GM Xavier Kahlvet's Hell's Rebels 2e

Game Master KingTreyIII

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Chance: 1 | Edrakk: 1 | Jisara: 1 | Vitalis: 1


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Male Tengu Alchemist (Toxicologist) 13 | HP 123/123 | AC 34, Resistance (Poison) 6 | F : +21 (Chemical Hardiness) R: +22 W: +21 | Perc: +19, Stealth: +24 | Speed: 25 ft (30 w/ harness), Swim: 15 ft | Hero Points: 2/3 | Infused Reagents: 0/11 | Club 2/2 Wort 1/1 Pummel 2/2 Purple 2/2 Galvanic 2/2 Cocktail 2/2 | Versatile Vials 7/7, Cloak 2/2, Fan 2/2 | Active Conditions: None
GM Xavier Kahlvet wrote:
Edrakk Chrysanthemum wrote:
Correct me if I'm wrong, but I'm pretty sure poison doesn't go away that quickly after you apply it to something, so I should still have it.

"...it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected."

So because someone had to make a save against the poison, the poison is expended, regardless of what the result of said save was.

Have a home game today; will update later.

I think you had botted Edrakk as applying Leadenleg to his blade earlier.

GM Xavier Kahlvet wrote:
Botting Edrakk: Edrakk pulls out a dose of leadenleg and applies it to his gale blade.


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

Yup, and the big brawl ended before Edrakk was able to attack anyone with the poisoned blade.


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻
Edrakk Chrysanthemum wrote:
GM Xavier Kahlvet wrote:
Edrakk Chrysanthemum wrote:
Correct me if I'm wrong, but I'm pretty sure poison doesn't go away that quickly after you apply it to something, so I should still have it.

"...it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected."

So because someone had to make a save against the poison, the poison is expended, regardless of what the result of said save was.

Have a home game today; will update later.

I think you had botted Edrakk as applying Leadenleg to his blade earlier.

GM Xavier Kahlvet wrote:
Botting Edrakk: Edrakk pulls out a dose of leadenleg and applies it to his gale blade.

COMPLETELY forgot about that! Will rectify that now.


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

Thatch has the Independent ability, so he can take a single action each round even if I don't command him.


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

Hero Points reset in a week


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

Just realized that I never moved my token after I posted last night, so I have updated Chance's position on the map.


LG Human Champion 13 |190/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

We could pick up a scroll of Knock and then Edrakk can try to pick the lock. We could also try a Rusting Grasp spell on the lock if we have trouble picking it.

Vitalis probably doesn't have enough arcane knowledge to suggest any spells so I'm just putting this in discussion.


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻
Jisara wrote:
Is there any indication of how powerful the lock spell is, other than it being at least 2nd-level?

Just a 2nd-level lock; y'all would have known that. My bad.


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

In that case, I could spend some time teaching the spell to Thatch, and come back and cast it at 3rd-level. Barring a critical failure, it should counteract the lock spell entirely.


LG Human Champion 13 |190/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

There's not much else for Vitalis to say at the moment. I'd just resupply with the spells we need and return to the door.


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

Sorry, Chance! I didn't touch anyone else's share of the money; I wouldn't do something like that unilaterally.


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

Hero Points have reset

This does bring up an important question: do y'all actually accept the money from the twins' father?


LG Human Champion 13 |190/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

No. I thought Jisara returned all the gold. But if only returned some of it, I'd ask her to return mine as well.


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)
Jisara wrote:
Sorry, Chance! I didn't touch anyone else's share of the money; I wouldn't do something like that unilaterally.

I clearly haven’t gotten enough sleep since we got home Monday night. I took your post to mean that Jisara accepted the poor man’s reward on behalf of the group, then sent Thatch out with her share to do some shopping. ACTUAL shopping. Because I am not very bright.

So no, as the player, I don’t think we should take the father’s reward. I’ll get a post up shortly in which Chance will also have the sudden realization that Jisara is quietly returning her share of the money, and will figure out his own way to do the same (and will offer to return Vitalis’s and Edrakk’s shares if they want him to).

