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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Current AC: 22

Understood Fox ;) The thing for me is... I feel kind hard pressed in the reasons to keep going after saving the child... I'm just attributing it to Ederion's sheer curiousness, even in face of this monstrous deathtrap :P

That being said - game on:

Ederion climbs back up and informs the others of what he has found.

Disable Device is a job for Bazzle ;)


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

I know there's no real hook here beyond curiosity and loot. I can't do much about that right now. I can change that in just a moment.


INACTIVE - GAME DIED

"Ugh. Obviously something important is down there or there wouldn't be these kinds of threats left around it," says Rexandi.

She waits nervously for Bazzle to check out the grate.


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

"Well we should to to be careful. Let me check it for traps."

Perception: 1d20 + 7 ⇒ (8) + 7 = 15


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

Bazzle quietly slips into the water in order to get over to the rusty grate. His darkvision gives him a wider view of the area, showing the far wall some 40-50 feet away. There's a second door further down, still attached to the Western wall, and just South of that is an open passageway. Bazzle doesn't spot any traps in the traditional sense, but he knows that this rusted grate could squeak mighty loud if he doesn't take it apart carefully. The inside of the shaft is made of stone, and just barely large enough for someone human sized to squeeze through. Uncomfortable, but doable. Being a Gnome, Bazzle can shimmy through there without much issue at all.

Just as he's about to try taking apart the grate, Bazzle hears a muffled sound travelling below the water. It sounds like... singing.


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

Oh, random singing in pathfinder is never ever good.


Current AC: 22

Ederion is up top, but still keeps watch over the lip of the well.

This doesn't sound like fun.


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 as fast as he can. Reaching up a hand. "Singing. That really can't be good. Get me out of the kill tube." He looks at whoever is holding the water breathing wand. "We might need that. Knowing our look someone is getting pulled in. . . There is a door down there too."


Current AC: 22

"Did you manage to open the grate?" - Ederion questions, pulling Bazzle up.


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

"No. I heard singing. Last time I opened a lock we fought a rock monster." He cocks his head to the right. "I can try but I have a bad feeling about this."


Current AC: 22

"I wonder if there is a mermaid down there" - Ederion jests, looking over the lip of the well.

I believe this is a job for Tarnagius..? After being zapped with the wand?


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

"Those are the pretty girls that lure sailors to their doom right."


Current AC: 22

"That's right" - the elf chuckles.


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

"Want me to guard you while you open the grate?" Asks Tarnagius."I don't think a mermaid would be as dangerous as a succubus, especially if we stay above water."

Aster, does your Dire Rat form have a swim speed?


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

It DOES!

"Dank holes filled with water." Aster sighes, unfrotunately she had a childhood filled with such places. At least this water didn't smell. "I'll help." Aster asks to be tapped with the water breathing wand, and to be lowered down to the water. Then she'll shift not to her half rat woman form but to her full massive rat.


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

Aster gets a tap of the wand and shifts into a rat the size of the average dog. She slips quietly into the water and paddles with more proficiency that most humanoids.

Now you have a swim speed, a climb speed, low light, darkvision, small size, that small size +4 bonus to stealth, and scent. You're suddenly the water scout. Only downside is that you must speak in squeaks and cute little paw motions.


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

Aster hears a song beneath the surface of the water. It's calm and soothing, but in a language she doesn't understand. It sounds elven, perhaps sylvan. The sound is coming from the Western door.


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

Water scout Aster reporting for duty! I had to look up her oracle curse, and yep it says it only affects her land based speed. So the ventilation shaft is still closed correct, so she needs to wait for Bazzle to open before scouting (her one and only time she will be the scout!)


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

"Hit me with the water breathy stuff. And I will get it open."

Bazzle not unlike bait goes back in the hole. He carefully checks the gate.

If anyone has knowledge about mermaids rolling before I go might be wise. Unless your characters are experimenting with Bazzle as a test subject. I think that's funny. Bazzle might not. LOL.

Perception- Checking for traps and to hear anything beyond the singing.: 1d20 + 7 ⇒ (15) + 7 = 22

Cracking his knuckles Bazzle shakes his shoulders out and then carefully begins to prod and pick the device to open it.

Disable Device: 1d20 + 10 ⇒ (15) + 10 = 25


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

Bazzle gets tapped with the wand, and then sets himself to the task of opening the grate. Opening it is easy for Bazzle, but opening it quietly is the trickier part. He doesn't find any traps, but does notice that the singing suddenly stops. He hears something like rusty hinges squeaking, then a quick, muffled scream. Then the place is silent.

