How to paint a Raven Silver (Hell's Rebels)
Game Master
Jesper Roland Sørensen
Gameplay map
Rebellion sheet
HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
As the group moves from the stable area to the main building, Mirabella says quietly. "If there are any halfling slaves or other servants, they likely have an intimate knowledge of most rooms and areas. I can probably gain their confidence and learn what they know. And if you want to find servants, the kitchen is usually the best place to start."
Inside the hallway, she looks around and sniffs to catch the scent of food.
If she does not immediately spot a kitchen or dining area, she pops back out into the courtyard and ask the nearest soldier "Excuse me, good sir, but my master requires refreshments after our long journey. Could you direct me to the kitchen, please?", making sure to keep her eyes down and her tone and posture subservient.
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.
"Good thinking," Jack whispers to Mirabella. He's starting to worry that the group might fail to find the secret area they're seeking. Toward that end, he keeps "inspecting" (i.e. - searching for secret doors) as the party proceeds deeper into the keep.
Jack Duncloak Perception Check: 1d20 + 15 ⇒ (10) + 15 = 25
Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 50/50 AC21 T17 FF16 F:+ 7:R+11: W+4
still very much in charector she inspected walls... corners. the arrow slit all with a frowning gaze. In the guardhouse area she doubled down on her scowl.. particular at the guardsman playing cards.
She licked her thumb and held it up trying to discern if the ripple of the flags fit with what should be the correct breeze.
Gameplay map
Mirabella having failed to detect the scent of the guards, whom point her to the back of the first floor. "Go to the back and take the winding staircase up, and the kitchen will be inside the door on the opposite sid." he tells Mirabella.
Painted the room with the stairs orange on the map.
HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
Mirabella returns to the group and tells them what the guard said.
"Do we go straight up to the kitchen or spend a bit more time poking around down here?" she asks quietly.
Loot 7- AC:20 T:12 F:19| HP 84/84 | CMD:15 | F:+6 R:+4 W:+6 | Init:+1 | Perc: 16 | Resources
"Let's try the kitchen. The faster we can get some orienting information the quicker we can get what we need and get out."
HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
Mirabella nods and follows the directions to the kitchen.

M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10
Logan nodded and followed after. To keep up appearances he said, "We should inspect the brick work in the kitchens and adjacent areas to see if there are any defects that must be rectified."
If they come across any cooks, cleaners or the like who might be pushed around and there's nobody looking...
Logan corners the poor sap, his condescending and demanding demeanor requiring instant obedience! "Oi You! Yes you! Come here and make yourself useful. We are part of an official inspection into the brickwork and foundations of this here fortification. The brass says everything's fine, but we need to find out if that's really true, if it came to a siege everyone's lives could depend upon it!"
Casting Egorian Diplomacy
Intimidate: 1d20 + 16 ⇒ (12) + 16 = 28
His eyes bored into them as he demanded, "Have you seen any old or substandard brickwork anywhere, or are there any places nobody really visits? If so lead us to it at once!"
Perhaps it's wishful thinking but I'm assuming the area we're looking for is bricked up or something like that and maybe just maybe we might get lead to it.
Gameplay map
This kitchen has a small table for preparing food, a basin for holding water, and several bins containing utensils and plates. Curiously, there are no food supplies or even a stove in evidence. Inside you find a single servant, a human by the looks except for the eyes which seems to sparkle with strange light. He looks morose and doesn't really seem interrested in talking with Logan. "Hmph another noble brat coming to demand attention. This whole place is more of old masonwork so you can take your pick of bad repair jobs around the keep."
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.
Jack takes note of the abundance of space in the kitchen and wonders if the lack of usual clutter might indicate the presence of a secret door in one of the walls. He silently begins his 'inspection.'
Jack Duncloak Perception Check: 1d20 + 15 ⇒ (7) + 15 = 22
HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
Mirabella moves past Logan into the kitchen and smiles warmly at the man.
"Oh, he's not so bad once you get to know him. He's just hungry from our long journey and that makes him a bit cranky. Why don't you carry on with your inspection, my Lord, and I'll help this fine fellow prepare some food and refreshments for us all?" she says, aware that she is displaying a far more casual tone towards her supposed master than is usual for a halfling slave.
