Hell's Rebels: Flight of the Silver Ravens (Inactive)

Game Master pinvendor

Initiative Order:
Coming soon...

Rebellion Sheet

Kintargo Map Roll20 Link

Hell's Rebels Loot Tracker

Kintargo's Population: 11,897


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HP 15/15 | AC 19 T 12 FF 17 | F +4 R +2 W +5 | CMB +4 CMD 16 | Init +2 Perc +3 | Blessings 4/4 | Spells 1st 3/3 | Fervor (1d6) 3/3

Welcome, pinvendor! We appreciate your willingness to step in, especially after Longears was pulled away for personal matters.

No doubt you'll want to take some time to become acquainted with the campaign (don't worry, we're still only level 1), but don't hesitate to let us know what we can do to facilitate your transition into GM ;).


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

Now that I'm not at work, and have time to post, I wanted to say I hope things get better for you Leroy, and welcome pinvendor!


Ephemeral GameMaster

Posting in GM Form for the first time!

I started reading the gameplay thread, and haven't quite gotten through all the pre-game RP intro stuff, but I did glance through In Hell's Bright Shadow for a comparison to see how far you've gotten...and it doesn't look very far at all.

This should definitely be easier to get going than expected, yay!

I'll let you know when I'm ready, but I may just jump us in before I've finished my full reading just to give you guys something to do while I finish up the research.

One thing I do want to get out of the way is any adjustments you want to make to builds, suggestions for optional rules you do want, and of course me vetting all of your builds for accuracy. I use HeroLab since I have been investing in it since the beginning and have 95% of the material released for PFRPG.

If any of you have weird things in your build that the prior GM approved, please tell me, so I can decide if it will work for me. I know he was planning to run some seriously altered rules for you, so I imagine some "exceptions" won't really apply any longer and may need to be reevaluated.

Please let me know what questions you have! My hope is to get things going maybe by this weekend. :)


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

The only thing I remember Crusty giving me an okay for was allowing my Bardic Performances to function as Aura's rather than actual "performances", using a radius of 30'.


Ephemeral GameMaster

What was the reasoning for this if I can ask? That seems pretty strong as you no longer have to rely on the method of communicating the performance as a limiter.


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

A fluff thing, really. Honestly, I can't remember the full limitations on it, but I think we went with 30' and the visual component rules.

Mainly, though, its a dislike of the idea of the character doing a song-and-dance routine when he fights.


Ephemeral GameMaster

A bard that doesn't like to be seen or heard?? :O

:P

Hmmm...that is an interesting take on it. Does your bard start off a performance then glow, or does he never do any kind of Perform at all?


HP 15/15 | AC 19 T 12 FF 17 | F +4 R +2 W +5 | CMB +4 CMD 16 | Init +2 Perc +3 | Blessings 4/4 | Spells 1st 3/3 | Fervor (1d6) 3/3

After Leroy came in I changed my build a bit, but it's still very straightforward. Im a TWF warpriest taking weapon focus (shield) to gain sacred weapon bonuses with both weapons (my morningstar is already Milani's favored weapon). I have three traits and a drawback. If anything looks weird just let me know.


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

Heh, oh, Darian likes to show off. Just not sing a song or do a jig when he fights.

It really only applied to the combat stuff. In regards to the other performances an Arcane Duelist gets access to, he'd still do like speeches and such.

Cosmetically, his weapon would glow with an Arcane energy, soon followed by those of his allies.


Ephemeral GameMaster

Cosmetically, if the same visual/auditory requirements exists for the benefits/penalties, I don't see any reason to limit the distance as opposed to a normal bardic performance. Unless you want the 'Aura' descriptor to be added for later feats and abilities that affect Auras. But if we're just fluffing it, roleplaying your free action to continue performing can easily be "makes everybody glow and emit heart shaped bubbles" or whatever without any need to change the mechanical portion.

You will discover that RP flavoring for me trumps DAW (description as written) every day of the week.


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

That's basically it. Like I told him, I ain't looking for any mechanical benefit. Just a cosmetic one.


Ephemeral GameMaster

Further clarification:

Continuing a bardic performance does not require any additional physical actions on the part of the bard. So a glowing aura, floating illusory music notes, or a disembodied orchestra now playing the tune the bard started on his flute are all legitimate descriptions for the second and beyond 'free action to maintain' bardic performance rounds. Only a couple performances specifically require additional Perform actions to maintain (e.g. Distraction), so for those we do expect the song and/or dance occurring each round you wish it to continue. But this is all predicated that the original standard action is in fact some level of perform-y, spotlight hogging, magical-girl-transformation-animation, yes-look-at-me, I'm-a-bard level action. I'm willing to say spinning your sword around in a flashy way and then striking a pose with a quick quip is enough of a Perform to get it started. It certainly doesn't need to be a concert or dance recital.

