Hell's Rebels with GM Zek

Game Master Zektolna

Maps

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Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Well, one of our Rebellion actions is sending a team of Freedom Fighters to explore the sewers - we'll use Crowe's team for that, I think, since they're regular Freedom Fighters and our other team was upgraded to Infiltrators.

What actions can the Fushi sisters take again? Did they count as sneaks or thieves?


Maps | Info | Loot

They have a unique set of actions, so they can take the Earn Gold and Gather Information actions.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Okay. In that case, I think we should recruit a team of Sneaks that we can then upgrade into a team of Thieves. That will open up the Activate Safehouse action, which we can use to shelter some of our NPCs - we have Zea hiding out in Evander and Gilda's tenament, plus Crissali got grabbed and we rescued him, but he's probably not safe.


Maps | Info | Loot

Alright, I went ahead and removed all the stuff you're selling and totaled it up, then divided it up so that you'll all have the same current amount of wealth. I also went ahead and updated the loot sheet link to be the new one Celia let us use, which should be up-to-date as of now.

For reference, once everything was sold, you ended up with 7099.5 gold. I moved 500 of that gold to the shared tab (and to the rebellion treasury). That should cover the minimum needed for the rebellion treasury as well as give you some gold to work with when you decide to upgrade teams, etc.

That leaves a total of 6599.5 gold to be distributed. Taking into account the wealth you had before, I've listed the gold each of you receive below. This distribution brings everyone's individual wealth (besides Celia) up to 4789 gold.

Here's the gold everyone receives:

Evander - 2129.1
Gilda - 704.8
Gregor - 2096.76
Matiscio - 1668.5

Those amounts have already been added to your respective loot sheets, so you should now be able to make purchases knowing what you have available. Depending on what you're wanting - and if you're willing to wait - Celia may be able to craft some items for you, assuming she has the required resources.

Don't forget to review the items you're keeping and distribute as needed to appropriate party members. There's at least one cloak of resistance that needs to be assigned.

You may have also noticed that I added quick links under my profile link. I've seen other GMs do it and finally decided to do likewise. Hopefully it'll make the links a bit more convenient for everyone.

-----

While we still need more input on the rebellion actions, I'm going to go ahead and push things forward in the gameplay thread. We'll just do the rebellion activities here and the current event(s) in the gameplay thread simultaneously.

I think it's about time we officially kick off the AP's second adventure! : )


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Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

Thanks for running the calcs and doing the breakdowns, Zek!


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Oops, forgot to mention. I have a shiney new mithral chain shirt +1 and a brand new disguise kit, since I used up all the uses from my previous one.

Eventually, making everyone a hat of disguise might be a good idea, but I don't think we need to rush it.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

My computer took a dump this week, been working on getting it back. I might be able to post tomorrow.


Maps | Info | Loot

Thank you for the heads up, Gregor. I was getting worried. Hope to hear from you soon.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

Ugh, sorry to hear that. I know what it's like to have computer issues :<


Maps | Info | Loot

Hey everyone,

Don't forget that you still need to decide on your rebellion actions for the week. I've heard suggestions for recruiting another team, but that seems to be about it so far. Need to discuss that.

Also, as a corollary, how's everyone feeling about the rebellion rules? I know they can be a bit obtuse, but do you feel they add to your enjoyment of the campaign?


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

Check. I'll sit down with the .pdf later and post my opinions on the matter! :)


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Okay, for the Rebellion Actions, I agree with Evander that in addition to having Crowe investigate the sewers, we recruit a team of outlaws. Don't forget, that we get one extra action with a +2 as well (with Evander as Strategist).

I say we continue to Recruit Supporters. It never hurts to try to keep growing our influence among the citizens (and grow our Rebellion level to boot). Or, we use the Fushi sisters to Gather Info about the Torrent. Whichever we choose also uses Evander's bonus +2.

