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    • Shark

      Donations and Recognition!   12/22/2016

      Hello everyone! We are becoming a huge community and that doesn't come cheap. All staff here are volunteers and do this because they love the site. Right now, everything is paid out of pocket, by Erroneous. We would love for you to donate in order to help out with the site costs (i.e. Forum License, Domain Name, Hosting) so that we can keep Security and Forum Software up to date and possibly add some new features. If you do decide to donate, we have some fun, snazzy gifts of appreciation for you ;) Please message me (Shark) so we can get you the gifts of appreciation! We thank you for your support! Please use this link for more info   _____________________________________________________________________________________________________________________________ How To Donate Scroll to the bottom of the screen and click the donate button.

      NOTABLE DONORS LIST Here is where we honor the donors who go above and beyond the call of Aincrad! Top Tier Donors! Percival Row  Teayre Nezumi Benjamin Bookworm Zandra Alice Arc Atzo Baldur Claim Corvo Dominion Genji Ignavus_veneficus Jomei Kaya Kimi Lee Lessa Mack Macradon Nocturn Persephone Piera Ruus Sarial Hawke Shi Unyeilding Vale To express our gratitude, here is a picture of the iconic duo for all you wonderful supporters!
    • Shark

      The SAO Staff Team!   02/21/2017

      Hello members of SAO-RPG!

      I'm sure most of you (if not some) have noticed or heard changes were made to the staff team. If you are applying to staff, you may have noticed that the application process has recently changed. This has all happened because of a reformation of the staff team and the way it operates. The staff now has separate teams for development. These teams are: Floor Creation Team [Floors, Quests/Events, Bosses], Systems & Clarifications Team, and Player Support Team.

      "Who is on these teams?" Well the answer to that lies below! Floor Team Systems & Clarifications Team Player Support Team
      Minecraft Development Team
      * - Denotes Team Lead

      We also have a team to work on and develop the current systems but that team will search for its members and is not allowed to be applied to.

      Now you may be asking, "Shark, how does one apply to the Staff Team?" And I have but 1 simple answer!
      Go read this thread and it may answer all your questions!

      If you have any more questions, send me a PM and I will answer your questions about staff. (Only the format of teams and/or the application process)
    • Cardinal