That's my position, so if it works for you, that's how we'll run it.

While it has never been entered in the FAQ, it is of note some of the Paizo staff have stated explicitly in various posts that maintaining a bardic performance is a magical effect which requires nothing more than the will of the bard. In effect, there may not even be any further visual or auditory components at all. Based on RAW, the only requirement for keeping the target under the effects of the bardic performance is that its ability to perceive the performance in the manner with which it was originally delivered is not compromised. No mention that there is actually any further visual or auditory occurrence in the subsequent rounds is present as far as I have been able to locate. Perhaps it is inferred, but it was not included in the description as a hard and fast rule.

But if you want to glow, then you can do just that.


M CG male human (Cheliaxian) Bard (Negotiator)| HP: 15/15 | AC 12 T 10 FF 12 | CMB: -1 CMD 9 | F: +1 R: +3 W: +4 | Init: +0 [+2 Urban] | Percep: +6 [+8 Urban] Sense Motive: +7 Bluff: +11 | Speed 30 ft | Spells 1st 3/3 | Bardic Performance 9/9 Bard (Negotiator) 2

I think the only weird thing in Phineas' build I needed a ruling on was what, if anything, the second half of the Fast Talk Negotiator Bardic Performance does. Negotiator

The general idea is that Phineas can use a bardic performance to cause a target to perceive something as worth more or less in value, but since the standard buying/selling rules for things in pathfinder don't allow haggling, it doesn't really do anything mechanically speaking. I believe Crusty's ruling was that I could use it to sell any treasure we found that required appraising at the increased % value, but that I couldn't use it to decrease the cost of purchased goods or the sell price of more standardized things like magic items or normal adventuring gear.


Congrats with the new GM guys!

Best of luck with everything.


Ephemeral GameMaster

Quite honestly, that feels like a waste to me unless the optional Bargaining rules in the Ultimate Campaign are being used.

Considering "fast talking" is more than just trying to bamboozle a sale, I'm surprised that it doesn't have the ability to be used to increase Sense Motive DCs, increase Perception DCs to notice things not the fast talker happening in the background, or even just provide a static bonus to the Distraction bardic performance.

Admittedly with Pathfinder's more or less set buying/selling rules in order to safeguard "wealth by level," I find the fact this is a Paizo created archetype ability as rather puzzling.

I'll think on this a bit.

Liberty's Edge

|HP: 59/68 AC: 24; F: +12, R: +12, W: +10 | Perc: +10, Stl/Perf +12, Dec/Dip +13, ELore +14, Itm +15, Arc/Occ/Nat/Rel/Soc +8 | Speed 25ft | Weapon +15, 2d6+4+2. | Foc 1/1 | Active conditions:

Isabel is pretty standard apart from currently having the Trap Finder trait from Mummies Mask - fluffwise her education at Lady Docur's school wasn't just about the typical finishing school arts, Lady Docur also teaches skills more useful in the Lacunafex, combined with the fact that Isabel can cast magic it was considered reasonable. Please do say if you aren't a fan though.

I'm going to go archetype hunting but even if I take one it will still be Paizo material so hopefully not a problem! :)


Ephemeral GameMaster

Update: Working today then a company event tonight. Plans are to get fully caught up and get some kind of post for you tomorrow. I'll also try to check everyone's builds which I imagine should go fast since I guess this will be, what?, the third time you've been reviewed?

Anything you need me to weigh in on, drop it here.

@Phineas Aceron: Still thinking about that Fast Talk...I'm leaning heavily towards house errata for that uselessness. Still working out what would be fair without taking the scouter over level 9000.


HP 15/15 | AC 19 T 12 FF 17 | F +4 R +2 W +5 | CMB +4 CMD 16 | Init +2 Perc +3 | Blessings 4/4 | Spells 1st 3/3 | Fervor (1d6) 3/3
Spirit of Pinvendor wrote:
Almost ready! I need to know who has light and what kind? I skimmed through, but only saw Galen adjusting a candle lamp. Anyone down with the rats have light?

Woop! Avrora has cast light on her shield (I reference her "glowing" shield just a few posts up in Gameplay).


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

Darian had an active Sunrod affixed to his shield, if I recall...


Ephemeral GameMaster

Alright...PMs sent with Roll20 player link. I try to keep it private so we don't clutter up the Roll20 info with too many non-players. Please join in and say hello in the chat if you wish, since I will be online.

