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 Cavalier (Daring Champion of the Flame) 2 | AC 18, T 14, FF 14 | hp 11/20 | Fort +4, Ref +4, Will -1 | CMD 16 | Init +4 | Perc -1 | Challenge 1/1 | Tactician 1/1 | Loot

So no AoO then? :P

Shadow Lodge

MAP
Veccio Mezinas wrote:
So no AoO then? :P

Since he's not actually gotten up no AoO. But he's still prone 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

Just a reminder...Lirotha is smart but a bit pushy. You don't have to do anything she asks or tells you to do unless you just agree with her.

Shadow Lodge

MAP

Mel? Veccio? Eallos? Is everything OK?


M Human Cleric/2 (HP 17/17| AC:15 | T:12 | FF:13 | CMB:0 | CMD:11 | Fort:+5 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 30)

I hate to do this, but I think I'm going to have to drop from the game. I've been struggling to find time to play since summer, which has led to both posting less often and being less involved in the game itself, which is unfair to all involved.


CN Female Half-Elf Bard 2 | HP 17/17 | AC 16, T 13, FF 13 | F 3, R 7, W 3 ( +2 vs. Enchantment, +4 vs. Charm/Compulsion+4 vs. Sonic, Language Dependent, and BP effects.) | Init +2 | Per +7 (Low-Light Vision), BP Rounds Used: 11/11

Work's been killer. Rough scheduling and weird hours. I'm applying for a few steady-hour jobs, and if I get one, i'll be much more focused. Sorry.


Male Human Cavalier (Daring Champion of the Flame) 2 | AC 18, T 14, FF 14 | hp 11/20 | Fort +4, Ref +4, Will -1 | CMD 16 | Init +4 | Perc -1 | Challenge 1/1 | Tactician 1/1 | Loot

I, uh, got a new puppy unexpectedly. He's been taking up a lot of my attention. I've been a bit gushy. >.>

Shadow Lodge

MAP

I'm sad to see you go Eallos but RL takes precedence.
Seems like the divine caster position for this game is not very lucky. Unless you have some reliable players in mind I'll open recruitment again.

As for the game, now we enter the 2nd week of the rebellion. We'll proceed as we did before, some checks and then you'd have to face a new mission.


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 don't have anybody specific in mind, but I have several good games I'm currently part of, and I will let let them know there is a re-recruitment here in case they are interested.

=)

Please let me know when you post the re-recruitment.


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:
Congratulations! Seems like your secret organization of rebels, anarchists and enemies of the State increased in size (reached lvl 2)! This means you get a boon!

Excellent! Clarification Question? The skill picked for the boon does NOT become a class skill automatically correct? It's just a an extra skill point to be used as normal?

Group Leaders:
I vote/suggest Veccio for the mercenaries as he is a cavalier and Meliandri for the Sisters, unless the Sisters are a 'specialist' group of some sort and fit somewhere else better. That just kinds makes sense to me.


Male Human (taldan) Fighter (Aldori Swordlord) 03
Lirotha Karsani wrote:
DM Elan Morin wrote:
Congratulations! Seems like your secret organization of rebels, anarchists and enemies of the State increased in size (reached lvl 2)! This means you get a boon!

Excellent! Clarification Question? The skill picked for the boon does NOT become a class skill automatically correct? It's just a an extra skill point to be used as normal?

Group Leaders:
I vote/suggest Veccio for the mercenaries as he is a cavalier and Meliandri for the Sisters, unless the Sisters are a 'specialist' group of some sort and fit somewhere else better. That just kinds makes sense to me.

Well, just to be clear you are not YET lvl 2 (that was me not remembering the rules correctly, sorry!). You need to check on the number of people who gets away from you first. The good news are that you don't need to check for your depleted treasury. As for the skill, it's just an extra skill point you can put anywhere as long as it doesn't increase a skill rank above its maximum (so if you have maxed something out already you can't put your skill point there).

Btw I'm starting with recruitment right now.