So:
Recruit Outlaws
Crowe investigates sewers

and either:
Recruit Supporters
-or-
Gather Info

As far as the Rebellion rules, I'm uncertain on whether they add or detract from the game personally. I think if they felt more attached to the actual story (they feel tacked on like almost every new option attached to an AP [caravans in JR, armies in WotR, city building in KM, etc..]). Since they write them as options for each AP, they could stand do a better job of working them into the game itself to feel a part of it on not just a cut scene of "Meanwhile, the rebellion...".

That is not on you at all GM Zek, as they are hard to make relevant without risking losing something else in return, or having to add a lot of material to shoehorn them in. I think all the extra rules would be great additions if Paizo worked them into the stories themselves more than just as an aside.


Codename: Lily | Human | Wizard (Exploiter) 7 | HP 48/48 | AC 14 | T 13 | FF 12 | CMD 15 | Fort +5 | Ref +5 | Will +6 | Init +4 | Perc +13 | Reservoir 10

Agree with Gregor on the above, especially about the Rebellion rules. I've seen numerous similar opinions on the forums about them.

As to the extra action, I would vote for recruiting supporters.


Maps | Info | Loot

The more we use the rebellion rules, the more they do seem a bit out of place/tacked on. I just don't want us putting time and energy into something we don't find fun. The point of an adventure like this, in my opinion, is to cooperatively craft a good story for everyone involved to enjoy and for whoever else might later read it. If the rebellion rules detract from that, I'm open to other possibilities.

I'll hold off on updating us to give others another day or two to weigh in and to respond to Setrona in the gameplay thread. With it being the 4th of July here in the U.S., it might be the evening of the 5th (or around my usual time, which I guess would technically be early on the 6th) before I update us again.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

I say the Recruit Supporters action, as well.

As for their use, I don’t think they add much to the story. That being said, I don’t think they take anything away from it either, although I don’t find them as fun as I do the Kingdom Building rules.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

It is basically a mini-game and it is up to DM and players to determine how much you want to integrate it into your campaign and storyline. Like Evander, I enjoy the Kingdom Building rules a bit better, if only because with those you feel like you're building up to something. With the Rebellion rules, I feel more like we got to win this mini-game or else face repercussions? If that makes sense?

Regardless, I think we've implemented them just fine: as a backdrop to our campaign, giving substance and meat to the actual ongoing rebellion efforts outside of the narrative scope, which I guess is exactly what these rules are for :)

I'm down with Recruit Supporters. In a way, I feel like you should *always* do this unless events and circumstances require you to do other things.

Outlaws seem fine. The 'Activate Safe House' option should become a golden Rebellion Phase option in upcoming weeks when things might go awry. Well, once we've upgraded them to rank 2 and beyond.

Also, a happy 4th of July to all of the Americans! :)


Maps | Info | Loot

Alright, it sounds like the three actions are Recruit Outlaws, Investigate the sewers (with Crowe), and Recruit Supporters. I'll work on getting the official week's actions made tomorrow evening.

I'm always open to suggestions, so if you have any ideas regarding the system (or the game in general, of course), please don't hesitate to mention them here or to PM them to me.


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

Happy 4th.

I can take it or leave it with the mini-games.

Most of them are a bit clunky in my opinion (Kingdom Building in Kingmaker).

If other folks like it, I'm happy to let them mostly sit in the driver seat on decisions vs lobbying to skip 'em.


Maps | Info | Loot

Rebellion Week Five

[larger]Upkeep Phase[/larger]

It appears Evander’s words to Zea are still having an effect as you gain 1d6 ⇒ 6 tiefling supporters from the Devil’s Nursery.

You pamphlet distribution also seems to have garnered more support for your cause. You gain 2d6 ⇒ (4, 2) = 6 more supporters!

Supporter Attrition:

DC 10 Loyalty Check: 1d20 + 8 ⇒ (20) + 8 = 28

You rolled a nat 20, so you actually gain 1d6 ⇒ 4 supporters!

Notoriety Maximum: N/A

Treasury Shortage: N/A

Increase Rank: Yes +2 (Rank 7 Now)

Deposits and Withdrawals: N/A

[larger]Activity Phase[/larger]

Action 1: Recruit Outlaws

DC 15 Secrecy Check: 1d20 + 9 ⇒ (14) + 9 = 23

You succeeded, so you now have a team of Outlaws! They'll be available for use starting in the next rebellion week.