Bazzle finishes opening the grate without issue. The area beyond is made of stone, and juts into a fork about 5 feet in. One to the left, and the other to the right.

Mermaids. K.Local DC15:

Legends of Mermaids have existed for generations, usually being found by asking cautious fishermen and experienced sailors. As anyone would expect, a Mermaid has the upper body of a beautiful young woman, and has the lower body of a fish. They are dangerous creatures who use their alluring body and song to entice men to jump into the water for them. What they do to the men is unknown, but it's suspected that they kill them and eat them like a swarm of ravenous fish. Stories are told of Mermaids assaulting ships by trying to capsize them, or poke holes into the hull. Any sailor or fisherman will tell you "If'n ye hear the song ova lovely maid, plug yer ears right quick! Tis the fish callin ye to tha water to feast on yer flesh. Close yer eyes and stay away from the water!"

Mermaid bodies have been shown before in museums and other such places, but many believe that they may just be elaborate hoaxes.

More information can be revealed with a sufficiently high result.

Mermaids. K.Religion DC25:

There is a story told in both the texts of Aroden and the stories of Gozreh that tell of the Mermaid. Both versions have very different view points, but the basics are that Mermaids were once human druids who tried to use magic to permanently change their bodies to be both man and beast beneath the waves. Several Gods took offense to this, including Aroden, who saw it as heresy to mutilate the human form. The Gods fought and argued amongst each other, and finally cursed or blessed the druids. The Gods involved were Aroden, Gozreh, Shelyn, Lamashtu, and Abadar. The druids became Mermaids who were dependent on man, but also persecuted as vile monsters who were punished by the Gods for their sins. They lurk in the shallows to take advantage of humans, for they need them in order to survive.


Current AC: 22

Mermaids (Local): 1d20 + 7 + 1d6 ⇒ (13) + 7 + (1) = 21

Mermaids (Religion): 1d20 + 7 + 1d6 ⇒ (9) + 7 + (5) = 21

Changed my position on the map, because Ederion is up top.


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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

With little squeaks and cute paw movements, Aster indicates she'll go forward and see what might be there. The dog sized rat slips through the grate with ease and swims. Water being the only place the middle aged pear shaped woman with a club foot can be graceful... too bad it was also only when she was a shaggy big toothed rat.

stealth: 1d20 + 7 ⇒ (12) + 7 = 19

perception: 1d20 + 9 ⇒ (7) + 9 = 16


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

Ederion:

You beat the K.Local DC by 6, which means you get an extra piece of information.

Ederion has heard of a cult in Kintargo simply called 'Mermen'. They are a small group of eccentric human men who have an infatuation with mermaids. They are best known for their anniversary leap from the pier into coastal waters, which they refer to as the yearly mating ritual. There have been rumours of men disappearing after plunging into the water, only to arrive back in Kintargo by road a day later. They claim to have been part of a mermaid orgy.

Those who know of the cult generally shun its members, and as a result members are quite secretive of their activities.

Aster hops into the ventilation shaft made of stone. It isn't wet here, being just out of reach of the water, but Aster's small size and darkvision makes it easily to navigate. When she looks through the opening to the south, she sees through the grate the room on the other side of that waterlogged door. She immediately spots a ruined torture rack, as well as a whipping post on the far wall. There is a cage against the wall, so narrow that a human would be almost squished. A mass of beautiful seashells lays next to the rack, all piled into a stack taller than Bazzle.

The other opening of the shaft actually extends straight up. It wouldn't be too hard for someone to climb though, since they could brace against the far wall. The shaft extends about 10 feet up, then heads due West.


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

She also seems to have a climb speed, so Aster the rat will use her little claws to scurry up the shaft to see if she can find the source of the singing.


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

Aster scurries up the shaft by using her tail to brace against the far wall. She gets up to the top and sneaks West, where she finds a grate and opening. She sees a long hallway with many rusty iron doors from a bird's (rat's) eye view. Three very strange creatures lurk under the water. There is a flabby, obese woman with tentacle arms holding a mermaid covered in goop. The mermaid is trying to struggle free, but the woman has her locked down firmly. There is another creature there, who looks not too unlike a mermaid, but it is a man with twisted bones sprouting around his body. He is pale white, contrasted by a massive glowing red eye in the center of his forehead. The eye is staring at the mermaid, covering her in red light. She screams for a second, then passes out. The tentacle obese woman tosses her through the nearby open door, then slams it shut. The two monsters move South out of sight.

I found out while looking at the climb skill that creatures with a climb speed do need to make checks for DCs greater than 0. The +8 racial still applies and you can take 10 even when threatened or under pressure.


