Sic Semper Tyrannis! (Thrune's Hell's Rebels Revived) (Inactive)

Game Master GM Aarvid

Rebellion

Maps

Loot Sheet

GM Screen:

Perception:
'[dice=Perception (Aldren)]1d20+1[/dice]
'[dice=Perception (Arcos)]1d20+1[/dice]
'[dice=Perception (Lubella)]1d20+5[/dice]
'[dice=Perception (Talvek)]1d20[/dice]
'[dice=Perception (Kenji)]1d20+3[/dice]
'[dice=Perception (Sidius)]1d20+0[/dice]

Initiative:
'[dice=Initiative (Arcos)]1d20+5[/dice]
'[dice=Initiative (Lubella)]1d20+4[/dice]
'[dice=Initiative (Talvek)]1d20+5[/dice]
'[dice=Initiative (Sidius)]1d20+6[/dice]
'[dice=Initiative (Kenji)]1d20+2[/dice]
'[dice=Initiative ()]1d20[/dice]


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Vitals:
(HP: 58/58; AC: 14[18]/13/12[16]; Perception: +12[+14] (Low-light); Init: +2; Fort: +5; Ref: +5 Will: +9; CMD: 17; CMB: +4; Speed: 30')
Male Human (Chelish) Witch 8 - Codename: Brakisi
Skills:
(Acro +2; Bluf +12; Diplo +10; Fly: +8; Heal +11; Kn(Arcana/Hist) +11; Kn(Nature/Planes) +10; Ling: +6; Lore(Silver Ravens) +11; Prof(Herbal) +13; SenseMot +2[+4]; Splcrft +16; Stealth +14; UMD +13)

As a side note, I kept a bit of free coin at generation which I could use either to brew some potions or buy some scrolls to feed my familiar. Basically, whatever folks would find helpful.


Slides/maps

Sounds good. Welcome Sidius and Fhingle.

A few notes for housekeeping.

1) If everyone could ensure their status lines under their character names are updated with stats/saves/init/perception etc. Lubella or Talvek's formats are fine.

2) Generally hoping for daily posts during the week and once on weekend. Notify us if botting needing for travel or long absences. Real life happens, so we will work around it.

3) We will need to work out details on the Rebellion - officers and events etc. I will not try that tonight, but use discussion to see which positions should be filled.

4) For posting in combat, it helps me (the absent minded or rushed GM) if you include the target and weapon/type/buffs or spell/energy in the attack roll to save me from looking up...

+1 cold iron long sword, bless,bard: 1d8 + 1 + 1 + 1 ⇒ (3) + 1 + 1 + 1 = 6

Miss chance is always low on 1d100 (1-20 or 1-50)

5) I roll group initiatives and sometimes group saves/perceptions (less often, but if speeds play). Usually attacks and saves I leave for the players...including any feats or re-rolls/ripostes etc.

6) We had a party loot sheet, but I lost it someplace. I can create a new/fresh one if desired. Otherwise, I am assuming the loot is divided up and carried on your respective character sheets.

7)The original 3 members have silver raven figurines for communications.

8)Maps and slides on Google. Let me know if you cannot make changes etc. When I travel for business, I often cannot change maps much on my phone.

* I am sure I am forgetting stuff...if you think of anything just let me know. I will post some of the book-2 stuff, but post in character to get things moving and update each other on personal backstories etc.


AKA "Kyda" Halfling Dawnflower Dervish 8 | HP24/75 AC:21 T:23 F:18 | Saves F:9 R:17 W:9 (13 vs charm or compulsion) | Init: 6 | Per: 13 | CMB:4 CMD:18 | Speed 30ft | Active: Message, Good Hope, Haste, Heroism, Sickened, Mirror Images: 4

Please look through the Rebellion rules in the Hell's Rebels Player's Guide, if you haven't already done so. Re-posting this from start of lvl 2:

Here is a summary of the six Officer Roles:

Demagogue: Add highest of Charisma/Constitution modifier to all Loyalty Checks.

Partisan: Add highest of Strength/Wisdom modifier to all Security Checks.