Action 2: Investigate Sewers

Security Check: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Added the +2 from Matiscio's trait.

You're able to explore some of Kintargo's sewers, but they prove to be quite large and do house some dangers, so it will require at least one more week for them to be safe to use.

Action 3: Recruit Supporters

DC 15 Loyalty Check: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Added Evander’s +2 bonus for this one (since this would count as your bonus action for the week).

You succeeded, so you gain 2d6 + 2 ⇒ (3, 4) + 2 = 9 supporters.

[larger]Event Phase[/larger]

Event? (High triggers an event): 1d100 + 25 ⇒ (44) + 25 = 69

No event this week!

-----

You now have 56 supporters. This brings you up to rank 7 for the rebellion. This means you receive a gift of 750 gp (each, which I've added to your respective loot tabs) and another skill point which you can use immediately on a skill of your choice (but you still can't exceed your normal maximum skill points in a given skill for your level).

You have enough time to make purchases today before you head to the Shrine (assuming you want to head out today). Some of you have quite a bit of gold, so you might consider making purchase(s) before leaving.

-----

Also, not to beat a dead horse (probably too late), but don't be afraid to mention it if you would prefer to leave out the rebellion rules. The rebellion would still grow and you would still periodically get bonuses from it, just all the details would happen behind the scenes. At least a couple of you have mentioned the rules are a bit clunky and perhaps superfluous, so I'm not opposed to leaving them out going forward if most people would prefer it. I don't want to do something just because the AP says we're supposed to, we can live without it. But I also don't want to remove it if some people are enjoying it, since we have been using it for a while and it might be a bit much to toss the system altogether. Anyway, I probably could have said this in half as many words, but I suppose brevity isn't my strong suit. Point is: this isn't my campaign, it's our campaign, so don't be afraid to voice your thoughts and opinions. Change can be good, bad, or somewhere in-between.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

Wow. I don't think any other word covers our luck with those rolls than wow. Did we gain a total of 25 supporters in one week? Going from 31 to 56? Amazing.

As for shopping: Matiscio is saving up for an Amulet of Mighty Fists which costs a staggering 4000 gold :\


Codename: Lily | Human | Wizard (Exploiter) 7 | HP 48/48 | AC 14 | T 13 | FF 12 | CMD 15 | Fort +5 | Ref +5 | Will +6 | Init +4 | Perc +13 | Reservoir 10

Just to note on the loot sheet, you just need to add the value of gold into the # column so it adds up on the other side. I fixed it :)

Also, don't forget I can craft wondrous items so that cuts the cost in half for most things (like an amulet of mighty fist) and would just require a couple days of work.

On the note of the rebellion rules, it appears, for the most part, everyone is of the mind that they neither hate nor like them. I would suggest we consider that it might be better to get rid of them just to remove one additional thing that can lead to slow downs. Just something to think about, unless there is someone that specifically is enjoying them, then I say we just keep them as is.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

As far as gear, Gregor only needs to enchant the things he already has, so I'm not sure how you want to handle pricing/shopping for stuff like that, or how long he would be without said equipment in the interim.

Basically adding +1's to his armor, buckler, bow, and longsword. He'll look for a Mithril Breastplate first if he can get one/has enough (best light armor in the game). Then work on enchanting +'s.

Speaking of, I meant to ask, he had a stash of gold left at the coffeehouse (910 gp) due to coin weight. Was that already included to his total coin at the bottom, or does he have that extra bit as well?


Codename: Lily | Human | Wizard (Exploiter) 7 | HP 48/48 | AC 14 | T 13 | FF 12 | CMD 15 | Fort +5 | Ref +5 | Will +6 | Init +4 | Perc +13 | Reservoir 10

I see it still listed as loot and not as coin on the new spreadsheet.


Maps | Info | Loot

Thank you for fixing that, Celia! Glad for the help.

As for Gregor's gold, I think it counts toward his total, right? Since the gold value is listed as 910? I'm pretty I counted it, but it's entirely possible I missed something.

