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

Post coming later today. Sorry for the delay.


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 may not be able to post tomorrow (or beyond--I may be coming down with some sort of illness). I had a few things I wanted Jessibel to bring up at the coffeehouse, so I'll present them here and now.

1. Killing Opponents
I think it was Davina who brought this up earlier, and I'm not sure she got much in the way of answers. Jessi will suggest trying to stabilize or use nonlethal force on the dottari when possible; her reasoning is that the dottari have legitimate--if currently misused--authority in the city and will be needed to maintain order in a post-Thrune Kintargo. She's much less compassionate regarding the Chelish Citizens' Group (aka the Thrune Goons). She considers them to be the thugs of an illegitimate ruler (Barzillai Thrune), and though she's stabilized some in the past, she doesn't think that's a high priority going forward.

2. Leaders
Jessibel thinks the large group of would-be rebels would function better if they had a leader or two. She nominates Lydia as leader, noting her sharp wit when labeled a traitor at the Aria Park Protest and general conviction in overthrowing Thrune and his silly proclamations. She also suggests that Domitius be the leader when combat breaks out, as he's far and away the group's best melee combatant. For her part, Jessi will try to take the lead in rallying Kintargo's nobility against House Thrune.

3. Getting to the Livery
Jessi also suggests breaking up into smaller groups to travel less conspicuously to the livery (especially if Rexus and/or Sabrina tag along). Her only suggestion as to the composition of the two groups is that each should contain a healer (Jessi in one, Leora in the other).

P.S. - I'm not sure where Lydia will be for this. Was she supposed to journey alone to the coffeehouse or was she to be picked up along the way to the livery? If she's not at the coffeehouse, Jessi might hold off on the leadership issue.


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

Ugh, feel better.


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

There seems to be something going around everywhere. Feel better.


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

Hope you feel better!

Opponents
Leora will agree with Jessibel once we have that discussion, but so far, she hasn't really thought it through too carefully.

Leaders
Do we also want to have a "dungeon" leader? Would it make the most sense for Dom to be the one opening doors? Leora is also pretty sturdy, but for combat, she will (hopefully) be buffing everyone before joining in the melee.


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

OK Leora has one of the suits of armor. The one Jess gave her. I'd like to say I grabbed the other one, but only if no one else has need of it. Investigators start poorish, and I couldn't afford very good armor so I skipped it.


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 for the positive thoughts! While I won't say I feel better yet...at least I don't feel much worse. Got a cough and feel a little tired and achy, but no runny nose or fever yet. Keeping my fingers crossed that it's a false alarm.

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've started updating the map of Kintargo with details you've learned about certain locations. The red text is new things that were previously secret.

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 discussion about whether or not to bring Rexus could be lengthy. Let's just all say whether you want to bring him or not. He'll go along with what the majority of you want to do.


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 he stays at the Coffee House. My thoughts on why are he's said that he doesn't feel well. If he's not up to fighting he might be more of a liability than a help. It doesn't sound like he knows any more about the place than we 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

I agree with Davina - if Rexus doesn't feel up to going, then he should stay at the coffeehouse


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)

I more or less agree though I think having him along might be helpful if we run into something we just don't know about. Call me neutral for now but on a tie I'll go for bring him.


Female Android

I think we should leave him behind. From a character standpoint I trust him to be honest about his own abilities and think that if he felt up to the task he would not have admitted his frailty, and from a meta standpoint I'm generally not fond of NPC tagalongs, especially ones that might be expected to contribute in combat. Having him stay behind at the quest hub to feed us information would be a better role for him IMO.


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 actually agree with Lydia. Dom just wouldn't have wanted this guy to think that gallivanting about town alone was a particularly good idea.


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

I agree with leaving him at the coffee house.

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, a clear majority in favor of having Rexus stay at the Coffeehouse.


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

My intent was for Leora to wait until everyone was ready and in position before making her move in the spoiler. Hope that is okay and came across clearly. Sorry for any confusion!


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

Leora's token is moved.


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

If that spot I've been moved to is the weak spot on the wall, rock on. But if not, I'm on my cell and can't easily move a map counter.

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's it, I moved for you there.


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

Great, thanks.


