Hell's Rebels AP - Down with Thrune! (Inactive)

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

Hell's Rebels Maps, Slides, and Handouts

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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

Cool. I appreciate the simple, straightforward cues for those campaign mechanics. When I make the requested rolls, I try to add sum RP to it.

I always appreciate fellow players advancing the action; however, I sometimes get confused when it's unclear what/when we need to act for the campaign mechanics. Clearest to me, when we get that kind of call from the GM directly.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Yesterday was pretty much an all-travel-day (among the top 10 worst kinds of days!), but I intend to move us forward today as I get caught up.


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:

Two Silver Ravens levels eh? 3 actions! What do we want? Looks like we certainly are low on gold. We could recruit the Crowe team. We need more gold to increase our supporter numbers. Other thoughts?

As far as the potion gift, reading through the Guide to get reacquainted it reads as follows:

Guide wrote:


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

So seems we should each get a potion vs deciding on just 1 (Much easier to do!).

As far as the free skill rank... I think profession: mouser would be appropriate. Get me earning more gold and better Pug cover!


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 earning more gold should be a top priority for us, though recruiting the Crowe team is also important

Disguise would be a wise choice for us to pick at this moment.

EDIT: Geoffrey would pick up a potion of Darkvision.


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'll take an invisibility potion.

Being able to disguise yourselves would be helpful, but I'm sure some of you can use magic to do it too.


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 |

Welcome back, GM!

1) Earn more gold.

2) Recruit the Crowes!

3) A potion of Disguise Self!

4) +1 Diplomacy, please!

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

Potion: Is it one each or one for the group?
In either case, Pádraig Henry suggests a potion of cure moderate wounds. Vanilla but life-saving for everyone.

Skill Bonus: Is this an untyped bonus to the skill or a bonus skill rank?
Sounds like this is a bonus rank, otherwise there'd be no concern about total ranks exceeding hit dice.
If it's a skill rank, then Pádraig Henry will apply it to Knowledge (nature). If it's merely an untyped bonus to the skill, then Pádraig Henry will apply it to Perform (sing).

Treasury Balance: Are we now in the Upkeep phase?
Minimum Treasury value is 30gp (Current balance 29gp).
Pádraig Henry would like the party to increase the balance in the treasury to at least the minimum. He would also have made that suggestion as soon as he became aware of its negative balance. If we can only add to the Treasury during the Upkeep phase, then perhaps we should increase the balance to meet the requirements for the next "level," so we avoid any future penalties.

Do you need any additional information or actions from us?

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Potion: It is indeed one potion for each PC.

Skill bonus: This is a permanent bonus skill rank.

Treasury Balance: As long as it is kept to at least the minimum before next week's Upkeep phase, you guys are fine. It only went below now since the minimum increases with rank. It is currently the Upkeep phase, yes, and only now can any rebellion officer can deposit or withdraw any amount of gold from or to the rebellion’s treasury.

Nothing else needed right now, just waiting on everyone to decide on a skill rank and potion.

Upkeep (we are here) -> Activity -> Event


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

I'm actually a little uncertain as to what everyone's current split of money might be but I'm definitely in favor of kicking a few gold into the treasury to keep us above the minimum balance!

As far as potions and skills go...I'll take Padraig's suggestion and go with the Cure Moderate Wounds potion and I'll take a +1 to Diplomacy too since a Recruiter should probably be halfway decent at talking to people - or if not, they should be getting better at it!


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:

Another thought if we wanted to invest more personal funds into the rebellion at this early stage:

We could kick in cash to upgrade the level of our Tengu gold/information gatherers as an action (That does cost an action right?) Then get them out there making cash again at what I would expect is a better rate than the basic level they are now?

Either way, looking at the rebellion sheet, we need gold in that treasury for most everything, so making some should be a high priority.

We also need to decide if there are things in our loot list that we want to sell off to put funds in our pockets. We have lots of scrolls and potions, but I expect we want to keep most of those. Some odd weapons or whatever that aren't being used could probably be liquidated. I know I'd love to work on getting my hands on a mithril chain shirt sooner than later. My AC is no bueno.

*Frank, could you roll to see if one is available this week?

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Sure, I'll roll for it in my next post, and we can resolve Geoffrey's Devil Chills.

About your question re: teams, all unique team actions still count as actions against your weekly allotment. Unique teams just don't count against your team maximum.

Speaking of this, with everyone having chosen a skill rank and potion, we can now decide on the Activity Phase actions.