Recruiter: Add character level to number of supporters recruited. Can have multiple recruiters.

Sentinel: Add +1 to all Secondary Organization checks (Security and Secrecy checks in our case). Add modifier to one event in Event Phase: highest of Con/Cha for Loyalty checks, highest of Str/Wis to Security Checks, highest of Dex/Int for Secrecy checks.

Spymaster: Add highest of Dexterity/Intelligence modifier to all Secrecy checks.

Strategist: Grants one extra rebellion action: +2 on all checks for that action.


AKA "Kyda" Halfling Dawnflower Dervish 8 | HP24/75 AC:21 T:23 F:18 | Saves F:9 R:17 W:9 (13 vs charm or compulsion) | Init: 6 | Per: 13 | CMB:4 CMD:18 | Speed 30ft | Active: Message, Good Hope, Haste, Heroism, Sickened, Mirror Images: 4

Currently, Lubella is the Demogague, Laria is the Sentinal, Talvek is the Spymaster, and Arcos is the Strategist. Previously, Aldren was a Recruiter.

It might make sense for for Lubella to hand off the Demagogue position to Fhingle, and take over the Sentinal position from Laria.

We have 3 Rebellion Teams right now:
Peddlers
Sneaks
Freedom Fighters


Vitals:
(HP: 58/58; AC: 14[18]/13/12[16]; Perception: +12[+14] (Low-light); Init: +2; Fort: +5; Ref: +5 Will: +9; CMD: 17; CMB: +4; Speed: 30')
Male Human (Chelish) Witch 8 - Codename: Brakisi
Skills:
(Acro +2; Bluf +12; Diplo +10; Fly: +8; Heal +11; Kn(Arcana/Hist) +11; Kn(Nature/Planes) +10; Ling: +6; Lore(Silver Ravens) +11; Prof(Herbal) +13; SenseMot +2[+4]; Splcrft +16; Stealth +14; UMD +13)

Based on his abilities, Sidius would be best as the Spymaster (20 Int) -- however, with that role already filled, Strategist would fit his personality (and seems the logical place for an intellectual analytic sort, even if his int gives no bonus mechanically)


Slides/maps

Seems reasonable.


Vitals:
(HP: 58/58; AC: 14[18]/13/12[16]; Perception: +12[+14] (Low-light); Init: +2; Fort: +5; Ref: +5 Will: +9; CMD: 17; CMB: +4; Speed: 30')
Male Human (Chelish) Witch 8 - Codename: Brakisi
Skills:
(Acro +2; Bluf +12; Diplo +10; Fly: +8; Heal +11; Kn(Arcana/Hist) +11; Kn(Nature/Planes) +10; Ling: +6; Lore(Silver Ravens) +11; Prof(Herbal) +13; SenseMot +2[+4]; Splcrft +16; Stealth +14; UMD +13)

Sidius will cast Mage Armour just before we start going in. Also, would you prefer Sidius roll his Profession (Herbalism) in the game thread or here in the discussion (to craft the scent mask). It's DC20, which would he could clear by taking 10.


Tiefling Investigator (empiricist) 6/Swashbuckler (inspired blade) 1 | HP 34/66 | AC 25 Tch. 15, Ff. 21 | Fort +6, Ref +12, Will +3 | Resist cold/electricity/fire: 5 | Init +5 | Perception +14; darkvision 60 ft. | "Jackdaw"

Apologies for not posting recently. A friend and colleague passed away unexpectedly, and on top of dealing with profound grief I've been picking up some of his work and trying to wrap my head around stuff I've never done before.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Good day, noticed I never posted here.

Fhingle has Life link so I can right now apply it to 4 other people, there are 5 of us so that is fine.

Life Link Blurb:

Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

TL/DR

if you took more than 5 dmg in a round at the start of your turn you "heal" 5 dmg and I "take" 5 dmg. I won't be as an effective healer as a Oradin but I want to explore just a straight Oracle healer.

I do have selective Channel so we are good there.

Also I changed it from Celestial to Infernal but when in combat Fhingle only speaks in Infernal till level 5 then I can do 2 languages.