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

RE: Group Leaders
I agree that Veccio would be a good choice for managing Forvian's crew, but I think Lirotha would actually be a good option for the Sisters. It looks like the bonus actions they provide include Gather Information, which sounds like something our Spymaster might have her hand in as well.

As far as our cash flow, let's put the rest of the gp we got from the folks at the Salt Works in there. Aside from the 10gp to identify the bags that is. That would put us well above our minimum of 20gp.


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
Rocco Hardweather wrote:

RE: Group Leaders

I think Lirotha would actually be a good option for the Sisters. It looks like the bonus actions they provide include Gather Information, which sounds like something our Spymaster might have her hand in as well.

As far as our cash flow, let's put the rest of the gp we got from the folks at the Salt Works in there. Aside from the 10gp to identify the bags that is. That would put us well above our minimum of 20gp.

I can go with that. I didn't know they had abilities like that!

Rocco's money expenditure idea works for me too.


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
Lirotha Karsani wrote:
Rocco Hardweather wrote:

RE: Group Leaders

I think Lirotha would actually be a good option for the Sisters. It looks like the bonus actions they provide include Gather Information, which sounds like something our Spymaster might have her hand in as well.

As far as our cash flow, let's put the rest of the gp we got from the folks at the Salt Works in there. Aside from the 10gp to identify the bags that is. That would put us well above our minimum of 20gp.

I can go with that. I didn't know they had abilities like that!

Rocco's money expenditure idea works for me too.

Their abilities are listed in the teams area on our Rebellion Sheet. Just for future reference.


Male Human Cavalier (Daring Champion of the Flame) 2 | AC 18, T 14, FF 14 | hp 11/20 | Fort +4, Ref +4, Will -1 | CMD 16 | Init +4 | Perc -1 | Challenge 1/1 | Tactician 1/1 | Loot

As mentioned above, been a bit busy. I'll go back through the thread and update the loot sheet. I let it get away from me, sorry.


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

So, concerning our loot from the Salt Works, do we have to worry about equipping our followers? Like, do we need to give the mercenaries some of the guards' armor/weapons or anything like that? Just curious about whether we need to hold onto that stuff or just sell it.

Shadow Lodge

MAP

No, you don't need to equip your teams/supporters yourselves. The treasury is supposed to be the amount of funds needed to keep the rebellion working.


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

Cool. Just wanted to check.

Shadow Lodge

MAP

We have a new player joining us: please everyone welcome Valrani!
The game will resume tomorrow, meanwhile think about what direction you want the rebellion to go.


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

Welcome, Valrani! Thanks for joining our merry little band of misfits! I'm looking forward to playing with 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
Rocco Hardweather wrote:
Welcome, Valrani! Thanks for joining our merry little band of misfits! I'm looking forward to playing with you.

Ditto!


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

Hey, Elan! Just wanted to check. Does Kurglunn also benefit from the bonus skill rank for the rebellion reaching rank 2?

Shadow Lodge

MAP
Rocco Hardweather wrote:
Hey, Elan! Just wanted to check. Does Kurglunn also benefit from the bonus skill rank for the rebellion reaching rank 2?

Yes it should.


Female human Druid (worldwalker)

Hi there!

I'll see about making a new alias and stat block up for Valrani tonight.

20 point buy? Are there any particular bases that we are missing at the moment? I was thinking of being a domain druid, but if we are light on front liners I could get an animal companion instead.


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
_Aer recruitment placeholder wrote:
Hi there! I'll see about making a new alias and stat block up for Valrani tonight. 20 point buy? Are there any particular bases that we are missing at the moment? I was thinking of being a domain druid, but if we are light on front liners I could get an animal companion instead.

Greetings!

That's completely up to you, and your playing preferences as far as I'm concerned.