Choose 3 (you can choose the same option more than once EXCEPT for recruiting supporters, which can only be done once)
Recruit Team (you'll get a bonus for Crowe's team in particular)
Reduce Danger (assuming you recruit Crowe's Team, who are Freedom Fighters, this action becomes available)
Earn Gold
Spread Disinformation
Recruit Supporters
Change Officer Role
Guarantee Event

Pages 27-29 of the PDF contain full details on these actions.

Roleplaying wise, it's assumed that taking these actions occurs as part of your weekly "downtime," unless a special team is doing it for you. It fits a little better then knowing that we decided on maxing out at 1 mission weekly.

Upkeep -> Activity (we are here) -> Event


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 |

Let's upgrade the Tengu, then. Issil has around 130 gp lying around. How much does it cost?

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Oops, I should have also mentioned that you can Upgrade Teams, but that the tengu family and Vendalfek are unique teams that can't be upgraded. Crowe's Team technically could (since they are the same thing as the generic Freedom Fighters team) once you recruit 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:

Hrm. The only kind of team right now to me that makes sense to upgrade would be one that can make gold for the rebellion. And since the Tengu aren't upgradable then either we recruit a basic team to make $$ and upgrade them next week? Wait on the Crowe's?

Tengu make gold
Recruit team that can make gold (upgrade them the following week)
New team make gold

We can only have so many teams, its really too bad the unique ones can't be upgraded. That kind of holds them back for later on in the rebellion I bet, unless there comes a time when you've got space for many more teams than you really need.


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

Okay I vote for

Recruit Team (Crowe's team)
Earn Gold
Upgrade Crowe's team

While I agree selling extra loot is fine, we should hang onto any spare weapons. The teams we recruit could always use extra weapons he he.


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 agree with Geoffrey.


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:

Well, what does upgrading Crowe's team actually get us? Upgrading teams cost $$, and upgrading one that doesn't make $$ doesn't help our $$ situation. I don't have my guide here to check myself.

Also, I think the act of upgrading a team is built into what they 'have' for equipment. I'm not sure functionally it makes a difference if we give them equipment, unless there is something Frank knows that I/we don't on this.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Freedom Fighters (Crowe's Team) are Tier 1 Revolutionaries.
Tier 2 Revolutionaries are Infiltrators. Cost to upgrade is 250 gp. You gain the Rescue Character action. This allows you to rescue an NPC or PC, if someone should be captured.

As far as equipment goes, your recruits and teams equipment is beyond the scope of planning your rebellion. (And I'm glad, too. It'd be far too micromanagey!) You can make the assumption that a team always comes equipped with the necessary gear.


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 pricey and imo unnecessary at present. At our stage of the game I'd rather invest $$ into increasing $$. I'll have to look harder at this stuff tonight when I get home, but cash flow is an issue for sure that needs help.


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 |

250 gp is kind of stretch. Let's hold off on upgrading for now. We need more money.

Recruit Crowe's Team
Earn Gold
Reduce Danger/Spread Disinformation

Our Danger rating is 20% right now, and notoriety is 1%. We can ask Crowe's men to try to reduce the danger (or 0 our notoriety if we fail to recruit them.)

If we do nothing, GM Red rolls 1d100 + 20 + 1 to determine what happens. Low is very, very good while high is very, very bad. Let's slow down the very, very bad stuff from happening.


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 could get on board with that.


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

Sounds good to me Issil.


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

Ditto! I'm at work right now but I'll try and get up a 'recruit the team' post sooner rather than later if I can.

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

Concur with Issil.

Recruit Crowe's Team
Earn Gold
Reduce Danger/Spread Disinformation

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

I have resolved 2 of 3 of your activities.

For the third, because it was ambiguous, I felt inclined to remind you that Security is your lowest stat, with only a +1 bonus, and Reduce Danger is also a DC 15 Security check. Spread Disinformation is a DC 20 Secrecy check, though the DC is higher, you also have +7 as it is your Rebellion focus. Let me know which of the two you'd like to go with.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

One more thing:

Every recruited team (outside of Unique teams like the tengu) needs a Manager.

HR Player's Guide, page 23 wrote:
In the space for “Manager,” record the officer in charge of that team—an officer can manage a number of teams equal to his or her Charisma bonus (minimum of 1). In the space for “Size,” record the number of people on the team (do not include the manager in this count). In the space for “Bonus,” record the manager’s Charisma bonus (minimum of +0); the team modifies all Organization checks made when taking a rebellion action using this bonus. (Note that the Leadership feat and the Natural Born Leader campaign trait can further enhance this bonus.)If during the course of play a team becomes disabled or goes missing (see sidebar on page 25), place a mark in the appropriate box to the right of the team’s entry.