AKA "Kyda" Halfling Dawnflower Dervish 8 | HP24/75 AC:21 T:23 F:18 | Saves F:9 R:17 W:9 (13 vs charm or compulsion) | Init: 6 | Per: 13 | CMB:4 CMD:18 | Speed 30ft | Active: Message, Good Hope, Haste, Heroism, Sickened, Mirror Images: 4

It looks like everyone in the party speaks infernal, so you should be good to go there.

We'll need to sort out code names soon. We have been mostly been using color-based nicknames: Acros is Blue (as in the Blue Warlock), Talvek is Red, and Aldren was Yellow (for Calistria). Lubella has been Shorty — that was easy to remember because up till now, she's been the only small member of the party, but that doesn't work so well now.


Vitals:
(HP: 58/58; AC: 14[18]/13/12[16]; Perception: +12[+14] (Low-light); Init: +2; Fort: +5; Ref: +5 Will: +9; CMD: 17; CMB: +4; Speed: 30')
Male Human (Chelish) Witch 8 - Codename: Brakisi
Skills:
(Acro +2; Bluf +12; Diplo +10; Fly: +8; Heal +11; Kn(Arcana/Hist) +11; Kn(Nature/Planes) +10; Ling: +6; Lore(Silver Ravens) +11; Prof(Herbal) +13; SenseMot +2[+4]; Splcrft +16; Stealth +14; UMD +13)

Played in a group with a battle oracle with tongues curse -- the party wasn't built together, so there wasn't a shared language, and so she didn't understand the bard's performance... and because our frontliners didn't have extra skill points for linguistics, that lasted until the tongues effect kicked in. The player was... unimpressed.

In terms of code names, I'll go with Goldenrod -- works with the eye colour, and what's more, it's a healing herb -- good for inflammation.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Have you found out all the codes names from the Previous rebellion yet? I have played just a bit past where you are, I have done this Fantasm place


Vigilante 5/Rogue (Unchained) 1/ArcTrick 2 | HP 60 | AC 26 T 18 FF 17| F +5 R +10 W +5 | Init +5 | Perc +11 |

Hey y'all, I'll be camping for the next few days, so I won't be able to post.


AKA "Kyda" Halfling Dawnflower Dervish 8 | HP24/75 AC:21 T:23 F:18 | Saves F:9 R:17 W:9 (13 vs charm or compulsion) | Init: 6 | Per: 13 | CMB:4 CMD:18 | Speed 30ft | Active: Message, Good Hope, Haste, Heroism, Sickened, Mirror Images: 4

@Fhingle: I wasn't aware that there were specific code names from the original Silver Ravens. We just made ours up.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Yes there was, Jackdaw is one of them too


AKA "Kyda" Halfling Dawnflower Dervish 8 | HP24/75 AC:21 T:23 F:18 | Saves F:9 R:17 W:9 (13 vs charm or compulsion) | Init: 6 | Per: 13 | CMB:4 CMD:18 | Speed 30ft | Active: Message, Good Hope, Haste, Heroism, Sickened, Mirror Images: 4

@GM Aarvid: We didn't specifically examine the window in the office area of the Fantasmagorium, when we were in there. Is it boarded up? Do we know how high off the ground it is? How much would we know about how easy it's likely to be to get it open from the outside?

We might need to buy a crowbar, or other tools.


Slides/maps

The windows are ground level but boarded.

Regarding the 'code names', Rexus had deciphered the names, but was distracted in his grief at the news of his parents and forgot to mention them to you as one of the latest items researched in the few remaining tomes upstairs at the Longroads.

He may recall them at the funeral tomorrow...assuming you all make it back. :)


AKA "Kyda" Halfling Dawnflower Dervish 8 | HP24/75 AC:21 T:23 F:18 | Saves F:9 R:17 W:9 (13 vs charm or compulsion) | Init: 6 | Per: 13 | CMB:4 CMD:18 | Speed 30ft | Active: Message, Good Hope, Haste, Heroism, Sickened, Mirror Images: 4

Does Talvek have something to pry the boards loose? If not, we'll buy something appropriate (likely a crowbar) before he goes to the back alley of the Fantasmagorium.


