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]


2,051 to 2,100 of 2,733 << first < prev | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | next > last >>

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

Lubella wants to learn more about the Xorn. All she knows right now is that Sidius said something about it understanding Terran. That implies that it's intelligent, so she wants to find out what it's doing here and what it wants, and possibly make a deal with it.

Presumably, after talking with Talvek, she'll come to the conclusion that it came out of the rock somehow. That implies that we might be able to learn something about the layout of the complex from it. There's also the possibility of finding out about the Lucky Bones layout from Lorelu, but we don't know what long-term consequences would come from that (would we just temporarily lose some hit points, that we could recover later, or might some of the HP loss be permanent?

After it's tied up, she'll heal the Xorn so it doesn't accidently bleed to death.


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 you felled it with non-lethal damage, I don't think you need to worry about that. Plus, I think we need to worry about the remaining undead first.


Slides/maps

Indeed.

I am calling combat with the last ghast, which had only a few hp left.

Also, I am driving my family to Florida to visit my mom in her assisted living home for her 80th birthday and short trip to Orlando.

So my posts may be limited for a few days while driving.

That was quite the combat. I will post a bit of wrap up....this ended a chapter but one more remains (I think) to close out this book.


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"

Wooo, we survived!

Speaking of, I'm dealing with a bunch of emotional fallout from the recent revelations on Activision-Blizzard, so my heart is not in PbP right now.

Talvek has 2 extracts of CLW, so doesn't need that much healing.


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 |

Made it back from the mountains in one piece!


Slides/maps

Welcome back Arcos

Talvek - sorry to hear that on both counts :(

The next chapter is much more combat heavy - like this was - so we will need to determine if we have critical mass to continue or whatever- like we parked Aldren etc.


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)

Well, if it's not quite so much undead, Sidius' hexes and spells will be more useful -- but the good hexes are mind-affecting, and most of my blast/zap spells are cold-based. *sigh*

Of course, getting a few scrolls (Ear-Splitting Scream, Aggressive Thundercloud, Lightning Bolt) could help with that.


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's probably worth picking up the Misfortune Hex at some point. It allows a save, but at least it's not mind-affecting.

EDIT: The Healing Hex gives you a Cure Moderate Wounds to use against each new undead creature that you meet. Not a high damage option (allows a save for half), but it means you always have something. The Chill Touch spell, although cold based, can make undead panicked for 1d4 + level rounds.


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)

With the save, Misfortune's not worth it until after 8th level -- losing an action to have 1 round (maybe) isn't really the best action economy -- though it looks a lot better as part of a one-two punch after an evil eye to mess with the saving throws and extended with cackle. ;)


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

After we've finished checking out the well cover, and talking to the Xorn, we'll want to rest. We need to heal and regain spells before attempting anything further.


Slides/maps

Crud keep losing posts

Yes good place to rest. Will need to confirm party composition for next part.

Sorry for delay - lots of travel and family matters planning for moms big birthday and then some family tested positive. Big mess rescheduling.


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)

Ok, folks. I'm going to be heading out of town for the next two weeks to a place where I have no wifi and the towers are spotty -- all that to say, my access to the interwebs will be sketchy at best from tomorrow (Saturday the 31) until the Monday the 16th.

I imagine I'll pop in a bit at night when possible, but, don't count on me over the period. Feel free to bot as necessary -- given all the undead, I imagine Sidius will probably keep with the summoning.


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 hope I haven't derailed the game by trying to save the Xorn. It could be that it's simply not possible. At this point my only idea is for Sidius to try to roll really well on Dispel Magic (if that will even work).


Slides/maps

Sorry for the delays. We drove home from Florida and the two-day drive left little time for posting. Back home and should be able to get the final chapter started in earnest.

I am going to post the rebellion updates since it has been another week in-game with the two days work/rests down here.

Do we still have four to continue? Can everyone check in here if you are ready to descend?


Slides/maps

===========================================
Rebellion Stuff - Week 10

GM Weekly stuff:

==Upkeep Phase
Attrition: 1d20 ⇒ 17
Notoriety: 1d4 ⇒ 1
Treasury: 0 = 0
Rank: 0 = 0
Deposits: 0 = 0
==Activity Phase
*Earn Gold: 1d20 ⇒ 12 Security * Team = GP
*Recruit Team: 1d20 ⇒ 11
*Recruit Members: 2d6 + 1d6 ⇒ (1, 6) + (6) = 13
==Event Phase
Event Change: 1d100 ⇒ 42
Event Type: 1d100 ⇒ 60

=======================
== Team-A === Peddlers
Flaetcher Kaneson (male half elf)
Morgar Manthai (male human) - charmed by imp
Zenger the Quick (male human)
Bolidino (male human) - killed in collapse
Umma LeGuin (female half elf)
Lankora Idall (female gnome)

== Team B === (sneaks/thieves)
Tuck
(Halflings)

== Team C ===
(Mercenaries)
F.Crow

== Team D === (Infiltrators)
Octavio, Order of Torrent
(4 Hellknights)


Slides/maps

The rebellion has achieved rank 7 - congratulations

Each active Silver Raven Leader can add +1 to a skill
(*class maximum limits apply)

training:

At rank 2, then again at ranks 7, 12, and 17,
each PC gains a bonus skill rank that can be immediately
applied to any skill. This represents training the PC has
gained through association with the increasing number of
skilled workers and rebels who have joined the cause. This
bonus skill rank can be applied to any skill, as if it were a
bonus rank gained by earning a level in a favored class. It
stacks with all other sources of skill ranks, but a character’s
maximum rank in any skill remains unchanged; the PC
can never have more ranks in any one skill than he or she
has Hit Dice. Subsequent training bonuses can be applied
to the same skill or a different skill, as the PC wishes.

gm:

inv: 1d100 + 36 ⇒ (48) + 36 = 84


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

Lubella is ready to descend into the murky depths.