Looking around the half-empty kitchen, she adds. "If there's any food to be had, that is. I've never seen a kitchen this bare. But surely you must have some way of keeping all these soldiers fed..."
She extends a small, delicate hand.
"I'm Bella. Pleased to meet you. And who might you be?"
Diplomacy: 1d20 + 15 ⇒ (18) + 15 = 33
Gameplay map
Jack doesn't perceive any kind of secret door.
The man seems hesitant but Mirebella's words win him over eventually and he takes her hand. "Names Zorumar, a janni bound to serve Lucian Thrune. There isn't any food here, everything here is conjured up with my create food and water magic. Not by my own choice mind you, just the commanders order."
HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
Zorumar's true nature takes Mirabella by surprise.
"A Janni? You don't say. I would expect halfling slaves, human servants or perhaps a bound devil working the kitchen in a Cheliaxian military fort, but not one of the genie-kin. How did you come to serve Lucian Thrune, if you don't mind me asking? You don't sound too happy about it." Mirabella asks while searching her memory for knowledge about Janni.
Knowledge (planes): 1d20 + 8 ⇒ (4) + 8 = 12
M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10
Kn:Planes: 1d20 + 16 ⇒ (3) + 16 = 19
Logan was rather taken aback by a bound Jani and he added, "This does sound rather unfortunate... You never know we might be able to help."
Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 50/50 AC21 T17 FF16 F:+ 7:R+11: W+4
She frowned looking at the janni and tilting her head.
"conjured food and drink. Means he probably paranoid about food getting spoiled or poisoned."
She added helpfully.. inside she was sort of panicking. He smile seemed frozen on her face.
Gameplay map
Logan barely remembers anything about the Janni, but they are made of all the four elements which means they spent most of their life on the material plane and the are generally on good terms with the Djinn and Shaitans.
Zorumar snorts. "It wasn't my choice I was forcefully bound to Lucian Thrune througth a ritual untill his dying breath. I have to stay within a certain distance of him, and I can't leave that whillingly."
HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
”That certainly sounds unplesant. But then again, it is a dangerous time to be a military commander in her Infernal Majestrix’s service, with all the rebellious activity going on. In fact, that is why my Master and his associates are so interested in the stonework. We have been sent from Kintargo to investigate reports of an imminent rebel infiltration into this stronghold. Apparently, there should be some secret passages dating back to the keep’s dwarven origin. Have you seen any signs of such hidden doors during your time here?”
Gameplay map
"I might have noticed one while doing my cleaning duty. If you would help free me, I would graciously show it to you. None here to my knowledge knows about it and it's been a delight withholding that secret from everyone." Zorumar responds.
HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
”We will do what we can on your behalf when we meet the commander. Where can we find him? And are there other residents of the keep we should know about?”
Gameplay map
"Lucian's office is at the other end of this floor, you can get that by taking the door just down the end of the corner right outside here and walk all the way around the battlement to find another door leading into a hallway with 3 doors. The first door on the right from that side would be his office. You could also go through the guard quarters by taking the next door in the hallway right outside to get to Lucian. Mostly there is human soldiers here and a few devils, along with the commanders pet wyvern." He informs Mirabella.
HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
"Devils...well that figures, hard to find a military stronghold in Cheliax without one of those. Do you happen to know what kind?"
I'm in favor of trying to take the long way around and see if we can catch the commander alone. If we kill him, it should free Zorumar from his binding so he can show us the secret door. Let's just hope it leads to the Anvil.
Gameplay map
"I'm not well wersed in the denizens of the infernal plane, but they are darkly humanoid looking beings with ashen grey wings. If that helps you at all." Zorumar says with a sigh.
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.
Jack, who's been surreptitiously listening in on the conversation, wracks his brain to see if he can identify the creature in question.
Jack Duncloak Knowledge (planes) Check (favored enemy +2): 1d20 + 2 ⇒ (20) + 2 = 22
M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10
"I think we should take the long way around the Battlements..." suggested Logan.
If nobody objects he'll start walking.
Gameplay map
Jack is quite certain that they are talking about erinyes.
HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
Poke, poke...are everyone ready to go kick some Thrune (and possibly devil) @ss?
Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 50/50 AC21 T17 FF16 F:+ 7:R+11: W+4
She bent low to get closer to mirabella's ear.