We will work with things either way.
=)


Male Human Cavalier (Daring Champion of the Flame) 2 | AC 18, T 14, FF 14 | hp 11/20 | Fort +4, Ref +4, Will -1 | CMD 16 | Init +4 | Perc -1 | Challenge 1/1 | Tactician 1/1 | Loot

I think the loot list is finally up to date. *collapses in a heap*


CN Female Half-Elf Bard 2 | HP 17/17 | AC 16, T 13, FF 13 | F 3, R 7, W 3 ( +2 vs. Enchantment, +4 vs. Charm/Compulsion+4 vs. Sonic, Language Dependent, and BP effects.) | Init +2 | Per +7 (Low-Light Vision), BP Rounds Used: 11/11

Howdy. Meliandri is planning on being a secondary front-liner to flank with Veccio and stuff, but you build however you'd like.

I *should* be starting a new job very similar to my old job, which would give me a lot more time to focus on gaming and similar stuff. I'll be able to post more if/when that happens.


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

@Veccio Thanks for keeping that loot sheet! I took a look and noticed we have a lot of stuff that needs appraisal. Should we get some of that stuff looked at now that we have some more cash in the coffers?

@Valrani Kurglunn (Rocco's phantom) will also be providing some frontline support along with Veccio and Mel. I don't want to speak for Lirotha too much, but my understanding of witches is that they are pretty hefty debuff machines. Not sure if that's the build she's going for, but it seems to be a mix of that and some blasts from her so far. Rocco will primarily work on buffing Kurglunn and other melee folks, but will also throw some debuffs at enemies, particularly working on imposing fear affects when possible.

In the end, you're options are pretty much wide open for which role you fill. If you want to provide some extra martial support with your AC, it couldn't hurt. If you'd prefer to go Domain, there are definitely some good roles you could serve there. If you did go Domain, which ones are you looking at?


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 plan on Lirotha being the primary ranged arcane caster. She has the Elements as her patron, so she will have plenty of elemental combat spells available too, along with her normal witch debuff spells.

Her Hexes will be secondary support for now. I have the Healing Hex and plan to take the Flying Hex next probably. I'm not sure from there.

I will probably work with metamagic feats as I progress to make my spells more effective.

Shadow Lodge

MAP
_Aer recruitment placeholder wrote:

Hi there!

I'll see about making a new alias and stat block up for Valrani tonight.

20 point buy? Are there any particular bases that we are missing at the moment? I was thinking of being a domain druid, but if we are light on front liners I could get an animal companion instead.

Yes, 20 point buy, core races only, as for role, do as you please. The party has a front liner (Veccio) and Mel plans to be one in the near future while Kurglunn (Rocco's Phantom) can do his part as well, but that doesn't mean there's no space for more melee help. On the other hand a domain druid gets 9 extra spells by lvl 17 which is pretty amazing considering how powerful spells are in this game.

In other words: your choice!

:P


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

We'll I'll cover multiple bases at the moment and see where the character ends up. That is often the best way. Often characters just get a life of their own.


CN Female Half-Elf Bard 2 | HP 17/17 | AC 16, T 13, FF 13 | F 3, R 7, W 3 ( +2 vs. Enchantment, +4 vs. Charm/Compulsion+4 vs. Sonic, Language Dependent, and BP effects.) | Init +2 | Per +7 (Low-Light Vision), BP Rounds Used: 11/11

I got my new job. That should help with my time quite a bit.

Also, What are we going to do about the wealth that's on other characters? For example, the Lootfinder (thanks, Veccio) shows a Cloak of Elvenkind on Isabella, which isn't very useful to us.


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

Not too sure how you want Valrani to integrate into the Gameplay thread - introductions and such. So I'll hold off for the moment.


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

I'd assume you could kinda just drop into the base any time. As you can tell from Mel's post, we're kinda just hanging around there between outings to bust up some Thrune goons.


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

A red-haired woman sidles into the new Raven's head quarters. She has a slightly haunted look, common to many of the people of the city in these days. However she also has a degree of self confidence that is not quite so common.