      Patch Notes: Crafting and Adventuring Update   02/18/2018

      <<Crafting and Adventuring Update>>
      SAO-RPG Patch 2.5.1 Timeline Update! Please note that the following is out of character knowledge.
      Time progresses at a different rate in the game than in our characters' real lives. As of November 6, 2017 (OOC real time), characters should have the perception that 2 years have passed since the game's launch. This will continue to roughly mirror the passage of real time until the game's completion. The note that the perception of time is different in-game is to allow the idea that a set amount of time has passed in the real world (likely 2 years) upon the game's completion, regardless of how long it takes for the site to clear all 100 floors. We hope to release more changes soon that will streamline boss fights and floor clearing, as well as help new players establish themselves despite the time gap, but hopefully this timeline serves as a helpful tool for players throughout the rest of our time spent clearing the game. Site Changes: A post count feature has been added to the site. The number of each post (i.e. #1) now displays on the top-right, beside the "Link Post" feature. General Rule Changes: Word count requirement for posts in which a player is stunned or paralyzed has been reduced to 100 from 150. PvP and Player Killing Rules have been updated: No player can kill another without OOC permission. The rule for initiative rolls on Unauthorized Combat have been removed. The NPC Guard mechanic has been removed. Characters Level 5 and under are eligible to claim a New Character Bundle, regardless of when their journal was created. Unidentified items, when obtained in a thread, no longer have to be declared until they are identified by a Merchant. For example, a weapon drop can be claimed from a locked thread as an Unidentified T1 Weapon, rather than an Unidentified T1 2H Assault Spear. When identifying an item, the Merchant should then specify the item type in their roll(s). To clarify, items leaving locked threads should be specified according to the loot tables as: Weapon, Shield, Armor, Consumable. The Loot Table has been slightly adjusted, mainly to increase the number of consumables dropped from monsters. Crafting Changes:
      A note to all crafters: Be sure you are transferring your materials (col for Merchants) to the @Banker account when crafting. The <<Earning a Living>> quest has been updated, and is now profession-specific. Three new crafting/gathering-based quests have been added: <<Nature's Treasure>>, <<Witch of the West>>, and <<Challenge of Olympus>>. +CD bonuses for crafting have been reintroduced. These can be obtained through the new quests <<Challenge of Olympus>> & <<Witch of the West>>. Merchants: The chance to successfully identify a unique enhancement now scales with Merchant Rank. The identification chart for Consumables has been reworked. The process of identifying consumables has changed. Identification prices have been reduced by 20%. General stock items have been adjusted. Blank Recording Crystals have been removed, and five new items have been added: Glow Stone, Single/Double Tents, Spyglass, and Water Canister. Alchemists/Cooks: Enhancement lists for both professions have been reworked. Successful crafts now have a chance to yield additional items. The Crafting Die Result charts have been updated. Performers: Song types have been adjusted. Enhancement list has been reworked. Successful crafts now have a chance to become 'Masterpieces'. This allows the craft to be submitted for evaluation with an additional effect. Skill Changes: Hiding Mod: Surprise Attack Has been split into two mods: Surprise Attack (Assassin) Cost: 15 SP Passive Effect: Attacks made from stealth cannot miss. Attacking from stealth grants +2 DMG. Stuns and other status effects (Bleed, Paralysis, Burn, etc) cannot trigger. Cannot posses both Surprise Attack (Assassin) and Surprise Attack (Trickster). Description: You have mastered hiding, and now can move so silently that the target has no time to react, guaranteeing a hit. You focus on hitting critical zones and exploiting your target's weak points, allowing for bonus damage. Surprise Attack (Trickster) Cost: 15 SP Passive Effect: Attacks made from stealth cannot miss. Attacking from stealth reduces final damage by 50% and automatically applies all status effects (Bleed, Paralysis, Burn, etc) the player possesses on active equipment/consumables. Cannot posses both Surprise Attack (Trickster) and Surprise Attack (Assassin). Description: You have mastered hiding, and now can move so silently that the target has no time to react, guaranteeing a hit. You focus on slipping past the enemy's defenses and sacrifice strength in order to apply as many status effects as possible. Mod: Vanish Cooldown reduced to 3 Turns, from 5 Turns. Energize Can only affect target party member. Mod: Hyperactive Increases energy regeneration of target player by 3 for three turns, up from 2 for two turns. Can only affect target party