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

Game Master pinvendor

Initiative Order:
Coming soon...

Rebellion Sheet

Kintargo Map Roll20 Link

Hell's Rebels Loot Tracker

Kintargo's Population: 11,897


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Welcome to the Hell's Rebels: Flight of the Silver Raven's Discussion thread!


The Roll20 link is up! Please see the campaign short description up at the top of the page for the link. Make sure you have a roll20 account! Its free and I use it for all my maps. Don't delay!

Also note: If you have any crunch finalizations please start working on them now. I'll give everyone a few days to finish up (while I get everything finished up on my end). Once you're ready to go, say so here!

I'm also lurking on Roll20 for a few more hours so feel free to hop on and say hi.


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

Thank you for the selection! What a group! I'll take some time today to review the other profiles and give some feedback on interactions.


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

Great! Thanks for selecting Varian DM! A very nice group indeed! I'm so glad to be part of this game and I'm super excited to start it. I'm also glad that many of those with whom Varian interacted in the Gameplay Thread have made it. I think Isabel is the only one Varian has not directly spoken with, but we'll make up for that soon!


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

Cheers everyone! I have to say I've had more fun coming up with Galen and posting with everyone in Gameplay over the past week than I'd ever thought I would in a "Recruitment" phase. Well done to all!

Interestingly I made a Roll20 account once but never had the chance to use it, so this will be a cool new thing to try out - heading that way shortly.


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

Hi everyone! Thank you for the selection DM, this is looking like it is going to be a great group to play with. I am currently using Roll20 for a pbp I am running for a few irl friends, and I have found I really like it for mapping and combat.

I'll do a final pass on Phineas' crunch some time later tonight, but I think he is probably mostly set.

I am looking forward to playing with you all!

Liberty's Edge

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

Looking forward to this very much! :) I'll set up on Roll20 shortly.

Do we want to use Isabel's invitation as a springboard for more roleplaying or just jump straight in when Crusty is ready?


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

Well hullo all! Checking in.

I personally think it'd be an interesting continuance of pre-game RP before things get really rolling, if y'all are so inclined.


.


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

Sure I can do that, though at this point for Galen I think he's not keen on "starting any unwanted trouble" hehe. That may be an interesting dialogue in its own way though.


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

Avrora would need to receive an invite, as I don't believe she and Isabel have interacted yet.


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

I picture getting drug into this rebellion accidentally through happenstance, "wrong place/wrong time", and "unfortunate" acquaintances.


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

@DM Crustypeanut Quick question - are we running with Hero Points in this game? I had N/A for my entry but just wanted to confirm.


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

Given Isabela's background as a dance teacher to the wealthy/nobility, as well as her earlier jab at Darian's dancing...I may change my perform from oratory to dance. That'd be another connection within the group.

Liberty's Edge

|HP: 59/68 AC: 24; F: +12, R: +12, W: +10 | Perc: +10, Stl/Perf +12, Dec/Dip +13, ELore +14, Itm +15, Arc/Occ/Nat/Rel/Soc +8 | Speed 25ft | Weapon +15, 2d6+4+2. | Foc 1/1 | Active conditions:
Darian Aulamaxa wrote:
Given Isabela's background as a dance teacher to the wealthy/nobility, as well as her earlier jab at Darian's dancing...I may change my perform from oratory to dance. That'd be another connection within the group.

She'll apologise for that at some point - and then offer you more lessons later :)


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

FYI, here is the reference image for Darian, a bit different than his avatar on here, but couldn't find one closer to his image when I first looked.

Darian


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

@Darian - dashing! I also like Isabel's new avatar.


Galen Mistbringer wrote:
@DM Crustypeanut Quick question - are we running with Hero Points in this game? I had N/A for my entry but just wanted to confirm.

No hero points in this game.

Alright so luckily today is a short day for work (only 4 hours) so when I leave here in a bit it won't be too long till I'm back and can get the outro done for the gameplay thread. We still won't start officially for a few more days while everyone finishes up, though.