"Its go time yes? we are killing this jerkface yeah?"
HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
Mirabella shoots a careful glance at Zorumar, conscious that the terms of his binding might force him to react to any direct threats against Thrune. She jabs Canacha to keep her quiet and follows Logan out of the room.
Then she nods and replies just as quietly. "I do believe it is. If we can cut the head off the snake and get our new friend here to show us the secret passage, we can hopefully bring this whole fortress down before neither soldiers or devils suspect a thing."
Is Jack sharing his insights about erinyes? In any case, Mira does her own mental check.
Knowledge (planes): 1d20 + 8 ⇒ (11) + 8 = 19
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.
Oops! Yes, Jack would've shared what he'd heard concerning erinyes (minus how hot and sexy they are, since he still doesn't have a firm grip on how much of a jealous streak Canacha might have, and she's his one-and-only).
Gameplay map
Jack and Mirabella both know 1 thing about Erinyes in addition to the standard devil subtypes defenses. Immunity to fire and poison. Resistance 10 to acid and cold.
Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 50/50 AC21 T17 FF16 F:+ 7:R+11: W+4
sense motive on jack: 1d20 + 0 ⇒ (16) + 0 = 16
She frowns at jack for a moment something was dodgy about what he said.... She then shrugged it off. he was sucha a cootie patootie and all hers it didnt matter if he was being.... opaque. it was cute. She began to reload her weapons with those trusty cold iron bullets....
Loot 7- AC:20 T:12 F:19| HP 84/84 | CMD:15 | F:+6 R:+4 W:+6 | Init:+1 | Perc: 16 | Resources
"Going straight for the head is bold, but we will go in at full strength. If we can do anything to surreptitiously lock doors behind us or otherwise block reinforcements, someone slight of hand may want to try that."
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.
"Between me and her (Jack bobs his head in Canacha's direction), I think we can manage that."
HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
Do it. If anyone comes along, I’ll use my magic to charm them. Now, once we get to the commander’s office, do we try to talk to him forst or just go in with drawn weapons? It may be best to make sure he’s alone, but on the other hand a surprise attack could give us an extra advantage.”
So, what’s the plan? Mira will open with haste+inspire, and we’ll want to hit him with demoralize followed by some kind of save-or-suck debuff early on.
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.
If Thrune has an evil outsider with him, Jack will engage it (2nd favorite enemy) while most of the party tries to take out Thrune quickly.
HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
If we come up against an evil outsider, a top priority will be locking down any spells or abilities that can throw out nasty effects. Straight hp damage is easier to deal with. Bick’s Burst of Radiance spell has been pretty effective for that so far.
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.
Jack would likely still engage the outsider to keep it occupied and give casters time to do their thing. A lot depends upon whether Thrune's a spellcaster himself.
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HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
Sounds like a wise tactic. Thrune is likely to be human, so Jack's main FE bonus is also likely to come into play against him. I'm already looking forward to seeing the TWF+haste+inspire courage+favored enemy+magic swords weed hacker in action. Also, Mirabella has a potion of bless weapon to spare in case we need to be able to bypass DR/Good. She can also cast detect thoughts before we enter the door to the commander's office, to give us some hint if he is alone or expecting trouble.
M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10
As he walked towards the Battlements Logan suggested, "I think perhaps our little ruse has mostly run its course. I say we go in hard, and fast and we take him out."
If nobody disagrees Logan will start some pre-combat buffs.
Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 50/50 AC21 T17 FF16 F:+ 7:R+11: W+4
She double checked her rifle... It was loaded. She made sure her pistol was ready too. finally she touched hte bright shiny rapier on his hip. She was as ready as she could be.
"Lets do this Death to a Thrune!"
HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
Mirabella nods grimly and pauses for a moment to make sure she has all her gear out and ready, abandoning the pretense of being a slave.
Once they reach the door to the commander’s office, she signals the others to wait until she can use her magic to check beyond the door.
Mirabella uses her mnemonic vestment to cast detect thoughts from her scroll. She’ll try to determine how many sentient beings are behind the door and the surface thoughts of each one. Depending on the result, she will likely cast haste and begin to inspire courage right before we kick the door open.
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.
