Hell's Rebels AP - Down with Thrune!

Game Master GM Red

Initiative:

[dice=Morvena]1d20+2[/dice
[dice=Padraig]1d20+8[/dice
[dice=Geoffrey]1d20+5[/dice
[dice=Issil]1d20+4[/dice
[dice=Victor]1d20+8[/dice
[dice=Rosebud]d20+11[/dice

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Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

I learn something new every day, it seems.

Table 6-8: Armor for Unusual Creatures, CRB, p. 153, says that the cost of armor for a Tiny or smaller* humanoid creature is half the standard cost. (That much I already knew.)

Then I finally noticed the asterisk that I'd missed in the past: *Divide armor bonus by 2.

So Rosebud's mithral chain shirt had a +2 armor bonus, not the usual +4 bonus, prior to the +1 enchantment.

The costs of making armor masterwork quality or magical enhancements remain the same.

CRB, p. 462:
Armor for Unusual Creatures: The cost of armor for nonhumanoid creatures, as well as for creatures who are neither Small nor Medium, varies (see Chapter 6). The cost of the masterwork quality and any magical enhancement remains the same.

Not a complaint, just sharing something I only just now realized.


HP: 75/75 l AC: 24, T 13, FF 19 l CMD 27 l F +11, R +6, W +5 l Init +6 l Senses: Perception +10
Skills:
Climb +8, Diplo +12, Disg +9, Intim +13, Know (Eng) +7, Know (Geog) +6, Know (Hist) +3, Know (Nob) +6, Ride +7, Sense Motive +13, Swim +18
Male Human Fighter (Tactician archetype) 8 l Active Conditions: *Cursed

You are welcome and that is a bummer Padraig.

I think we should concentrate upon getting our teams upgraded now, as opposed to just earning gold or reducing our Notoriety.

Thoughts?

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

Having taken the Leadership feat, PH should provide us some new bonuses to the team's Rebellion activities.

I'm having trouble opening up our Rebellion spreadsheet right now. I'll try again later to update it.


Issil Tanessen | | HP 73/73 | AC 22 T 14 FF 20 | Saves: 7/4/6 | CMD 19 | Perception +0 | Init +4 | Female Human (Chileax) | Oracle 8 | Spells -/7/7/5/4| Stealth Synergy +11 |

We have enough money to upgrade our groups. Let's do this twice and reduce notoriety.


URogue 8 HP: 59/59 AC: 25 FF:25 (Improved Uncanny Dodge) T:17 CMB:+6 CMD: 23 F:+4 R:+11 (Evasion) W:+5|Init:+9| Perception +12, Sense Motive +15 Male Dancing Lights 3/3; Charm Person 2/2; Shocking Grasp 1/4; CLW Wand 35/50 Effects:

I would say earn gold once, upgrade one, reduce notoriety.

Frank: How are we relative to suggested rebellion rank for book 3? Still low?

Also everyone else: What are we going to do with the items from Thrune? Standard people claim what they want or something else. Victor is still in the 'sell these off' camp.

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

What are the other options we can consider?

Not disagreeing with you, Issil. Honestly, I haven't yet looked at them with a critical eye and assessed the pros and cons of each option.

I probably won't have time to do so myself until tomorrow.


HP: 75/75 l AC: 24, T 13, FF 19 l CMD 27 l F +11, R +6, W +5 l Init +6 l Senses: Perception +10
Skills:
Climb +8, Diplo +12, Disg +9, Intim +13, Know (Eng) +7, Know (Geog) +6, Know (Hist) +3, Know (Nob) +6, Ride +7, Sense Motive +13, Swim +18
Male Human Fighter (Tactician archetype) 8 l Active Conditions: *Cursed

Victor's suggestion is reasonable to me. Which team should we upgrade? I suggest we look at upgrading the Freedom Fighters.

I suggest we get a lead cased box to store the Thrune gift items in and break them out when we need them. The items are too useful to just dump them, I think tracking the origin of these items may be helpful down the road.

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

I'll add more details as I continue to put things together, but according to Table 1, at Rank 8 the max # of teams we can have is 5. We currently have 4.

With a Leadership score of 12, PH gains us a bonus Tier 1 team in lieu of a higher level follower. The Benefits of Leadership sidebar (Hell's Rebels Player's Guide, p. 26) is a little confusing. It's a 'bonus' team, but it's not clear if it lets us exceed the max number of teams.