member. Cooldown reduced to 3 Turns, from 5 Turns. Energy cost increased to 5, from 3. First Aid Mod: Purify Cooldown reduced to 1 Turn from 2 rounds. Mod: Sharpness Energy cost increased to 12, up from 8. Cooldown reduced to 1 Turn from 3 Turns. Mod: Barrier Energy cost increased to 12, up from 8. Cooldown reduced to 1 Turn from 3 Turns. Effect now applies a Safeguard effect to target party member that lasts until the beginning of the user's next turn. Does not stack with the Safeguard enhancement. A player can only be targeted by Barrier once per combat. Mod: Field Medic Cooldown reduced to 3 Turns, down from 5 Turns. Fighting Spirit Now affects hate-generating abilities (Howl & Focused Howl) Enhancement Changes: Thorns: Damage increased to (9 per slot * Tier) from (7 per slot * Tier).  Effect has been updated to specify that only damage dealing, melee attacks trigger Thorns. [Performer] HP Recovery Reduced to (20 per slot * Tier), down from (40 * Tier) per slot. Mass HP Recovery has been removed. Monster Call has been reworked into two different enhancements: Monsters' Fortune Cost: 1 Slot Cap: 3 Slots Effect: When played, gain +1 LD per slot when rolling for loot on the next monster killed. Monsters' Favor Cost: 1 Slot Cap: 3 Slots Effect: When played, gain +1 CD per slot when rolling for loot on the next monster killed. Familiar Call Renamed to Familiar Sight. Grants +2 LD when searching for a familiar, up from +1. Incarceration Effect now applies to one target. Effect now lasts for one battle. New Enhancement: Perpetuate Cost: 3 Slots Cap: 1 Slot Effect: When played, doubles the length of damage over time effects (Bleed/Poison/Burn, etc.) on a single target. Effect lasts for one battle. Applicable to: Debuff Song Misperception Effect now applies to one target. Effect now lasts for one battle. Hypnosis Cap reduced to 2 slots, down from 3. Effect now lasts for one battle. Lullaby Cap reduced to 2 slots, down from 3. Effect now lasts for one battle. Mesmerism and Berceuse have been removed. [Alchemist] Damage No longer scales with Tier. Mitigation Reduced to (5 per slot * Tier), down from (9 per slot * Tier). HP Recovery Reduced to (20 per slot * Tier), down from (40 * Tier) per slot. Mass HP Recovery Reduced to (30 * Target's Tier), down from (45 * Tier). Over-Health Cost reduced to 1 slot, down from 3 slots. Cap increased to 3 slots, up from 1 slot. Reduced to (15 per slot * Tier), down from (50 * Tier). Antidote Effect now grants immunity to negative status effects (Paralyze, Bleed, etc.) for a number of turns equal to the slots used. For example, if a player uses an Uncommon Antidote (1 slot), and is then affected by Burn for 2 turns, they would negate the damage from the first turn, and then take the appropriate damage on the second turn, as their protection from Antidote has run out. Toxic Venom Adjusted to (8 * Tier) damage over 3 turns, from (6 * Tier) damage over 4 turns. [Cook] New enhancement: Evasion Cost: 1 Slot Cap: 2 Slots Effect: Reduces the die value by (1 per slot) on an enemy’s attack against you. Cannot be used to avoid a critical hit. Applicable to: Snacks, Desserts, Meals, Feasts Mitigation Reduced to (5 per slot * Tier), down from (9 per slot * Tier). Over-Health Cost reduced to 1 slot, down from 3 slots. Cap increased to 3 slots, up from 1 slot. Reduced to (15 per slot * Tier), down from (50 * Tier). Protein Cap reduced to 2, down from 3. Effect reduced to (1 per slot) base damage and -(5 per slot * Tier) mitigation, down from (1 * Tier) base damage per slot and -(9 per slot * Tier) mitigation. Item Changes: <<Banner of Command>>, <<Banner of Leadership>>, <<Banner of Inspiration>>, <<Banner of Support>>, and <<Banner of Greater Support>> no longer have the ability to be recharged. Any players that have one of these items may continue to use them until their current number of charges have been depleted, after which they become vanity items. <<Name Tags>> now can not only change the name of an item, but the description/appearance as well. This includes any Name Tags received in the Fireworks Festival Raffle. Quest Changes: Quest Revamp: <<Earning a Living>> Whether you are looking to start crafting for the first time, or wish to change your current profession, the <<Earning a Living>> quest has been reworked and flavored for each profession. Materials gathered and a single item crafted in this quest are yours to keep, along with the ability to open a shop for your desired profession and some bonus materials to get you started. <<Earning a Living: Blacksmith>> <<Earning a Living: Tailor>> <<Earning a Living: Artisan>> <<Earning a Living: Alchemist>> <<Earning a Living: Cook>> <<Earning a Living: Performer>> <<Earning a Living: Merchant>> Quest Revamp: <<Witch of the West>> Witch of the West is a quest specifically for players who have a profession that takes place on floor fifteen.  By defeating the monsters and the boss players can receive a +CD consumable for their profession specifically.  