"Word is you're a group of troublemakers..." she starts, as she leans on her staff.

"Which is just what this city needs at the moment."


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

Is the wasp nest our base? I didn't know that for some reason.
I thought it was just a previous combat area for the game. I thought we'd gain one eventually...Anyhoo.

I think we also need to decide as a group what our next target is to be for the next phase of the rebellion. Correct?


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

I think it's kind of the official unofficial base. At least that's my understanding from reading back over the thread from before you and I joined up.

As far as deciding our next rebellion action, I think we may need to work on moving the needle back toward our group's supposed "focus" for the rebellion and work on our secrecy. Seems like we've been taking a lot of offensive actions, which has been good for the coffers and the base of supporters, but I'm worried that, if we let our notoriety get out of hand, we're gonna feel the hurt soon. So I'm thinking our next action should be something like a scouting mission. Depends on what's available, of course, but that's my 2cp.

Also, wanted to let you all know I'm gonna be out of town starting this evening and running through next Tuesday, Oct 11. I'll be fully back online next Wednesday. I'll have my phone with me at least, so I may still be able to put up short posts, but maybe not. I'll do my best at least to keep up with what's going on while I'm gone so I can jump right back in when I return.

Thanks!


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

Have fun Rocco! OK scouting sounds like a good idea. More information is always helpful. It also wouldn't hurt to put up some misdirection too. Find someone that's bad for the city and set them up to be taken out my the REAL bad guys...and to throw them off our scent for a while.


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
Lirotha Karsani wrote:
Have fun Rocco! OK scouting sounds like a good idea. More information is always helpful. It also wouldn't hurt to put up some misdirection too. Find someone that's bad for the city and set them up to be taken out my the REAL bad guys...and to throw them off our scent for a while.

Yeah! I love those ideas. :D


CN Female Half-Elf Bard 2 | HP 17/17 | AC 16, T 13, FF 13 | F 3, R 7, W 3 ( +2 vs. Enchantment, +4 vs. Charm/Compulsion+4 vs. Sonic, Language Dependent, and BP effects.) | Init +2 | Per +7 (Low-Light Vision), BP Rounds Used: 11/11

With regard to our next mission to send a team on, I think retrieving a cache could be pretty useful. That's just my thought, though.

Shadow Lodge

MAP

Activity phase actions:

Mel: suggests retrieving a cache (I suppose you mean "secure cache" right?)

Secure cache:
Secure Cache (Saboteurs, Sneaks, Spies, or Thieves): You can arrange for a cache of equipment to be hidden somewhere in Kintargo. Doing so requires purchasing the items in question (or simply providing the team with items already owned) and a successful Secrecy check to stash the items. Caches come in three categories—minor, intermediate, and major (see the sidebar above). Sneaks can only secure minor caches, while thieves can secure minor or intermediate caches, and both saboteurs and spies can secure all three categories. You can have the team secure an outdoor cache in any location in Kintargo (such caches are typically hidden in alleys or parks or other relatively out-of-the-way areas) or inside a specific structure. When placed in a specific structure, the cache is typically hidden near the entrance, but additional locations are available in certain buildings. (Your GM has this information as it is needed.) Placing a cache inside of “enemy territory” (subject to the GM) increases the DC by 5 to 10. Make sure to keep track of the locations you’ve hidden caches and what kinds of caches they are! See the sidebar above for DCs and additional details on the three categories.

Anyone else?


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

Officially I say we put more money from the group funds into the rebellion's coffers. Veccio's Lootfinder says we have 149gp available. Let's officially put at least 100gp into the coffer and as our action, let's Gather Info or just Earn Gold this time.

We don't really have enough organizational foundation built to set up and maintain any Caches yet IMHO.

What do you the rest of you say?


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

I'm not sure what the point of the cache's are :-(

Building a good foundation sounds smart though, so either recruiting more or earning money sound like wise choices.


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

The Cache's are good for if we lose our base or other emergencies. If they cut off access to certain parts of the city then these caches will be available, or etc. Its an emergency measure to insure you have supplies in times of dire need.


