Hell's Rebels Adventure Path (Inactive)

Game Master TreasureFox

Wealday, the 27th of Sarenith, 4715AR
Day 5 of the week
Cloudy with no chance of meatballs


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Current AC: 22

No sir!


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

Sorry to hear... wait what has happened?!? Did I miss something horrible?


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9
Aster Cobblestone wrote:

Sorry to hear... wait what has happened?!? Did I miss something horrible?

No I was making a joke.

DM asked if we had family in Kintargo.

Bazzle's uncle is a drunk.

Rex's mom is estranged.

The only one with heartstrings left to pull on is you.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Hey I'm just happy anyone answered yes in any capacity. Backstories get a bit boring if everyone's parents are either long dead or far, far away.

I'm glad I asked. I wasn't aware of Bazzle's uncle, and I was under the impression that Rexandi's mother was in another city. Aster's daughter I already knew about.

If Ederion would like to consider where he's from, that could potentially be useful. I'm not sure if you've considered your age or how long you've lived in Kintargo, which might play into knowledge of pre-civil war Kintargo.

No plans at the present time. I was just watching a youtube video about PC families. I will need to work with Aster's daughter at some point, at least to give her a more permanent home. Not entirely sure when that will come up.


INACTIVE - GAME DIED

Oh, wait, you're right, Rexandi's mom isn't in Kintargo, Rexi just fled there when she was a teenager. But it's possible that Rexi's mum could've come to Kintargo from Westcrown for some reason; she is, after all, a Chelaxian devil-priestess.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Okay, so your mom was the devil-priestess, and your father was the half-fiend. Did you have any plans regarding what type of half devil/fiend he was?


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

Aster might have a host of family members in town, but she isn't looking them up any time soon so doesn't know or care. She is the black sheep of the wererat family.


INACTIVE - GAME DIED
DM Hell's Fox wrote:
Okay, so your mom was the devil-priestess, and your father was the half-fiend. Did you have any plans regarding what type of half devil/fiend he was?

Nope, he was basically just a devil-sperm donor. He's dead now anyway (or he was, as far as Rexandi knows).


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Wererats aren't known for their longevity. Your ability to escape and live amongst humans undiscovered is very black sheep, and likely earns you a significantly longer lifespan. I was originally thinking of doing something along the lines of a full moon transformation, but I decided against it mainly because I didn't want to have to track the lunar cycle, although it would have worked well with your mystery. Could have done some fun things like more power during the full moon and less during the new moon.
Do wererats look at the moon? Do they howl at it like wolves?

--------------------------------------

I was just curious due to form. I play a female tiefling in another game who's traits are based off of a Pit Fiend. I had wanted to do a female tiefling who wasn't succubus based.


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INACTIVE - GAME DIED

Oh, Rexandi is just cloven-hoofed, tailed, horn crown'd. Bluish-purple complexion. No wings. Not especially topheavy. Muddled heritage that just says "generic devilishness."

Aster on the full moon.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

OMG That was the best things I've ever seen
I'm watching that again


Chase Rules l
Nisha Infusions:
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Help support my Ko-fi addiction

I'm crying and my cheeks hurt.


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

lol! YES!


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

Originally I thought we were choosing a path and going into chase rules, which is where my not moving my icon confusion came in.

The map isn't the easiest to figure out where there is dry land. We have two paths southwest or south. The southwest path is the one with the quicksand icon. Are the blocks to the south and/or north of the quicksand dry land or pool? I'm not asking about hidden features just the basics of what we can see.

I drew arrows, is that the south path you mentioned? Only really asking in case we need to choose it based on the other being blocked.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
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Oh I see what you mean. Yeah that's not easy to figure out. I'll try to scribble where the pools end and where land begins.


Chase Rules l
Nisha Infusions:
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Okay that should probably do it


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

Perfect! Thank you.


Chase Rules l
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(CL4) CLW(3), Delay Poison (2)
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MONTAAAAAAAAAGE!


Current AC: 22

Hey Fox, why not the usual hustle rules?


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

I thought it was boring. No check, just a point of non-lethal and fatigued. No difference between someone in shape and an armchair wizard.
I'm not happy with the DCs I picked, but given that a forced march starts at 10+2/hr, I felt like prolonged hustling should be more like 15+2/hr.


