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


951 to 1,000 of 1,938 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>

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.

What is required to manage the Street Performers, Lirotha?


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
Oren Mitabu wrote:
What is required to manage the Street Performers, Lirotha?

So far it hasn't mattered much. My guess it come into more importance later in the game.

DM Elan Morin wrote:
Upkeep phase before activity phase please...

Whoops. Sorry! Shortly...


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

Step 1—Supporter Attrition: Attempt a DC 10 Loyalty
check. On a successful check, the rebellion only loses
1d6 supporters. If the check is a natural 20, the rebellion
instead gains 1d6 supporters. On a failed check, the
rebellion loses a number of supporters equal to 2d4 + the
rebellion’s rank.

Supporter Attrition: 1d20 + 6 ⇒ (6) + 6 = 12

Supporter Loss: 1d6 ⇒ 6

Step 2—Notoriety Maximum: If your Notoriety score
is 100, Thrune agents take action to round up and execute
suspected supporters on trumped-up charges. This reduces
both the rebellion’s supporters and Kintargo’s population
by an amount equal to 1d20 + the rebellion’s rank.

? Notoriety= 3 or 4?

Step 3—Treasury Shortage: If the rebellion’s treasury
is below its minimum during Upkeep phase, the
rebellion loses a number of supporters equal to 2d4 + the
rebellion’s rank.

TREASURY
1055gp +8sp +5cp

Step 4—Increase Rank: Apply any adjustments to the
rebellion’s rank due to increased supporters from the
previous week.

Rank 5 (Current Max!)

Step 5—Deposits and Withdrawals: Any rebellion
officer can deposit or withdraw any amount of gold from
or to the rebellion’s treasury.

I am withdrawing about 33 gps.
Anybody else want to borrow from the treasury?


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.

Don't need to borrow any money, I don't think.

I'll manage the Performers, but I'll need a helping hand when it comes time to actually do anything with them.


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

Just need to know how much magical ammo will cost then I'll know if I need to.


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

Magical Ammo requires Enchant Arms and Armor...not Enchant Wondrous Item.

Luckily its not THAT expensive. You can probably get silver and cold iron bullets easily enough.

Magical ammo comes in lots of 50 I think? You then divide the total cost by 50 and that is how much a single magical piece of ammo costs.

So I think...each piece of +1 ammo costs about 40gp each unless you can make it yourself. (2000gp/50)

Does that sound right?


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

Makes sense. But then I need a loan of like 1300gp Or I can just get cold Iron and Silver bullets in the meantime and get the magical ammo later.


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 would get silver and cold iron ammo made at least. Then Maybe some Adamantine if possible too (Much more expensive!).

Then see if anyone around town sells magical ammo and buy 2 or three pieces of +1. (that's only 80-120gp total).

That way your bases are covered, and you can resupply later when we have more money available.


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

Not that I have much experience with it, but I'm more of the school of thought that it's more economical to enchant your projectile weapons rather than the ammunition. That way you enchant every shot, and can also gain the benefits of different materials by buying/crafting them. Just my 2cp worth.

Shadow Lodge

MAP

EVENT PHASE

Events? (47%): 1d100 ⇒ 52

Once again nothing happens

Remember if you want you can take day jobs for the week.


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

Valrani continues to offer legal advice to those in most need of it, taking what they are willing to pay for her advice.

Profesison(barrister): 1d20 + 11 ⇒ (10) + 11 = 21


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
Rocco Hardweather wrote:
Not that I have much experience with it, but I'm more of the school of thought that it's more economical to enchant your projectile weapons rather than the ammunition. That way you enchant every shot, and can also gain the benefits of different materials by buying/crafting them. Just my 2cp worth.

Good point. Can I get Val to enchant my pistol or even pay for it to get it enchanted, then I'll stock up on cold iron and silvered bullets?


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.

Profession Herbalist 1d20 + 7 ⇒ (18) + 7 = 25

Oren continues to meet with a few of her old customers, finding time to brew several droughts during the downtime between missions.


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

Sadly not, at least until level 5. I've picked up craft wondrous objects, but to do weapons and armour I need to be fifth level.


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
Talon/Hound wrote:
Can I get Val to enchant my pistol or even pay for it to get it enchanted, then I'll stock up on cold iron and silvered bullets?

