Can You Hear The People Sing? (Hell's Rebels)

Game Master Paladin of Baha-who?

Volume I: In Hell's Bright Shadow (started 23 Jan 2016)
Part 1: Fledglings of Silver (started 23 Jan 2016)
Part 2: Rebuilding the Ravens (started 17 June 2016)

Current Map

Map of Kintargo | NPCs | Rebellion sheet
Coffee house/Nest


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Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Can we give the key to the Street Peddlers...?

I'll stop now. :)


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Kiri which roll do you want to assist with as sentinel? We need three rolls.

1. Loyalty - Loyalty Check
2. Recruit followers - ? Check(at work and don't have the players guide handy)
3. Recruit team - Secrecy check

Loyalty is currently at 3 and secrecy is at 5.


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

I'm just gonna throw this out there....

I trust Davina to make our rolls. The dice roller seems to like her well enough.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

On this character. I rolled ones and twos on attack and 6 and 8s on damage for a couple of days in a different PbP. The rolls were so bad for everyone I started Touch of Lawing as fast as I could.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Recruit Supporters requires a loyalty check.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Alright given that two checks will be Loyalty checks, I put Kiri's bonus on that. Con +3.

Here we go.

Weekly Loyalty Roll: Loyalty Check: 1d20 + 6 ⇒ (19) + 6 = 25
First Action Recruit Followers Loyalty Check: 1d20 + 6 ⇒ (2) + 6 = 8
Second Action with Plus from Strategist Recruit Street Performers Secrecy Check: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25

Not too bad.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Hmm. Considering the supporter Attrition step, it has a fixed DC 10, and you only gain supporters on a natural 20. I don't like that. OK, here's what we'll do instead: The DC is 10+ the rebellion's rank, like the DC to recruit supporters. However, if you exceed this by 10 or more, you gain 1d6 supporters (no other modifiers). This makes the difficulty scale, but also rewards you for having a high loyalty bonus.

So, 1d6 ⇒ 2 more supporters.

You succeed in recruiting a team of street performers. I'll post more about it in the gameplay thread. Someone should be picked as the manager for the team.

Please make that 'free action' secrecy check to get Domitius to a lawyer regarding purchasing his freedom.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Free Action to find Domitius a Lawyer Lawyer Roll: 1d20 + 5 ⇒ (12) + 5 = 17


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

I vote Jess leads the street performers.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

I suppose I ought to let you folks know that you're into Part 2 of the first AP volume now.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17
GM Paladin wrote:
I suppose I ought to let you folks know that you're into Part 2 of the first AP volume now.

Nice. We're moving right along. I've been meaning to say how much I appreciate that this PbP is so active. I've gotten into several after this one started and the GM disappeared after just a little while, one after the opening post, or are going very slowly.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

So that's the activity phase, Next comes the Event phase.

1d100 ⇒ 8
1d100 ⇒ 44

Heh, alright, that's the 'All is Calm' event. No events happen this week OR next week, and next week you get a +1 bonus to your security checks. Seems appropriate for a burgeoning organization just starting to get off the ground.

So, that resolves this week. Do you want to take another Rebellion turn right away, or do things as your individual characters?

It should be noted that Rexus is spending several hours per day studying the documents recovered from the Livery, translating and decoding them laboriously. Anyone who wants to help him can provide assistance with a Linguistics check, as long as they speak Celestial, Elven, and Strix, or have assistance from someone who speaks any languages they are lacking. In other words, Davina with Kiri's assistance could make a check.


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

I'm traveling this weekend but will try to post.

I'm fine with selling the whip. I'll update the loot sheet when I get home on Monday for Jessi's tuition and if we sell the whip. I'm also fine with the money going towards Dom's freedom. Though we may want to contribute some to the silver ravens too.


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33
In the Gameplay Thread Davina wrote:
Can anyone use the whip? I'm not proficient.