Also, FWIW, Edrakk's player had a Very Important Deadline last night, but - despite some technical difficulties that threatened to hold things up - got done what he needed to get done. I expect he'll need a day or two to recover but should be back to the game soon.


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Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

This is both heartwarming and funny to me because it's exactly what Jisara was hoping to avoid. :P


LG Human Champion 13 |190/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

Yes, Vitalis wants to return the reward, whether Jisara or Chance does it, it doesn't matter.

While we are purchasing the Knock spell, we might as well offload the trade goods we acquired so far.

What are people's thoughts on the Iron Cube? It has a useful effect, but it's a one-time use talisman and 50 gp is still alot at our current wealth level. (or I guess 25 gp selling). I'd probably sell it.


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

Okay, so assuming that Octavio is willing to pay for me to teach knock to Thatch, that'll take 2 hours, 6gp in materials, and a DC 18 Arcana check (in addition to whatever we need to do to find someone who can teach it).

Arcana: 1d20 + 13 ⇒ (10) + 13 = 23

If everyone's good with that, we come back the next day with a 3rd-level knock and open that bad boy up.


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

Are Chance and Jisara really up? Shouldn’t it be Vitalis and Edrakk first?


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

I think our stat lines are mixed up as well.


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻
“Chance” Ravennablitz wrote:
Are Chance and Jisara really up? Shouldn’t it be Vitalis and Edrakk first?

That, my friend, is called "human error." Yes, Vitalis and Edrakk are also up; I simply forgot to bold their names.


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

No worries!


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Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

Vitalis, the MAP maxes out on your 3rd attack, so your 4th attack doesn't take an additional penalty. Doesn't make a difference here, but for future reference.

Also, I think the Ghostbusters theme deserves a hero point. :P


LG Human Champion 13 |190/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

Oh I didn't know that.


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

Same thing with the bonus damage from the forceful trait; it caps out on your third attack. Most things like MAP and forceful max out on a creature's third attack.


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻
Chance wrote:
◆: Strike (I'm not sure whether flanking provides a bonus to a ranged attack at melee range, but it looks as though it does - please take out the +2 bonus if that's wrong)

Yes, flanking is also applied to ranged attacks. Also, in 2e flanking is a penalty to the target's AC, not a bonus to the attack roll.


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)
GM Xavier Kahlvet wrote:
Chance wrote:
◆: Strike (I'm not sure whether flanking provides a bonus to a ranged attack at melee range, but it looks as though it does - please take out the +2 bonus if that's wrong)
Yes, flanking is also applied to ranged attacks. Also, in 2e flanking is a penalty to the target's AC, not a bonus to the attack roll.

Of course it is - sorry.


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

Meant to say this but forgot: You don’t have to Tumble Through the ghosts’ spaces; they have literally nothing that they can do to stop you, so you can just walk through them (though you still can’t end your movement in their space; that creates quite a bit of weirdness).

Also, Vitalis, haste is long gone.


LG Human Champion 13 |190/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

My mistake. We went straight to another combat post from my last post I forgot time actually passed. You can ignore the acrobatics roll or make the 1 my first attack roll. Whatever you want to do.


LG Human Champion 13 |190/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |
Chance wrote:
"We can fight them here, but I think they - and the guildmistress - will come back soon enough. We need to figure out what's keeping them here and how to put them to rest."

Good thing ghosts wear sheets. We can just tuck them in for a rest.

Sorry....


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| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

College student. Finals week. Two exams today. I make no promises that I’ll be posting anytime soon today.


LG Human Champion 13 |190/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

Good luck


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

Good luck!


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

Fingers crossed!


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

Hey folks, apologies again. I've been having a rough couple weeks IRL, but I'm good to go now. Thanks for your patience.


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

Sorry to hear it, Jisara. I have as well (not bad, just busy), hopefully calming down before Christmas.


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻
Edrakk Chrysanthemum wrote:
Vitalis Tanessen wrote:
"Who would paint a room so garishly? This definitely screams trap. But that's not my expertise. Do you think the different colors mean something?"

