How to paint a Raven Silver (Hell's Rebels)

Game Master Jesper Roland Sørensen

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Rebellion sheet


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Status: None none | NOTES F Brawler 4 | HP 49/49 | AC:21 T:14 F:17 | Init +4 | Per +6 | Fort:+5 Ref:+6 Will:+1 | CMB: +8 | CMD: 22 | +6/+6 Flurry 1d8+3 | +8 Unarmed 1d8+3x2 | +7 Cold Iron Gauntlet 1d4+3x2 3/4 Martial Flexibility LOOT SHEET

Set for level two.

I read over Mel's posts and reread player guide. I am happy to start recruiting and then slip to sentinel or start there. I need to see how this works in practice really I think.


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 36/36 AC21 T17 FF16 F:+ 7:R+11: W+4

same here, i mean None of us fluff wise seem to match the crunch needs of the sub system you know like I see Mic or even Jack being more the leadery sort and while Canacha could Demogogue with the best of them its not really ...well in her nature, could work into it I suppose.

Oh and i am good to go with my level 2 changes woot unhealing potions for me yay!


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

How Canacha would Demagogue, in my opinion.


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 36/36 AC21 T17 FF16 F:+ 7:R+11: W+4

I dont think i could lift up the halfling lady over my head but i could try :)


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Get Mic to lift her, and also you standing on her. You have a raised platform to yell from, and everyone wins!


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 36/36 AC21 T17 FF16 F:+ 7:R+11: W+4

hmmm that could be a thing that works *drums fingers thinking of ridiculous things*

going to have to discover fireworks! and singing!

Liberty's Edge

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The site went down last night when I was about to post a lengthy post, but the overall I wanted to say was that you could take the different roles outlined in the Rebellion guide and slowly grow into them, they might not fit you all at the beginning but you could grow over the fight for Kintargo grow accustom to it and start seeing yourself as the right choice. There might also be options for recruiting allies how can be leaders and fill some of the roles later as the rebellion grows.

I'll advance the plot once you have played the first week of rebellion activities and possible events.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

I'll guess I should go ahead and do the first week of activity and event rolls, then.

I'll wait for tomorrow in case anyone has any more input.


Status: None none | NOTES F Brawler 4 | HP 49/49 | AC:21 T:14 F:17 | Init +4 | Per +6 | Fort:+5 Ref:+6 Will:+1 | CMB: +8 | CMD: 22 | +6/+6 Flurry 1d8+3 | +8 Unarmed 1d8+3x2 | +7 Cold Iron Gauntlet 1d4+3x2 3/4 Martial Flexibility LOOT SHEET

Please do. I think I need to see the system in play to fully grasp it.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

I'm going to assume we don't lose any of our bonus three supporters by attrition on the very first week of our existence, as well, if that is okay. (Since otherwise we've basically got a 66% chance of out-and-out losing that bonus. and otherwise it gets cut by 2 or 1... and the idea of people showing up, going 'WE SUPPORT YOU' and then immediately at least one goes 'actually I'm out', while funny, seems.. unusual.)

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The first week you skip the 1. phase (can't remember the name) and go to activities and event phase. The event phase is a 20% chance for something to happen. Say if you aim for high or low I normally say 1-20 is good for me and 21-100 is good for my players.


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 36/36 AC21 T17 FF16 F:+ 7:R+11: W+4

Is there like only one person to roll? or does everyone have a roll for their part?

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Only the leader gets to roll, but I expect you to discuss what you want to be rolled for.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

At the moment, my thoughts are 'recruitment, then earn gold as a bonus action.'

We need to keep our treasury at 10, and also get more supporters. Once we get up to three actions, the third action should initially be used to get our hands on merchants for a pair of earn gold actions. That'll shore up our economy and let us go Earn-Earn-Recruit without losing money in the long term.

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The rebellion phase looks nice I looked back and saw that Paullo got most of the information during the protest but no worries you can gather information normally it just takes more time to find anything worth your attention.
I have updated the campaign info with some stats about Kintargo and what is available for purchase at the moment.

Since the city is under Martial law it will sometimes be hard to get something as the market runs on only 50% power compared to normal games, if you really want specific items I would advice to dedicate some time to crafting later in the campaign or focus on gaining access to the black market.


