DM Elanmorin's Hell' Rebels

Game Master Nathan Hartshorn

Kintargo has been taken over by the forces of Hell!
Barzillai Thrune has the city in his clutches, will heroes arise and suceed in guiding the resistance against the tyrant or will they fall as so many others before of them?

HELL’S REBELS REBELLION SHEET

Lootfinder by Veccio

Handouts

Initiative order:
[dice=Initiative check (Elurius)]1d20+4[/dice]
[dice=Initiative check (Lirotha)]1d20+3[/dice]
[dice=Initiative check (Kurglunn)]1d20+2[/dice]
[dice=Initiative check (Oren)]1d20+2[/dice]
[dice=Initiative check (Rocco)]1d20+3[/dice]
[dice=Initiative check (Talon)]1d20+4[/dice]
[dice=Initiative check (Valrani)]1d20+1[/dice]

Day Job checks:
Result: 5 -> 1 gp
Result: 10 -> 5 gp
Result: 15 -> 10 gp
Result: 20 -> 20 gp
Result: 25 -> 50 gp
Result: 30 -> 75 gp
Result: 35 -> 100 gp
Result: 40 -> 150 gp

Map of Kitargo

The wasp nest

Iudeimus Tenements

Lucky Bones - lvl 01

Lucky Bones - Undervater Level


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Male human vigilante (gunmaster) 4, Brawler 1; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

Yup, all good!

I had a potion last time so I didn't take the Lesser Restoration potion this time.


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

I vote yes on both options.

I'll also take a potion of Bull's Strength as my rebellion bonus.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

That's nearly unanimous. Just need Rocco to verify this OK too...but we already have a consensus.

So...Moving on!?

Actions:

1. Recruit Supporters!(DC:14 or 15?):
Loyalty: 1d20 + 6 ⇒ (9) + 6 = 15

# of new Recruits!: 2d4 + 3 ⇒ (4, 2) + 3 = 9

2. Earn Gold
Security: 1d20 + 5 ⇒ (17) + 5 = 22
What's our team's TIER? That's our multiplier here!

3. Strategist Extra Action(Adds +2) Recruit Team (Street Performers! DC:10)
Secrecy: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17

4. Checking on the Fires!


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

Yes on all those actions!

I don't think I picked a potion before, so will figure that out today.

Will have to think on the feat too.


Male human vigilante (gunmaster) 4, Brawler 1; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

If the Hound doesn't spot anything then he'll head home and begin work on his next creation. Hehehe.

Shadow Lodge

MAP

-It's one potion for the whole group and I believe you got it already (right?)

-You have now reached rebellion rank 5. At this time you can't grow above it, so the max number of supporters you can get is 39 (you are at 37 now). You can still lose supporters and use the recruit action to shore up your losses though.

-Membership is an unimportant stat, put there just for flavour. Basically the Silver Ravens' membership is composed by your supporters plus you.

-At rebellion rank 5 youget 1.200 xp divided equally among yourselves. But don't worry about xp because that's not enough to level you up right now.

-Very well, I was just listening to a song byBilly Joel anyway!


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

Okay. So I'm gonna go for Deceitful for the feat choice.

I'm excited to be near to the end of this first chapter! Would really like to kinda get a better idea of what's going on with the overall story too. I feel like our last few encounters have been so episodic that I haven't really grasped the wider arc of the rebellion.

Shadow Lodge

MAP

@Rocco: It might be my fault but the next mission should shed some more light on the events prior the start of the rebellion. That said feel free to ask in game about things that are not claer and NPCs will answer to the best of their knowledge (or not depending who you ask, of course).


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

Here's my Profession Herbalist roll for the downtime. 1d20 + 7 ⇒ (14) + 7 = 21


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor
DM Elan Morin wrote:
-It's one potion for the whole group and I believe you got it already (right?)

Not really, unless you want to change it GM. You gave each of us a potion before the new people come on:

(From the player's guide.)
"Gift: At rank 3, then again at ranks 6, 8, 11, 13, 16, and 18, admirers among the rebellion’s supporters supply gifts and tributes to each PC. At rank 3, the gift is a single potion worth 300 gp or less."

Here's the original thread where you gave them to us:
http://paizo.com/campaigns/DMElanmorinsHellRebels/discussion&page=12#58 6

Shadow Lodge

MAP

@ Oren: This week your efforts earn you no less than 20 gp.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

OK, guys. The GM is asking us how we want to handle things at the Tavern. I've gotten us in the door so to speak...but where from here? Strange whispers? Sleepiness? Butterflies?

I have some ideas...but what do you all think? How do we approach this?


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

Is this the same day? Between being barbecued and buried, even that nice healing hex leaves me a little battered.


Male human Noble 5; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

I'm trying to get a couple of us in in the evening and we can see Rinston before he turns in for the evening.

Shadow Lodge

MAP
_Valrani wrote:
Is this the same day? Between being barbecued and buried, even that nice healing hex leaves me a little battered.

No, it's the day after that, you had ample time to magically heal yourself.