"...I kinda like it, it seems very bright and fun..."

"GM Xavier Kahlvet wrote:

Edrakk and Vitalis find their nostrils overwhelmed with the smell of pure decomposition that lingers on these beasts!

Fort vs Stench; DC 16:

But the paladin and alchemist manage to keep down their respective lunches.

Edrakk holds his hand over his beak for a second as he forces down the vomit in his throat. "...this place is introducing me to all sorts of interesting smells, huh?" he mutters to himself.

Not wanting to waste any more time, he grabs a vial of reddish gas and crystal and throws it at one of the creatures in the back. Probably a safe bet. Given the stench, I'm not going to assume they'll feel anything from the poison. As the crystals form on the ground, he takes a step back from the doorway for some fresh air.

◆ Draw crystal shard
◆ [dice=Crystal Shards, moderate]1d20+11, [dice=]2d4+4 + caltrops in red square
◆ Stride

So...this brings up a really weird thing. RAW, the creatures (which are ghasts, FYI) are not immune to bleed damage despite being undead; in face, NO undead has "bleed" listed in its immunities. However, the description of bleed damage says that bleed "...has no effect on nonliving creatures or living creatures that don't need blood to live." This makes it really weird, because all constructs are listed as being immune to bleed, and mortics’ Death Gasp ability (which literally makes them undead) also gives them immunity to bleed. On a different note, plants aren’t listed as being immune to bleed, but while they don’t have blood they do have liquid chlorophyll, which has an identical function to blood in animals.

I have an entire thing in my rules interpretation document about this, but the basic sum-up is “Undead should list bleed as one of their inherent immunities.”

Also, I'm guessing that things are slowing down due to the Christmas season, which is understandable.


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

Merry Christmas to you all! My gift to you…comes in a week. It’s the Hero Points. Hero Points reset in a week.


LG Human Champion 13 |190/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

Merry Christmas.
And yes, I've been busy with the holidays. I'm also going to be away Monday through Wednesday this week. I can probably post, but I might need help moving my character if I need to move him. It doesn't really work on my phone.


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)
GM Xavier Kahlvet wrote:
Edrakk Chrysanthemum wrote:
Vitalis Tanessen wrote:
"Who would paint a room so garishly? This definitely screams trap. But that's not my expertise. Do you think the different colors mean something?"

"...I kinda like it, it seems very bright and fun..."

"GM Xavier Kahlvet wrote:

Edrakk and Vitalis find their nostrils overwhelmed with the smell of pure decomposition that lingers on these beasts!

Fort vs Stench; DC 16:

But the paladin and alchemist manage to keep down their respective lunches.

Edrakk holds his hand over his beak for a second as he forces down the vomit in his throat. "...this place is introducing me to all sorts of interesting smells, huh?" he mutters to himself.

Not wanting to waste any more time, he grabs a vial of reddish gas and crystal and throws it at one of the creatures in the back. Probably a safe bet. Given the stench, I'm not going to assume they'll feel anything from the poison. As the crystals form on the ground, he takes a step back from the doorway for some fresh air.

◆ Draw crystal shard
◆ [dice=Crystal Shards, moderate]1d20+11, [dice=]2d4+4 + caltrops in red square
◆ Stride

So...this brings up a really weird thing. RAW, the creatures (which are ghasts, FYI) are not immune to bleed damage despite being undead; in face, NO undead has "bleed" listed in its immunities. However, the description of bleed damage says that bleed "...has no effect on nonliving creatures or living creatures that don't need blood to live." This makes it really weird, because all constructs are listed as being immune to bleed, and mortics’ Death Gasp ability (which literally makes them undead) also gives them immunity to bleed. On a different note, plants aren’t listed as being immune to bleed, but while they don’t have blood they do have liquid chlorophyll, which has an identical function to blood in animals....

That’s interesting. With respect to plants, this is a difference between 1E and 2E that I hadn’t noticed until now. In 1E, plant monsters are considered objects, not creatures - I had to reread the entry last night to confirm it for an encounter in our home Reign of Winter game. In 2E, the description of the plant trait refers to plant monsters as “vegetable creatures” and there is no suggestion that they are objects.