Status: None none | NOTES F Brawler 4 | HP 49/49 | AC:21 T:14 F:17 | Init +4 | Per +6 | Fort:+5 Ref:+6 Will:+1 | CMB: +8 | CMD: 22 | +6/+6 Flurry 1d8+3 | +8 Unarmed 1d8+3x2 | +7 Cold Iron Gauntlet 1d4+3x2 3/4 Martial Flexibility LOOT SHEET

Makes sense that crafting will be good in this one. I will keep putting points into craft armor for now.


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.
In the Gameplay Thread, Meliora wrote:


Also, for reals, what rumors do people have that could lead to events right now?

Here's the rumor Jack heard at the protest:

“Clenchjaw’s tavern has gone bad. I used to love drinking there, it was always a nice place to relax. Since the Night of Ashes, though, the place is crowded and talk about politics has exploded, as has the number of brawls. We got enough fighting on the streets these days. Whatever’s causing these brawls at Clenchjaw’s has ruined one of the last places we have to escape the violence. Just a matter of time before the new government shuts the place down, I guess."


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 36/36 AC21 T17 FF16 F:+ 7:R+11: W+4

politic talk and fighters guys guys guys we have to go I bet i can talk them all into using that pent up energy like a bomb against the authorities!


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 36/36 AC21 T17 FF16 F:+ 7:R+11: W+4

Probably should have asked earlier but how do you do crafting? Aside from the chances to play morale officer I am sure she would make a temperary to permanent workshop and get started on items to help...

mostly alchemical for now, explosives will begin to happen once well we get more active i guess in the rebeliion? I mean i think we are still on keep on the downlow right now right?


Status: None none | NOTES F Brawler 4 | HP 49/49 | AC:21 T:14 F:17 | Init +4 | Per +6 | Fort:+5 Ref:+6 Will:+1 | CMB: +8 | CMD: 22 | +6/+6 Flurry 1d8+3 | +8 Unarmed 1d8+3x2 | +7 Cold Iron Gauntlet 1d4+3x2 3/4 Martial Flexibility LOOT SHEET
Canacha Bais wrote:

Probably should have asked earlier but how do you do crafting?

Excellent question as every GM does it differently. Personally I think the time + gold in standard crafting is prohibitive in most AP's but I do not know the flow of this one. It seems there might be time.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

We're doing things in terms of 'weeks' so we should have a bit more time than in most campaigns to get things done. In theory.

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I follow the standard rules outlined in the Core rulebook. I think it's the easist for everyone. This AP doesn't really have a set timelimit build into the system if you want to lay low for a week it's certainly possible. But once you start a mission you may want to finish it to avoid Thrune sending reinforcement.

I was thinking adding the Unchained rules but I don't have any experience with it, I might add it before you start crafting but for the moment I keep to the standard rules.

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I need to know if you head to the Tavern now or wait 3 hours and go there in the evening?


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.

There's a curfew from dark until sunrise, correct? Does Clenchjaw's Tavern have rooms for rent or would we have to risk being on the streets after curfew?


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

It's probably safer if we go now and just observe the full day, maybe talk to the proprietor.


Status: None none | NOTES F Brawler 4 | HP 49/49 | AC:21 T:14 F:17 | Init +4 | Per +6 | Fort:+5 Ref:+6 Will:+1 | CMB: +8 | CMD: 22 | +6/+6 Flurry 1d8+3 | +8 Unarmed 1d8+3x2 | +7 Cold Iron Gauntlet 1d4+3x2 3/4 Martial Flexibility LOOT SHEET

Did not think about the curfew. Best to go now.


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 36/36 AC21 T17 FF16 F:+ 7:R+11: W+4

lets go go go ! :p

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There is a curfew from around 9 pm until sunrise, so that people still have a chance to go out and enjoy a meal and a drink, but not enough time to get totally hammered


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.

Quick head's up: I'll be offline for the next couple of weekends (from 5 PM Eastern on Fridays 'til after noon on the following Mondays); please bot Jack's actions as needed. I should be online as normal during the weekdays.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

That was probably the best-timed natural 1 I've ever seen.

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In case anyone is wondering Vendalfek is possible to get as a familiar with the improved familiar feat in level 7.

Back on track if you don't decide on what to do I will move you on to a random mission in the morning.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

So Meliora's going to spend today going through our unclaimed stuff and selling anything that's not claimed.

Anyone see anything on the loot sheet that they were wanting but didn't bother claiming? In particular, I'm looking at the cloak of resistance +1.