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

So what are people's thoughts? To investigate while we're close or head home?


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

"No one likes dealing with the hassle of entering and exiting the city, But. But. I haven't had all my supplies since before we left. They were confiscated. I'd love to have more options if . . . when things inevitably turn hurdy gurdy."


Current AC: 22

Ederion has no preference one way or another.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

This is the discussion tab, my dudes


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

Oops sorry. I answered Aster's question in character sorry.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

No worries


Chase Rules l
Nisha Infusions:
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Okay, so today's the day. I'm sad to see Tasha go. She was an excellent roleplayer and a really good writer. She entered this game with a lot of excitement and enthusiasm. I really loved how she brought satirical literature and governmental critique to the game, which is something that I've been working on ever since. Her character was really effective when it came to beating the shit out of enemies. Actually it was sometimes a bit of a struggle to balance encounters because she was so effective.

Tasha shall be missed. If she happens to return and re-dedicate herself to the game, I'd be happy to have her back. Though that does depend on the situation.

So let's talk about what we need in a new character. I think it goes without saying that we should consider some sort of frontliner. Ederion isn't meant to be on the front line (for long), and Bazzle is a sneaky flanker. Aster does have a lot of stability on the front lines with her DR10/silver and healing abilities.
We do happen to have an opening for some sort of archer, or possibly some sort of evocationist. If Bazzle doesn't get a sneak attack, the damage of the group does fall off.
I think we're good on healing between Rexandi and Aster. If things get tight, you can always lean on Nisha for potions and infusions, or grab more wands.
I think we're good on skills, yeah? This game does have a fair bit of movement-related skill checks, especially during chase scenes, so that might be the best place to put skills. I still remember Ederion running from the Hellknights on the rooftops. I can't believe they both jumped that gap.
Does anyone have player recommendations?


Chase Rules l
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I added a Tasks and Quests link. I'll update it as people discover more things to do.


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

Frontliner sounds great. Aster can tank (when she's a rat) but can't do damage at all. Skills I agree we are pretty good. Healing pretty good. So... yep, some kind of bashing, stabbing, shooting, killer type :)

A lot of people I'd recommend you already are playing with in other games or have said they are full up recently.


INACTIVE - GAME DIED

Yeah, I can't disagree with any part of this analysis.


Chase Rules l
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Help support my Ko-fi addiction

Okay, I can't think of anyone immediately who would be a great fit, so we may have to open up recruitment. Hmmmm. Ederion, Aster, what do you think about bringing Hanako on board?

--------------------------------

On a different note, did you know that there's no inn in Kintargo? There are only taverns. There's no bath house either. And personally, I would have loved to see a proper arena for sports and blood sports. At least they have a castle.

Also, Rexus is a sorcerer of the destined bloodline. Unfortunately, Paizo doesn't tell me what he's destined for. He's dumped after book 1, having little to no role afterwards. They even suggest a way to kill him off if things go sour. Oh boy. These are some of my gripes.

I must eat, and then updates and recruitment will commence.


INACTIVE - GAME DIED

That is awful. What a wretched place. The whole thing is like a twisted sundown town. So Rexandi can't get a bath unless she drags a tub off to one of our secret tunnels and fills it with water herself, huh?


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

No complaints in the least against Hanako. They are a solid and prolific poster. :)


Chase Rules l
Nisha Infusions:
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Help support my Ko-fi addiction

I'll figure something out, Rexandi. You should be able to get a bath somewhere.

-----

Hanako is probably the best bard I've ever seen. No idea how she would fare as a bruiser though. This game does cater to bards, but we're not really looking for a bard right now, and I have a hard time figuring out how to... well I guess you could do something like fighter with VMC bard. Meh