Jessibel's proficient, but I'm not sure 'Thrune Dominatrix' is the path I want her to go down. Plus, I've never played a trip-oriented character before, nor a battlefield manipulator/strategist. Is this something I should consider with Jessi? Right now, I'm trying to mold her into someone who defends the squishier folks early in battle and then is able to move around and provide flanking support later. Would a trip specialist be better? Either way, she's not likely to ever become a high-damage melee character.

At first glance, the plusses of going with a whip-wielder would be the ability to trip or disarm enemies (sometimes), a whip has range, and it's Weapon Finesse-able.

The bad is that she wouldn't threaten while wielding it (unless she took a couple of feats later), thus eliminating both of the things I'm currently building her toward (she'd be a sieve in terms of protection and wouldn't be able to flank).

What do you guys think?

I'm leaning toward selling the whip, buying Dom's freedom, and maybe having a little cash in our pockets afterwards.

EDIT: The daredevil boots would suit her current build, though.


female strix aerokineticist 2 | HP 21/21 (N/L 4) Burn 2 | AC 16; FF 12; TAC 13 | F +6, Ref +6, Will -1 | Init +5 | Low-Light visions, Darkvision 60 ft, Per +5 (+7 in dim light/darkness)

There's an enchantment that does the same thing as the feat does Jessi.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

I was thinking of the boots for Jess. They just seemed to fit somehow with them being all red and shiny.

I'm all for selling the whip. Dom needs emancipated, and then I'd like some cash in the pockets.

Switching over to swashbuckler made having a average strength score suck even harder. I can't do one of my fancy moves, Dodging Panache, unless I have a light load. With just wearing my armor and carrying my weapons and nothing else, I would have right at the limit of my light carry weight. I'd like to get my hands on some lighter weight material armor i.e. darkleaf soon.

Am I calculating the whip worth correctly? According to Hero Lab Whip 1GP, Masterwork 300 GP, Deadly +1 bonus worth 2,000 GP, +1 bonus on top of deadly 8,000 GP or a 8,301 GP purchase price?


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33
Davina Eradon wrote:


Am I calculating the whip worth correctly? According to Hero Lab Whip 1GP, Masterwork 300 GP, Deadly +1 bonus worth 2,000 GP, +1 bonus on top of deadly 8,000 GP or a 8,301 GP purchase price?

That's what my calculations came out to as well. I think its gold value likely outweighs its worth in the hands of Jessibel.

BTW, is the plan to buy out Dom's slavery/contract thingee and then divide the gold? Or is this like Jessi's school thing, where it's more of a loan? I'm good with his emancipation coming out of party funds before distribution, but if we go the other way she'll lend Dom gold if needed.

And I assume we're divvying into 7 shares since Lydia was with us in the Wasp Nest even though her player was not.

P.S. - Yeah, Jessi's eyeballing the boots. Doesn't need 'em but would get some use out of them.


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33
Davina Eradon wrote:
Switching over to swashbuckler made having a average strength score suck even harder. I can't do one of my fancy moves, Dodging Panache, unless I have a light load. With just wearing my armor and carrying my weapons and nothing else, I would have right at the limit of my light carry weight. I'd like to get my hands on some lighter weight material armor i.e. darkleaf soon.

You might want to look into investing in a Masterwork Backpack--they allow you to treat your carrying capacity as if your Strength is +1 higher than it actually is.


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33
In the Gameplay Thread, Davina wrote:
She's disguised herself as a human student.

You're such a smart cookie! This is Jessibel's plan, too. (Well, one of her plans, once she has money again.)

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

That is the correct price for the whip. The Deadly enhancement lets you do lethal damage with it, but doesn't allow you to threaten without the appropriate feat.

A trip/disarm battlefield control build can be very powerful, especially in a campaign like this one where many of the enemies are humanoid or humanoid-ish, but you have to be pretty dedicated to it because it takes a lot of feats.

Special materials are available in Kintargo, up to the pricing limits, of course. So if Davina wants a suit of darkleaf cloth studded leather and a mithral rapier, she can go down to the War Cage and place an order, and Chuko will have them for her in a few weeks, if he doesn't have them already available.