My recommendation is to add a team of 'Freedom Fighters' to help 'reduce danger', especially if we're upgrading our current team of Freedom Fighters.

Victor, we don't have any teams in the Outlaws category, which builds toward Spies. Does that interest you?

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

I'd like to nominate Rosebud as the Rebellion's new Demagogue, replacing our good friend Forvian Crowe.

It's seems an appropriate position for an inquisitor. The Demagogue adds his or her Constitution or Charisma modifier to the rebellion’s Loyalty check. Rosebud's CHA mod is +5. (Forvian's bonus on the spreadsheet is listed as only a +1.)

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

The officer change sounds good, but it will cost a "Change Officer Role" activity. I don't think the Leadership rules would let you exceed the maximum number of teams.

@Victor, Rebellion rank is a *little* on the low side. Book 2 maxed out at Rank 10, and we're in Book 3 now, which maxes out at Rank 15. The authors likely expected you'd be at/around Rank 10 by the end of Book 2, so it's not that off to be at Rank 8.

Basically just means you have fewer supporters than what would be expected at this point. Not surprising for a more secretive rebellion group like ours. I also don't run the weekly activities as often as a GM might in a F2F table. Plus, timing is weird with PbP! :)

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Wait, I think I'm wrong about the maximum, Larry.

Player's Guide, p. 28 wrote:
You can attempt to recruit a new team as long as you are not already at the maximum number of teams allowed (discounting bonus teams)

... Which implies bonus teams do not count against the max.

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

Regarding the management of teams, PH can manage up to 6 teams himself (+4 CHA bonus + 2 for Natural Born Leader), not really an issue right now, since we're limited to 5 total teams at Rebellion Rank 8.

However, PH might help the Rebellion by managing more than one team, even now.

The Natural Born Leader campaign trait lets PH treat his CHA bonus as 2 higher (so as if it were 20, wearing his headband of alluring Charisma +2) for the purpose of determining the bonus he adds to his managed teams’ actions.

The Leadership feat grants PH a +2 bonus to all Organization checks attempted by the team(s) managed by PH during an Activity phase.

PH also has a circlet of persuasion which grants a +3 competence bonus on all CHA-based checks.

If my calculations are correct, I think PH adds a +10 bonus for those sorts of checks for the team(s) he manages.

For other checks as Sentinel, I think PH adds a +7 bonus. His CHA mod is +4 wearing his headband of alluring charisma +2 with a +3 competence bonus from his circlet of persuasion.

As Sentinel, PH can still best aid the Rebellion by lending his CHA mod to the Loyalty check.

As Sentinel, PH also grants a +1 bonus to the rebellion’s two secondary Organization checks, and can aid during all Organization checks attempted to resolve one event during the Event phase.

Sentinel:
The officer grants a +1 bonus to the rebellion’s two secondary Organization checks, and can aid during all Organization checks attempted to resolve one event during the Event phase. The Sentinel can add her Constitution or Charisma modifier to a Loyalty check, her Strength or Wisdom Modifier to a Security check, or her Dexterity or Intelligence modifier to a Secrecy check made during this event’s resolution.


URogue 8 HP: 59/59 AC: 25 FF:25 (Improved Uncanny Dodge) T:17 CMB:+6 CMD: 23 F:+4 R:+11 (Evasion) W:+5|Init:+9| Perception +12, Sense Motive +15 Male Dancing Lights 3/3; Charm Person 2/2; Shocking Grasp 1/4; CLW Wand 35/50 Effects:

/headboggle

Its too late and I'm too tired to understand all that. I'll read up on stuff sometime this weekend when I have more time and brain cells active. Spies are good in Victor's mind, so I'll read up on it later.

You seem to have really built Padraig for the rules of this engagement!

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

At Rebellion Rank 8, we have 3 actions available during Phase 2: Activity. I'd like us to use one of those activities to 'Change Officer Rol'l, making Rosebud the Demagogue. We'd have two remaining activities.

We have a number of options on pp. 27-30 of the Hell's Rebels Player's Guide, but they're somewhat constrained by the low-tier status of our current teams.

I recommend we use the other two opportunities during Phase 2: Activity to recruit an additional team (Tier 1 Sneaks for Victor's future spies) and to upgrade one of our existing teams (Geoffrey's Freedom Fighters upgraded to Tier 2 Infiltrators?).