Once I see you joined, I will start linking up players with their tokens. The map is currently split in two, one for the top floor and for the basement. I honestly couldn't find what the 'F' and 'C' actually correlate to as the book text provided no context, so for our purposes they will be the top and bottom of the ladder previously described.

Any questions, please feel free!

Liberty's Edge

|HP: 59/68 AC: 24; F: +12, R: +12, W: +10 | Perc: +10, Stl/Perf +12, Dec/Dip +13, ELore +14, Itm +15, Arc/Occ/Nat/Rel/Soc +8 | Speed 25ft | Weapon +15, 2d6+4+2. | Foc 1/1 | Active conditions:

Isabel can see in the dark so she's not worried about the light or lack thereof...


Ephemeral GameMaster

There should now be a special light on Isabel's character to allow visibility out to 60 ft, but only you should see it when you go to Roll20. In the event Isabel ever carries a light source, we'll have to play around with it a bit, but this should serve for now.


CG male human (Cheliaxian) cleric (hidden priest) of Milani 1 | HP: 7/10 | AC: 15 (10 Tch, 15 FF) | CMB: +1, CMD: 11 | F: +4, R: +0, W: +4 | Init: +0 | Perc: +3, SM: +2 | Speed 20 ft | Spells 1st 3/3 | Special abilities Channel energy (1d6) 5/5 | Active Conditions None

Hey guys, I need a little more time to work on Varian before I can actually post. I wish to change his build to make him more focused on casting, but between Sir Longears bowing out of PbP (I need to replace him in my CoT game) and a lecture I held in Bologna last week, I have not had the time to do so yet. GM, would you allow me to post actions in combat while I work on Varian's crunch? This might mean that at the end of combat Varian stats would change slightly.


Ephemeral GameMaster

I don't really think that will be problem. I haven't yet completed vetting your builds, and I imagine we will have some additional discussions about builds once you guys return to civilization anyway.


Ephemeral GameMaster

Ah-ha! I found an Interactive map in my IHBS pdf files! I won't bother to replace the Fair Fortune Livery, but this means the maps for the rest of the book should be much prettier.


CG male human (Cheliaxian) cleric (hidden priest) of Milani 1 | HP: 7/10 | AC: 15 (10 Tch, 15 FF) | CMB: +1, CMD: 11 | F: +4, R: +0, W: +4 | Init: +0 | Perc: +3, SM: +2 | Speed 20 ft | Spells 1st 3/3 | Special abilities Channel energy (1d6) 5/5 | Active Conditions None

Hey GM, if possible I'd like to interrupt the casting of the spell before summoning the monster. I don't know if that would allow Varian not to lose his spell, but if possible, I'd rather start over again with his actions entirely, undoung Varian's actions in the previous round.


Ephemeral GameMaster

I guess 11 months would be a good amount of time to figure out how not to lose the spell, sure. Since it was pre-game collapse, we'll simply pretend it never happened. X)


Oddly enough it still says I'm the GM of this campaign. Is there a way I can pass the torch?


Ephemeral GameMaster

Well met, DM Crustypeanut! I've received your PM regarding the Roll20, so please let me know.

Regarding, the GMship, there's an email listed in the Recruitment main forum header which I have already emailed, but they seem to be a bit slow to respond. If I don't hear back in a couple of days, I'll reach out to Paizo support to make sure the community email box is still manned.

Thanks for stopping by! Feel free to do so anytime.


I'm definitely gonna be creeping around keeping an eye on things. I wish I had the time or energy to run it myself, but I don't - so I'm more than happy to help a fellow DM take over the reins and let these guys continue their awesome characters.

I also have the day off tomorrow, so I'll probably hang out a bit on my roll20 page thats linked up top. I made Pinvendor GM of that one (even if I still technically own it and can do GM stuff as well), so you guys can continue using it hopefully.


Spirit of Pinvendor wrote:


Technically, the book states there is a ladder leading up through the trapdoor. I'm not sure why Crustypeanut was confining you to a rope, but if you'd like we can just say maybe a lever on the wall raised it up to connect with the ceiling shaft's section. Voila! A Rose Suchak Ladder appears.

I like to spice things up a bit, help encourage players to use what resources they have available - and if they don't have them available, then to improvise or look around for something to help. ;)


Ephemeral GameMaster

DM Crustypeanut has made me the incredibly generous offer of sharing his AP gameplan and associated notes including the adjusted stats and encounters to accommodate most of the optional rules with which you originally started. I find myself loathe to refuse such a gift, and so I shall not, but regardless of what materials he provides, I do not want to suddenly shift expectations again unless you all are in agreement.