INACTIVE - GAME DIED

Oh! There must be illegal cathouses where you can flop and get a bath and/or a companion. Since Rexandi has spent time in the Nest she probably even knows one or two of them!

~~~~~~~~~~

If we really just need a solid front-line tank I can always change characters. I like Rexandi but I am just as happy to switch to something that will improve our survivability!


Chase Rules l
Nisha Infusions:
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Help support my Ko-fi addiction

Interesting little thing I found using Donjon.

Kintargo:

Settlement Name: Kintargo
Population: 11900

Size The city of Kintargo covers an area of approximately 196 acres, with a total population of 11 thousand people.

by Trade

Bakers 19 Butchers 4 Furriers 51 Magic Shops 5 Roofers 9 Tanners 4
Barbers 33 Carpenters 28 Glovemakers 4 Maidservants 61 Ropemakers 4 Taverns 14
Bathers 2 Chandlers 19 Harness-makers 3 Masons 21 Rugmakers 7 Watercarriers 14
Beer-sellers 4 Chicken Butchers 8 Hatmakers 14 Mercers 21 Saddlers 6 Weavers 9
Blacksmiths 4 Coopers 15 Hay Merchants 6 Old Clothes 41 Scabbardmakers 6 Wine-sellers 8
Bleachers 6 Copyists 7 Illuminators 3 Painters 8 Sculptors 3 Woodcarvers 2
Bookbinders 4 Cutlers 7 Inns 7 Pastrycooks 21 Shoemakers 35 Woodsellers 5
Booksellers 2 Doctors 10 Jewelers 29 Plasterers 9 Spice Merchants 4
Buckle Makers 8 Fishmongers 4 Locksmiths 6 Pursemakers 5 Tailors 59

Other The city has 54 noble houses. The peace is kept by 92 guardsmen, and there are 8 advocates to assist with legal matters. For those more concerned about their soul, there are 444 clergymen and 11 priests.

Ruminations:

Happy to see 7 inns, but that's too many for my purposes. That'd be about one full sized inn per district, which is fine, but I don't want to work that hard. I think we'll go with two inns, one in Villegre near the most used gate, and one in Jarvis End, which is full of entertainment and is the most tourist-y of the districts, it also happens to be close to both the Opera house, and the Castle. Maybe the one in Villegre is more accustomed to long term rentals for students and mid-wage earners who can't afford a house, but have enough that they're not stuck in a tenement. The one in Jarvis End is tourist-y, and might be practical for diplomats.

Bathers. I could definitely see Cheliax outlawing bath houses. Bath houses used to be pretty darn popular (and relatively cheap) in the medieval period, but they were also rife with prostitution. Given that Calistria is a banned religion in Cheliax, I'm leaning that bath houses are outlawed.
But people will still want to take a bath. I think inns will still cover bathing, but there may be strict rules about the kind of conduct allowed. No seeing nakedness, no attending to bathers as they bathe, etc. Those who own their own house could probably spend money on a bathtub. A collapsible bathtub costs 15gp, and it's basically a canvas over a wooden frame. Poor people will just have to stick with basin washing.

Copyists from the little I understand were typically Christian monks who would copy the bible. Perhaps Bazzle knows about this. Given that we've established the printing press to exist in this game (which is huge), I'd say these are workers for the official Kintargo print. The original copyists in this adventure would have been the Iorian monks, but they, uh, aren't around anymore.

We're a port city alongside a large river, and we only have 4 fishmongers? What?

Noble houses make my brain explode. I'm happy with the 12ish already established.

Number of proper priests sounds about right.

---------------------------

Underground cathouse is a great idea. Like the Lucky Bones, but like, in business. Perhaps that's an income avenue for the Ravens?

Who the heck sells drugs in Kintargo?

I want to avoid the word 'tank' if I can. Aster has the survivability to be in the front for most things (areas of weakness include elemental damage and effects based on hp or hd). What we could really use is someone who can dish out consistent damage regardless of enemy type, provide a physical buffer so enemies can't just charge squishies, and still have a few skills necessary to really feel like they're part of a sneaky rebellion. We're playing secrecy after all. This isn't the beat-your-face-in group.
That could fit a lot of potentials. Of course anything with d10/12 hd and full BAB, but I could see a resilient d8 and 3/4BAB still managing well. As long as they're not a glass cannon, but can still have reliable damage.

I would recommend you 'follow your heart'. Switch only if you feel like it would be more enjoyable and/or meaningful to you.


INACTIVE - GAME DIED

Drugs in Kintargo are probably an industry that's split between illegal trade among tieflings and poor folks, and a few specialized pharmaceutical dealers who are protected by the elite so that they can provide nose candy to the rich and powerful. Obviously the former dealers get stomped whenever they are found, while the latter are quietly shuffled around or treated as "special medical professionals," perhaps even given a special exemption license (since Kintargo is all about Lawful Evil), while they sell to the "white-collar" market.

As far as tanks, I was referring to your comment that Ederion really shouldn't be on the front line and Bazzle should just be flanking/sneaking. That gave me the impression that you thought the group needed someone who could lynchpin a combat line with a solid AC to intercept enemy attacks.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

