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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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" in the Gameplay Thread wrote:
"What's going on up there? You causing trouble, Jess?"

Since Jessi both talked a bit AND sang her stupid song last round, I'm feeling all out of free actions at the moment. A response might be coming next round; if Dom's lucky, though, she'll be too busy for a snarky reply. ;)

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!

Eh, I'm not going to enforce length of conversation unless it has a tactical purpose. Feel free to snark at each other all you want.


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

Although we may technically be considered outside of combat, would it be possible for Jessibel to ready Inspire Courage for when her friends finally get the door open 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!

Not really, that's basically like letting you get a surprise round where there's no surprise round, or forcing yourself into the surprise round you're not supposed to be in. How quickly you act when combat begins is determined by how well you perceive danger (perception or sense motive depending on the circumstances) and how good your reflexes are (initiative). If you do well on that, you can begin inspiring before anyone else acts. The others could also delay their actions until you begin your inspiration.


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 hereby offer my services as an official token-mover. It seems like most folks are having trouble moving their tokens on the maps: Everyone except Leora's said they've entered the big room, but there aren't many tokens actually in there. Since I'm using a laptop, I don't have the problems a lot of you folks seem to be having.

Just do what Dom and Davina did: Give a general description of where you want your token positioned and I'll gladly move it. Please use "Left, Right, Up, Down" when possible instead of "North," etc. (in case 'Up' on the map doesn't correspond to North).


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

Jess, that is all the kinds of awesome. On behalf of those posting from our phones who risk doing the equivalent of a sneeze on a paper map, thanks. :)

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 am happy to move people's icons as well as long as you say exactly where you want to go.

Lydia, Lucius, and Kiri, you guys said you were moving but didn't move your icons. If you need me to move them, just tell me where. I can't proceed to what happens next without knowing where people are.


Male Human Gunslinger 1 (Mysterious Stranger) HP 20/20 (0 non-lethal) | AC 17; FF 14; TAC 13 | F +5, Ref +6, Will +1 | Init +3 | Per +5

Sorry, when I posted my move I thought I moved my token, but I've fixed it now so it should be in the room where I want it to be.


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
Dom in the Gameplay Thread wrote:
CLW: 1d8 + 1 ⇒ (4) + 1 = 5. Where are we tracking charges left?

I added it to Jessibel's stat line.


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

Jess, I can only imagine that prestidigitation (specifically, the 'cleaning' function) is about to become your most favorite spell ever.

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!

Heheh!

I'll make a post for the next actions a little later tonight, once obligations to work and kids are met.


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

Did Leora abort her shoulder bash to the gate?


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 volunteering to track the loot. It is in the link in my signature.

When we get to a good stopping point in terms of the story, I can list what we have, what needs to be identified or appraised, and then we can divvy up the money and items that haven't been claimed.

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!

You're about to hit a good point when you clear the livery basement.

-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

Thanks, Leora!


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

Is it possible to stand in the square that would enable a flank of the Blue Lemure with Jessibel? It's like, half got the curve of the pit to it.

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!

Sure, that's fine.


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

Everybody has bless. Don't forget to add 1 to your attack rolls!


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

Thanks for the clarification on the scroll GM, that's fine!


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

Bless and inspire courage stack?


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

Yes. Bless provides a morale bonus to attack rolls, and Inspire courage is a competence bonus to attack rolls.


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)

The attack bonus portion stacks, the save on fear from bless is overridden though.


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 Domitius wrote:


Jessibel wrote:

"In brightest day, in darkest night, no devil shall escape our might!"

I like that, it’s got a nice ring to it, Domitius thinks to himself.

I hate you!! All my other originals get no comment, but when the GM writes a line of verse for her you heap praise upon him! >:P

EDIT: Got confused and posted next round's action in Gameplay. Post has been deleted.


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

Oa, don't get so upset... :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

If no one else wants to use it, I'll suddenly remember I have the silver dagger, and dig around in my bag for it next round.


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

Poor Jess. If that thing doesn't survive the critical hits, the mess could be epic. She'll probably never be the same after that. Can you get Scotchguarded or teflon armor? :)

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!

Jessibel sent me this question in PM:

Quote:
If a PC takes the total defense action, can they still provide a flanking bonus? To me, the common sense answer is Yes because the flanked creature doesn't know its flanker has chosen not to attack -he'd still have to respect and worry about that rapier in Jessibel's hand. But the Paizo forums seem split on the matter so I figured I'd ask you before it comes up in-game.