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

I should have looked at up, sorry sir.

Aster decides she's pushed her luck enough for one day and dashed back to her friends, starting to tell them all she saw before realizing squeaks were not going to be enough and shifted back into her normal human form to tell them.

"I think the singing came from the mermaid, which the others did not appreciate. They headed to the south, which makes me think they are headed this way. Should we try and ambush them? We can't leave someone who might be held against their will at their mercy."


Current AC: 22

"Agreed" - Ederion nods - "But fighting them underwater will be a monumental task Aster" - he adds - "From your description, water seems to be their environment, while it is definitely not ours... So we need some other approach than brute force"

Fox, from the description, do any of those creatures look familiar to Ederion?

Knowledges:

Knowledge (arcana) +7
Knowledge (dungeoneering) +7
Knowledge (engineering) +7
Knowledge (local) +7
Knowledge (nobility) +7
Knowledge (planes) +8
Knowledge (religion) +7

Guys, fighting underwater without the appropriate gear/spells, is REALLY hard to do half-decently (basically you need either the Freedom of Movement spell, or a Swim speed to try and improve it). Taking also into account we are not the strongest hitters to begin with (as seen on the fight against the Xorn), I would suggest we find a way to either draw them OUT of the water, or drain it somehow before the fight. Or use Diplomacy...


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

They hurt a MERMAID! There will be no diplomacy... :) just kidding. Sounds like a plan, so everyone out of the hole?

Hmmm... I don't think draining would be an option, thought that is more me being pessimistic than Aster's thoughts. But if anyone has engineering they might give a quick roll to see if there is a possibility. So the talker stays out, and yells through the hole, while the others hide? They would be potentially more likely to come out to kill a single lost person than a group of adventures.


Current AC: 22

We'll see what Fox says, but:

Engineering (just in case): 1d20 + 7 + 1d6 ⇒ (12) + 7 + (4) = 23

Thing is, 'outside the hole' may mean up here and outside of the well?

If we make it, Ederion is going to LOVE the opportunity to meet a mermaid ;)


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

Ha! The room below is filled with water, I believe at least, so outside the well.


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

These monsters actually fall under K.Nature. I believe you can make the check untrained, Ederion, but Rexandi is actually trained in it.

Ederion doesn't know of a way to drain the flooded level. It will really depend on how the water flooded the area. Was the place originally sealed off and later broke? Or was the place drained before by some incredible spell?

All of the rooms down here are flooded unless I specify otherwise. What would really help you win a fight is some extra recruits... like a level 5 fighter, and perhaps a mermaid. I'm aware that these fights would be quite difficult, even the book is aware of that, but charging forth may not be your best bet.


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 could go back to hunting for the others. Little rat Aster that is.


Current AC: 22

Dunno, that feels kinda risky Aster... A mermaid sounds like a solid ally (we don't know there is a fighter in there :D), but getting her and leaving stealthily may prove tricky.

That being said, I have no other idea.

You could get in the shaft, we create a distraction (noise?), and engage conversation while you go and try to find the mermaid?


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 as a rat again will go try and find the mermaid. And if by some chance she gets some divine inspiration on where another could be...

maybe dm intervention use, though that would take more people's input, I just feel kind of bad our new member is still waiting :(

stealth: 1d20 + 7 ⇒ (20) + 7 = 27 ninja rat!


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

Ms Ninja Rat Cobblestone slinks into the ventilation shaft to find the mermaid. Unfortunately when she arrives at the hallway where the mermaid was seen, she notices the grate which blocks the way. She could potentially ram through it, but it's unlikely to be subtle. The good news is that there doesn't seem to be any movement down there, and no guards or other enemies can be seen.

I intend to leave here with Tasha, but how we get to that is up to you. I fully understand your hesitation.

Ramming through the grate will be a DC13 Strength check. Each time you try, nearby monsters get a perception check to hear the noise. Good news is that I do make a distinction between noises above and below the water.


INACTIVE - GAME DIED

Knowledge (nature): 1d20 + 7 ⇒ (15) + 7 = 22

"I dunno, seems like a standoff - we wouldn't want to get in the water, they wouldn't want to come out. Not sure how to turn this into a conflict we can win," says Rexandi as she chews her lip a bit and thinks about the problem.


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

Rexandi:

These monsters are one and the same: Skum.
Skum were once humanoids, before they were captured and taken down to the depths of the ocean. They are tortured, misshapen, experimented on by their cruel Aboleth masters, who turn them into mindless slaves. These slaves may be made into armies, raiders looking for more 'recruits', or scouts who search the surface for threats or vulnerabilities. Each Skum is unique, as each one mutates in strange ways.