Sounds like PH would bring in another bonus Tier 1 team via his Leadership feat. Maybe another team of Freedom Fighters?

Thoughts?


HP: 75/75 l AC: 24, T 13, FF 19 l CMD 27 l F +11, R +6, W +5 l Init +6 l Senses: Perception +10
Skills:
Climb +8, Diplo +12, Disg +9, Intim +13, Know (Eng) +7, Know (Geog) +6, Know (Hist) +3, Know (Nob) +6, Ride +7, Sense Motive +13, Swim +18
Male Human Fighter (Tactician archetype) 8 l Active Conditions: *Cursed

I think Padraig's suggestions makes the most sense considering what we need the most. I know we will take a Notoriety hit but I am willing to chance it for a week.

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

Whoops! Just realized I made a mistake.
Issil is the Demagogue, not Forvian Crowe. He's the 'Partisan'.

As Partisan, Rosebud would add her Wisdom modifier (+3) to the rebellion’s Security check. Still better than Forvian's +1 modifier.

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

Looking over the teams listed on the Rebellion spreadsheet, one had no listed 'manager', the Advisors.
I found one reference to them in the Discussion thread.
I just now entered PH as their manager, but I'm happy to change that, if I'm overstepping my bounds.


Issil Tanessen | | HP 73/73 | AC 22 T 14 FF 20 | Saves: 7/4/6 | CMD 19 | Perception +0 | Init +4 | Female Human (Chileax) | Oracle 8 | Spells -/7/7/5/4| Stealth Synergy +11 |

I'll agree with Pádraig's plan there:
- Make Rosebud the new Partisan.
- Get a new team (Sneaks)
- Upgrade an existing team (Freedom Fighters)


HP: 42/42 l AC: 14 (17 w/ Mage Armor), T 13, FF 12 (15 w/ Mage Armor) l CMD 16 l F +6, R +5, W +7 l Arcane Reservoir (11/11), Conjurer's Focus (8 min), Consume Spells (3/3) | L1: 5/6, L2: 5/5, L3: 5/5, L4: 3/3 l Init +2 l Senses: Perception +2 | Female Human Arcanist (Occultist) 8 l Active Conditions: Mage Armor

^That works for me as well.

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

Having a Strategist (Geoffrey), grants us a fourth, bonus action during the Activity phase.

Strategist:
The officer grants the Silver Ravens a bonus rebellion action during the Activity phase. Any Organization check made to resolve the effects of this bonus action gain a +2 bonus on the check.

Earn Gold? Reduce Danger?


HP: 75/75 l AC: 24, T 13, FF 19 l CMD 27 l F +11, R +6, W +5 l Init +6 l Senses: Perception +10
Skills:
Climb +8, Diplo +12, Disg +9, Intim +13, Know (Eng) +7, Know (Geog) +6, Know (Hist) +3, Know (Nob) +6, Ride +7, Sense Motive +13, Swim +18
Male Human Fighter (Tactician archetype) 8 l Active Conditions: *Cursed

Hey Geoffrey is good for something :D

My first inclination is to Reduce Danger but there is a benefit to the Earn Gold as well :)

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

Re the Rebellion Worksheet, are the Organization Check modifiers up-to-date for everyone? Your position's modifier might have improved, if you've applied a bump to an ability score or acquired a stat-boosting item that's relevant to the check.

We might want to consider switching the Rebellion's focus. Right now, our Focus is Loyalty.
The die modifier distribution is:
Loyalty +18 (Helps us Recruit Supporters but not Teams. We only need to meet a DC10 check to avoid supporter attrition)
Secrecy +8 (Helps recruit some types of Teams. The check is DC10 or 15 to recruit a Tier-1 Team. The DC is higher to upgrade a Team to the next tier.)
Security +6 (Helps recruit some types of Teams. The check is DC10 or 15 to recruit a Tier-1 Team. The DC is higher to upgrade a Team to the next tier.)

Most Activities or Events call for one of the checks. A balance would seem to better the odds of our success in most situations.

I suggest we consider shifting our Rebellion Focus to either Secrecy or Security. That would give the new focus a +6 base bonus, and leave Loyalty and the other check with a +2 base bonus, effectively leaving one Organization check as-is and shifting a net +4 from Loyalty to the other.

Thoughts?