Tiefling Investigator (empiricist) 6/Swashbuckler (inspired blade) 1 | HP 34/66 | AC 25 Tch. 15, Ff. 21 | Fort +6, Ref +12, Will +3 | Resist cold/electricity/fire: 5 | Init +5 | Perception +14; darkvision 60 ft. | "Jackdaw"

Unfortunately, no, other than thieves' tools, which I'm not sure if they could be used to shimmy the nails out?


Vitals:
(HP: 58/58; AC: 14[18]/13/12[16]; Perception: +12[+14] (Low-light); Init: +2; Fort: +5; Ref: +5 Will: +9; CMD: 17; CMB: +4; Speed: 30')
Male Human (Chelish) Witch 8 - Codename: Brakisi
Skills:
(Acro +2; Bluf +12; Diplo +10; Fly: +8; Heal +11; Kn(Arcana/Hist) +11; Kn(Nature/Planes) +10; Ling: +6; Lore(Silver Ravens) +11; Prof(Herbal) +13; SenseMot +2[+4]; Splcrft +16; Stealth +14; UMD +13)

Could always use a dagger to pry under the boards. Not as useful as a prybar, but...

That or burn our way through it.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Sorry about the code names I didn't want to give out to much I know, as to the Window I think maybe buying a crow bar now would be useful but if the Dottori are looking a lot for you guys might not be best.


Vigilante 5/Rogue (Unchained) 1/ArcTrick 2 | HP 60 | AC 26 T 18 FF 17| F +5 R +10 W +5 | Init +5 | Perc +11 |

I am back. Where should Arcos be?


AKA "Kyda" Halfling Dawnflower Dervish 8 | HP24/75 AC:21 T:23 F:18 | Saves F:9 R:17 W:9 (13 vs charm or compulsion) | Init: 6 | Per: 13 | CMB:4 CMD:18 | Speed 30ft | Active: Message, Good Hope, Haste, Heroism, Sickened, Mirror Images: 4

@Arcos: Probably supporting Talvek (i.e. following him through the window). You two, plus Lubella, are the ones who know which of the bodies are Rexus' parents (assuming that the ones that we took the signet rings from are the right ones).

Lubella is watching the dottari, although she'll probably move to the back of the building, now that Talvek is inside.

Our goal is simple: get the two bodies, get them out, and get away. We want to avoid combat if at all possible.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

So this is a Grab and go, we plan to come back agian? Have you explored this entire place? Just so I know what is going on


AKA "Kyda" Halfling Dawnflower Dervish 8 | HP24/75 AC:21 T:23 F:18 | Saves F:9 R:17 W:9 (13 vs charm or compulsion) | Init: 6 | Per: 13 | CMB:4 CMD:18 | Speed 30ft | Active: Message, Good Hope, Haste, Heroism, Sickened, Mirror Images: 4

I don't think there's a compelling reason for us to come back again later. As far as I know, we've explored the whole place (Fantasmagorium, Irorian library and Many-Steps Monastery).

We let Azvernathi Raul (the cleric of Asmodeus in the Fantasmagorium) go, with his equipment, in exchange for information about the Many-Steps Monastery. So we knew in advance that we were going to be fighting Nox. Raul fled the city, and would likely suffer badly if the Asmodeans find out that he betrayed his comrades.

We killed around 14 redactors in the Fantasmagorium and the monastery combined (some in the monastery may have stabilized and survived; Raul's negative energy channeling killed any of the ones in the Fantasmagorium that weren't already dead). Lubella knocked out the half-orge 'lout' in the monastery with a non-lethal critical hit (she felt he hadn't had a proper chance to surrender, given that he had been affected by Aldren's Murderous Command spell). Nox vanished (probably teleported away), but we killed her pet hellhound and a lemure. We also banished the scrivenite via damage.