Please provide any thoughts you have about this. :-)

Liberty's Edge

|HP: 59/68 AC: 24; F: +12, R: +12, W: +10 | Perc: +10, Stl/Perf +12, Dec/Dip +13, ELore +14, Itm +15, Arc/Occ/Nat/Rel/Soc +8 | Speed 25ft | Weapon +15, 2d6+4+2. | Foc 1/1 | Active conditions:

I'm certainly not going to say you should turn it down! As far as I'm concerned take it by all means - we can all trust you to keep things fair I'm sure. :)


Male Human (Varisian) Psychic 2nd AC 13/13/12 / HP 12 / F +1 R +1 W +5 / Init. +1 / Perc. +7 / Sense Motive +7

Hi Pin!

I would say that whatever you want to glean from that is certainly fine by me, provided that the inheritance of this game should reflect you and your DM style first and foremost. So if the material and such helps your prep and vision, that's certainly fine by me. If it doesn't though, you shouldn't feel boxed in to run an experience that is not how you would want to see it develop. That's my 2cp on the subject I suppose.


HP 15/15 | AC 19 T 12 FF 17 | F +4 R +2 W +5 | CMB +4 CMD 16 | Init +2 Perc +3 | Blessings 4/4 | Spells 1st 3/3 | Fervor (1d6) 3/3

Yea, do what will be the most fun for you. We'll have a great time, whether we're using alternate rules or not.


M CG male human (Cheliaxian) Bard (Negotiator)| HP: 15/15 | AC 12 T 10 FF 12 | CMB: -1 CMD 9 | F: +1 R: +3 W: +4 | Init: +0 [+2 Urban] | Percep: +6 [+8 Urban] Sense Motive: +7 Bluff: +11 | Speed 30 ft | Spells 1st 3/3 | Bardic Performance 9/9 Bard (Negotiator) 2

I agree, make sure that it reflects the game you're excited to run, and it will work out great. Personally, I'm good either way on any of the optional rules that we might want to use.


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

Ya, put your enjoyment first. The rest will fall into place.


Ephemeral GameMaster

Oh, no need to worry on that front. ;-)

And FYI, I tend to get a little slower and more quiet on the weekends. Most of my posting is done at work between reports. So fear not! I'm still around and will get something up a little later.

Or maybe I'm just letting the spooky suspense accumulate...


CG male human (Cheliaxian) cleric (hidden priest) of Milani 1 | HP: 7/10 | AC: 15 (10 Tch, 15 FF) | CMB: +1, CMD: 11 | F: +4, R: +0, W: +4 | Init: +0 | Perc: +3, SM: +2 | Speed 20 ft | Spells 1st 3/3 | Special abilities Channel energy (1d6) 5/5 | Active Conditions None

Hey guys, hard days at work and little time to post here. Please bot Varian as necessary. I should be able to resume my usual posting rate starting tomorrow, though.


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

On my last night of my stretch. Will post something more substantial asap.


Ephemeral GameMaster

Don't worry, I'm not stressing. I actually suddenly have quite the resurgence of games. If anything, I feel like I'm not posting enough!


Ephemeral GameMaster

Hey everyone, based on the way the PCs are talking, I felt I should clear up some misconceptions.

The Dottari is the name given to the city watch, and they are equivalent to modern day police.

  • They are not the Gestapo. They are just normal Kintargo citizens who have chosen to enter law enforcement. They are your neighbors and possibly friends.
  • They are not an elite martial organization separate from Cheliax like the Hellknights.
  • They are not akin to a zealous short-sighted group of brutish thugs like the Chelish Citizens Group.
  • They are not specifically associated with the Church of Asmodeus nor any other religion. The 'Cheliax Inquisition' would be handled by the Church, so the Dottari are not to be confused with the religious fanatics of their Inquisitor section.
Most of you would probably have a rather favorable history and view of the Dottari prior to the New Lord-Mayor's changes to the higher ranking officials in the Dottari. As stated in the Pathfinder wiki:

Pathfinder Wiki wrote:
In the decades before Lord-Mayor Thrune arrived and scoured the city's dottari, it had a reputation for being loose with enforcing the city's laws, which cost it at least one recruit.

So your own past knowledge and personal history would be more in line with recognition that while supposed to be upholding the strict and specific Chelish laws, the Kintargo Dottari had more of a reputation for turning a blind eye against some of the more heavy handed regulations. You may, in fact, be surprised when the Dottari actually does enforce the laws and the ridiculous new proclamations.