While Mirabella does her thing, Jack checks the door for traps.
Jack Duncloak Perception Check (find traps): 1d20 + 17 ⇒ (5) + 17 = 22
Gameplay map
I'm gonna need you to place you token in front of whatever door you are do what in front. Right now most of you are just outside the kitchen with Logan standing at the door towards the battlement.
This open rooftop is surrounded by a low crenellation that provides cover to ranged attackers against foes on the ground below in areas. A pair of heavy ballistae are kept here along with a half-dozen bolts each; the ballistae look out over the areas just outside the gates respectively, and are mounted on ingenious turrets that allow them to fire down into those areas, or to rotate and fire down into the courtyard. There are six guards standing her in crews of three by each billistae.
M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10
Before going in, Logan casts several defensive spells to help with what is likely to be a gruelling fight. His first spell made a swarm of Logan's appear to dart around him and his second conjured a wedge of force that
moved this way and that, trying to intercept any potential threat.
Casting Mirror Image: 1d4 + 2 ⇒ (4) + 2 = 6 and shield. I've moved him to where I think the entrance is based on the description.
HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
I had a Messenger-chat with Jesper about the timing of our defensive spellcasting. In Mirabella’s case, she would cast detect thoughts and haste when we were right outside the commander’s office, not before entering the battlements. And she would make sure they were not in view of anyone. Right now, our disguises are still good and we have not raised suspision. But if Logan has Mirror Image active when we move across the battlement, the guards are likely to notice. Don’t want to dictate anyone’s actions, just want to make sure everyone agrees on when we begin our pre-combat casting.
M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10
Quite happy to defer casting till right by the door.
HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
Based on what Zorumar told us, the door on the far side of the battlements should lead to a hallway with 3 doors. That would likely be a good spot to prebuff and cast detect thoughts if it's empty.
As the group moves along the battlement, Mirabella makes sure to cover up her weapons and armor with her cloak.
Gameplay map
Mirabella Lindenbrook wrote: I had a Messenger-chat with Jesper about the timing of our defensive spellcasting. In Mirabella’s case, she would cast detect thoughts and haste when we were right outside the commander’s office, not before entering the battlements. And she would make sure they were not in view of anyone. Right now, our disguises are still good and we have not raised suspision. But if Logan has Mirror Image active when we move across the battlement, the guards are likely to notice. Don’t want to dictate anyone’s actions, just want to make sure everyone agrees on when we begin our pre-combat casting. Thanks Mirabella, I had editted my last post to include this, but I can see now, I might not have submitted the changes or the forum goblins ate it.
HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7
If none of the guards take notice, the group moves to the door on the far side and enters.
If we do indeed find an empty hallway, this is where Mira casts detect thoughts.
Gameplay map
The guards take notice of you but doesn't approach the party. They might already have seen you being let inside and told to get to the commanders room.
I can't update the map from my phone, you can remove the black square just above Logan for now.
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 am so sorry to hear that. This has been something that has been dealt with in my family and I know how difficult it is. The good news is that the doctors get better every day on this topic.
My wife and I will keep you in our thoughts.
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.
My thoughts and prayers are with you and your friend.
Female human Warpriest of Milani 6 Init +1; Senses Perception +6 AC 18, T 11, FF 17 hp 49/49 Fort +6, Ref +3, Will +8, Blessings 0/6, Fervor 0/6
I'm praying for the best for you all. I hope the cancer has not spread.
HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)
That sucks.
All the best.

M Human Investigator (Psychic Detective/Conspirator)HP 7/7 | AC 16/12/14 | CMD 13 | Fort -1 Ref +4 Will +3 | Per +5 | Init +2 (inspiration 4/4)
I want to say I'm sorry due to extenuating circumstances that were not foreseen I wont be able to play any Pbp for about 2-3 months. in another week I will have to stop. so I decided it would be better letting people know now than continue posting. I take my obligations seriously and am not the type of person that will just drop without at least trying to explain. those that didn't know I was a stay at home husband so I had a lot of free time on my plate however me and my wife bought a house dirt cheep as a investment and I need to renovate it before we move in top to bottom. I have done this before, because if you can, sweat equity is the best (my father was a custom home builder/contractor so I can redo anything in a house). because I've been through this before I know what is involved and I will not have the time or the inclination (even though its for fun) to get on when I will be dead tired. I have met many really awesome people in these forums and I am grateful to meet all of you and playing with you. I hope to see you all again in a few months when things calm down.