We retrieved a substantial collection of Soul Tomes. Talvek believes they record the memories some of the members of the Sacred Order of Archivists (Lubella failed her Knowledge Planes check). We gave Rexus the volumes concerning his parents.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Ok so I am messing up places in my head, Fhingle will once we get to the places that he has done will take a bit of a background seat so as to not ruin the story.


AKA "Kyda" Halfling Dawnflower Dervish 8 | HP24/75 AC:21 T:23 F:18 | Saves F:9 R:17 W:9 (13 vs charm or compulsion) | Init: 6 | Per: 13 | CMB:4 CMD:18 | Speed 30ft | Active: Message, Good Hope, Haste, Heroism, Sickened, Mirror Images: 4

I got mixed up about Rexus and Aldren's proposed spot for the cremation ceremony. For some reason I thought we had to go south through the Rust Gate, but reviewing the Gameplay posts, I see that it's north along the Night Road. I was referring to the wrong direction in Gameplay; sorry for the confusion.

So hiring a boat might indeed make sense. That would avoid having to cross the bridge, and go up through Villegre. The easiest place to hire a boat is in Old Kintargo; we have hired Captain Dog Leg McGee before. We could either hire a wagon to take the bodies to Old Kintargo, or have the boat pick them up on the Yolubolis River near the museum.

The alternative is disguising the bodies in a wagon, perhaps covering them with fish, or something else smelly. Then we'd have to cross the Bleakbridge and go up through the Nightways Gate.


AKA "Kyda" Halfling Dawnflower Dervish 8 | HP24/75 AC:21 T:23 F:18 | Saves F:9 R:17 W:9 (13 vs charm or compulsion) | Init: 6 | Per: 13 | CMB:4 CMD:18 | Speed 30ft | Active: Message, Good Hope, Haste, Heroism, Sickened, Mirror Images: 4

Kintargo map for reference.
We have two choices that I can see:

Option one: Take the bodies by wagon to the Old Harbor (O1), and then hire a boat. We would pass through the Salt Gate (O4), which is left open at all times. I don't think there's much risk of an inspection. I'm presuming that the boat could let us off close to the cremation site.

Option two: Cover the bodies in the wagon with something to hide them (fish?), and cross the Bleakbridge (Y6). Continue through Villegre and out the Nightways Gate (V6). This may be the faster option, although I don't if we would have to go out of our way, if we wanted to buy the fish.

My feeling is that option one is probably safer. I suppose there's the risk that there might not be a boat available.

Thoughts?


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

A wagon of Hay or something like that? Right now I feel like the boat isn't an option, we need to hire a few that ply the river/lake so we can signal them easier.


Vitals:
(HP: 58/58; AC: 14[18]/13/12[16]; Perception: +12[+14] (Low-light); Init: +2; Fort: +5; Ref: +5 Will: +9; CMD: 17; CMB: +4; Speed: 30')
Male Human (Chelish) Witch 8 - Codename: Brakisi
Skills:
(Acro +2; Bluf +12; Diplo +10; Fly: +8; Heal +11; Kn(Arcana/Hist) +11; Kn(Nature/Planes) +10; Ling: +6; Lore(Silver Ravens) +11; Prof(Herbal) +13; SenseMot +2[+4]; Splcrft +16; Stealth +14; UMD +13)

If we're already next to the river, we could go in the water here and across -- and have the wagon meet us on the shore. Or, at least, we might be able to do that -- depends on how far across the river is here..

Sidius can have a swim speed and breathe water for 4 minutes - which might be enough to tug the bodies across..


AKA "Kyda" Halfling Dawnflower Dervish 8 | HP24/75 AC:21 T:23 F:18 | Saves F:9 R:17 W:9 (13 vs charm or compulsion) | Init: 6 | Per: 13 | CMB:4 CMD:18 | Speed 30ft | Active: Message, Good Hope, Haste, Heroism, Sickened, Mirror Images: 4

We're near R1 on this map. It looks like it's about 600 ft to the river near the bridge, and about 500-600 ft across the river (distances are shorter to the river and across due east, but there's no good way to get the wagon to the other side there). You wouldn't want to be swimming too close to the bridge, lest it draw the dottari's attention.