Some Skum possess a glowing red eye in the center of their forehead. That Skum is directly linked to its Aboleth master, who controls it and by extension all the other Skum in the area by telepathy. Skum are capable of complex tactics and very efficient teamwork, but if the eye is destroyed they become near-mindless.

All Skum have darkvision, a swim speed (which varies), and are resistant (but not immune) to mind-affecting effects while the Aboleth has control over them. It is easier to take control of a slave rather than the commander. Skum speak the same languages as their Aboleth overlord.


INACTIVE - GAME DIED

"This is not good," says Rexandi. "Those creatures were skum - uh, with a 'k' - minions for aboleths. The one with the red eye - that kind of eye is used by aboleths to see through the senses of their minions."


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

"Well one can only try" Aster squeaks to herself. The dog sized rat throws herself against the grate.

strength check: 1d20 + 3 ⇒ (8) + 3 = 11

As she bounces off, Aster looks a little embarrassed, as much as rats can. "Well that didn't work." she muses, like she didn't already know that failed miserably. But part of her thinks the grate might have wobbled a little as her slightly padded rat hips rammed into them.

"I guess it wouldn't hurt to try One more time." and throws herself at it again.

strength check: 1d20 + 3 ⇒ (13) + 3 = 16

If she had any real ability to dance, she might have done a happy one, but she doesn't and wouldn't wish even No One to see that. But she does stop to listen quickly to see if bad things are swiming toward her.

perception: 1d20 + 11 ⇒ (14) + 11 = 25


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

The grate breaks off the shaft with a loud squeak and falls into the water below. As she listens carefully, she at first thinks nothing heard it, but then she hears the sound of a waterlogged door being wrenched open. Someone may be headed this way, though distant. Further, if they spy the grate now laying at the bottom of the water, her hiding spot may be compromised.


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

What to do, what to do... how far down is it from her hiding spot to the water?


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

Don't want to hold everyone up

Aster will climb down quick as a pinch, grab the grate in her mouth and try and climb back up to hide it.

Roll whatever you need from her, good sir


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

Aster dives into the water very quietly to pick up the fallen grate. She looks up and sees that the shaft comes out of the ceiling, so it would be neigh impossible for her rat form to leap out of the water high enough to grab the edge and haul herself up. She does have options however: She could turn into human/hybrid form and haul herself back into the grate, she could try to hide behind one of the doors, or she could try to fight whatever is approaching. What really matters is time.

If we count this as a round of combat, you currently have a standard action, and about half your movement remaining. I'm not guaranteeing that an enemy is popping through that door after the round, but from what you've heard it could happen at any time.

Upon a review, I think Aster could perform a high jump while in rat form in order to reach the shaft. Normally I would penalize a character for this, but you do have a swim speed. It's an acrobatics check to make the high jump, but it's not an easy DC.

Stealth for smooth diving: 1d20 + 7 ⇒ (13) + 7 = 20


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

Ah, I'm not visualizing well today it seems. She definitely doesn't want to fight whatever it is alone, so she'll try and hide.

"Hmmm... didn't think this one through, did you Aster?" she mutter-thinks to herself before finding the best little hidey hole for a large rat. And then waits to see if she'll get eaten.

hiding: 1d20 + 7 ⇒ (18) + 7 = 25


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

Aster picks the oldest trick in the book: Hide behind the door. Just in time too, for the door is flung open very forcefully, squeaking terribly upon its rusted hinges. The fat tentacle woman floats past Aster, using her tentacles to pull herself around in the water rather than swim. She moves down the hall, then opens a door, slams it, then opens another, then slams it. Finally she pulls herself back into sight, but she doesn't notice Aster. A slimy tentacle wraps around the end of the door, just a few inches from Aster's nose, then slams the door shut behind her. Aster is safe.


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

that was worrisome :( Which door did she disappear into?


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

The south door that Aster is right next to.


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

And the mermaid is... further in to the west?


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

Yes, two doors down to your left. I marked it with an "M" for Mermaid.


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 swim down to the door, shift to her more normal form of a wet and scared woman. Reaching for the door knob, she'll pause. "This really isn't my thing, locks and traps, but I could at least check."

detect magic and percpetion: 1d20 + 10 ⇒ (9) + 10 = 19

Then she'll whisper as she tries to open, "Hello, I'm a friend, or want to be. Bazzle an enchanting inquistive gnome friend of mine, heard your singing and was quite taken by it, so I came to see if we could help you."

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