The rules as I understand them are clear, if unintuitive. Flanking does not depend on the perception of the flanked creature. It only requires proper positioning and threatening. A character in total defense cannot take attacks of opportunity, unless she has certain special feats or abilities, and therefore does not threaten the creature, and therefore cannot provide flanking. Contrariwise, an invisible creature, even if the flanked creature is unaware of it, still provides a flanking bonus.

I could easily houserule this, but I have become wary of having too many 'common sense' houserules that may become hard to remember. For instance, I can't remember if I've instituted the houserule for this campaign that I often have which gives any character with Weapon Finesse Dexterity to CMB (i.e. agile maneuvers).

In the absence of a compelling reason, I think I'll stick with the standard rules in this case. If you want to threaten on the defensive, fight defensively, but don't take total defense.


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

GM, where are we in turn order? I seem to have lost track a bit...


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:
For instance, I can't remember if I've instituted the houserule for this campaign that I often have which gives any character with Weapon Finesse Dexterity to CMB (i.e. agile maneuvers).

Yes you did house rule this. My character has that on her sheet.

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!

All PCs except for Davina and Leora are up.

-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
d20PFSRD wrote:

Total Defense

You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can't combine total defense with fighting defensively or with the benefit of the Combat Expertise feat. You can't make attacks of opportunity while using total defense.

d20PFSRD wrote:

Threatened Squares

You threaten all squares into which you can make a melee attack, even when it is not your turn. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you're unarmed, you don't normally threaten any squares and thus can't make attacks of opportunity.

d20PFSRD wrote:

Flanking

When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.

When in doubt about whether two characters flank an opponent in the middle, trace an imaginary line between the two attackers' centers. If the line passes through opposite borders of the opponent's space (including corners of those borders), then the opponent is flanked.

Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking.

Only a creature or character that threatens the defender can help an attacker get a flanking bonus.

Creatures with a reach of 0 feet can't flank an opponent.

I'm going to try to argue this the simple way.

Total defense says you can't make attacks of opportunity, but being able to make attacks of opportunity isn't a prerequisite for flanking--threatening the flanked creature is. If total defense had been worded "while using total defense you don't threaten any squares," that would eliminate both flanking and AoOs...but that's not what it says.

And from a common sense point of view, I still don't see how the guy caught between two armed foes can differentiate between the two when one of his flankers uses either fighting defensively or total defense until either an attack does or doesn't come his way--in both cases he's got an armed person adjacent to him.


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:
GM Paladin wrote:
For instance, I can't remember if I've instituted the houserule for this campaign that I often have which gives any character with Weapon Finesse Dexterity to CMB (i.e. agile maneuvers).
Yes you did house rule this. My character has that on her sheet.

And my sheet does not.

Thanks for the reminder, guys!

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!

In order to threaten, you have to be able to make a melee attack. While you're in total defense, you can't make a melee attack. Therefore, you don't threaten in total defense. That's about as straightforward as I can imagine a rule in Pathfinder being.

And I don't see how an invisible person on the other side of a target from another attacker gives that second attacker a bonus on their attack, or the chance for sneak attack, if that invisible person hasn't done anything to reveal their presence to the target. But that opens up a can of worms -- what if the target is mindless and only cares about attacking the one person it can see? How exactly can you distract a mindless creature? What if one of the two is using stealth to hide? What if the target is blind? and so forth, and so forth.

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, so this thread was brought to my attention.

A player companion is a really weird place to put a rules clarification like this. However, I suppose we can go with it.


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

The house rules that I think are in effect are:

Any character with Weapon Finesse Dexterity to CMB (i.e. agile maneuvers).
Investigators can use magic devices.
There is no difference in casting divine and arcane when using wands and scrolls (PFS style).

I think I have them right. I paid closer attention to the ones affecting my character.


Female Android
GM Paladin wrote:

Ok, so this thread was brought to my attention.

A player companion is a really weird place to put a rules clarification like this. However, I suppose we can go with it.

The MTT in particular had a whole section dedicated to clarifying combat rules. There are a few bureaucratic reasons that we're only partially aware of that sneaking in rules clarifications through the player companion line is a lot easier than getting an FAQ through.


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

@ Leora: For record-keeping purposes.... Was your recent healing of Davina a CLW spell or use of the wand?


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

Whoops, I should have been clearer in my post - Leora cast a spell and did not use the wand.