A few things I wanted to ask you guys about:

Alternative Crafting Rules (Ignore the profession stuff as I don't like it)

Dynamic Magic Item Creation

Alternative Disease and Poison Rules

And of course, my very own Modified Alcohol and Intoxication Rules (In case of a spontaneous drinking contest)

Let me know on each of 'em if you like 'em or not, or any issues you have with them! I still need to read in detail the dynamic magic item creation one and the disease/poison one, though I've glanced at them.

Lastly, if you haven't already, let me know who you are in roll20 so I can apply permissions to your journal (and thus token).


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

I hadn't considered crafting initially, but the alternate rules are simple and attractive. I like them. The Dynamic Magic Item Creation rules also look like a lot of fun! Your Intoxication rules appear realistic and fair, and I hope we get to put them to the test soon. As to all these systems, I would leave it to DM discretion. Running the game is work enough. Add to that trying to learn new rule subsystems and I fear you face burnout. So to the extent you want to put in the time learning these new rules, I say go for it (especially the crafting and magic item creation rules).

P.s. I'll have my profile feedback post up tonight.


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

I think doing the meeting at Isabel's could be interesting, if it doesn't clash with the outro the DM is planning. Taking a look at all the links to the optional rules being considered now.


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

I don't anticipate crafting, and the rest is totally up to you.


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

I like the alternate crafting rules. Phineas is unlikely to take advantage of them, but there are a lot of issues with crafting poisons and the like that this seems to handle a lot better. They also seem simple enough to use without introducing much of a headache. Even if noone is planning on doing mundane crafting, I would vote for using these just in case.

I am mixed on the dynamic item creation rules. It has a lot of potential to make the process more interesting, less certain and more inclusive of the whole group, which I like, but at the cost of increasing complexity a lot. There are also some specific events during construction that could get a little odd, like the planar convergence event if we don't actually have a way of contacting an outsider for the diplomacy check option. I would be fine either way on this, but would probably lean towards voting against it personally.

The alternative poison and disease rules look reasonable and there are some issues with poisons in base pathfinder, but I am not sure this changes enough to be worth the added complexity.

I like the alcohol rules! I haven't seen any I really liked a lot before now, but this looks pretty good.


Male Human (Varisian) Psychic 2nd AC 13/13/12 / HP 12 / F +1 R +1 W +5 / Init. +1 / Perc. +7 / Sense Motive +7
DM Crustypeanut wrote:
Galen Mistbringer wrote:
@DM Crustypeanut Quick question - are we running with Hero Points in this game? I had N/A for my entry but just wanted to confirm.

No hero points in this game.

Alright so luckily today is a short day for work (only 4 hours) so when I leave here in a bit it won't be too long till I'm back and can get the outro done for the gameplay thread. We still won't start officially for a few more days while everyone finishes up, though.

A few things I wanted to ask you guys about:

Alternative Crafting Rules (Ignore the profession stuff as I don't like it)

Dynamic Magic Item Creation

Alternative Disease and Poison Rules

And of course, my very own Modified Alcohol and Intoxication Rules (In case of a spontaneous drinking contest)

Let me know on each of 'em if you like 'em or not, or any issues you have with them! I still need to read in detail the dynamic magic item creation one and the disease/poison one, though I've glanced at them.

Lastly, if you haven't already, let me know who you are in roll20 so I can apply permissions to your journal (and thus token).

Hi Crusty!

Like others have already expressed here, I'm good with these in a general sense, but don't have to have any particular one. Probably in my order of interest I'd rate them as:
1) Modified Alcohol and Intoxication Rules
2) Alternative Disease and Poison Rules
3) Dynamic Magic Item Creation
4) Alternative Crafting Rules

I love #1. I like #2 a lot, though I think it creates some wrinkles for what lesser restoration and restoration can/should do, though perhaps instead of restoring ability damage they improve the disease/poison states instead.