So, who wants to manage Crowe's Glory?

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

Pádraig Henry's CHA mod is +3, so he could manage up to three teams, if no one else wants Crowe's Glory.

Consistent with his role as the Rebellion's Sentinel, he'd prefer to manage teams associated with Information Operations, like positive propaganda and disinformation campaigns and assist with recruitment and intelligence gathering, including counterintelligence.

As Sentinel:

Quote:

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 his Constitution or Charisma modifier to a Loyalty check, his Strength or Wisdom Modifier to a Security check, or her Dexterity or Intelligence modifier to a Secrecy check made during this event’s resolution.


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

Geoffrey feels like a third wheel here so he could handle the Crowe's Glory team.

Liberty's Edge

2 people marked this as a favorite.
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

Makes sense for the Tactician to handle the mercenaries, when he's not busy 'handling' Morvena.

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

Can we appoint Forvian Crowe as the Rebellion's Partisan? It would seem a good fit for our only vacancy among the officer rolls.

Quote:
Partisan: The officer adds his or her Strength or Wisdom modifier to the rebellion’s Security check.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Seems logical to me. Let's do that. Forvian Crowe is a human rogue 1. He'd have a +1 Strength modifier.


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 |

Do we not get Crowe's bonus for this Security check?

The reason I ask is because danger and notoriety are going to grow over time anyway. I guess we could guarantee an event to occur. We gain 1d6 notoriety and then the GM rolls twice and we get the lower (thus better) event.

If we guarantee an event now, the x2 danger + notoriety "bonus" goes away and then we could try to reduce danger next time. If we try to reduce danger now and then fail we will basically add twice the danger this week.

I'm willing to risk the dice for Reduce Danger now, but what do you think?

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Aaah... Ninja'ed. And we failed your security roll, too.

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

If we have to arm our followers, it would make sense to give the maces to them rather than sell them at half-price.


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

I think there's definitely some confusion about whether we have to actually arm all our people ourselves with stuff we find/buy or if they're assumed to take care of their own gear (to a point). Clarification, please? :)

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

You do not need to arm your followers. The campaign has no rules on it, and I wouldn't want the game to get bogged down by team equipment micromanagement.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Interesting redesign. It's a bit late for me to get a solid post up tonight, so look for an update tomorrow!

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

I thought this tooth fairy attack artwork was awesome and wanted to share.


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 is awesome! And also, horrific!

It's not Pathfinder art and it's not related to the situation at hand, but it reminds me of Ants at a Picnic.


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 |

It's such a happy little fairy!

Those Ants remind me of a video game, Zombies Ate My Neighbors. Giant Ants were a common enemy.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Here's where we're at:

You've completed 4/7 missions in Part 2, with one of those remaining 3 missions being Rexus' translating of the documents. You have two more "real" missions before Part 3 begins. There are also 6 events which take place naturally (that is, it'll specify after x weeks, event y happens). 2/6 of those have happened. The wall collapsing in the Nest was an example of an event.

You are also Rebellion rank 3 of a maximum of 5 in this book, and it's only your second week as a budding rebel group!

It therefore makes sense to me, unless there are any objections, to advance us to next week. I will probably roll a few encounter checks as we advance the next few days. What do you guys think?


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. We can roll day jobs/gather infos and such. Guess there'll be no massive influx of cash for new duds! Roll for a healing wand though, maybe we can scrape up cash for one of those at least.


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 agree with Victor here. We should be able to advance to the next week, which should give Geoffrey time to do some weapons training at the War Cage. He does need to start pulling his own weight at some point :)


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 |

Next week, woo!


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

Next week is fine by me :)

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Is Pádraig Henry also good with this move?
(Really need to figure out which ALT+# combination gives me that accent on the 'a' so I can stop pasting 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 |

To type

á

on WIndows, try CTRL+' a . Hold Control, press apostrophe/single quote, then release both and press the a key.

on Mac, try Option+e a . Or you can hold the a key down until you see the a popup window appear and select the second one by pressing 2 (or clicking on it)

I'm using a US keyboard, by the way.


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:

The Canadian keyboard has the 'eh' key.

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 replied once already, right after Geoffrey, giving the green light to advancing to the next week. (Unless there's something else to accomplish this week?) Seems my post got nuked.

I've just been cutting and pasting Pádraig Henry's name. I'll try that key combo you've suggested.


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

So...what's everyone think about all the Pathfinder 2e stuff? Excited? Bummed? Same deal goes for the eventual transition to PFS 2e.

(Asking here since it's easiest for everyone!)

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