By taking the quest again, you do not have to fight the boss but still must face the mobs in order to obtain the item. Quest Revamp <<The Iron Guardian> Loot drop changed from the <<Banner of Support>> to the <<Crystal of Support>> a mass healing crystal. New Quest: <<Nature's Treasure>> On each tier's first floor, players are able to take the quest.  The quest itself is designed to make material grinding easier whether you are actively searching for materials, fishing for materials, or fighting mobs for materials. New Quest: <<Challenge Of Olympus>> After reaching Rank 2 in a profession, players are eligible for a quest on the seventeenth floor in which they have a chance to accept a challenge from one of the Greek Gods/Goddesses in order to prove their worth as a crafter. This is an RP-focused quest for players who enjoy crafting, which awards a permanent +CD item to be used in a shop. <<Challenge Of Olympus: Blacksmith>> <<Challenge Of Olympus: Tailor>> <<Challenge Of Olympus: Artisan>> <<Challenge Of Olympus: Alchemist>> <<Challenge Of Olympus: Cook>> <<Challenge Of Olympus: Performer>> <<Challenge Of Olympus: Merchant>> New Quest: <<Trouble in The Mines>> Mining on Floor Twenty One has ceased to a halt with the appearance of Drakelings in the mines. The town has requested your help in clearing them out, so they can resume work. Of course, bringing back proof of your exploits will be rewarded handsomely.  New Quest: <<Betrayal of The King>> Rumors of an old king long forgotten have began to resurface, bringing about fear that he had been resurrected. It is up to the players to stop him, and return this dangerous King back to the land of the dead. Those who complete this task will be reward not only with Col and SP, but the chance to obtain T3 equipment.  New Quest: <<The Hidden Village>> Players have been tasked with finding out more about the town of Charko, which has remained shrouded in shadow. Though the trip through the tunnels does not prove to be simple, as powerful monsters stand in the way of the players' discovery. After bypassing these mobs through either combat or stealth, it will be up to them to determine whether Charko stays a secret, or is revealed.  New Quest: <<Burning Phoenix Feathers>> Rumors of a powerful item that can change the look or description of an item have surfaced, and that these Name Tags are dropped by a powerful phoenix.  New Quest: <<Bane of Blood>> Word has been received that upon the fifteenth floor, a new more vicious wolf alpha has been terrorizing travelers and merchants. Bulletins of the beast are posted on exits to the city. Many merchants are fearful to travel around, and the city is becoming more afraid of not being able to get the supplies they need. Towns have gathered col and a few other rewards for the person or party who hunts down these powerful beasts and returns for the reward alive.  New Quest: <<The Swashbuckling Buccaneer>> Players will find themselves fighting against a crew of cunning pirates in the hopes of being rewarded handsomely with Col and other treasure.  New Quest: <<Keep Calm and Ki'Raion>> Rumour spreads of an exceedingly powerful monster, hidden deep in the far Eastern reaches of the 19th floor. Those that hunt down this Field Boss will find that its patterns change depending on the time of day this boss is discovered. Players will be rewarded with Col, SP, and Equipment for the defeat of this boss.  New Quest: <<The King of Lakes>> At the bottom of the Lake of Reflections lurks a powerful aquatic monster that has evaded many fisherman's lines for months. However, one fisherman has revealed he may know the trick to fishing him up. He sends you out to retrieve the bait before giving you a shot at catching the powerful King of Lakes.  New Quest: <<What We Fight For>> Deep in the Forest of Memories lies a chamber that has been said to reveal to players what they miss most of their real world outside of SAO. Housing Changes: Guild Hall Costs have been reduced. Room upgrade cost lowered to 15,000 col. Players who have spent col to upgrade rooms since the initial housing update have been reimbursed. Living Room Effect changed to: “Increases HP regen by (5 * Tier HP) and decreases full energy regen to 2 Out of Combat Posts” Dining Room, Living Room, Master Bedroom, Master Bathroom, Extended Workshop, and Mega Slime Farm slot cost reduced to 1, down from 2. Dining Hall room slot cost reduced to 2, down from 4. Removed restriction for having both a Basic Kitchen and a Chef’s Kitchen. Basic Kitchen is now able to create Tier-specific food items. The material costs for using a Basic Kitchen has slightly increased. Limited the maximum number of items created per thread to 3. Dining Hall and Dining Room effects have been reworked. Basement buff increased to +2 from +1. Cooldown changed to once every 10 posts(total), from once per thread. Clarification added: Food items created with a Basic Kitchen may be traded to and used by other players, but still may not be used outside of the thread they are created. The ability to Upgrade/Downgrade Plots of Land has been added.