I love #3's intent on bringing significance to the magic item creation process. I'm just not sure who in the group is going to take feats and try to craft here (it's not a Galen thing), so I'd have to defer to those players who do see this as part of their character progression. Since you have the Automatic Bonus Progression system in place already, it could be that we're mostly divested of the worst magic item cheese - collectively we just need to provide good in-game narrative to our items and identification efforts, so it's never a "I go to the magic store and see if they have +1 mithril chain in stock" sort of deal.

#4 is similar to #3 ... I defer to those that are going to actually do crafting of items (alchemical, masterwork items, etc.), and would just ask that the in-game narrative of such shows the care and special nature of what is being crafted.

Cheers!
Vord


Just got off work - I'll look into getting more things set up here soon, but first I need a nap.

Feel free to mark where your living residence is on the Kintargo map on roll20 - in fact, I'd kinda prefer that you did (or at least told me where it was).

As for the rules.. I'm probably going to pass on the disease/poison rules for now, but the crafting/dynamic magic item creation ones we'll figure out if we want to use once we get to the downtime, since not everyone will be using it.

The Alcohol rules are most definitely in play though :P


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

Alright, I've had a chance to look over everyone and thought I'd take a moment to share some thoughts on interactions.

First, a word about Avrora. Her character is heavily influenced by Evey from V for Vendetta. That is, she began as a lawful innocent who went through some very bad things at the hands of the government and emerged with a new political philosophy. Her immediate goals are extremely personal, but I plan to see those expand to embrace the larger goals of the Kintargo revolution against Thrune--her personal hurts are just the snowflake that starts the avalanche. I don't see her as being an accomplished adventurer or an expert combatant (she's level 1!). Indeed, she literally just "got off the bus" from Harse. But she does have a strong will and a fiery persona, as well as an unshakable faith in Milani. How that will actually play out will depend on interactions with the rest of you.

So, then, let's talk about you! I really enjoyed reading everyone's profile. CrustyPeanut did a good job selecting some really interesting characters.

Varian Tanessen: As the fellow holy roller in the bunch, we are fortunate to share a deity, an alignment, and even a domain. I know we will become fast friends, especially after our interaction in the tavern. Varian is more knowledgeable of uprisings and revolutions than Avrora, and may become her "mentor" in all things revolutionary. You're just a few years older than her--maybe she'll see you as a brother figure (at least initially). Not that she's lacking motivation, but she lacks a plan and allies, and a push in the right direction might help her out. Both have lost loved ones to the city's corruption and may form a bond through that experience.

Isabel Rhelian: It's interesting that Isabel has a disdain for sexual predators, as Avrora was herself a rape victim (though you don't know that yet). Avrora isn't seeking sympathy, however. At this point her mind is pretty focused on retribution and justice. Avrora may be initially suspicious of Isabel and her connection to Kintargo's nobility, as Avrora desires (for the moment) to maintain a low profile and avoid direct contact with her family (her father Ursius Vikta is a banker and a mortgage shark). But, Avrora's trust can be earned, and I predict the events of the AP will tie us together in short order.

Darian Aulamaxa: In some ways Avrora regards you as she does Isabel--an unnerving reminder of a forgotten life. The Aulamaxas may or may not have connections to the Viktas. I like to think they do, as this would create common ground for us. Your martial focus will certainly draw us together, as we will need to have each other's backs in the heat of melee. I also liked your story.

Galen Mistbringer: Galen is one of the best-drawn characters of the bunch--great descriptions. Your youth and quiet ways may bring out Avrora's protective instincts. Your orphanhood certainly will certainly strike a chord with her. We both have a tenuous connection to Korvosa, though it seems neither of us would hold that city in high regard (Avrora only lived in its outskirts). I also expect she will love your story-telling.