Again Talon, she would need the Enchant Arms and Armor feat instead. It costs +2000 gp to enchant a MW weapon. It IS more economical in the end to buy a +1 weapon rather than buy magical ammunition. However, you would still need to seek out an enchanter that your could trust and pay full price for the enchantment.

Profession(Harrower): 1d20 + 7 ⇒ (9) + 7 = 16


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

Okay cool. In that case then I'll stock up on the Cold Iron and Silver bullets and craft my rifle.

It says that I don't have to make a roll to make bullets or firearms. So I'll spend the time finishing off my rifle and then make 50 cold Iron bullets and 20 silver bullets. and 10 Adamantine bullets

Cold Iron Bullets 2sp ea. x50
Silver Bullets 2gp 5sp ea. x20
Adamantine Bullets 5gp 1sp ea. x10

I think that comes to 111gp. Can someone check my math?


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

Perform: 1d20 + 19 ⇒ (6) + 19 = 25


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
Lirotha Karsani wrote:

1. Recruit Supporters!(DC:15):

[dice=Loyalty + Laria Bonus]1d20 + 6 + 2
NOTE: We are at 37 supporters and 39 is max! (We will lose supporters possibly however)
[dice=# of new Recruits]2d6 + 3
OK that should max out recruits and help mitigate any we lose this phase.
2. Earn Gold
[dice=Security]1d20 + 5 x2 (+26gp earned)
3. Strategist Extra Action(Adds +2) Recruit Team (FREEDOM FIGHTERS)
Recruitment Security DC 15)
[dice=Secrecy]1d20 + 7 + 2
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?

OK I have now fully Updated the Rebellion sheet I think. Speak up if you see something I missed? I think our notoriety went up, but I can't be sure. That's for the GM mostly anyway .


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: Craft Wonderous Item take 1 Day per 1000gp cost to make.

So Could Val have made my Amulet of Natural armor by now since It will only take 1 day. Or do I still need to wait? Either way is fine by me.

Shadow Lodge

1 person marked this as a favorite.
MAP
The Hound Of Kintargo wrote:

Okay cool. In that case then I'll stock up on the Cold Iron and Silver bullets and craft my rifle.

It says that I don't have to make a roll to make bullets or firearms. So I'll spend the time finishing off my rifle and then make 50 cold Iron bullets and 20 silver bullets. and 10 Adamantine bullets

Cold Iron Bullets 2sp ea. x50
Silver Bullets 2gp 5sp ea. x20
Adamantine Bullets 5gp 1sp ea. x10

I think that comes to 111gp. Can someone check my math?

Ok, unless I'm msistaken:

1. How much blackpowder do you have? Shooting a single bullet always consumes a pinch of blackpowder (10 doses of blackpowder cost 10 gp). You might want 100, so 100 gp here.

2. A single bullet costs 1 gp. Cold Iron bullets cost double the base weapon and ammunition cost so 2 gp each. 50 cold iron bullets cost 100 gp.

3. Alchemichal Silver bullets cost 3gp each. 60 gp for 20.

4. Adamantine is 60gp per bullet. 10 bullets cost 600 gp.

Shadow Lodge

MAP
Lirotha Karsani wrote:

@GM: Craft Wonderous Item take 1 Day per 1000gp cost to make.

So Could Val have made my Amulet of Natural armor by now since It will only take 1 day. Or do I still need to wait? Either way is fine by me.

You spend time in game. Start tracking it. Valrani can do it in a day if she passes the proper rolls and spends the required resources. You really have no need to have it now, since you are not actively adventuring yet.


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

I don't think there are any rolls as such required for making a magical item, just spending hte time and the gold. Crafting is a bit different.

That said, I've never had a character with an item creation feat before so I could well be wrong on this one.


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

Actually you have to roll an appropiate roll to make the item.
The DC is rather low, but if you try to make an item at higher level, without the spell that is needed, the DC goes up, up, up.


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

Ahh, spellcraft. I should make sure I have some points in that then.

Presumably you can take ten on those checks as per normal.


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
DM Elan Morin wrote:


Ok, unless I'm msistaken:

1. How much blackpowder do you have? Shooting a single bullet always consumes a pinch of blackpowder (10 doses of blackpowder cost 10 gp). You might want 100, so 100 gp here.