Btw you need to heal the poison damage to your str Val. Do you want to spend money for a lesser restoration?

Also Lirotha, Morricone, Valrani are infected with

Quote:
Filth fever: Swarm—injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Each one of you give me 2 Fort checks please.

Remember you can always spend the money needed to cure yourselves with potions or spells.


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

Val will probably try to heal the poison naturally. It should come back a point a day. How much is she down?

Valrani sweats through the night as the rats diseased bites start to take their toll.

fort: 1d20 + 5 ⇒ (4) + 5 = 9
After the first day she will start to use rites of bodily purity to throw off the disease.

2nd fort: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

I'm not sure how this would work, but I do have, and cast the Remove Sickness spell:

See HERE.

Would that work for us at all to help with the saves? Or would it just suppress our symptoms for the duration since we are already diseased? The spell is JUST vague enough...

Fort: 1d20 + 4 ⇒ (11) + 4 = 15

Fort: 1d20 + 4 ⇒ (16) + 4 = 20


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor
DM Elan Morin wrote:
Remember you can always spend the money needed to cure yourselves with potions or spells.

We can also take a group 'Action' to do it too, but it does take one of our actions.


male Human
Spoiler:
AC 16/T11/FF15 HP 42/42 F+4 R+5 W+4 Init +1 SM +20 /Perception +7
Bard (Chelish Diva) 4

Fort: 1d20 + 3 ⇒ (2) + 3 = 5
Fort: 1d20 + 3 ⇒ (12) + 3 = 15

Shadow Lodge

MAP

@Valrani: You were at -5 str IIRC. And no the spell just supresses the symptoms for its duration. You'll need something more permanent than that if you want to get rid of this malaise.

Ok:

Lirotha's (Dex damage): 1d3 ⇒ 2 + Lirotha's (Con damage): 1d3 ⇒ 1

Morricone's (Dex damage): 1d3 ⇒ 1 + Morricone's (Con damage): 1d3 ⇒ 2

Valrani's (Dex damage): 1d3 ⇒ 2 + Valrani's (Con damage): 1d3 ⇒ 1

Among you only Lirotha is able to shrugg off the disease, which means Morricone and Valrani cannot heal this damage as long as they are ill.

Please roll again. You need 2 consecutive successful saves to stop the illness.


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

Actually Val will memorise lesser restorations for the next few days to get her strength back, and keep up others stats.

Rite of bodily purity will keep giving bonuses on the saves. Val made her 2nd save, so presumably if she makes the next, she is free of it?

fort: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19

How many days between when we become aware of the disease and when we are out at the inn? I can do two Lesser restorations a day, focus on restoring my strength and keeping up the con of the others.

Shadow Lodge

MAP

Don't worry about the days. If you focus on lesser restoration you can probably shake off the ability damage easily enough and that second save gets rid of filth fever for you, so you are good and if you also use lesser restoration on the others they are good too. Now If Morricone can pass that last Fort save he'll be healed as well

Shadow Lodge

MAP

Posting from my phone: seems like the site is down again for my home connection. Waiting for it to return to normal before posting again. Sorry people but it's too complex to do this using my cell


male Human
Spoiler:
AC 16/T11/FF15 HP 42/42 F+4 R+5 W+4 Init +1 SM +20 /Perception +7
Bard (Chelish Diva) 4

Morricone will get an antiplague
Fort: 1d20 + 7 ⇒ (19) + 7 = 26
Fort: 1d20 + 8 ⇒ (4) + 8 = 12

Shadow Lodge

MAP

Morricone's body rejects the fever.

As for advancing the game I'm having problems again posting from my home PC. Unless this changes I can't reliably keep up advancing the game


male Human
Spoiler:
AC 16/T11/FF15 HP 42/42 F+4 R+5 W+4 Init +1 SM +20 /Perception +7
Bard (Chelish Diva) 4

Paizo has some major problems at the moment! Couldn´t log on with my home pc till deep in the night.


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

Paizo boards have been kaput the last few days.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

This is the first time I've been on the boards in three days! Whew!

Shadow Lodge

MAP

Ok, so the end of this module if finally approaching. We'll do another round of rebellion actions then we'll start the final part of this AP. I suggest you think seriously on how to improve your equipment. What comes next won't be easy.

Also you gained the following allies during the course of the game:

Laria Longroad: Laria’s work with the Bellflower Network has given her an excellent reputation among Kintargo’s downtrodden. As long as Laria remains an ally of the Silver Ravens, all Loyalty checks to take the Recruit Supporters action gain a +2 bonus.

Rexus Victocora: Although Rexus was never officially a part of the Sacred Order of Archivists, he learned a fair amount about how to lie low from his mother. As long as Rexus remains an ally of the Silver Ravens, the rebellion’s Notoriety score is reduced by 1 (to a minimum score of 1) at the start of every Upkeep phase.

Vendalfek: The little fairy dragon Vendalfek excels at trickery and spreading confusion; hobbies that the Silver Ravens can turn to their advantage. Vendalfek allows the rebellion to take the Spread Disinformation action even if it doesn’t have rumormongers, agitators, or cognoscenti. If the rebellion does have a team that grants this action, Vendalfek grants a +4 bonus on all Secrecy checks to Spread Disinformation.