HP: 75/75 l AC: 24, T 13, FF 19 l CMD 27 l F +11, R +6, W +5 l Init +6 l Senses: Perception +10
Skills:
Climb +8, Diplo +12, Disg +9, Intim +13, Know (Eng) +7, Know (Geog) +6, Know (Hist) +3, Know (Nob) +6, Ride +7, Sense Motive +13, Swim +18
Male Human Fighter (Tactician archetype) 8 l Active Conditions: *Cursed

I concur Padraig. I suggest we switch it to Security. Does that require an Action to do that? If so, the let's use Geoffrey's bonus Action for that.

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

I didn't find anything that indicated that switching Focus required anything other than a decision to do so.

But it's possible I overlooked something.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

There's no real talk of switching focus in the Player's Guide, but it's reasonable enough to imagine you'd speak with your allies and change your tactics and strategy up for the rebellion. I think that would take some time to flow through the ranks though, so I'm inclined to say it will cost an activity.

I think we've got these for this week, then (in this order?)

- Change Focus to Security (no check)
- Make Rosebud the new Partisan (no check)
- Get a new team (Sneaks) - DC 15 Secrecy
- Upgrade an existing team (Freedom Fighters) - Spend 250 gp from the treasury

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

Our Treasury balance is 112 now, and at Rebellion rank 8 we need to maintain a minimum balance of 80.

We can add to the Treasury during the Upkeep phase. So we'd want to add at least that much to cover the expense of the upgrade as well as leave some excess in case an Event adds another unexpected burden on the Treasury and leads to a loss of morale and a loss of supporters.

That would be a 50gp contribution per player to cover the cost of upgrading the Freedom Fighters to Infiltrators.


HP: 75/75 l AC: 24, T 13, FF 19 l CMD 27 l F +11, R +6, W +5 l Init +6 l Senses: Perception +10
Skills:
Climb +8, Diplo +12, Disg +9, Intim +13, Know (Eng) +7, Know (Geog) +6, Know (Hist) +3, Know (Nob) +6, Ride +7, Sense Motive +13, Swim +18
Male Human Fighter (Tactician archetype) 8 l Active Conditions: *Cursed

Don't we have some loot we can sell here? We should also use Wex's gold/deposit for the treasury here as well.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

All of that stuff was sold in this post, and that total also included Wex's gold.

By the way, thanks for all your patience with this kind of bookkeeping and planning, and Larry I really appreciate you combing through the Player's Guide and picking out the details so diligently!


HP: 42/42 l AC: 14 (17 w/ Mage Armor), T 13, FF 12 (15 w/ Mage Armor) l CMD 16 l F +6, R +5, W +7 l Arcane Reservoir (11/11), Conjurer's Focus (8 min), Consume Spells (3/3) | L1: 5/6, L2: 5/5, L3: 5/5, L4: 3/3 l Init +2 l Senses: Perception +2 | Female Human Arcanist (Occultist) 8 l Active Conditions: Mage Armor

No problem GM and especially agreed re: Larry - thanks for the reminder to be mindful of our bookkeeping! I've admittedly been slacking on that so I'll try and read through the Player's Guide again soon and make sure Morv is being all that she can be.

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

Thanks for the kudos, folks, but I feel a bit guilty for not have been more diligent sooner.

I probably would have been a bit more strategic in executing the weekly Rebellion checks.

That said, I don't think we've made many wrong moves.

Seems like the strategy is to recruit as many supporters as we can and new teams as soon as we can. Upgrade teams so they can be employed in as many ways as possible to meet our priority Activities.

My next project is to look at the many different Activities, and try to draft for our consideration a strategy to tackle them.


URogue 8 HP: 59/59 AC: 25 FF:25 (Improved Uncanny Dodge) T:17 CMB:+6 CMD: 23 F:+4 R:+11 (Evasion) W:+5|Init:+9| Perception +12, Sense Motive +15 Male Dancing Lights 3/3; Charm Person 2/2; Shocking Grasp 1/4; CLW Wand 35/50 Effects:

Ok I went through and read up a bit more to catch up with Padraig's diving. I adjusted Victor's secrecy bonus mod to +4 to reflect his increased Dex mod.

Change Focus: Sounds like a good idea to help reduce our overall new problem of a high notoriety, especially if there aren't any important checks we need to make over DC10 with our old focus.

I agree with having Rosebud help run things as she's certainly better at it than Crowe. Victor personally may not approve of this new nosy goody goody.