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

Is there a list somewhere for housing costs? (I know the old Korvosa book had them for various neighborhoods there.) Or should we just multiply a 1-night stay by the number of days in the month?

Jessibel's probably going to have to move to Jarvis End or maybe NE Old Kintargo to be close to the Opera House Society HQ. They don't happen to have a dormitory, do they?

EDIT: Or could I maybe whip up an original inn/tavern where Jessi could both stay and perform a few nights a week for some extra cash?

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Use the cost of living prices in the CRB, except that you have the option of paying nothing and just staying in the Wasp Nest, which is treated as average living for the purposes of meals and mundane items. You can decide you're at an Inn or an apartment anywhere in the city other than the Castle district or the Greens. There are no Poor accommodations available in the Villagre, Temple Hill, or Jarvis End districts. There are no Wealthy or Extravagant accommodations available in the Old Kintargo, Redroof, or Yolubilis districts. There are no Extravagant accommodations available in the Jarvis End district.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

I think, the way my house has been described would put me in the wealthy category for cost of living. Now I for sure need get writing on those Copper Dreadfuls ;) or craft like crazy.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

We can assume for the purposes of the story as told so far (because I love the description of the Eradon manor) that your income from royalties from previously sold books balances out the costs of running the household, but you have to live frugally. So although the house is that of an extravagantly wealthy family, you can only gain the benefits of the level you can pay. In other words, if you can do 1000/mo, you can gain the benefits -- being able to retrieve any mundane item worth 25g or less from the household, and not having to track meals or taxes less than 100g. If you can only manage 100g/mo or 10g/mo you get what you pay for.

Sound fair?

As for Artistry (literature) since you've reduced your alchemy crafting to 2 days, you can spend the other days of the week working on your writing, as per the artistry skill in Pathfinder Unchained.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

I love that manor in all it's weirdness. Yes it sounds fair. I'll pay 100 GP if I can and 10 GP otherwise. Taking the benefits dependent on what I paid.

I'll make the Craft Literature rolls in game play for the 5 days. I'll assume I don't have a commission.

I'm going to go for impressive work. DC20 I can't imagine the Penny Dreadfuls/pulp adventures I write about adventures in Kintargo would go much farther than the city.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Hi everyone. Back from weekend in the Finger Lakes. I'll get caught up and post ASAP, figure probably during the day tomorrow.

(And while I'm mentioning vacations, we've got one more coming, taking the kids to Disney World 13-20 July.)


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

Alrighty, the loot is updated for Jessi's tuition but I don't think anyone visiting the War Cage has officially sold the whip yet.

Leora's claiming the cloak of resistance +1 that's been in the pool in 24 hours unless someone else wants it. Leora's saves are decent except for reflex, so speak up if you want it!

Nice, glad you enjoyed your vacation, Dom! I was in Indy for the weekend. I would have rather been on the finger lakes, it was like 95 degrees outside!


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Nice for both of you. It's mid 80's in Seattle right now. that's hot for WA, and we had to start up the AC.

I on't think anyone did sell it. We should though it should bring a nice price.

As for an attack on the Salt Works plan, should we try to get some recon or is Kiri so anxious to get papa that we should plan to visit soon.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Recon on a publically accessible place is one 'gather information' function that can be performed by a team. You'll be able to find out the outside layout, and if they can get inside, they can report that as well.

You would all know that the Salt Gate is never closed, as the mechanisms for doing so have rusted solid.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

OK, I'm read up, and about to start writing a post. Number One thing to address looks to be the interaction at the War Cage; the prevailing notion is that we're looking to sell the whip to Chuko, yes?

GM, for what it's worth, I took a rank in Linguistics when I leveled up, and now speak Infernal, if that's what the ledgers in the barrister's office were written in. (I figure Dom might have done his best to figure out what the dark mutterings of he Old Man were about as a matter of self-interest.)