Phineas Aceron: The fact that you've lost a child should create strong emotional ties to Avrora, who is unsure of the fate of her daughter. Like her, you have transitioned from a "lawful" to a "chaotic" alignment. Like her, memories of your "old life" no doubt have endless repercussions for you.


Lurking on roll20 while I work on an outro!

I'm going to assume that all of you were invited to Isabel's home later that evening - Isabel, once I place everyone there, its all on you since you organized it. Take as long as you guys need, as this'll give me set-up time. Once thats done I'll move everyone on to the protest itself a week later.

I'm actually really glad to see that you guys have basically all interacted with each other in some way during the prelude - plus the organized meeting at Isabel's will really help tie everyone together for the protest. Saves me a ton of effort trying to figure out why you guys are all suddenly together :P

Its good to see the group coming along great even before the campaign has started.


Also Isabel, I ended up making your in-game token based off your previous avatar - is that alright, or you would rather a new one for your new avatar?


1 person marked this as a favorite.

Also, Loot:

Thron (Darian) knows how I do loot, but I want to clarify with everyone else since you haven't worked with me in the past.

I will be keeping track of all loot on the Loot Tracker (will be posted shortly), which will keep track of the sell price of all loot obtained by the group. This, including coins, will be totaled and then divided up by the number of players, which equates to each players' share value, representing each player's share of the loot if everything was sold.

For players who want items from the loot list, they may 'buy' items from the loot list by spending an amount of gold equal to the item's sell value to claim it. If the item in question costs more than the player's share value, then they may either take money out of their own pocket to pay the other players or issue an IOU, going into loot-debt, where you'll owe one or more players part of your loot later.

Restorables (Potions/wands/scrolls of curing spells or whatnot) are generally left OFF of the sell-list by me an as assumption that you guys would rather use them for the benefit of the group. This means that they don't figure in to share value. Other items as you guys see fit can be put into this list too (just let me know).

Example: You guys end up getting done with adventuring for the day and come up with loot that sells for a total of 6,000 gp. This may represent a mixture of gear (sold at 1/2 price), gems (sold at full value) and coins (counted for full value), but totals to 6,000 gp. Because there are six players in the group, that means everyone has a share-value of 1,000 gp.

Lets say of that, one of you wants a suit of masterwork chainmail - the normal price of that is 300 gp, while the sell-value is 150 gp. They would take 150 gp out of their 1,000 gp share value and end up with 850gp and the suit of armor. If thats all they wanted, they would add 850 gp to their coins and the suit of armor to their inventory. If another player wanted a single object amongst that hoard that came out to be 1500 gp however, they'd have to either spend an additional 500 gp out of their own pocket (representing the player giving it to the others to pay for the item beyond their share value) or issue an IOU to one or more players, who don't get a portion of their share value immediately, instead taking it out of the player's next portion of loot. (In this case, that could mean either 100 gp for each other player or 500 gp to one player, 250 to two, etc. Up to you guys on that)

Any questions about that?


Also minor quips:

Isabel, you have a 13 CMD, not 12. (+1 BAB, -1 Str, +3 Dex) This error probably comes from you listing your BAB as +0. You also have +1 Will, not +0. Also your sword cane would do 1d6-1 damage, not 1d6. ...you should get Weapon Finesse ;P

Garen, I do believe you forgot to list your discipline on your char sheet and what it does. Had to look it up XD

Varian, can you remove the spoiler on your character sheet? The rest of the spoilers are fine.

Haven't spotted any other things yet but I'll add more if I see any. Just going though everyone's profile addin' em to my character stat tracker. I use it to see current hp/spells/etc, plus any hidden effects affecting everyone (ala diseases).


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

Ok, yesterday has been a little hectic for me, but I'll try to catch up now.