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 terms of loot, there's nothing yet Jessibel simply has to have...but there are a few items she'd be interested in if no one else claims them: either cloak, the composite shortbow (she's currently without a ranged weapon), and the Juliac signet ring (and anything else we might find later related to the nobility of Kintargo).

Also, we've got some assorted gear taken from Thrune-Goons that isn't on the list: studded leather armor, Thrune amulets, light maces, manacles, and CCG armbands (likely worthless). I'm not sure we ever pinned down how many of each we acquired, but I know Jessi claimed a light mace, Thrune amulet, and CCG armband for herself. Come to think of it, she'd like a pair of manacles to complete her CCG disguise.

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!

You got 4 suits of black-and-red studded leather armor, 5 amulets, 5 light maces, and 3 sets of manacles.

By the way, you guys are closing in on level 2. You'll definitely be there by the end of the next 'mission'.


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

Thanks for clarifying on the armors, I wasn't sure who had what so I just didn't add them. They are on the list now.

Leora wouldn't mind either one of the ranged weapons, Jessi can have the crossbow if you prefer.

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!

Bards are proficient in shortbows, while clerics are not, for what it's worth.

-Posted with Wayfinder


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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

Yeah, I think the shortbow works best for Jessi.

In the Gameplay Thread, Domitius wrote:


As far as bookkeeping matters, the only item I’ve got an eye on is the morningstar, and that’s if and only if no one else has a good use for it. I might have use for it as a “DR/silver-buster”.

Makes sense. Also, I think pretty much everyone else in the party is wary of carrying too much gear to the point of toting around a medium load. As of right now, the rest of us know we don't have to outrun the monster...we just have to outrun Dom ;)

(Leora too, but I think we expect Dom to take one for the team in the hopes that Leora survives to heal him up.)


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 dunno, it'll be a race to see who is the slowest, Leora will be the last one out with her armor weighing her down ;)


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

TREASURE DISTRIBUTION

How do we want to handle this?

Some Considerations:
1: Method:
Do we let magical treasures 'gravitate' toward who can get the best use out of them or implement a sort of 'buying' method where such treasures count against that character's share of the total loot?
Either method works for me.

2. Party Treasure vs. Treasure for "the Cause"
Leona's Loot Sheet doesn't include this. Should we track Silver Ravens funds separately?
(For the record, Jessibel would have strongly recommended that Rexus keep his signet ring for sentimental purposes; if Rexus still wanted it to go to 'the cause,' Jessi will try to buy it as part of her share of personal treasure).
I'll also suggest we keep the Thrune armor, pendants, and armbands as "Cause Treasure" for possible use as future disguises.

3. The Silver Ravens (the Figurines, That Is)
Do we keep them all or sell some? Are they Party or Cause Treasure? If kept...where and by whom?

What Jessi Has and What Jessi Wants
As of this moment, Jessi's claimed a Thrune amulet, a CCG armband, a light mace, a pair of manacles, and the composite shortbow from beneath the livery. Maybe the Juliac ring as well.

What she wants (ASAP, of course) is 350 gp. With that, she can get a loan from her family to buy membership and pay for a semester's tuition with the Kintargo Opera House Society. That will open up all sorts of options for her as a character (both mechanically and socially in-game).

What does everyone else think? And what do your characters want?


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

Taking Jess' questions one at a time. Here's my thoughts.

1. Loot I like the idea of letting the armor and weapons gravitate to who can use it best. I saw the upgrade of weapons, armor, and magical gear kind of like this, as better gear comes available it's given to who can use it best. Then their old gear would go into the coffer for use others or sold as treasure.

2. Treasure The more I think about it the tougher that gets. We all need some sort of income so we can buy the things we need, and want. We don't want to depend on just what we find for gear and weapons. The "cause" will need income too. This may be a really dumb idea. We could treat the "cause" as another character, and divide the treasure eight ways. The group would decide if an expense should be a "cause" expense or not. If the cause needs more gold for something, then we could all pitch in to enrich our 8th member.

2. Silver Ravens I suggest we keep all six and use them for communication between the group members. We'll be in different places in the future and the need to get messages to each other will be pretty important.

What Davina wants right now. She'd like that +1 armor that's on the loot list. She's willing to put the Thrune studded leather back into the group loot. She wants enough money to buy an alchemist lab (200GP), and money for ingredients to craft alchemical items. She'd put it in her basement or in the headquarters (wherever that may be), and make it available for the group to use. She wants a sword cane that looks like a parasol.