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 thought we were going to rest first?


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

Yes, we'll rest first before actually descending.


Slides/maps

Right - figured at least 24 hour rest if not more to read documents hauled out.


Slides/maps

Ok, will work on the research part before descending since we have two active and two traveling players.


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'm on holiday this week from Wednesday until Sunday, so no posting from me.


Slides/maps

Ok I am holding up for a few days to let folks catch up


Slides/maps

I will start us back on Sunday. :)


Slides/maps

Ok, here we are. Can I get a roll call on who is available to start the final chapter?


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

Checking in; ready to continue.


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'm 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 Sidius know Air Bubble? If not, we should buy him a scroll so he can learn the spell.


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)

He does. And can prepare a few of them tomorrow -- though they won't last any longer than his alter self


Slides/maps

Talvek and Arcos, are you back?


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'm back!


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 |

Here!


Slides/maps

Super! Ok, starting the last act with 4 ready-for-prime-time players!


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 wouldn't mind digging up a scroll of lightning bolt. Useful underwater, and useful against undead -- unlike my other spells. That said, per my sheet, I've only about 250gp -- was there a treasure split (or do we have something we might sell) to help out there?


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

Underwater Combat Rules. Note that piercing weapons are particularly effective.

With her Ring of Swimming, Lubella has a +4 Swim check; she should have a pretty good chance at succeeding on her checks.
Talvek's Cloak of the Manta Ray should make him our most effective underwater combatant.

@GM Aarvid: The one thing we don't have on our treasure sheet is the gems discovered in the checkerboard room.

Does anyone want to use the +1 Mithral short sword? And who should get the Vest of Escape? I can see both Lubella and Talvek especially wanting it. The +4 competence bonus on Disable Device checks, while it doen's stack with the +2 from masterwork Thieves Tools, still would give him an extra +2. Lubella is particularly interested in the +6 to Escape Artist checks, since she can't cast Liberating Command on herself (the immediate action casting time conflicts with the immediate action for the Escape Artist Check).


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"

Lubella should take the Vest of Escape.
Cloak of the manta Ray only works in salt water per the item description, and I don't think that's what we have here. =/


Slides/maps
Talvek Drassed wrote:

Lubella should take the Vest of Escape.

Cloak of the manta Ray only works in salt water per the item description, and I don't think that's what we have here. =/

The water you encounter in the area of the underground well smells of murky river water, and is not salty water enough for the cloak, at least not here.

The gems from the seven yellow tiled caches from the xorn room were each about the same in value.

gems, jewels etc:

There are seven yellow tiles in all, and each of their compartments contains 300 gp in assorted valuables (coins, jewelry, gems, and
small art objects) worth a total of 2,100 gp.
In addition, the two bodies in the middle of the room
are clad in similar clothes to the bodies in area C12,
including signet rings, bracelets, earrings, and necklaces
worth a total of 1,200 gp.


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)

Ok, so with an Alter Self for me, that's 3 Air Bubbles for the rest of you? Well, two and the Pearl for #3?

I assume we'd all go in the water in case of danger. And, also, - can I add Lightning Bolt to my spells before we do (the gems would more than pay for the scroll), as it works underwater?


Slides/maps

No problem adding personal spell for lightning bolt prior.

Reading scrolls and drinking potions underwater could be problematic


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)

Yes, the scroll would be to feed the familiar, learn the spell, and prepare instead of a Dispel or Summon III.

Using the Pearl, I can create Air Bubbles for 3, and turn myself into a Boggard (gaining a swim speed, the ability to breathe water and 60' darkvision)


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 |

Sorry for missing that, wasn’t sure what the water breathing situation was, now I see what Sidius had planned. Moving in sounds good to me.


Slides/maps

Had a bunch of back to school meetings this week and golf tournament today - so will get post caught up tomorrow.


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 presuming that bleed damage doesn't stack, so multiple bleed 1 effects don't make things worse. In any case, this encounter seems incredibly deadly, if these creatures continue to get 4 attacks per round, hitting about half the time. :(

We're going to need to focus fire and kill one of them quickly.


Slides/maps

The bleed will not stack, but these are very deadly. I was surprised with their pounce.

And they get worse....your party combat composition could drag this out longer than usual. But perhaps not.


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"

Yikes, I think we need to reconsider our approach here.


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

Waiting for Arcos to post before posting Lubella's round 2 actions. Don't forget to let others know the results of your knowledge checks (Lubella failed miserably).


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

If these creatures have DR, I'm pretty sure we can't fight them. Most weapons do half damage underwater, and Acros seemingly can't hurt them with electricity. Given their number of attacks, they'll destroy summoned water elementals almost immediately.


Slides/maps

They are definitely going to be tough. Maybe tougher than the xorn fight. They seemed like they were guarding this room and not like random fish creatures looking for food.


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 have almost no chance against these creatures: electrical resistance, half damage for most weapons for fighting underwater, DR bludgeoning AND fast healing! And they also have some sort of poison as well. Lubella can't realistically damage them. Best to retreat before PCs start dying.

I can only presume that we're not meant to be able to go this way.


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)

Even if we had a blaster, fire spells don't work underwater, and they're resistant to lightning. It's... not good. Problem is, if they pursue, only Sidius has a reasonable chance of escape.

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