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
Well at least you have a great opportunity IRL. Doing that sort of work is fun, rewarding and you are right about the sweat equity. I hope you enjoy the project.
HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)
All the best to you! Good luck with your house fixing up stuff.
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Best of luck to you, if/when you return feel free to ask, might have a spot open for you when the times come.
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.
Best of luck with the new place, Paullo.
Female human Warpriest of Milani 6 Init +1; Senses Perception +6 AC 18, T 11, FF 17 hp 49/49 Fort +6, Ref +3, Will +8, Blessings 0/6, Fervor 0/6
Good luck on the renovation. I hope it goes well.
HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)
Question: If you can coup de grace with a bow or crossbow if you are standing next to a helpless enemy, could you also coup de grace with a spell that deals lethal damage via a ranged attack roll, like a Ray of Frost? It can theoretically crit, so I figured I'd ask.
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I'll have to get back to you on that one, I have to figure out how it would work.
Rules says you need to have a weapon and I can understadn that an arrow through the brain og a removal of the head work. I'm uncertain as to how spells is more effect on a helpless target.
Maybe some of you others would like to chime in on what you think about it. If the group likes the idea I'm probably more inclined to allow it with some rules. But it shouldn't ruin the fun for all of you.
Ny initial thoughts are you would have to be able to have the spell ready before you start the full round action. So it would have to be quicken or cast a round before.
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Put you tokens down near the next area when you are ready to move it, otherwise if a combat starts Micheria will be all alone with the npc who has 7 con :p
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
Sorry guys. Did not think I was rushing in headlong here.
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.
I'll be without internet access for the next couple of days, so bot my character as needed. Will be back online Tuesday.
Happy Labor Day weekend to my fellow U.S. players.
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A question for you all.
As we are nearing the start of the rebellion I like to ask if you want to run the rebellion phase outlined in the player's guide?
It gives some extra stuff to do, the only down side is it at live games takes a lot of time to run through, it happens once a week in game, or when I feel like a week has passed it's not that easy to keep track of time. I will require one of you to take the leader of the rebellion role and take control of most of the rolling when the occur.
It's a good way to add a little extra to the downtime you'll get sooner or later.
HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)
We can totally pile the work onto the nerdlord, I live for subsystems like this and the idea of Meliora as an acting leader when she's even involved in things at all over the pettiest possible reason makes me laugh.
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 am happy either way, honestly any subsystem I leave to the GM as it puts more on them. Mic would not want to take the lead. She may ask for a symbolic payment of 1gp from whoever is the leader so she can consider this work.
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.
I have a bit of experience with the Hell's Rebels rebellion subsystem and wouldn't mind us using it.
If Meliora wants to take on the responsibility, I'm good with that.
The system's described in the Hell's Rebels Player's Guide (free download).
Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 50/50 AC21 T17 FF16 F:+ 7:R+11: W+4
Im actually a bit of a fan of Paizo's subsystems though none ever seem to get used in a pbp game.
Female human Warpriest of Milani 6 Init +1; Senses Perception +6 AC 18, T 11, FF 17 hp 49/49 Fort +6, Ref +3, Will +8, Blessings 0/6, Fervor 0/6
Let's go with the subsystem.
HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)
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
Amazing. Now you know where my secret style came form.
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
Boots: Mic could use them to avoid AOO's for sure. Who else would like them?
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
Seems no one else wants so I will take for now. :)
HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)
Sounds good to me, those boots are really only good on you or Jack atm.
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.
I'll be without internet access for the next few days (though it's possible I'll check in briefly Saturday). Please bot my PC as needed in my absence; I should be back on Tuesday.
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
How are we doing HP? Rolling in case it is the right answer.
HP: 1d10 ⇒ 10
Oh and level two is huge. 2 attacks!
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Yeah you can choose to roll or take average before you roll. If you roll a natural 1 on the first roll you may reroll it, but you have to keep the second result.