I'm not sure how the new player will want to approach it, and want to leave some wiggle room for them to experiment. I'd rather turn down the deadliness than tell someone they must play a sword and board full plate dude. There are a lot of possibilities, and I want to be open to weird builds. What I think is even more important than durability (although that's still high on the list) is consistent damage. Doesn't need to be a hard core crit build or a 20+ Str power attack build, but just something reliable.

I'd like to hear Ederion's opinion about Hanako before I send an invite. In the meantime we'll roleplay gathering information, getting baths, and stuff like that. Plenty to talk about.

Excellent idea for drugs, btw Rexandi.


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

I need to admit to something.

I am utterly baffled by this AP and where we are.

We have gone on a few missions in the city. Dabbled in some downtime activities. I know there are some street gangs, and other groups that are "on ourside" I know there is a loose network of information which involves pamplets.

But what's really going on. I have no idea. I am failing to picture it.

I know we learned somethings about the Order of the Torrent.

I know we have gotten help from merfolk allies but their settlement is far away.

We still need an HQ.

Now there are military outposts (archer towers) that we can assault and apparently control. That feels more like the city has multiple zones where there is active war going on our allies are in constant warfare with the Thrune forces and an open street to street war has started.

The whole archer towers feels like a video game . . . a bunch of points we control in the city. I mean prior to this a saw us as a small burgeoning resistance that could never with stand open war. Now we are supposed to capture and hold strategic positions in the city for weeks or months. I am failing to understand this from a practical stand point.

Thrune has thousands of soldiers. Even a well supplied for a siege archer tower of a dozen doesn't seem like a big hurdle for an organized group of Hell Knights to respond to.

It also feels like the resistance and the rebellion is happening without our help.


Current AC: 22

I think we need buffs and debuffs, a frontliner/tank, and a ranged damage dealer :D

So mechanics wise, I think the group has a lot of holes, which is not to say groups do not function perfectly with holes.

If I could choose one characteristic for a new recruit to join our game would be the ability to bring us together - I think all the players and characters are cool, but I do not think we are actually a group. Some of us are closer here and there, but that is it.

Also, and I am not sure if this goes toward what Bazzle pointed out - I do not feel we are rebels, but not because of how the game is being presented by Fox, just because of... Ourselves I think. Sorry, don't really know how to explain it any better :P


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Thank you for telling me this, Bazzle. I needed to know. I'm going to break down a few factors that I think contribute to the way you're feeling, then give you a bit of insight for what I'm trying to build up to, and then let's talk about how we can go about this so everyone feels good about what's happening.

So the first thing that I think is contributing to this feeling is how loose I've been playing with the adventures. Since I started this game, we've completed about 3/4s of book 1, 1/3rd of book 2, and 1/3rd of book 3. We're all over the place, and the state of the rebellion would reflect that. At this point in the adventures, it's assumed that Barzillai knows about the Silver Ravens, and knows you're a part of them. Almost everyone knows you hangout at the Longroads Coffeehouse, and we usually end up with strange characters just showing up at the Coffeehouse asking for your help. That being said, he never increases the guard since the Night of Ashes, or raids the Wasp Nest unless it comes up in a random week event (unlikely).

The military outposts are a video game mechanic. I stole the idea from Assassin's Creed. I wanted to put them there because the book assumes everything converges into civil war. It's my way of hinting that Thrune knows something's up, which he's learned through the abducted supporters. I think going this direction would be great for a group that wants to go for guerilla warfare and line the streets with blood. For a sneaky group, I think it's a pretty bad plan. Feel free to just ignore the towers for the time being. I'm happy to pivot away from the towers if we go for a way to depose Thrune without civil war. But as written the game does end up in a short civil war eventually with the need to fight off and control each district of Kintargo. We'll be going over these plans later in game once we recruit a certain someone who knows a lot more about revolution, and can help you guys plan appropriately. I want to give you guys options.

You do need an HQ. Absolutely. I'm trying to subtly suggest you claim the Lucky Bones.

I'm happy to let you know that Thrune doesn't have thousands of soldiers. Certainly way more than you could battle at once, but you won't have to. Even if you claimed a tower, it would be in poor taste for Barzillai to send several score of troops to dislodge them. It would be better if he blamed the Silver Ravens for being blood thirsty terrorists to give himself more public opinion, then subtly use a powerful agent to dislodge them.