Status: None none | NOTES F Brawler 4 | HP 49/49 | AC:21 T:14 F:17 | Init +4 | Per +6 | Fort:+5 Ref:+6 Will:+1 | CMB: +8 | CMD: 22 | +6/+6 Flurry 1d8+3 | +8 Unarmed 1d8+3x2 | +7 Cold Iron Gauntlet 1d4+3x2 3/4 Martial Flexibility LOOT SHEET

If no one wants the cloak Mic would certainly wear it, it never hurts to a front line fighter to have that little boost.


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 36/36 AC21 T17 FF16 F:+ 7:R+11: W+4

Canacha doesnt need any of that stuff for the most part Im afraid Coin for her creations will be her preferred item of choice :)


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Okay, just going back over accounting for my selling stuff post and I have a couple of questions.

-Who took the masterwork silver dagger/are we selling it?

-Mic is getting the cloak of resistance +1, I guess.

-How much are the quartz earrings worth?

-The silver coat buttons Canacha took?

-The dozen pearls?

-I assume the gold holy symbol is worth 100 gp to buy so has a resale value of 50 gp, is that accurate?

That's all.

Liberty's Edge

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I think Jack took the dagger, and anything you don't know the value on do appraise.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Welp, I know what skill I'm putting a random point into next round.

Earrings: 1d20 + 4 ⇒ (3) + 4 = 7
Buttons: 1d20 + 4 ⇒ (8) + 4 = 12
Pearls: 1d20 + 4 ⇒ (8) + 4 = 12
Holy symbol, why not: 1d20 + 4 ⇒ (15) + 4 = 19


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 36/36 AC21 T17 FF16 F:+ 7:R+11: W+4

Canacha melted thr buttons down into silver bullets.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

I know, just need to know what that cost for purposes of loot split.

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Nice rolls :P The following is what Mel thinks the items are worth
Earings: 20gp
Buttons: 25gp in total
A dozen Pearls: 150gp each
Holy symbol 90gp


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Alright. When she goes to sell them, she'll be asking for those prices for the earrings/pearls. What's the offer she winds up getting?

The holy symbol is going right in her bag and being taken out of her loot because :reasons:.

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The merchant you find gives you 10gp for the earings. The buttons are used but would have given you 22gp and 5sp. The pearls he'll give you 50 gp for each. (Can't remember how many a dozen is.)


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

...seems fair. 12*50=600 overall which is decently nice. OKAY GONNA WORK ON A THING. Sorry for taking so long, but... y'know. Accounting.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Okay, I math'd everything out on the loot sheet (I scribbled in the parts where there weren't formulas, sorry Mic!) and found even splits would be 1269.7. Jack went over with his boots and the badass dagger, so I set that aside and refigured, the rest of us get a total of ~1234.25. After deducting resale prices of what's already been claimed that leaves the following:

Mel 1039.25 (+gold holy symbol & 2 scrolls)
Lena 960.25 (+ scroll & m/w morningstar)
Mic 11.75 (+ cloak of resistance & Daredevil Boots)
Canacha 624.25 (+magic leather armor & buttons)

Sound about right to everyone? If so I'll go ahead and post stuff over in the gameplay thread.

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No problem I make a living as an accountant.

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Can see one of my posts got eaten, I'll have the game up to date in the morning.


Status: None none | NOTES F Brawler 4 | HP 49/49 | AC:21 T:14 F:17 | Init +4 | Per +6 | Fort:+5 Ref:+6 Will:+1 | CMB: +8 | CMD: 22 | +6/+6 Flurry 1d8+3 | +8 Unarmed 1d8+3x2 | +7 Cold Iron Gauntlet 1d4+3x2 3/4 Martial Flexibility LOOT SHEET

I don't feel a desier to try and lurk about tonight. Go back and rest the night and hear if any locals will help us in the AM?

One mechanics questions, do we need to pilot the bird folk and the little dragon or do they just become part of the background mechanic?

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They mostly become part of the background stuff untill book 3+4 where there comes some option to for you to have your allies help you in the fight for some of the very tough elements.
Vendalfek can be a familiar for someone via the improved familiar feat at 7th level.
The fushi sisters are a team but in case one of you die I'm open for you to take over the role as the big sister and play her for the reminder of the campaign. She can also be a cohort if any of you want to use leadership later in the game.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

I have plans for Vendalfek at level 7.

Oh yes.

We shall raise all the cain.

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So you are going to retrain your arcane bond?

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