Upgrade Team: Is there something specific you want from this immediately? I'd lean towards either doing this or the following but not both. We should really be doing either earn gold or reduce notoriety every week at least once.

Recruit Sneaks: We should at some point have at least one of each team so we have all actions available. But as I mentioned above, since we burned 2 actions on housekeeping stuff we may want to delay one of the above two so we can keep chugging along with using the teams we've already invested in: either earning gold or reducing notoriety.

My 2c.


HP: 75/75 l AC: 24, T 13, FF 19 l CMD 27 l F +11, R +6, W +5 l Init +6 l Senses: Perception +10
Skills:
Climb +8, Diplo +12, Disg +9, Intim +13, Know (Eng) +7, Know (Geog) +6, Know (Hist) +3, Know (Nob) +6, Ride +7, Sense Motive +13, Swim +18
Male Human Fighter (Tactician archetype) 8 l Active Conditions: *Cursed

Seems a reasonable suggestion Victor. In light of Padraig's idea to plan our Activities out let's Recruit Sneaks now so we have the most flexibility down the road.

If we wanted to forgo the Earn Gold portion this week and Upgrade the Freedom Fighters instead then Geoff can foot the bill for that. I believe PCs can contribute to the treasury from their own pockets right?

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

Do the 'unique' teams listed on the Rebellion worksheet act independently, or do we have to spend an Action during the Activity Phase to have them do something?

Unique Teams
The Fushi Family - Merchants, grant Earn Gold, Refresh Marketplace, Gather Information)
Vendalfek - grants Spread Disinformation
Order of the Torrent Armigers - Infiltrators, grant Rescue Character and Reduce Danger

If we have to use an Action to employ them, do they use their own modifiers or does one of us 'manage' them for that check, using our own modifier?

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

Our Rebellion's current rank is 8 with 97 Supporters, and the GM mentioned that at the conclusion of Book 2, a Rebellion would be expected to be at about Rank 10 with 160-234 Supporters. The Rebellion's rank is determined by the number of its Supporters (not the number of special or unique Teams).

We need 105 Supporters--just 8 more--to achieve Rank 9. Of course, we may also experience some attrition during the Organization checks, as well.

Rebellion Sheet Terminology, Hell's Rebels Player's Guide, pp. 21 wrote:

The rebellion’s rank is set by the number of supporters the rebels have, and increases according to that number

(see Table 1: Rebellion Advancement).

As listed on that table on p. 22, there are some very sweet PC boons associated with achieving a higher rank for our Rebellion. At Rank 9, we earn the Sentinel PC boon (each PC gains one of the following as a bonus feat: Great Fortitude, Iron Will, or Lightning Reflexes).

There appears to be an opportunity for more than one PC to serve as a particular officer, though their modifiers don't stack--with one very important exception: Recruiter.

Officers, Hell's Rebels Player's Guide, pp. 19-20 wrote:

You can have multiple identical officers, but note that with the exception of the Recruiter, the bonuses granted by officers don’t stack.

Recruiter: The number of supporters recruited during the Upkeep phase on a successful Organization check is increased by the officer’s character level. This bonus stacks with that provided by other recruiters.

I found a short discussion about this in a Paizo Discussion Thread on Rebellion Thread

If the GM approves, I'd like to suggest that while Morvena remains our designated Recruiter, we all act as co-Recruiters, in order to grow the number of supporters in our Rebellion at a faster pace.

If approved, to Morvena's character level during the Organization checks, we can add the sum of our own modifiers to the GM's roll. That should help us grow our number of Supporters at something closer to a standard pace.

There is also an Action we can take during the Activity phase to recruit additional supporters.

Recruit Supporters, Hell's Rebels Player's Guide, pp. 28 wrote:
This check can only be made once per Activity phase. By spending an amount of gold equal to the rebellion’s minimum treasury value, you can attempt to recruit additional supporters. To do so, attempt a Loyalty check. The DC of this check is equal to 10 + the rebellion’s rank. On a successful check, increase the rebellion’s supporters by 2d6 + any bonuses granted by Recruiter officers. If you roll a natural 1 on the Loyalty check, you don’t automatically fail, but your Notoriety score increases by 1d6. You can’t take this action if the rebellion is at its current maximum rank.