DM Crustypeanut wrote:

A few things I wanted to ask you guys about:

Alternative Crafting Rules (Ignore the profession stuff as I don't like it)

Dynamic Magic Item Creation

Alternative Disease and Poison Rules

And of course, my very own Modified Alcohol and Intoxication Rules (In case of a spontaneous drinking contest)

Let me know on each of 'em if you like 'em or not, or any issues you have with them! I still need to read in detail the dynamic magic item creation one and the disease/poison one, though I've glanced at them.

Alternative Crafting Rules

I like these rules. They are much less cumbersome to use than the original Craft rules, and I think we would benefit from using them in our game to speed up an already slow format as PbP is.

Dynamic Magic Item Creation Rules

I fear that these rules would slow the game down significantly. Though very interesting and potentially a great RP source, we're play an AP in PbP, meaning that we will struggle to keep the pace even if we do not add further additions to it. Maybe it would be interesting to use these rules for an important item in the campaign or a few items, but not every single time in my opinion.

Alternate Disease and Poison Rules

The original rules are a bit clunky and especially in PbP it's very easy to forget that a particular PC has contracted a disease and make him roll the appropriate dice when the onset time expires. Sometimes, one forgets even to make his save vs poison. The thing I like the most about these new rules is that when a victim fails his initial save and is afflicted with a disease or poison, he immediately gains the effects of the first step down that affliction's progression track. Even though much more realistic than the original disease and poison rules, I fear that these new ones would slow down the game too much, especially if an enemy is targeted with a poisoned source from a PC. That would add a lot of things to track for the already busy GM. So my opinion is the following: if the GM can handle it, we can use these rules. Otherwise we can skip them. Reason is we don't want to further burden the GM with something which is not so necessary for the game to flow well. The main positive aspect of the new rules is the increased realism, which comes at the price of a clunkier set of rules though.

Modified Alcohol and Intoxication Rules

I like them. Very good job DM. I would like to use them very much, and plan on getting Varian drunk sometimes, so...I'm pretty excited about them.

Conclusion

I would like to use those rules who allows the game to flow faster, such as the Alternate Crafting Rules; on the contrary, I'm a bit iffy about those rules which have the potential to further slow the game down, such as Dynamic Magic Item Creation and Alternate Disease and Poison rules. I like the Modified Alcohol and Intoxication Rules, and they wouldn't slow the game down, so they sounds good for me.


CG male human (Cheliaxian) cleric (hidden priest) of Milani 1 | HP: 7/10 | AC: 15 (10 Tch, 15 FF) | CMB: +1, CMD: 11 | F: +4, R: +0, W: +4 | Init: +0 | Perc: +3, SM: +2 | Speed 20 ft | Spells 1st 3/3 | Special abilities Channel energy (1d6) 5/5 | Active Conditions None
DM Crustypeanut wrote:
Feel free to mark where your living residence is on the Kintargo map on roll20 - in fact, I'd kinda prefer that you did (or at least told me where it was).

Done! That is the closest thing to a home Varian has when the game begins. The building has been destroyed when the game starts, and Varian will have spent some days homeless, wandering Old Kintargo.


CG male human (Cheliaxian) cleric (hidden priest) of Milani 1 | HP: 7/10 | AC: 15 (10 Tch, 15 FF) | CMB: +1, CMD: 11 | F: +4, R: +0, W: +4 | Init: +0 | Perc: +3, SM: +2 | Speed 20 ft | Spells 1st 3/3 | Special abilities Channel energy (1d6) 5/5 | Active Conditions None
Avrora Vikta wrote:
Varian Tanessen: As the fellow holy roller in the bunch, we are fortunate to share a deity, an alignment, and even a domain. I know we will become fast friends, especially after our interaction in the tavern. Varian is more knowledgeable of uprisings and revolutions than Avrora, and may become her "mentor" in all things revolutionary. You're just a few years older than her--maybe she'll see you as a brother figure (at least initially). Not that she's lacking motivation, but she lacks a plan and allies, and a push in the right direction might help her out. Both have lost loved ones to the city's corruption and may form a bond through that experience.