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About Rebekah

  • Birthday 01/12/1995

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    Floor 1

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  1. [SP-F9] Guardian of Fire

    Now that the girl was finally out of the cave, and back in the wild, she knew that she needed to be careful as her energy was still recovering, but in the meantime there was nothing else to do, other than searching for stuff. It has been a long time since she searched, and she hoped that she will be lucky today. She was looking to gather a few things that might be useful for next batch of food, and knew that now was the time, since she was still out of ideas. Luckily for her, the girl spotted something up ahead and picked it up before anyone could notice, but she knew that she needed to head back before anyone thought she was missing all by herself again. ID: 53113 LD: 17 + 1 mat (out of combat 1) Rebekah 97/129, E: 11/31
  2. [SP-F9] Guardian of Fire

    Rebekah realized that she was almost done, and knew not to waste another moment. Without thinking, she jumped up and launched a rank 5 attack, delta attack to finish off the last head. It was the type of thing that she wanted it to be over since this fight was way too easy for her liking. It did not even challenge her a tiny bit and she knew she was going to have to find something harder next time because there was no fun in beating everything in her path without any trouble. She was hoping that maybe next time things would change, but she was not going to bet on it. Now that she was done with killing the boss, it was time for her to leave and get out of here, and maybe she could do a quick round of material collection before she would return to the town. ID: 51587 BD: 6 Damage: 9x10=90 Rebekah 97/129, E: 10/31 Head 3: -15/75
  3. [SP-F9] Guardian of Fire

    Cerebus This girl was far too strong for it and she had already taken out two of its heads with two simple yet efficient strikes. It could no longer rely on trying to bite her because she had shown that she could dodge those. The only move left was to burn her again with fire, and hope that will do enough damage. The head looked up, and knew that it had one chance, because she was not going to miss anytime soon. The hound stood there, and took a deep breath before attempting to burn everything in front of it, that way she was not going to be able to dodge anything. The girl jumped up into the air as it happened and landed behind the dog, thus nullifying the entire attack. ID: 50577 Mob: 5 Damage Rebekah 97/129, E: 18/31 Head 3: 75/75
  4. [SP-F9] Guardian of Fire

    Rebekah had limited experience fighting multiple opponents at once, and it had shown here. While she had easily dodged one of the head's attack, the other one was able to launch a fireball in her direction without her noticing before it was too late. The girl had fallen for the trap, and it was now up to her to figure out a solution to this. The easiest thing for her would be to kill yet another head, and leave her with one to deal with, but she did not know how much longer it would take. She took a deep breath before continuing and tried to make another shooting star, which had worked once already. That had easily taken down the second of the three heads, leaving her with one remaining. ID: 50318 BD: 10 CD: 6 Shooting Star: 7x[10+2]=84 Damage Rebekah 103/129, E: 18/31 (6 Burn damage next turn) Head 2: -9/75 Head 3: 75/75
  5. OOC: Thanks for adding a picture. The girl returned to the first floor to pick up the item that she had been waiting to receive. It had felt a lot stronger than the one that she had previous used, and she knew that she could not wait to get started practicing with this brand new sword before it was too late. Rebekah walked to the counter and told the shopkeeper thanks, and dropped of 1600 col for her weapon. It was well worth the prize, and now she needed to find something to attack, maybe on floor one, or somewhere else.
  6. It had taken her a while to find it, but she had finally arrived at a blacksmith's store. The girl knew that it was going to take her before she was going to get a new sword, but she knew her original one needed to be replaced. It was going to take sometime but hopefully it was not going to take too long. It was one of those things she had been meaning to do, but had put off for a very long time. She waited for the blacksmith to return to ask for an approximate time, before moving on. Name: Laevateinn IIYour Profession: BlacksmithYour Rank: 6ID: [Leave blank]Roll: [Leave blank]Item Type: 1H RapierTier: 2Quality: PerfectEnhancements: 3 Damage (6 Total)Description: A golden coloured rapier that has red markings on the handles.
  7. [Event] Holiday Clash

    Rebekah had been away for the last bit but she had heard about this snow event. The girl loved the snow and was not going to miss out, and so she approached the sign up sheet. She did not want to miss many events, and this was one that she would have not been happy with herself if she did not show up. After all, it was fun to do something else other than fight, kill bosses all the time, and it was the holidays, time for them to have a break from the front lines. That said, she took a deep breath and signed her name onto the sign up sheet before she forgot.
  8. [SP-F9] Guardian of Fire

    Cerebus The girl that is standing in front of her is fast, and before it could react, she already killed off one of the three heads that it had. It needed a way to stop the girl, but it could tell that her speed was going to make it very hard to attack her. Even though the hound itself was fast, she was faster, and it had showed in battle. There was no way it was going to get a clean shot but as she had dodged one of the heads, the other one bit her as she was not paying full attention. It was the opening that it had wanted, but it still felt like a long shot to defeat the girl, as it was going to become harder and harder moving forward. ID: 41524, 41525 Mob: 3, 10* Damage=24+2=26 DMG + 6 Burn (next turn) Rebekah 103/129, E: 24/31* Head 2: 75/75 Head 3: 75/75
  9. [SP-F9] Guardian of Fire