URogue 8 HP: 59/59 AC: 25 FF:25 (Improved Uncanny Dodge) T:17 CMB:+6 CMD: 23 F:+4 R:+11 (Evasion) W:+5|Init:+9| Perception +12, Sense Motive +15 Male Dancing Lights 3/3; Charm Person 2/2; Shocking Grasp 1/4; CLW Wand 35/50 Effects:

Ya, the boons for boosting rebellion level are pretty helpful and usually tangible. I'd be keen on dropping some coin to help catch our level up to a more expected level.

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

PH is happy to contribute his share 50gp (Upgrade cost 250gp/5 PCs) toward the Action to Upgrade the Freedom Fighters to Infiltrators and to contribute his share, 16gp (minimum Treasury value 80gp/5 PCs), toward the Action to Recruit Supporters.

So PH's revised vote is to add 330gp to the Treasury during the Upkeep Phase, and then to use the Four Actions during the Activity Phase to:

1. Recruit additional Supporters (Loyalty DC18) - Spend 80gp from the Treasury
2. Make Rosebud the new Partisan (no check)
3. Upgrade an existing Team (Freedom Fighters to Infiltrators) (no check)- Spend 250gp from the Treasury
4. Change Focus from Loyalty to Security (no check)

We can make getting a new Team a priority next week.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map
Geoffrey wrote:


I believe PCs can contribute to the treasury from their own pockets right?

Yup!

PH wrote:
Do the 'unique' teams listed on the Rebellion worksheet act independently, or do we have to spend an Action during the Activity Phase to have them do something?

You still have to spend an activity. They just unlock activities without having to recruit teams, with the tradeoff being that they can't be upgraded. Some NPCs also provide a stat bonus to organization checks.

PH wrote:
If we have to use an Action to employ them, do they use their own modifiers or does one of us 'manage' them for that check, using our own modifier?

I think you use your own modifiers. If we hadn't in the past, let's do so going forward.

PH wrote:
If the GM approves, I'd like to suggest that while Morvena remains our designated Recruiter, we all act as co-Recruiters, in order to grow the number of supporters in our Rebellion at a faster pace.

Great find. With multiple recruiters and stacking bonuses, that should really bring up the number of supporters quickly. It also explains why we might be ranked a little lower than expected at this point. For the following week, let's revisit who we should change to a recruiter, since it will also cost an activity for each officer.


URogue 8 HP: 59/59 AC: 25 FF:25 (Improved Uncanny Dodge) T:17 CMB:+6 CMD: 23 F:+4 R:+11 (Evasion) W:+5|Init:+9| Perception +12, Sense Motive +15 Male Dancing Lights 3/3; Charm Person 2/2; Shocking Grasp 1/4; CLW Wand 35/50 Effects:

That works for me. We'll have much more flexibility next week with 2 actions not being housekeeping stuff.

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21
Recruiter, p. 23-24 wrote:
The number of supporters recruited during the Upkeep phase on a successful Organization check is increased by the officer’s character level. This bonus stacks with that provided by other recruiters.

It's confuses me a bit that the Recruiter adds her character level to the number of Supporters recruited during the Upkeep phase.

Does that mean the Organization check uses her appropriate ability (CHA, or something else?) modifier (plus, in the future, the modifiers of other recruiters) for the GM's roll then adds her character level to the result? Or does it mean that on a successful check, the max number of Supporters we can gain is 7 (the Recruiter's current character level)?

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

My interpretation is:

1. Organization (Loyalty) check is made,
2. If successful, then 2d6 + bonuses + Recruiter's character level supporters are recruited.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Okay folks, it sounds like we're more or less ready to proceed with this week's activities, but I wanted to give Issil and Morvena another chance to check in and catch up here. I'm thinking I'll move us along with Upkeep Activity, and Event phases tomorrow.


Issil Tanessen | | HP 73/73 | AC 22 T 14 FF 20 | Saves: 7/4/6 | CMD 19 | Perception +0 | Init +4 | Female Human (Chileax) | Oracle 8 | Spells -/7/7/5/4| Stealth Synergy +11 |

Uh... how much money do I pay?
I think I'm fine with whatever at this point.