CN Female Half-Elf Bard 2 | HP 17/17 | AC 16, T 13, FF 13 | F 3, R 7, W 3 ( +2 vs. Enchantment, +4 vs. Charm/Compulsion+4 vs. Sonic, Language Dependent, and BP effects.) | Init +2 | Per +7 (Low-Light Vision), BP Rounds Used: 11/11

I dunno. I mean, a cache sounds cool, but maybe building the foundation is better. Up to you guys, really.

Shadow Lodge

MAP

People???

Just a small suggestion: until you reach rebellion level 2 and can take 2 action per activity phase I would ALWAYS go for an increase of your supporters. Those determine your rebellion rank and every upkeep you will lose suporters unles you roll a natural 20. So you need supporters before you can do much else.

That's what I would do but I'm just the DM, you decide what your characters want to do, I give you the consequences of said decisions.


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

Supporters! "Do you hear the people sing? Singing the song of angry men..."


CN Female Half-Elf Bard 2 | HP 17/17 | AC 16, T 13, FF 13 | F 3, R 7, W 3 ( +2 vs. Enchantment, +4 vs. Charm/Compulsion+4 vs. Sonic, Language Dependent, and BP effects.) | Init +2 | Per +7 (Low-Light Vision), BP Rounds Used: 11/11

Alright, let's Earn Gold. That sound good? I think that sounds good. We'll use the Fushi team for that. Sound good? What do I need to roll, if anything?


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
GM said wrote:

People??? Just a small suggestion: until you reach rebellion level 2 and can take 2 action per activity phase I would ALWAYS go for an increase of your supporters. Those determine your rebellion rank and every upkeep you will lose suporters unles you roll a natural 20. So you need supporters before you can do much else.

That's what I would do but I'm just the DM, you decide what your characters want to do, I give you the consequences of said decisions.

WAIT! The GM makes a good point...!

Part ONE:

OK, I am thinking we need to elect someone the official or unofficial Rebellion leader?

We are all either too blase' about what we do next, or indecisive sometimes. We all want to work together, but sometimes that means we tend to be passive players during decision making phases, when we need to be decisive.

We need someone to make the real call each time for the benefit of all. This would just simplify things.

HEAR ME OUT:
1. Whoever is in charge must still listen to all of our opinions before making decisions.
2. If we ever do have a clear majority decision on anything, then the leader must/should follow that lead.
3. However, at times like now, when we are unsure as a group and need direction, the leader looks at our opinions and options and then goes ahead and makes a decision on things.
4. He/She makes the majority of the dice rolls for the various Rebellion checks so there is no ambiguity for the GM.
5. I am not suggesting this so I can be in charge (Lirotha would be a horrible leader anyway) nor do I suggest, that whomever is not in charge do nothing, expecting the leader to just make decisions and deal.

Times like now it is hard to make group decisions on many of these things because, well Rocco and I are still fairly new to this campaign and now we have to initiate someone even newer into the group's decision making process now too.

I think as time goes on and we all get used to the rebellion process, such things get easier.

I suggest Mel or Veccio be our leader for now (we CAN change and update as this as needed) as they have been here since the beginning.

What say you all?
GM...?

Either way, let's decide something quickly and move on, even if we don't want to pick an actual leader. Its just a suggestion anyway.

My final vote: Gold or Recruitment. We need to hit level 2 soon and we need money. The GM has said so on at least one previous time each.

Part TWO:

GM said wrote:
Now: who do you want to manage Forvian Crow's team? What do you want identified besides the 2 bags? What's the rebellion's next actions? Give me those imputs and we'll proceed

1. I suggested Veccio for Crow's team.

2. I wanna say anything that NEEDS to be identified...but the strange bags first.
3. Working on that...


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

That sounds like a good set of suggestions to me.

Are the bags magical, or just mundane, but we are unsure about what they are used for?

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