The rebellion happening without your help is a very serious concern. It's quite possible that I've taken too much decision-making from you. The book does assume that you eventually let go of your day-to-day affairs of the rebellion to become the big movers and shakers, but that is quite a long ways from now, and I might have pulled that too soon. What I noticed was that it was really hard to get votes in when it came down to deciding what the teams do each week. That's the big reason why I put the rebellion in the background. Perhaps there's a middle ground where we can make sure that you clearly have decision-making in the day to day, week to week stuff, but also streamlined so we don't take forever trying to come to a decision?

I hope this helps, please let me know any concerns or recommendations that come up.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

I think I can help with the rebels part, Ederion. Thanks for the insight. Your recommendation to find a way to bring the group together as a team is good too.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

I'm going to be opening up recruitment for a new player. Do you think 2 players would be too much of a crowd?


Current AC: 22

I would go with a recruitment for one, MAYBE two players. And take it from there?


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Fair enough, works for me


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

That helps a lot. Thank you.

I envisioned this AP as city intrigue and social situations that would be calculating who we are allying with, who we are convincing to help, who we are intimidating to not get involved. Jumping through some adventure hoops to secure this or that to serve as locations, and so on.

It feels like we have gone a few adventures that are connected to those ideas but how are direct actions are helping or hurting the resistance.

How it is growing or shrinking I don't understand.

I know that we need an HQ. I don't remember what the opptions were. Its been awhile. But we were going to take out a crime gang to get one. We at the time were worried that our rep on the street was we were a new crime gang.

Since then we haven't taken much of any direct action and the down time actions if recall what the factions were doing was trying to rally general citizens to our cause, which would be supplies, political support and overall positive view of the Ravens.

The idea that Thrune would have the archer towers makes sense.

That our rebellion would make the leap from political resistance that was trying to meet the needs of the oppressed and occasionally give Thrune a black eye. To open war street to street district by district feels like it skipped:

***Targeting vital resources as part of asymmetric warfare. This might have been some of our adventures. But our adventures have been investigating missing Hell Knights and stopping a baby aboleth.

*****Building cells who were supported and active in the city without centralized command and control and giving them loose goals. Now I remember a lot of guilds and street performers and such. But they seemed like very situational and have unique skill sets many aimed at public opinion not direct action.

******Choosing to strike at vital points that would make response time and movement in the city by Thrune's forces work in our favor.

The idea that we have active quasi military forces that could storm, take, and have enough control of supplies to hold the towers feels hard to imagine. When we left to help the mermaids. We were stopped and accosted by a random checkpoint when we return are ready to challenge a professional army that in that time was actively oppressing them and killing dissenters. How did our allies organize without dying. How did they become an unmanageable political movement? How did they keep the overwhelming response from just burning the city? Once we became such a large and obvious problem that we could manage this. Why hasn't thousands of allies from elsewhere in the empire no response come in?

It feels like we have helped the effort. Though how much I am not sure. I think we might be seen as an inspiration but it feels like the events on the ground are changing significantly without our involvement.

I would love to understand how there was a change.

How it makes strategic sense in context.


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

I would suggest 2.

It protects us from the possibility of further attrition of players.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Here's the recruitment page


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction
Bazzle Blast-hazard wrote:

That helps a lot. Thank you.

I envisioned this AP as city intrigue and social situations that would be calculating who we are allying with, who we are convincing to help, who we are intimidating to not get involved. Jumping through some adventure hoops to secure this or that to serve as locations, and so on.