There is no rolling and then decide to pick average health, but you can choose each level which way you want to do 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'll try rolling this time, then.
hp: 1d6 ⇒ 1
Hahaha, shit.
hp try 2: 1d6 ⇒ 5
HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)
In other news, picked up Detect Charm and Obscuring Mist as her two new 1st level spells. The latter is really good for combat, and the former seems uniquely suited to running a rebellion. 'Everyone gather in the room biweekly or so and I'll get the scan done all at once, huzzah.'
At some point we really need to get around to selling these bracers and the rest of loot, since then I can scribe the other scrolls into her spellbook and maybe grab a couple other things.
--also took some ranks in diplomacy and bluff, since apparently she doesn't know how to keep her darn mouth shut. Might have to take cosmopolitan at 3rd.
HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)
And in OTHER other news, I found a Hell's Rebels rebellion tracker sheet that was open for copying and using. ICly, Meliora is open to focusing on whatever the others want to focus on. She can see the logic in all three between Security, Loyalty, and Secrecy, and it all comes down to priorities.
If she's gotta tiebreak, she'll go with Secrecy because keeping your head down makes you less likely to get seen and/or murdered.
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
Mic went with Shield Focus, picked up Know: Nobility and added to existing skills.
Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 50/50 AC21 T17 FF16 F:+ 7:R+11: W+4
hp: 1d8 ⇒ 4
Well it was average with the roll so yay.
Taking my first level in Alchemist, going with the Trap Breaker Archtype if thats okay... we dont have any trap people do we?
As for roles within the Resistance, despite having an above average charisma i dont see Canacha being any sort of well inspiring leader. Spy master or strategist seems to be her best fit, though she could also fit in as a Sentinal.
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
For a commanding roll Mic would go with Partisan first and Sentinel second.
Action: It seems gather information would make sense, particularly as we are at the start of things and don't know much.
As far as who takes the leader roll whoever wants it is fine with me.
Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 50/50 AC21 T17 FF16 F:+ 7:R+11: W+4
oh quick question for our DM, I dont suppose you would let me say switch out the Cure light wounds formulae for oh say an inflict light wounds for uh.. reasons?
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.
Jack's 2nd-level Ranger hp roll:
hps: 1d10 ⇒ 1
With the way I roll for this PC, it's a really fine line between me being an 'optimist' and me being a 'moron.' Still....
hps: 1d10 ⇒ 9
Yay! I feel like such an optimistic moron!
ADDENDUM: Jack's Level 2 Updates:
hps: 11 (9 [roll] + 1 Con + 1 FC)
BAB +1
Fort +1, Ref +1
Combat Style Feat: Two-Weapon Fighting
SKILLS: Climb +1, Diplomacy +1, Disable Device +1, Perception +1, Stealth +1, +1 Survival, +1 Swim
BACKGROUND SKILLS: Knowledge (nobility) +1, Profession (gambler) +1
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Canacha Bais wrote: oh quick question for our DM, I dont suppose you would let me say switch out the Cure light wounds formulae for oh say an inflict light wounds for uh.. reasons? I'll allow it but they can only be used to heal you.
I think Jack get's the trapfinding ability in 3rd level as an urban ranger, I don't mind you are two who can do it just wanted to add it into your considerations.
@ Everyone
I also forgot to ask if anyone have something in the character creation they regret taking when they made them. I'll always allow some slight alterations before we get going for the long haul.
You also begin the game with 3 supporters becuase you succesfully silenced one of the groups during the protest.
Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 50/50 AC21 T17 FF16 F:+ 7:R+11: W+4
It was entirely for the purpose of healing myself. Darned dhampir allergies to positive energy.
The trapsmitbing archtype also means i can make landmines later >.>
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.
Thanks Jesper--meant to mention the trapfinding thing at 3rd level and somehow forgot.
I can't make landmines, though....
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Canacha Bais wrote: It was entirely for the purpose of healing myself. Darned dhampir allergies to positive energy.
The trapsmitbing archtype also means i can make landmines later >.>
Alright it just sounded like you only took it to gain some trapfinding in the group. With your stats I would have personally picked Oracle with the street mystery but I also like the idea of mixing it with the alchemist.

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 feeling pretty okay about where Mel is as a character insofar as crunch goes.
As for rebellion leadership slots, here's my thoughts:
-The book says we can have NPCs help us in leadership rolls too, I'm curious to see how their stats stack up versus ours, particularly Rexus and our new halfling friend if we can get her to join, but Korva might also be good.