I'm not aware of any dangerous water creatures in the river, but you never know.


Vitals:
(HP: 58/58; AC: 14[18]/13/12[16]; Perception: +12[+14] (Low-light); Init: +2; Fort: +5; Ref: +5 Will: +9; CMD: 17; CMB: +4; Speed: 30')
Male Human (Chelish) Witch 8 - Codename: Brakisi
Skills:
(Acro +2; Bluf +12; Diplo +10; Fly: +8; Heal +11; Kn(Arcana/Hist) +11; Kn(Nature/Planes) +10; Ling: +6; Lore(Silver Ravens) +11; Prof(Herbal) +13; SenseMot +2[+4]; Splcrft +16; Stealth +14; UMD +13)

Scent Cloak is in UE - Alchemical Tools.

This collection of coarsely ground spices, seeds, musk, and alchemical reagents are meant to be rubbed into your skin and clothes in order to override your scent, increasing the DC of tracking you by scent by +10 for 24 hours. Because you still have a smell, creatures with scent can still detect and pinpoint you if you are cloaked; they just can't identify your smell as something unique. Washing for 1 full round removes the scent cloak.


AKA "Kyda" Halfling Dawnflower Dervish 8 | HP24/75 AC:21 T:23 F:18 | Saves F:9 R:17 W:9 (13 vs charm or compulsion) | Init: 6 | Per: 13 | CMB:4 CMD:18 | Speed 30ft | Active: Message, Good Hope, Haste, Heroism, Sickened, Mirror Images: 4

I'm dealing with a fair amount of memorial and estate matters, after my mother's death last Wednesday. I may be a bit slow moving things along in-game.


Tiefling Investigator (empiricist) 6/Swashbuckler (inspired blade) 1 | HP 34/66 | AC 25 Tch. 15, Ff. 21 | Fort +6, Ref +12, Will +3 | Resist cold/electricity/fire: 5 | Init +5 | Perception +14; darkvision 60 ft. | "Jackdaw"

My condolences. Take your time.


Slides/maps

Definitely. You and your family are in our thoughts and prayers.

I am very sorry to hear about your mother and totally understand. Take as much time as you need.


Vitals:
(HP: 58/58; AC: 14[18]/13/12[16]; Perception: +12[+14] (Low-light); Init: +2; Fort: +5; Ref: +5 Will: +9; CMD: 17; CMB: +4; Speed: 30')
Male Human (Chelish) Witch 8 - Codename: Brakisi
Skills:
(Acro +2; Bluf +12; Diplo +10; Fly: +8; Heal +11; Kn(Arcana/Hist) +11; Kn(Nature/Planes) +10; Ling: +6; Lore(Silver Ravens) +11; Prof(Herbal) +13; SenseMot +2[+4]; Splcrft +16; Stealth +14; UMD +13)

Condolences, Lubella.


AKA "Kyda" Halfling Dawnflower Dervish 8 | HP24/75 AC:21 T:23 F:18 | Saves F:9 R:17 W:9 (13 vs charm or compulsion) | Init: 6 | Per: 13 | CMB:4 CMD:18 | Speed 30ft | Active: Message, Good Hope, Haste, Heroism, Sickened, Mirror Images: 4

My father passed away in April, and I'm the executor for both wills, so I've got a lot on my plate. I have to get their house ready for sale, and deal with probate.


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Busy time, Condolences for sure.


Slides/maps

Oh both so close in time. I am so sorry to hear. Working the estate is very time consuming so let us know if you could use a break for a couple weeks until you are more caught up. Just let say what we can do to accommodate your schedule.


AKA "Kyda" Halfling Dawnflower Dervish 8 | HP24/75 AC:21 T:23 F:18 | Saves F:9 R:17 W:9 (13 vs charm or compulsion) | Init: 6 | Per: 13 | CMB:4 CMD:18 | Speed 30ft | Active: Message, Good Hope, Haste, Heroism, Sickened, Mirror Images: 4

They were married 65 years. I understand that it's not uncommon for long-married couples to both pass away within a short period of time.