Somewhat. We start hitting the parties in book 3. Book 1 is mainly about getting your feet under you and stopping some small-scale atrocities. Book 2 is about securing allies (most of them morally gray, most of which are in terrible danger) and securing a proper HQ, and stopping some small-scale atrocities. Book 3 is about actually securing very important allies who have money, and stopping larger scale atrocities. Some of these have options to not bash heads in, and instead use guile and wit, or high stealth rolls, to succeed. I try to decrease the number of fights, and increase the options for guile, wit, and stealth. Something I'm trying to do is get you to pick and choose your allies, as they would naturally disagree with each other. I think one of the most important way that a rebellion fails is through infighting.

Bazzle Blast-hazard wrote:
It feels like we have gone a few adventures that are connected to those ideas but how are direct actions are helping or hurting the resistance.

Very fair point. Sacking the former Irorian base got you nothing but some notoriety, and Barzillai knows nothing of mermaids or aboleths. The books and maps you secured are definitely helpful. I think you'll find more of this as you continue to help, and secure an HQ.

Bazzle Blast-hazard wrote:
How it is growing or shrinking I don't understand.

It's been fairly stagnant, actually. Last week was lie-low and upgrade the teams, and this week was clear out the alleys of monsters and brutes, while investigating Docur. The supporters thing will be explained by Laria, but it has to do with continual recruitment of supporters, and a bad event roll last week.

Bazzle Blast-hazard wrote:
I know that we need an HQ. I don't remember what the opptions were. Its been awhile. But we were going to take out a crime gang to get one. We at the time were worried that our rep on the street was we were a new crime gang.

Yes that's still on the table, but I shied away from the crime gang after Tarnagius left, since he seemed to be pioneering the idea. You're encouraged to have one HQ, and multiple bases. You can even change your HQ over time. Your reputation as a gang has decreased due to time. If you really want to get the Silver Ravens out there with good PR, I suggest something universally good, with very little blood. Alternatively, I will be introducing Heralds and propaganda in a while, and you could spread counter-propaganda to give yourselves a good name.

Bazzle Blast-hazard wrote:
Since then we haven't taken much of any direct action and the down time actions if recall what the factions were doing was trying to rally general citizens to our cause, which would be supplies, political support and overall positive view of the Ravens.

Correct. Most of that is Laria's doing. The others have been trying to lay low and keep a low profile while training.

Bazzle Blast-hazard wrote:

That our rebellion would make the leap from political resistance that was trying to meet the needs of the oppressed and occasionally give Thrune a black eye. To open war street to street district by district feels like it skipped:

***Targeting vital resources as part of asymmetric warfare. This might have been some of our adventures. But our adventures have been investigating missing Hell Knights and stopping a baby aboleth.

*****Building cells who were supported and active in the city without centralized command and control and giving them loose goals. Now I remember a lot of guilds and street performers and such. But they seemed like very situational and have unique skill sets many aimed at public opinion not direct action.

******Choosing to strike at vital points that would make response time and movement in the city by Thrune's forces work in our favor.

I think you're dead on. I don't want to hit street war any time soon. I just want to hint at it. Your points are exactly what I want to have happen.

I think what might help is if I provide a bit more visibility into the workings of the rebellion. So you can easily tell who the teams are, what they're good at, how you can use them. What resources you can make use of as well.


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Bazzle Blast-hazard wrote:

The idea that we have active quasi military forces that could storm, take, and have enough control of supplies to hold the towers feels hard to imagine. When we left to help the mermaids. We were stopped and accosted by a random checkpoint when we return are ready to challenge a professional army that in that time was actively oppressing them and killing dissenters. How did our allies organize without dying. How did they become an unmanageable political movement? How did they keep the overwhelming response from just burning the city? Once we became such a large and obvious problem that we could manage this. Why hasn't thousands of allies from elsewhere in the empire no response come in?

It feels like we have helped the effort. Though how much I am not sure. I think we might be seen as an inspiration but it feels like the events on the ground are changing significantly without our involvement.

I would love to understand how there was a change.

How it makes strategic sense in context.

So in short: We don't have the forces necessary. We have one team of revolutionaries that could potentially hold a tower, and that would be about it. Six dudes, who are about level 4 fighters ish. We would need to hire multiple teams, most of which would be revolutionaries or mercenaries. It would lean very well to the bash skulls in playstyle, as you wouldn't have room for saboteurs and political intrigue teams. I think what's happened is I've unintentionally alluded to the rebellion being significantly larger than it really is.

I want to keep/get you guys involved, and I think I took too much away.

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