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

Hmm I'm having trouble coming up with what Leora's epic fail was with the dogs since she rolled a 1 on a Charisma check with a dog. Any ideas?


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 Scileana wrote:
Hmm I'm having trouble coming up with what Leora's epic fail was with the dogs since she rolled a 1 on a Charisma check with a dog. Any ideas?

Maybe her boot squeaked and sounded just like a chew toy?


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

So this spot in the wall, I think using my sword on it would just be the illustration from a pamphlet on 'How to ruin a melee weapon,' no? If there's something laying nearby I can use to batter through the wall, I will, otherwise I guess I'm trying to imitate the Kool-Aid man.


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

Can Leora act or does she wait until after the dogs initiative?

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!

Ridiculously busy day. I'll get a post in sometime tomorrow.


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

Waiting on the result of the AoO on Leora before acting...I want to know just how deep the **** we're in is. Might need to put on some waders (though they're horribly unfashionable ;)


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

Kiri, I don't think you can get through that way to attack. Unless I misread what GM posted, the gate I'm up against is locked. Hence my suggestion.


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)

Eep, misread that, I'll fix my post.

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 can keep the attack and damage roll for your next valid attack.


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)

K, that's fine. I'll post a different action them. Were there doors we could reach from here?

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!

Only the main door of the building, and the boarded-up one in the back.

-Posted with Wayfinder


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)

K then.


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've lost track, sorry DM. Are we at a point in the turn where I can make an attack against the dog at the gate?


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

Re: Jessibel's Perform (Acting) check.... She's trying to make the (alleged) grimples believe that she thinks the place is haunted and is terrified. The reason is two-fold: to keep the creatures' antics at a "Scooby Doo fake ghost" level and perhaps for them, in the process, to reveal their location to Dom.


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
Jessibel Aulamaxa wrote:
Re: Jessibel's Perform (Acting) check.... She's trying to make the (alleged) grimples believe that she thinks the place is haunted and is terrified. The reason is two-fold: to keep the creatures' antics at a "Scooby Doo fake ghost" level and perhaps for them, in the process, to reveal their location to Dom.

And if they reveal their location, I will then take things to a "Resevoir Dogs" level.


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

Do we need to wait for Dom or the rats to move out from under the ladder? Do we need to make climb checks to get down?

I'm having a flashback to a Pathfinder Society game where two characters in full plate never made it into combat because they kept failing their climb checks and couldn't get up the ladder to where the goblins were!

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 ladder is a DC 0 to climb, or DC 5 if you want to do it accelerated. An accelerated climb will get you down in one move action, normal climb will require two. You can also jump. It would round down to 10 ft fallen, and a DC 15 acrobatics check will allow you to land on your feet without taking damage.


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

Leora, I did think about that before I went. It looks like I'm high enough up the batting order that, when normal turn sequence begins, I can take a 5-ft step out of the way to clear a space. Or not, even: if memory serves, you can move through an ally's square just fine, you just can't end the turn there. Do I have that right or am I misremembering a different edition?


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

Take your time Dom, Leora isn't eager to go down with her -4 ACP!

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!

Yes, and it's not defined exactly where the ladder is in the square so you can come off the ladder in any available adjacent square.

-Posted with Wayfinder


Female Android

What's LoS like? Would I be able to cast spells on anyone within the basement from the top of the stairs or do I need to go down there to participate?

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!

Let's say you have line of sight to any of the eight squares adjacent to the square where the ladder comes down, as well as that square itself, of course (which is currently occupied by Domitius).


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

Thanks, Jess.


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

No prob. And I'll thank Lydia for saying that the ladder had been greased, cuz Jess missed that Spellcraft check and her first impulse would've been to 'rescue' Dom :)


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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

This is what I always think of when someone mentions possums.


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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

Woulda been worth it measured solely in nicknames. After all is said and done and Kintargo is freed, Dom would be able to say, "I knew her back when she was Jessibel Ratsquisher."


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

Ratsquisher's good, but Ratsplatter has more of a rhyming quality to it ;)


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 lie, I thought Splatter at first, then changed it. I should always go with my first instinct.


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've watched enough Archer over the past few weeks that my first thought when Lucius fired the musket in that close space is that Kiri is gonna be deaf as all hell for a while. Just walking around going "Mawp." :)

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