I'm OK to keep going at our regular pace. It's possible that I might be slightly slower than usual to post, on occasion.


AKA "Kyda" Halfling Dawnflower Dervish 8 | HP24/75 AC:21 T:23 F:18 | Saves F:9 R:17 W:9 (13 vs charm or compulsion) | Init: 6 | Per: 13 | CMB:4 CMD:18 | Speed 30ft | Active: Message, Good Hope, Haste, Heroism, Sickened, Mirror Images: 4

Here's a description of the Newt Market, for reference. It's almost right in front of the Nightways Gate.


AKA "Kyda" Halfling Dawnflower Dervish 8 | HP24/75 AC:21 T:23 F:18 | Saves F:9 R:17 W:9 (13 vs charm or compulsion) | Init: 6 | Per: 13 | CMB:4 CMD:18 | Speed 30ft | Active: Message, Good Hope, Haste, Heroism, Sickened, Mirror Images: 4
GM Aarvid wrote:
At this point you are about an hour from the city by foot or wagon. I may have not conveyed this clearly but the cremation was originally planned for tomorrow so I was not sure if the plan was to stay here overnight or see if Aldren and Rexus and any others will travel or meet in the morning. The response to the message will depend on the decision .

I honestly thought that the cremation was today. I guess the stress of my mother's health situation affected my reading comprehension. I would have probably suggested waiting another day before going to the museum, if I had realized.

I guess Lubella would have bought another day's rations at the Newt Market (if food can be bought there); she doesn't have enough for an extra day. I suppose we could just hang out and wait a day at the meeting spot.


Slides/maps

It is not a big deal to change the timing as this is all just part of cleaning up loose ends from book 1. If the expectation was the cremation was today then we will make that the case. It will just be a late evening service- which may align better with Calistria than Sarenrae . If that works for everyone, I will write it up tomorrow.


Tiefling Investigator (empiricist) 6/Swashbuckler (inspired blade) 1 | HP 34/66 | AC 25 Tch. 15, Ff. 21 | Fort +6, Ref +12, Will +3 | Resist cold/electricity/fire: 5 | Init +5 | Perception +14; darkvision 60 ft. | "Jackdaw"

I also thought the cremation was today.


Vitals:
(HP: 58/58; AC: 14[18]/13/12[16]; Perception: +12[+14] (Low-light); Init: +2; Fort: +5; Ref: +5 Will: +9; CMD: 17; CMB: +4; Speed: 30')
Male Human (Chelish) Witch 8 - Codename: Brakisi
Skills:
(Acro +2; Bluf +12; Diplo +10; Fly: +8; Heal +11; Kn(Arcana/Hist) +11; Kn(Nature/Planes) +10; Ling: +6; Lore(Silver Ravens) +11; Prof(Herbal) +13; SenseMot +2[+4]; Splcrft +16; Stealth +14; UMD +13)

I think we all did. ;)


HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

I just followed all you blindly since you told me so.... haha... it is all good


Slides/maps

No worries . Story adjusted accordingly.


AKA "Kyda" Halfling Dawnflower Dervish 8 | HP24/75 AC:21 T:23 F:18 | Saves F:9 R:17 W:9 (13 vs charm or compulsion) | Init: 6 | Per: 13 | CMB:4 CMD:18 | Speed 30ft | Active: Message, Good Hope, Haste, Heroism, Sickened, Mirror Images: 4

@GM Aarvid: Did Talvek learn anything about Setrona Sabinus from his knowledge local check?


Slides/maps

Ah sorry. There was not anything specific with a check (yet) but being from the area he would know a few things.


Vigilante 5/Rogue (Unchained) 1/ArcTrick 2 | HP 60 | AC 26 T 18 FF 17| F +5 R +10 W +5 | Init +5 | Perc +11 |

Wanted to update you all on a bit of a life situation. I've gotten an internship in the Sierras from July 23rd to August 23rd, and I'll be unable to post for that duration. I wanted to let you all know so I don't just up and vanish.

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