-At first, we want everyone into recruiters except for whoever is going to be our strategist (and MAYBE demagogue for the loyalty bonus). The +1 actions will be useful for getting a recruitment off as well as a gather gold off in the same round in the early game, to let us start building a treasury. We would be looking at 1d6+6 or 1d6+8 followers per week should we succeed at the DC 10 loyalty check, and we can start cycling leaders elsewhere afterwards. Our initial goal is 30 supporters since we max at rank 5, which at d6+6 would be done in (3+9.5+9.5+9.5) three successful attempts at the d6+6 rate. IMO, demagogue would be good to start with, based on that. It also minimizes attrition. Our best demagogue would be Canacha, followed by Jack, but we might be able to get one of our new friends to do it. (Again, halfling might be good for that. They get a natural +2 cha, so odds are good they could at least tie that 16).
-Sentinel needs someone who has a good spread between str/wis, cha/con, and dex/int. They can only react to a single event roll per turn, so loyalty (cha/con) and security (str/wis) would be the highest priorities. Of our people, Mic gets +3/+1/+2 to security/loyalty/secrecy, Jack gets +2/+2/+3, and Lena gets +3/+1/+1. Jack is mechanically the best sentinel, but only by an extra +1 and focused on secrecy, which rarely comes up in event phases based on the PG data. Mic or Lena would probably be best in that slot, with the other going to Partisan. Er--once we move out of the recruitment phase, anyways. Again, probably want to start with everyone recruiting aside a strategist and a demagogue and move into having people take leadership roles over time.
-Loyalty is probably the best focus for really early game given the importance of membership, but each is pretty darn good in their own way. Again, Mel would vote secrecy focus only if she has to tiebreak.
-Mel is useless at everything but spymaster and strategist, she could do either of those.
HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)
Also belatedly, nominating Canacha to be the manager of the Tengu Squad we got, since she's the naturalest leader of the bunch and would give them a +3 to everything they do (which is mostly getting us gold)
Also GM: What tier do the Fushi sisters count as for the purpose of the Earn Gold action? (Since it's a security check * tier to determine the gold they earn)
Female human Warpriest of Milani 6 Init +1; Senses Perception +6 AC 18, T 11, FF 17 hp 49/49 Fort +6, Ref +3, Will +8, Blessings 0/6, Fervor 0/6
I get Fervor at level 2 1d6 healing or use a spell.
1d8: 1d8 ⇒ 7
Woot glad I rolled.
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You can only have one of each leader role and a leader should be pick to handle all the rolls so we have the same person handling the rolls.
The sisters are a special team, they don't have a tier in their statistics, I think they are tier 1 seeing as we are in the start of the AP.
Rexus are not confident in being in any kind of leader role. Also his stats are 10, 13, 7, 14, 11, 18.
Laria has 13, 14, 8, 13, 14, 12
HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)
The subsystem in the PG stated 'You can have multiple identical officers, but note that with the exception of the Recruiter, the bonuses granted by officers don’t stack, so it’s best if each character takes on a different officer role.' which was why i was thinking one of any given one at most, aside recruiter.
Was that houseruled?
EDIT: also rereading it, it mentioned something about allies with special abilities. I'm guessing the Fushi sisters are those, do Laria/Rexus count or we happen to have any others?
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I might have misunderstood that part of it. The only houserule I have is you must decide on a leader among the pcs to take the role and complete the rebellion phase each time it's up.
HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)
Roger that.
Like we discussed before, I'm more than willing to do the accounting part of things and complete ye olde rebellion phase whenever it's time to do that.
Also the idea of Meliora trying to lead makes me laugh. So there's that too.
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Are all done leveling up?
We now enter the Sandbox element of the first book, you have some information of things happening around town from when you did the protest or you can start exploring the city and gather new knowledge.
It's up to you if you want to spend downtime looking for allies, shopowners who can sell you equipment and healing supplies, and what els you can think of.
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.
Background-wise, spymaster might be up Jack's alley. Then again, he's kept his full skillset and agenda secret from the others thus far. He'll go with whatever officer role Meliora wants to assign to him.
Yes--he's all leveled up.
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