2. A single bullet costs 1 gp. Cold Iron bullets cost double the base weapon and ammunition cost so 2 gp each. 50 cold iron bullets cost 100 gp.

3. Alchemichal Silver bullets cost 3gp each. 60 gp for 20.

4. Adamantine is 60gp per bullet. 10 bullets cost 600 gp.

Cool. So I have 733 gp left after paying Val to make my pistol MW.

So with the remainder I'll get:
100 gp = 100 doses of Black Powder
100 gp = 2 x Cure Light Wounds
100 gp = 50 cold iron bullets
60 gp = 20 Silver bullets
100 gp = 100 Normal bullets
240 gp = 4 Adamantine bullets
------
700 gp TOTAL COST

Hows that? If it's cool I'll add it in now.

And my rifle :) Will get that made MW later.


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

Profession (Bartender): 1d20 + 7 ⇒ (8) + 7 = 15

Rocco will spend his time pretty quietly. Helping out Laria around the shop serving drinks or popping back to the Rose and Thorn to help his parents out.


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

Also, I'm gonna spend some of my money on some scrolls:

150gp = Scroll of Magic Fang
150gp = Scroll of Identify
150gp = Scroll of Protection from Evil
150gp = Scroll of Touch of Gracelessness
1gp = Scroll Case
------
601gp total cost

Yeah, I may pick up Scribe Scroll at lvl 5 to help mitigate this kind of cost in the future. We'll see.


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

While working out equipment, I want to make sure I have this right.

From the loot tracker, it looks like we have roughly 1150gp each, is that right?


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

Yeah I believe that's correct.


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 just glanced at the Lootfinder.

Wow...I thought we had all that stuff identified and distributed out among our group. Or at least the potions!

Everybody check out the Lootfinder sheet. Make sure an MARK your name on somthing you have already taken prior to now so we can divide up the rest as needed.

Let's go ahead and sell those Challenger's Gloves when we get the chance since no one seems to want them and they are pretty valuable.


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 definitely think we keep all the potions and just hand those out. I'm okay with selling everything else not claimed.


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

looks good to me.

Shadow Lodge

MAP

For those with day jobs: here's how to calculate your earnings after a week of hard work!

Day Job Check Result GP Award

05 = 1 gp
10 = 5 gp
15 = 10 gp
20 = 20 gp
25 = 50 gp
30 = 75 gp
35 = 100 gp
40 = 150 gp


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

While I rolled a day job, if Val is creating magical items, that is likely to take up much of her time.

I'll make an amulet of natural armor for myself as well.

She can make the spellcraft checks with a take-10


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
Oren Mitabu wrote:
I definitely think we keep all the potions and just hand those out. I'm okay with selling everything else not claimed.

My point is I though we already HAD passed those out and more. We don't want to accidentally duplicate or lose magic items by accident just because we lost track of our loot for a while.

Day Job Check Result GP Award
15 = 10 gp

I rolled a 16 so I earned 10 gps? Cool.


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

Just to check, a rifle is an advanced firearm so don't think I can make it for this setting. Would a Musket be better and possible? Or Blunderbus?


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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

Correct. Musket for ranged and blunderbuss for area attacks (shotgun-like).


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

Sweet. Musket it is.


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

25 gold pieces... sweet
Morricone will sell his two mw weapons and buy a mw cold iron Longsword.

Shadow Lodge

MAP
Morricone wrote:

25 gold pieces... sweet

Morricone will sell his two mw weapons and buy a mw cold iron Longsword.

Actually a roll of 25 means 50 gp. Those crowds really like your voice, Morri!

Shadow Lodge

MAP

In order to make this quicker, everyone give me the following information please:

-What equipment you bought or made for yourselves
-Amount of money personally spent
-What actions do you plan the rebellion to take before you attempt to explore Hocum’s Fantasmagorium.

As for Magic Item's creation I won't allow a take 10 in this case. It's true the rules don't forbid a take 10 on magic item creation but in my opinion binding magic to the material plane in permanent ways should count as an arduous task with the risk of failing always present.
In this case the DC Val has to beat is a 10 on a spellcraft check (since she has access to barkskin and can memorize it before forging the amulet) so it's hardly impossible.