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

I don't think Dom has a claim on anything right now. As I said, I wouldn't mind having the morningstar as a backup weapon, but again, only if none of the rest of you think you have a use for it.

Loot? I'm thinking things should gravitate toward a "best use" method, with a re-evaluation if someone begins to become a loot black hole. :)

Treasure "for the cause". Sounds sensible, but not sure how to best handle this. Too short on brainpower to chew it over right now.

The Raven figurines. My gut says keep 'em for use.

What does Dom want? I don't have a ton of concrete things I want that are actually attainable just now. One thing I need to think about is some manner of ranged weapon, ideally something easily used with one hand. Later as I start getting sneak attack dice, I don't want to waste a surprise round not being able to lay those dice down on guys I can't get to (see our fight with the lemures, where all I could really do was just position myself).

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 rebellion actually gets treated as an organization using the Ultimate Campaign rules, with some modifications. There's a "character sheet" for the rebellion that I'll link once you actually get it going.

-Posted with Wayfinder


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

#1 Method
As the person managing the spreadsheet, I prefer whatever is easiest to track ;) But seriously, if you guys prefer a different method of loot distribution, I'll roll with it. In the tabletop games I've played, we've typically done the best used method along with "Okay, we have X gold divided by Y players." Sometimes people who already claimed a lot of gear would choose to forfeit their gold, or would leave a portion of it for the group, or give some to a party member to help them buy the item they were saving up for.

#2 Treasure
Lydia traded the bracers for the wand of CLW, so I did not include them. I didn't include the ring since I agreed with Jessi - it was Rexus's ring.

I'm not familiar with Hell's Rebels, but other games I've played that use the Ultimate Campaign treasury system for the organization give you build points (or whatever currency) to make it pretty obvious that they are meant to be for the organization and take some work to convert into resources for the party. That being said, I'm willing to contribute loot to the Ravens if we are in need.

#3 - Silver Ravens
Whatever makes the most sense for effective communication. Whether that means putting them in specific places or leaving them with specific characters, that's fine. I'll give it some thought tonight .

#4 - What Leora wants
I'll take a look tomorrow and get back to you, nothing is really jumping out at me right now. Scrolls and wands are always good, but I don't need anything immediately.

#5 - question for the GM
How do we go about selling stuff? Are we able to sell stuff per the PHB and hand wave the transaction, or do you prefer us find a market to sell it, haggle, etc?

Silver Crusade

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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!

Well, I'd prefer you folks make use of the markets designated on the map. In Redroof, where the party is now, the obvious places to go for goods are Kelimber’s Dry Goods and Supplies and the Redroof Market. You'll be able to buy or sell most mundane gear that's a few hundred gp or below, but it caters to the lower and middle class inhabitants of the district.

The temples in the Temple district will purchase magical items appropriate for them to sell -- scrolls, particularly of divine spells; wands; potions; etc. Abadar's temple will buy just about anything magical or expensive, and they also function as a bank. (If you want you can open a bank account and even write promissory notes to people and businesses that know you and trust you.)

In Villegre the Newt Market is one obvious place to go, and buyers and sellers of almost anything can be found there. Alabaster Academy is also a possible buyer or seller for books, scrolls, and so forth.

In Yolubilis, the War Cage will buy weapons and armor, and making friends with its owner, Chuko Sharpbeak (a tengu former adventurer), will get you a discount on purchases. Sunset Imports can get items from other countries, but if they don't have the particular item in stock it can take a few weeks to years to get it. They also may buy things if they think they can find a buyer for it, either here or abroad.

In the Greens, Whitegate market will buy jewels, precious metals, jewelry, and so forth, although they will require the seller to have a good reputation so that they don't suspect the goods are stolen. They sell similar things, as well as items that cater to the nobility, such as the types of armor and weapons and magic items that nobles favor.

The Salt Market in Old Kintargo is not really the kind of place that buys things from individuals.

If the party is currently located in a district (such as they are currently in Redroof) there generally won't be any problem if they choose to visit the local market. If they want to go to the other side of the city, it'll take much of the day, unless you purchase or hire a carriage to take you there and back. In general, if a market is available, I'll let you buy things at normal value, or for expensive items you can haggle if you prefer using the bargaining system in UC. I'm pretty flexible about such things. Expensive or rare items may simply be unavailable at a given market, however.

If you want to buy things, tell me what market or shop you want to go to and what items you want to buy. I'll tell you whether those things are available -- most of the time they will be unless it's a pretty significant purchase.

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