Thanks for botting Chance the other day, sorry it was necessary. As usual, I underestimated the amount of time it would take to deal with Christmas stuff, as well as a few things that are going on with work.


LG Human Champion 13 |190/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

Plant creatures were considered objects in 1E? I didn’t know that.


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

Kinda incorrect; if memory serves, only plants without a statblock (or non-creature plants) were considered objects. I haven’t looked at 1e for a while, so my memory might be off.


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

Looks like you’re right. I’m not sure what I was reading - I just double-checked, and that’s what it says in the universal monster rules in my PDF of the Bestiary. But I could have sworn I read the same section of the hardcover version, and it didn’t make any distinction.

Ah, well. Fireball works on everything.


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

I’m not sure how I missed the GM’s latest post this morning - maybe I forgot to refresh the page? Anyway, sorry about that, will post again shortly to get Chance caught up on the action.


LG Human Champion 13 |190/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |
Jisara wrote:
As long as you meet the Strength requirement, I don't think plate armor actually inhibits your swimming. Unless I'm totally wrong, in which case ignore me!

Either way, roleplaying-wise, I wouldn’t swim in full plate if given the option.


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻
Jisara wrote:
As long as you meet the Strength requirement, I don't think plate armor actually inhibits your swimming. Unless I'm totally wrong, in which case ignore me!

Yes and no. It's certainly not as bad as it was in 1e, where the armor check penalty always applied, but the armor does still reduce Vitalis's Speed (meeting the Str. requirement only reduces the Speed penalty by 5 feet). How far one Swims on a successful check is dependent on one's land Speed, so it does technically hinder you. That being said, it actually doesn't because the distance you Swim on a successful check only changes if your Speed is 15 feet or less or 40 feet or more.

Vitalis taking off his full plate to swim is just for roleplay purposes; whether he has it on or not changes literally nothing about his capability to swim.


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

Once again, once you level up your character I ask that you make a small post here in the Discussion thread explaining what you got on that level-up.

Bear in mind that you all will need to do underwater exploration to finish off the Lucky Bones, and thus you may need to do some retraining in order to feel more comfortable with doing so. I will now let you know that underwater exploration comes up a few times in Hell's Rebels (though not as frequently as, say, Ruins of Azlant, where entire books take place underwater).

A few notes about underwater exploration:
Unless you have a swim Speed, you are always flat-footed while underwater (the Underwater Marauder skill feat negates this).

All creatures gain resistance 5 to acid and fire while underwater.

All melee attacks that deal slashing or bludgeoning damage take a -2 circumstance penalty while underwater (the Underwater Marauder skill feat negates this); the unarmed attacks of creatures with the amphibious, aquatic, or (at this GM's call) water trait also do not take this circumstance penalty.

Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved. As a GM call, attacks with alchemical bombs (including those that deal bludgeoning or slashing damage) also have their range increment halved while underwater or against an underwater target.

Actions with the fire trait, including casting a fire spell, cannot be taken while underwater.

If you do not successfully Swim in a given round (including taking the action to just float in place), you descend 10 feet in depth.

Walking along the "sea floor" uses your land Speed, but is greater difficult terrain.

Changing depth while underwater, including to move up OR down, is difficult terrain.

And, obviously, if you can't breathe underwater, you're going to have a bad time.

So, let me know what y'all want to do. Do you want to go directly back to the Lucky Bones the next day, spend some downtime retraining, etc.?


LG Human Champion 13 |190/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

Smite Evil - Chamption Feat (Will retrain to Hellknight dedication)
Underwater Maruader - Skill Feat
+13 hp from 73 to 86
All level-based numbers increase by 1


LG Human Champion 13 |190/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

Potions of Water Breathing are 11 gp. We should probably invest in four.


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻
Vitalis Tanessen wrote:
Potions of Water Breathing are 11 gp. We should probably invest in four.

Those also only last an hour, and I will remind you that healing takes place in 10-minute intervals.


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

Do sonic effects work normally under water?

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