Gregor, as far as enchanting stuff goes, I think we could probably just use the standard PFS rules for enchanting/upgrading things, if no one minds. It should hopefully make upgrading things easier in the future as well. I would say it would take a day (8 hours) of work per +1 bonus you want to add. So you would only be able to upgrade one item a day with any particular artisan. If you can find multiple people qualified for the role, such as an armorer and a swordsmith, then you could potentially enchant multiple items in the same day. You would be without them for at least one day, but we could always just fast forward that day if no one has anything in particular that they need to do.

As for the rebellion rules, I'll give it another two or three days, but if no one voices a strong desire to keep using them, I'll probably scrap them and just give y'all the rewards you would have received from the system at different points in the story. No sense in continuing to use a system no one is enjoying.

Edit: By the way, Gregor, did you mean a Mithral Shirt? I don't think a Breastplate can count as light armor regardless of what it's made of.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Mithral armor is considered one armor category lighter than normal for purposes of movement and other limitations. So, provided they gain proficiency somehow, a bard can cast spells in mithral breastplate because it counts as light armor. In Gregor’s case, he has Medium Armor Proficiency from his ranger levels, so he treats mithral breastplate as light armor for purposes of movement and his spellcasting ability.

Evander could not adequately wear mithral breastplate, because I do not have Medium Armor Proficiency, only light armor proficiency.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Not to mention, the +6 AC, +5 Max Dex, and only a -1 ACP, make it one of the best archer armors to still allow for being dexterous.

Before we head out, we should gear up off the shared tab.

Simply enough, I say:
give the pearl of power to Gilda?
Once more, transfer the Cloak of Elvenkind to the worst at stealth
Scrolls go to Celia? unless she can't use it (remove fear, to Gilda)
CMW to Matiscio, CLW to Evander
The Cloak of Resist to either me or Gilda
Is the CLW wand a new one, or the one that Gilda was carrying?

Lastly, Gregor will add his free skill point to Intimidate.


Maps | Info | Loot

Thank you for the information, Evander! Some of the more obscure armor types I haven't read closely enough. I knew a Mithral Shirt was good, but a Mithral Breastplate definitely knocks it out of the park.

Thank you for the update on the skill point, Gregor. And yeah, if you're going to make purchases before leaving the city, now is the time to do so.

The CLW wand appears to be one y'all have used a bit (still 42 charges, though). It's under the shared since it doesn't seem right for that to count toward Gilda's total gold count. If you want to just mark some items as (held by X), but still leave them in the shared loot tab, that's fine with me. Wands, scrolls, potions, and perhaps some reagents would potentially qualify for that designation.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

You are most welcome. My skill rank has gone into Disable Device, since I apparently only had 3 ranks in it.


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Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

I'm putting the point into Swim. Got to stay afloat in these troubled times.


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

Gilda's point went into Spellcraft, she must've been sorting through a lot of magic items and scrolls lately...

You can take the cloak, Gregor. Prefer if you don't get confused and Gilda is fine taking the brunt of her worst save (Reflex, which will just be damage).


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

Just a heads up, even after last week which had a bit of a vacation, I'll be headed out on another vacation July 16 - July 22 so posting will continue to be a bit sporadic.


Maps | Info | Loot

Thank you for the updates on skill points everyone.

And thank you for the heads up, Gilda. Hope you have a good time.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Okay, I have a question about the loot table. If I transfer an item to my sheet (the cloak of resist), do I cut or copy the entire line? Will a cut or insert change any of the lines at the bottom with the hidden rows or anything?

Also, if everyone agrees to the suggested loot changes, don't forget to update.


Codename: Lily | Human | Wizard (Exploiter) 7 | HP 48/48 | AC 14 | T 13 | FF 12 | CMD 15 | Fort +5 | Ref +5 | Will +6 | Init +4 | Perc +13 | Reservoir 10

If you just copy the first 3 columns it shouldn't effect anything.


Maps | Info | Loot

No one seems particularly attached to the rebellion rules, so I'm going to go ahead and drop them.