HP: 42/42 l AC: 14 (17 w/ Mage Armor), T 13, FF 12 (15 w/ Mage Armor) l CMD 16 l F +6, R +5, W +7 l Arcane Reservoir (11/11), Conjurer's Focus (8 min), Consume Spells (3/3) | L1: 5/6, L2: 5/5, L3: 5/5, L4: 3/3 l Init +2 l Senses: Perception +2 | Female Human Arcanist (Occultist) 8 l Active Conditions: Mage Armor

Corrected Morv's level on the Recruiter tab to 7; since it doesn't seem like Charisma plays any real role I left that tab empty - but if it does, she's got a +3 modifier.

I'm also fine with having everyone working on recruiting and it makes sense anyway; it's the one 'position' whose effects will stack if you've got more than one person helping out.

Morv will also contribute 50 gold towards upgrading the Freedom Fighters and 16 gold towards Recruiting Supporters.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Okay, I've run this week's phases. Please subtract 66 gp from your sheets for the team upgrade and for recruiting supporters.

Now at Rank 9, you all get to pick from the following as a free bonus feat!

1. Great Fortitude,
2. Iron Will,
3. Lightning Reflexes


HP: 42/42 l AC: 14 (17 w/ Mage Armor), T 13, FF 12 (15 w/ Mage Armor) l CMD 16 l F +6, R +5, W +7 l Arcane Reservoir (11/11), Conjurer's Focus (8 min), Consume Spells (3/3) | L1: 5/6, L2: 5/5, L3: 5/5, L4: 3/3 l Init +2 l Senses: Perception +2 | Female Human Arcanist (Occultist) 8 l Active Conditions: Mage Armor

Not home at the moment but definitely going Great Fortitude for Morv :D


HP: 75/75 l AC: 24, T 13, FF 19 l CMD 27 l F +11, R +6, W +5 l Init +6 l Senses: Perception +10
Skills:
Climb +8, Diplo +12, Disg +9, Intim +13, Know (Eng) +7, Know (Geog) +6, Know (Hist) +3, Know (Nob) +6, Ride +7, Sense Motive +13, Swim +18
Male Human Fighter (Tactician archetype) 8 l Active Conditions: *Cursed

Looks like Iron Will is a no-brainer for Geoffrey he he.

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

PH takes Great Fortitude as his bonus feat at Rebellion Rank 9.

Added his share (2959gp) of the loot to his savings and deducted his share (66gp) of the cost to upgrade the Freedom Fighters to Infiltrators and to recruit more Supporters.

I'd like to spend the 1000gp in materials to have Issil enchant Rosebud's blackwood longbow to +1.

Can we take care of that before we resume our adventures?

Liberty's Edge

CG Halfling Male Bard (Argent Voice) 8 | Conditions: heroism, good hope, haste | Bardic Performance 16/22 | Spells/Day 1-5/5; 2-2/4; 3-0/3 | Speed 30 ft. | ♫Freedom!♫ HP 59/59 | AC 23/ 15 T/ 20 FF | CMD 20 | Fort +9 (+1 vs drugs or poisons), Reflex +12, Will +9 (+1 vs mind-affecting effects); +2 vs fear; +4 vs bard performance, language-dependent, & sonic | Init +8 | Perception +15, Sense Motive +21

Took a quick look at the Rebellion worksheet, and I noticed a couple of things.

PH's 'Sentinel Secondary Bonuses': Need to shift 1 from Loyalty to Security.

As Partisan, it's best for Rosebud to use WIS (17=+3) rather than STR (5=-3), so her STAT should read '3', I think, both in the Partisan block under Organization checks and Officers. Her CHA bonus (20=+5) is correct.


HP: 42/42 l AC: 14 (17 w/ Mage Armor), T 13, FF 12 (15 w/ Mage Armor) l CMD 16 l F +6, R +5, W +7 l Arcane Reservoir (11/11), Conjurer's Focus (8 min), Consume Spells (3/3) | L1: 5/6, L2: 5/5, L3: 5/5, L4: 3/3 l Init +2 l Senses: Perception +2 | Female Human Arcanist (Occultist) 8 l Active Conditions: Mage Armor

Got Morv's bonus feat added to her sheet & accounted for on her saves~

Already added her share of the gold earlier and deducted the 66 for the rebellion business~

I think I'm good to go once everyone/everything else is~


Issil Tanessen | | HP 73/73 | AC 22 T 14 FF 20 | Saves: 7/4/6 | CMD 19 | Perception +0 | Init +4 | Female Human (Chileax) | Oracle 8 | Spells -/7/7/5/4| Stealth Synergy +11 |

Oooh! Great Fortitude please!

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