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

300 gp = Paid Val to MW my Pistol

100 gp = 100 doses of Black Powder
100 gp = 2 x Cure Light Wounds
100 gp = 50 cold iron bullets
100 gp = 4 Silver bullets
80 gp = 80 Normal bullets
244 gp = 4 Adamantine bullets
_____________
124 gp TOTAL

And built my musket.

Shadow Lodge

MAP
The Hound Of Kintargo wrote:

300 gp = Paid Val to MW my Pistol

100 gp = 100 doses of Black Powder
100 gp = 2 x Cure Light Wounds
100 gp = 50 cold iron bullets
100 gp = 4 Silver bullets
80 gp = 80 Normal bullets
244 gp = 4 Adamantine bullets
_____________
124 gp TOTAL

And built my musket.

That amount is incorrect. To my count it should be 1024 gp spent.

Also when you built your musket you mean you paid someone to build it for you or that you did it yourself?
In the first case you should pay the full price for the weapon (1,500 gp), in the second case you can use the Gunsmithing feat to craft the weapon yourself for half its price (750 gp). I checked and the Vigilante (gunmaster) archetype has access to gunsmithing it seems, so keep in mind you can craft your own bullets following the rules highlighted above.


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
DM Elan Morin wrote:
The Hound Of Kintargo wrote:

300 gp = Paid Val to MW my Pistol

100 gp = 100 doses of Black Powder
100 gp = 2 x Cure Light Wounds
100 gp = 50 cold iron bullets
100 gp = 4 Silver bullets
80 gp = 80 Normal bullets
244 gp = 4 Adamantine bullets
_____________
124 gp TOTAL

And built my musket.

That amount is incorrect. To my count it should be 1024 gp spent.

Also when you built your musket you mean you paid someone to build it for you or that you did it yourself?
In the first case you should pay the full price for the weapon (1,500 gp), in the second case you can use the Gunsmithing feat to craft the weapon yourself for half its price (750 gp). I checked and the Vigilante (gunmaster) archetype has access to gunsmithing it seems, so keep in mind you can craft your own bullets following the rules highlighted above.

Sorry I meant 1024.

And yup I crafted it myself. Same for the bullets. So that should be

1024 divided by 2 is 512.

512 + 750 = 1262.

So I need to borrow 240 gp from the group.

Shadow Lodge

1 person marked this as a favorite.
MAP
The Hound Of Kintargo wrote:
DM Elan Morin wrote:
The Hound Of Kintargo wrote:

300 gp = Paid Val to MW my Pistol

100 gp = 100 doses of Black Powder
100 gp = 2 x Cure Light Wounds
100 gp = 50 cold iron bullets
100 gp = 4 Silver bullets
80 gp = 80 Normal bullets
244 gp = 4 Adamantine bullets
_____________
124 gp TOTAL

And built my musket.

That amount is incorrect. To my count it should be 1024 gp spent.

Also when you built your musket you mean you paid someone to build it for you or that you did it yourself?
In the first case you should pay the full price for the weapon (1,500 gp), in the second case you can use the Gunsmithing feat to craft the weapon yourself for half its price (750 gp). I checked and the Vigilante (gunmaster) archetype has access to gunsmithing it seems, so keep in mind you can craft your own bullets following the rules highlighted above.

Sorry I meant 1024.

And yup I crafted it myself. Same for the bullets. So that should be

1024 divided by 2 is 512.

512 + 750 = 1262.

So I need to borrow 240 gp from the group.

Gunsmithing is better than that for ammo:

Gunsmithing wrote wrote:
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

So you only need to spend 10% of the actual cost of your ammo.

For example a keg of black powder (100 doses) costs 1000gp. But with gunsmithing you can reduce its cost to 100gp, same for the other ammunition you craft with the feat.
50 cold iron bullets would cost 100gp but with gunsmithing they cost 10 gp and so on.
I did not mention this before because for some reason I was fully convinced the gunmaster vigilante didn't have Gunsmithing, then I checked.

Btw you still need to buy a Gunsmith’s Kit in order to craft your firearms and ammunition (costs 15gp).


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.

See my last post in the gameplay thread. We need to figure out exactly how much gold we have apiece before we can decide what we can buy...


