16 damage to the snake.

Aster throws down her magical heavy mace, but she's unable to hold the rope well enough to start pulling anyone up. Kethaera takes hold of the rope and starts heaving as well, which is enough to start bringing people up. The next person to grab the rope gets hauled up. Making a DC5 climb check will accelerate you. You don't take an AoO for climbing (it's out of the snake's reach), but if the snake does manage to attack you, you will be flat-footed. I should also mention that Tarn cannot climb with one hand, he has to hold on.

So around the door are Bazzle (left), Ederion (middle), and Tarnagius (right). Bazzle and Tarnagius both have a wall to grant them cover (and the snake gets cover from them). 5 feet backwards puts you in the spikes, which you are safe from. You can use those spikes as cover. 5 feet backwards from there is the rope.

Rexandi's turn.

Dice Rolls:

Tarn Acro for fall: 1d20 + 1 ⇒ (20) + 1 = 21
Ranged Touch to fall on snake: 1d20 + 7 ⇒ (10) + 7 = 17
Fall damage: 1d6 ⇒ 1 Non-Lethal
Snake Perception: 1d20 ⇒ 10
Dmg: 3d6 ⇒ (3, 3, 4) = 10 Halved for <30ft.=5
Cmb vs snake: 1d20 + 7 ⇒ (9) + 7 = 16
Kethaera Aid: 1d20 + 1 ⇒ (12) + 1 = 13


INACTIVE - GAME DIED

Rexandi fidgets as she's not sure how to help, then she settles for launching a web bolt at the snake skeleton in an attempt to pin it to the floor.

Usual DC 15 Ref save.


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

Unfortunately the web bolt is dodged with just having the snake withdraw its head under the doorway. It uses the coiled position to strike at Tarnagius, who is prone and gets bit. When the snake retreats from Tarn, its fangs no longer squirt the green venom like before, though it is of course stained in blood. Tarn takes 17 damage, but saved against the last dose of venom.

Ederion's body is desperate to override the venom coursing through his system, but his elven heritage gets the better of him. His muscles twitch and squirm before seizing up in a terrible charlie-horse. Ederion has reached stage 3 of this venom: He is now paralysed. It doesn't say anything about dropping prone or dropping your gear, but if you'd like to do either of those things you may. Otherwise I'll just keep you standing and holding your weapon.

Everyone's turn.

Dice Rolls:

Snake Reflex: 1d20 + 7 ⇒ (13) + 7 = 20
Bite: 1d20 + 9 ⇒ (16) + 9 = 25
Dmg: 2d6 + 9 ⇒ (6, 2) + 9 = 17
Tarn Fort: 1d20 + 7 ⇒ (16) + 7 = 23

Ederion Fort: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

Bazzle will grab Asters Mace. I can acrobatics if necessary Acrobatics: 1d20 + 8 ⇒ (16) + 8 = 24 Is it a light or heavy mace.

Bazzle makes a dive for Aster's mace lifting it in 2 hands. He turns back to the snake.

Aster's Mace: 1d20 + 3 + 1 + 1 ⇒ (20) + 3 + 1 + 1 = 25
Aster's Mace: 1d20 + 3 + 1 + 1 ⇒ (13) + 3 + 1 + 1 = 18
Damage Light Mace?: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Damage Heavy Mace?: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
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It is a +1 heavy mace. Sorry, but you can't use acrobatics to negate the AoO for picking up an object. That being said, I don't think you'll mind this time.

Bazzle ditches his ineffective knives to pick up Aster's magical mace. The snake tries to lunge at him when he lowers his guard, but Bazzle sneaks to the side where the cover will protect him. The snake smashes into the wall, giving Bazzle the opportunity to bash the mace into the creature's skull. Unfortunately, Bazzle is totally out of his element with the 8lbs bludgeon, so while it does make a nice crack in the skull, it's just not enough to debilitate the skeleton.

Tarnagius, Aster, and Rexandi's turn.

AoO: 1d20 + 9 ⇒ (6) + 9 = 15
Dmg: 2d6 + 9 ⇒ (3, 2) + 9 = 14


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

Looking over the edge of the pit, she yells out at Bazzle's hit, and then cries out at Ed collapsing. Aster quickly looks around for something to tie the rope on to, so she can get down there.

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