Davina, I had an idea for a "cover identity" for Dom should the whole emancipation thing go over. Could Eradon Manor use a gardener? Heck, that was the one-time cover identity for television's most awesome spy ever (Elim Garak, natch). I've got a point of Profession skill sitting unspecified, if you think that might work, I'm game.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

A gardner sounds good. They way I envision the Manor it needs one and a good handyperson.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Heh, then maybe I'll throw a rank carpentry next. :D

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

I didn't realize you had Infernal as a language, Dom. My apologies.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

No sweat, easy enough to miss as it was a very recent pickup at level 2.

Oh, and for that Social Talent you had asked me to re-pick, I think "Social Graces" is the way I'll go. I'm probably going to use it for Sense Motive.


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

Which team will we be sending in to case the salt works? I hate to risk "my" street performers, though they might look a little out of place in that small section of Kintargo.

I'm still not sure what the Fushi sisters can do. Do we need to make more Diplomacy checks or something? Or does their manager (Kiri) get to choose their specialty?

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

The Fushis can do earn gold or gather information.

-Posted with Wayfinder


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

I vote we send in the Fushis! :D


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Yes let's send in the Fushi's.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Are we going to house rule what I roll in gold for my literature checks as well or use the unchained rules? I'm good either way. It seems a little low for a few days work unless I pick up a patron (publisher).


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33
Davina Eradon wrote:
Are we going to house rule what I roll in gold for my literature checks as well or use the unchained rules? I'm good either way. It seems a little low for a few days work unless I pick up a patron (publisher).

Just as a head's-up, I'm planning on having Jessibel use Perform maybe three nights a week once she's relocated to Jarvis End and is into the Opera House Society full-time. A poor girl working her way through school, as it were. I figure 3 nights a week shouldn't interfere too much with her Society stuff.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

The amount made from writing seems about right to me. The main thing about crafting alchemical items was how long it took, which is what the houserule is meant to fix.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

This is a little embarrassing, but I'll own up to it. When I read the offered price for the whip, I got the number but then spaced on noticing the denomination. I thought Chuko was trying to rip us off. :-)


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33
Domitius aka Dukkan wrote:
This is a little embarrassing, but I'll own up to it. When I read the offered price for the whip, I got the number but then spaced on noticing the denomination. I thought Chuko was trying to rip us off. :-)

LOL. I absolutely didn't do the exact same thing! ;)


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Hey GM, any idea what Old Man Sarini's actual first name is? IIRC, you dropped his wife's name in a post last week, but his name is still a mystery. :-)


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Why do I keep thinking it's 100 SP (swords) to 1 GP (sails) when it's 10? I'll just have to remember it's like dimes.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

I need to keep better notes on things like names I come up with for NPCs. Let's say his first name is Victorio just to make it simple.

If you want the Fushis to do recon, that can be a Gather information check in the second week. Do you want to wait until that week to return to the lawyer?


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Honestly, unless I'm missing something, I don't see any upside to waiting on going back to the attorney. Might as well get that ball rolling.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

OK, Make a stealth check if you want to try to go there without anyone seeing you, or if you don't want to do it all surreptitious, just make a post telling the lawyer what you want to do.


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

*gets out pencil and adding machine*
Alrighty, adding the 415 platinum to the loot total brings the party bank to 4245 gp, good work Dom!

If my math is correct, the lawyer says that Dom's freedom will cost 1,260 g plus a 10% fee for her for a total of 1386 g (1260+126=1386). I'm fine with that money coming right out of the coffers, same as Jessi's tuition.

@all After the gold for freeing Dom, we'll have 2859 gp left. What do you guys think of putting some in the Rebellion fund during the next turn, and how much? 2000? 1000? 500? None and spend it all on ourselves? Personally, I'd go with putting 1000 into the rebellion fund, we can always put in more later.

@Jessi do you want the boots? You are welcome to them or we can either sell them for ~700gp.

@all For everyone who is making profession/perform/crafting checks, I'm assuming that you are adding the gold you make to your own personal bank. If you want to donate it to the group fund, let me know and I'll add it in.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

If we reach rank 2 during the next upkeep phase we'll need 400 (sails) GP if I read the GM's house rule correctly. How about 500 and we can add more later as the rebellion gets bigger.

Yep I'm keeping track of those rolls in my personal bank.

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