Hopefully that helps. I feel like most of you are imagining the Dottari as Nazi SS or Soviet-era KGB. Definitely the wrong idea if so.


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

I'm going under the assumption this is not the same Dottari he is accustomed to, thanks to the brute tactics I saw at the "rally."


HP 15/15 | AC 19 T 12 FF 17 | F +4 R +2 W +5 | CMB +4 CMD 16 | Init +2 Perc +3 | Blessings 4/4 | Spells 1st 3/3 | Fervor (1d6) 3/3

Yes, that's quite a bit different from the way Crusty was presenting the Dottari. He actually guided my back story during recruitment by encouraging me to include them as an antagonistic force. As written, Avrora has no love for the Dottari, and sees them as thugs. Do you think this needs changing?

Liberty's Edge

|HP: 59/68 AC: 24; F: +12, R: +12, W: +10 | Perc: +10, Stl/Perf +12, Dec/Dip +13, ELore +14, Itm +15, Arc/Occ/Nat/Rel/Soc +8 | Speed 25ft | Weapon +15, 2d6+4+2. | Foc 1/1 | Active conditions:

I think the problem is that the people committing most of the violence at the protest were the Chelish Citizens group, rather than the city dottari. That being said, how likely are any of us to appreciate the difference right now?

The Dottari are one of the pillars of the establishment - a HR game rather involves conflict with the establishment so maybe Crusty was making sure the establishment looked bad. There's a fair few of us with substantial ties to the establishment so maybe he thought we needed extra convincing? Anyway - Dottari = Met Police during the 1980's strike, not the Gestapo in WW2. Got it!


Actually, I was presenting them the same way too - or at least trying to. That being said, the Dottari you encountered at the protest were under the direct leadership of Thrune and Nox, so were a bit more aggressive than usual. That being said, they've changed under Thrune's leadership overall (its widely known that he put his people in leadership positions within the Dottari) so they're definitely an antagonistic force - just, the rank and file infantry are more doing their jobs than being evil.

To be fair, you only have seen them once so far in the campaign, so I hadn't really gotten a good chance to show that they're not as bad as the CCG overall - doesn't mean they're not still against you though (as you guys will be breaking rules heh).

Pinvendor was using information I gave him in a private message.


CG male human (Cheliaxian) cleric (hidden priest) of Milani 1 | HP: 7/10 | AC: 15 (10 Tch, 15 FF) | CMB: +1, CMD: 11 | F: +4, R: +0, W: +4 | Init: +0 | Perc: +3, SM: +2 | Speed 20 ft | Spells 1st 3/3 | Special abilities Channel energy (1d6) 5/5 | Active Conditions None

Hey everyone, I'm not feeling good today and I likely won't be able to post. Please bot me as necessary


Ephemeral GameMaster

Lol, ok, let me clarify my clarification.

While it is totally appropriate for your characters to get the Dottari en tota confused with those replaced by the Lord-Mayor and Nox or even the ideals of the CCG, I just wanted to make it clear the situation is new to Kintargo.

Some of your characters are talking about the Dottari as if brutal and over reaching interrogations is the expected status quo. That may be presuming a little too much unless your PC is just rather pessimistic in nature already. Even then, most people would probably rather believe the Dottari couldn't have changed that much so quickly.

As far as the Dottari being antagonists: absolutely. Please don't let me muddy those waters for you. We are still talking about the "police" inside of a Lawful Evil country. If you're breaking the law, you're definitely a wanted criminal, and you are right to be paranoid about that since LE is more about crime = punishment rather than LN's fair trials & justice or LG's compassion & atonement models.

Don't stop thinking of the Dottari as your enemy considering your goals, just don't forget the Dottari are just citizens of your city trying to do their jobs and make it in the rather f'ed up world of extreme order LE represents. If it helps to think of it as the Dottari are more likely to be used by those with much more zealous outlooks rather than they themselves having such darkly sinister or unexplainably esoteric agendas. The Dottari would likely be the ones to apprehend people and prepare them to be served as the law requires before the Church or the Hellknights suddenly show up like G-men and claim jurisdiction to take the local beat's collar in hand and disappear with them without a word. I personally plan to play off some of these divisions of power and authority as we progress, so please realize there are going to be separations. "The Dottari" should not be singularly synonymous with the overall evil faction which the Silver Ravens will be up against. They are included, but not every group will represent the same side of that coin.

Is that better? :)


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

Gotcha


Ephemeral GameMaster

I called Paizo customer service and the assured me the community email box is still being manned but may be a little behind, so hopefully we'll see the GMship change over, and I can start altering the overhead links and stuff. :)

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