A few things to note: As I mentioned, you'll still get the rebellion rewards, they'll just happen automatically at different points in the story as appropriate. The rebellion will also continue to grow, it'll just happen naturally in the background as you continue to undertake missions for Kintargo and gain more fame (infamy?) in the process.

Also, your current 'teams' will still exist, particularly the Fushi Sisters and Crowe's crew. If there's something specific you want them to do, we can work on incorporating that into the story and/or having it happen in the background.

Lastly (for now, at least), the AP sometimes calls for rolling notoriety checks, which normally key off of the rebellion rules. The AP does suggest just keeping your notoriety score at the static number of 20 if you forgo the rebellion rules, which is what I plan to do. So, if you don't disguise yourselves and a check is called for, it's possible people will recognize you as Silver Ravens. It's also possible you'll be recognized if you're disguised, it'll just be that much harder.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

That sounds fair. If anything, I trust you to do what you think is best/most fun for the game, so there are no worries whatsoever here that scrapping the Rebellion rules will do any sort of damage :)

It is sort of weird, come to think of it, that there is no in-game tie-in to the Rebellion phase. Say, during the Saltworks, if we did X, we'd gain this or that. Or maybe I'm mistaken and all that stuff just blew by me like the clueless idiot I can sometimes be *grins*


Maps | Info | Loot

Thank you, Matiscio. Hopefully cutting out the rebellion rules will also cut out some unnecessary downtime in the gameplay thread and we can actually, you know, play the game. A novel idea, I know.

There are some superficial tie-ins (like with followers gained/lost or notoriety gains/losses), but nothing particularly interesting or necessary.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

Can someone slap the forum and tell it to behave? ._.


Maps | Info | Loot

I probably don't need to actually say this, but given the... unstable... nature of the website the past couple days, I'll hold off on an update till tomorrow night (assuming the website doesn't go down again).


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Still occasionally getting a posting error, but I can finally post again.


Codename: Lily | Human | Wizard (Exploiter) 7 | HP 48/48 | AC 14 | T 13 | FF 12 | CMD 15 | Fort +5 | Ref +5 | Will +6 | Init +4 | Perc +13 | Reservoir 10

Just to note, posting still seems kind of borked. However, it appears if you make a post with just an X and then edit the post with what you actually wanted it will post correctly.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Site just came back up for me - been down the past few days.


Maps | Info | Loot

Yep. It appears to be back up. For now, at least. Given it’s unreliability as of late, I may hold off updating us till Monday (assuming it doesn’t go down again).

On a related note, the site’s recent outage has made me seriously question the long term viability of Paizo’s site as a medium for pbp. Has anyone tried a different site?


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

I can't say I have. To be honest, the paizo forums should be fine with regards to longevity, but they should seriously consider getting some new tech guys.

It's a forum. A frikkin' forum. It's not the moon landing, so how can it be done this often?!


Codename: Lily | Human | Wizard (Exploiter) 7 | HP 48/48 | AC 14 | T 13 | FF 12 | CMD 15 | Fort +5 | Ref +5 | Will +6 | Init +4 | Perc +13 | Reservoir 10

Yeah I have been on and off these forums for several years now and there has never been an outage like this before. I don't think it should be a problem in the future once they have it completely resolved.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Been on here for a little over 8 years, and this is the first outage issue I saw than ran more than a day. Even those ones were at most half a day. I think the worst part is, after all that down time I can't tell what broke and what was fixed.


Maps | Info | Loot

In case the website decides to go down again, just wanted to quickly say that the game is on pause till the website decides to cooperate for at least a couple days in a row. I can’t in good conscience push things forward when most people can’t even post.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

I concur with that statement. It sucks because we had some real good momentum built up.


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

I tried to post a few times but it immediately bombed. I want to say that was on Saturday?

The only other site I've used for PbP has been Myth-weavers but I prefer the white background of a standard website vs the somewhat dated style they use there.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

Saturday sounds fair to me. I've been checking the status of the forums religiously so other than not being able to post, I hadn't 'disappeared'. It's just, them damn forums were trying to keep us apart :'(

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