    Now was the moment that the girl was going to walk up to face the three headed dog. She was used to seeing these monsters appear around every floor, and it gave her a huge opportunity to fight now that there was nothing that she needed to worry about. As much as she preferred to waste time, it was now time to get right down to business so she could leave as early as possible. Every moment spent waiting was wasted as they wanted to clear the floors a lot faster, and leave. Now that she was going to face it, it was the moment of truth, if she could kill it. The girl was going to make the first move, and hopefully it will pay off without backfiring on her. Instantly the girl charged and killed one of the heads without any resistance, and now it was down to two. ID: 41328 BD: 8 CD: 11 Shooting Star: [7x1x[10+1]]=77 Damage Rebekah 129/129, E: 31/31 Head 1: -2/75 Head 2: 75/75 Head 3: 75/75
  10. [SP-F9] Guardian of Fire

    The girl had finish recovering her health, and now wondered about what she was going to do. Just in front of her, the boss was standing up ahead. From the distance she could make out a giant three headed dog, and knew that she was going to have to slay one dog at a time, other than that nothing else would have mattered. For Rebekah, this was not the hardest of feats but she needed to be sure that nothing was going to go wrong, and one more turn waiting would help, as she still needed to make up the entire distance first. There were a lot of things that she could have done but now it was almost time to fight, just one more breath and then she slowly walked forward. Rebekah 129/129 E: 28/31 ID: 41323 CD: 9
  11. [SP-F9] Guardian of Fire

    The hell hounds had died in front of her, and she now knew that the most dangerous part was to come, the boss. However, the girl knew that she first needed to be well-rested before taking on the thing as she needed to regain her energy. While it did not matter how much energy she would have going into the fight, it was a lot more comfortable knowing that she had every bit of energy that she could possible have. That was the reason why she was going to take the time, as the monster had awoken, but she had not found it yet, or that was what the legends have told her. While waiting she found a material on the ground and picked it up. ID: 41320 LD: 16 CD: 10 Rebekah 129/129 E: 27/31 + mat total: 2 mat
  12. [SP-F9] Guardian of Fire

    All three hell hounds in front of her was now low on health, and it was her opportunity to kill all of them, in order to continue onwards in this quest. She had not expected it to be this easy, or else she would have tried this out a long time ago. Regardless, this was a golden opportunity to use her Area of Effect skill, which she never uses since she was weak with these skills. Right now, the girl was going to focus primary on making sure that she was doing the fundamentals correctly, before focusing on landing critical strikes against these monsters. She knew that this was very important as she was going to try new skills that she has never done before. ID: 40957, 40958, 40959 BD: 7 Streak: [1x1x10]=10 DMG CD: 9 Mob: 10*, 8-3=5, 7-3=4 DMG=15+2-15=2 Rebekah 126/129 E: 26/31 Hell Hound -2/30 Hell Hound -2/30 Hell Hound -2/30
  13. [SP-F9] Guardian of Fire

    Without much thought, there were suddenly three hell hounds in front of her. It had taken absolutely zero time for them to appear the moment she had walked into the cave. This was not going to be fun, but she knew that it was going to take a while for her to take out all at the same time, so she was prepared to take forever. However, one thing that she did not realize was that she was way stronger than these hounds, and it was not going to be a problem for her. Rebekah knew that the best thing to do is to fight now, instead of running away, and stalling this out for a later day. She struck all of them with Sweep and dealt damage to all of the monsters. ID: 40953, 40954, 40955 BD: 6 Sweep: [2x1x[10+1]]=22* Charge CD: 7 Mob: 9*, 3-3=0, 8-3=5 DMG= 15+1-15=1 Rebekah 128/129 E: 27/31 Hell Hound 8/30 Hell Hound 8/30 Hell Hound 8/30
  14. [SP-F9] Guardian of Fire

    Now, the girl had finally walked into the inferno cave, she knew that it was hot, but that did not affect her due to her survival skill. The main goal for her today was to finish the quest as soon as possible and in order to do that, she would have to face off against some of the hell hounds. The girl knew that the monster was not going to be woken up unless she was going to kill all of them, so she was going to try to kill those hell hounds to catch its attention. Rebekah saw the hounds right in front of her and drew out her rapier, this was going to be fun. ID: 40687 CD: 9 LD: 18 (+ mat)