Please add the relevant information to the Rebellion's Sheet.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

I'm at work.

I will update later tonight if I can, unless someone else wants to do so?


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

You are good at this part, Lirotha. I'm cool with letting you make the decisions.


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

Seconded.


male Human
Spoiler:
AC 16/T11/FF15 HP 42/42 F+4 R+5 W+4 Init +1 SM +20 /Perception +7
Bard (Chelish Diva) 4

Thirded! ;-)


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Sorry guys. I was working up to 11pm last night. I gotta go to work again.

I will try and update today somehow.


Male human vigilante (gunmaster) 4, Brawler 1; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

Fourthed. :)

I'm going to keep building my rifle and stock up in cold iron and magical ammo. I think I'm gong to need it.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

@Hound: You should also pay 300 gp to Val and have her transform your pistol into a Master-Work version with that 2nd level spell. (Masterwork Transformation?)

Anybody else wants to do that...pay her a fee based on the cost of a masterwork version of that item (300gp for weapons, 150gp for armor) and she can permanently alter the item into a MW version. It is a second level spell however and she has only a few available each day of course.

Val...is tht OK with you during down-time?


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

Certainly I am, that and fixing up any stat damage.

I was hoping to get a crafting feat, but thought it had a 5ht level requirement. checking now, I see it is only 3rd. Maybe I was thinking of 'magical arms and armor'

Wonderous items would let me do things like amulets of natural amour (or mighty fists I guess)

Looks like I took power attack instead, which is okay. I don't think I've used it yet. If the GM okay's, I'd swap that out for the crafting feat.


Male human vigilante (gunmaster) 4, Brawler 1; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8
Lirotha Karsani wrote:

@Hound: You should also pay 300 gp to Val and have her transform your pistol into a Master-Work version with that 2nd level spell. (Masterwork Transformation?)

Anybody else wants to do that...pay her a fee based on the cost of a masterwork version of that item (300gp for weapons, 150gp for armor) and she can permanently alter the item into a MW version. It is a second level spell however and she has only a few available each day of course.

Val...is tht OK with you during down-time?

Great idea! Val consider the money deposited ;) I'll name my MW pistol after you.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Ooohhhh....you could call it:

Gun Names!:

"Lady Val!"

or

"Law and Order!"

or

"The Prosecutor!"

or

"Natural Selection!"

or

"The Valrani Violator!"

Yeah...I guess I could go on...mixing metaphors with druids and lawyers and guns is just fun! (kinda redneck too...)


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

I'd vote against the Valrani Violator, any of the first four would be good though. Not sure how much "law and order" we are aligned with though.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

"Unlawful Order?"


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

Oh, I kind of like that.

"That's an unlawful order! Here is one of my own."

Shadow Lodge

MAP

I can't recall you using PA either so, ok, change the feat I guess. With creation feats just remember time might be of the essence during this game and you might not have all the time you need to craft everyday.
As for the rolls, you know the drill now. Proceed as usual, I'll be watching...

:P


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

I know...I know...

I will get to them later tonight.

Shadow Lodge

MAP

And... did I tell you about the next part being pretty difficult?


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

Craft wonderous items it is.

We are pretty tight for cash in this AP from what I can see, so being able to make a few things for ourselves may be very handy.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

1. Recruit Supporters!(DC:15):
Loyalty + Laria Bonus: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
NOTE: We are at 37 supporters and 39 is max! (We will lose supporters possibly however)
# of new Recruits: 2d6 + 3 ⇒ (4, 6) + 3 = 13
OK that should max out recruits and help mitigate any we lose this phase.

2. Earn Gold
Security: 1d20 + 5 ⇒ (8) + 5 = 13 x2 (+26gp earned)

3. Strategist Extra Action(Adds +2) Recruit Team (FREEDOM FIGHTERS)
Recruitment Security DC 15)
Secrecy: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Failure but no Penalty.

I have NOT updated the Rebellion Sheet from these rolls yet!

Final Note: We need a manager for our Street Performers we recruited last phase. Morricone? Oren? Either of you mind?


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

If Valrani takes the Craft Wonderous Item feat...

I would like to make a Amulet of Natural Armor. Cost to create is 1000gp.

I can scrounge 968gp and the rest I'll take from the rebellion coffers for now. (Remember: We can all take from the coffers as needed, however I recommend eventually paying the money back as soon as you can even though it is not required.)


Male human vigilante (gunmaster) 4, Brawler 1; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

Alrighty, I took off 300GP for the MW Pistol.

Now some rolls for my crafting of my rifle and my cold iron bullets.

Craft Firearm Rifle: 1d20 + 5 ⇒ (14) + 5 = 19

Craft Firearm Bullets: 1d20 + 5 ⇒ (10) + 5 = 15

How's that lookin? Now sure I know how much ammo I can make and if Val can make me some magical ammo too?

Shadow Lodge

MAP

Upkeep phase before activity phase please...

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