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

Lirotha's stuff:

588gp +8sp and +5cp (treasure earned earlier)
-You all should have gotten something similar earlier.

+380gp +7cp (treasure earned earlier)
-You all should have gotten something similar earlier.

+33gp (borrowed from Rebellion Fund.)
-1000gp for Amulet of Natural Armor +1 made by Val.

Lirotha's Remaining personal money= 1gp, 8sp, 12cp
+10gp earned while working.

As far as what the rebellion is doing before we go in...I say we have all or most of our current teams start a few distractions just before we go in: Set fire to a poorly patrolled Dottari barracks (or their favorite donut shop) maybe? Have some of our sneaks pick the pockets of some lesser cleric and let them chase them around the alleys away from the area. Maybe cause some Asmodean or Dottari carrying rice or grain to spill it? (See the Player's Guide for the hilarity on that!). Although...come to think on it we may want at least one team nearby to aid us when we're leaving too. We may need help carrying any items/people out of that place once we retrieve the Archivist. This leads me to my next suggestion:

NOTE: I would like to suggest as well that we buy or make for the rebellion ASAP:

1. A magical Bag(s) of Holding ASAP. (Multiples are better!)
or
2. Handy Haversack(s)

The more encounters we have...the more our treasure will be limited by what we can cart away from a location. Also, since more and more of our actual 'rebellion' treasure seems to be bulky items like books or chests of scrolls and other documents, we need to have somewhere to put these away safely during travel through the city and back to the hideout.
Finally, we need to leave as little trace of ourselves as possible when we leave certain areas behind. These kinds of items will help with that. With a big enough bag we can, even put dead bodies in them for temporary disposal in a more subtle location.

So...Anybody have the money to buy one now or already have one? The rebellion itself does not have enough in the coffer to buy one currently. AND we would have to wait and see if one is available too in town. I was hoping we could have found one by now...


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

I did a couple of small skill adjustments so Val can max out her spellcraft which makes sense if she is going to be making magical items and can't take ten.

ANA - Lirotha DC 8: 1d20 + 6 ⇒ (10) + 6 = 16
ANA - Valrani DC 8: 1d20 + 6 ⇒ (1) + 6 = 7
ARRRGGHHH


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
DM Elan Morin wrote:
The Hound Of Kintargo wrote:
DM Elan Morin wrote:
The Hound Of Kintargo wrote:

300 gp = Paid Val to MW my Pistol

100 gp = 100 doses of Black Powder
100 gp = 2 x Cure Light Wounds
100 gp = 50 cold iron bullets
100 gp = 4 Silver bullets
80 gp = 80 Normal bullets
244 gp = 4 Adamantine bullets
_____________
124 gp TOTAL

And built my musket.

That amount is incorrect. To my count it should be 1024 gp spent.

Also when you built your musket you mean you paid someone to build it for you or that you did it yourself?
In the first case you should pay the full price for the weapon (1,500 gp), in the second case you can use the Gunsmithing feat to craft the weapon yourself for half its price (750 gp). I checked and the Vigilante (gunmaster) archetype has access to gunsmithing it seems, so keep in mind you can craft your own bullets following the rules highlighted above.

Sorry I meant 1024.

And yup I crafted it myself. Same for the bullets. So that should be

1024 divided by 2 is 512.

512 + 750 = 1262.

So I need to borrow 240 gp from the group.

Gunsmithing is better than that for ammo:

Gunsmithing wrote wrote:
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

So you only need to spend 10% of the actual cost of your ammo.

For example a keg of black powder (100 doses) costs 1000gp....

Oh cool, so I get about 562gp back then. Rad! In that case, Val can I pay you another 300gp to make my Musket Masterwork as well please?

Shadow Lodge

MAP
_Valrani wrote:

I did a couple of small skill adjustments so Val can max out her spellcraft which makes sense if she is going to be making magical items and can't take ten.

[dice=ANA - Lirotha DC 8]1d20+6
[dice=ANA - Valrani DC 8]1d20+6
ARRRGGHHH

-____-''

Sorry Val!!!

Edit: Btw remember that whoever crafts items does so for the party as a whole. I suggest you keep this in mind when asking someone to craft something for the party.

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