I've enjoyed roleplaying with you during the recruitment period. I think Varian and Avrora have some great potential together. Sharing the same deity is very intersting, and I'd love the idea of Varian being Avrora's both religious and revolutionary mentor. He would see that as a sort of payback to his community, since he was recently instructed himself. Varian is a master of the push, so I think we will have great fun together! As far as lost loved ones are concerned...Yes, when the game will start, you will see an utterly destroyed Varian. That could help him and Avrora grow closer, as they share this loss.


Male Human (Varisian) Psychic 2nd AC 13/13/12 / HP 12 / F +1 R +1 W +5 / Init. +1 / Perc. +7 / Sense Motive +7
DM Crustypeanut wrote:
Galen, I do believe you forgot to list your discipline on your char sheet and what it does. Had to look it up XD

Updated!

EDIT: Added and changed some text around in profile to make it a bit less "Hero-Labby" there.

DM Crustypeanut wrote:
Feel free to mark where your living residence is on the Kintargo map on roll20 - in fact, I'd kinda prefer that you did (or at least told me where it was).

Done! Also though it may or may not matter in the way the game develops, I'm listing on Galen's profile that he's at a "Poor" cost of living (CRB pg.405) in the way that he approaches normal expenditures of food & drink and the like...mostly so I reference what is the "normal" for him in his living conditions. So in the context of Old Kintargo, he's got a small room in a low-quality boarding house in that district, as anything larger he'd have to share with roommates and such.


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

The map is marked for Phineas' law offices. He rents space to conduct his business on the ground floor, with a small apartment above his office for his personal living space. As a skilled tradesman, Phineas makes enough money that he lives at the average standard of living described in the CRB. He has always been well off, and although his fortunes dropped significantly once he came to Kintargo and stopped practicing infernal law, he is still a professional and is comfortable financially.

Avrora, Phineas is definitely going to form a strong bond with you when he finds out about your daughter. Due to the circumstances surrounding his loss of faith, he has strong feelings with regards to children that suffer because of Asmodeus, Thrune or their parent's callous disregard. He is going to see a lot of parallels there with what happened to his own daughter.

Darian and Isabel; Phineas makes his living as a contract lawyer, litigating breach of contract claims and writing or reviewing contracts. Most of the people who need those services are either well to do merchants or nobles, so it is entirely possible he has done work for your respective houses before. Do either of you think you or your house would have hired Phineas at some point in the last four years?


CG male human (Cheliaxian) cleric (hidden priest) of Milani 1 | HP: 7/10 | AC: 15 (10 Tch, 15 FF) | CMB: +1, CMD: 11 | F: +4, R: +0, W: +4 | Init: +0 | Perc: +3, SM: +2 | Speed 20 ft | Spells 1st 3/3 | Special abilities Channel energy (1d6) 5/5 | Active Conditions None
DM Crustypeanut wrote:
Varian, can you remove the spoiler on your character sheet? The rest of the spoilers are fine.

Done!


Galen Mistbringer wrote:

= Also though it may or may not matter in the way the game develops, I'm listing on Galen's profile that he's at a "Poor" cost of living (CRB pg.405) in the way that he approaches normal expenditures of food & drink and the like...mostly so I reference what is the "normal" for him in his living conditions. So in the context of Old Kintargo, he's got a small room in a low-quality boarding house in that district, as anything larger he'd have to share with roommates and such.

Certainly not required, but if you're living like that (any of you) I would like to know how you're living - such as the case for Galen. Since once we get the rebellion started in earnst we'll be tracking game time by the week, this actually will come into effect - especially if someone is living it up high and large.

It will also account for tolls for the Bleakbridge and Southgate (unless said character is living destitute).

Darian, since you're still living with your parents, you can assume an Extravagant lifestyle - one that, for now, you don't have to pay for.

And Isabel, where be you livin'? Kinda hard to write where the meeting is if I don't know where you live :P My assumption is going to be not far from Phineas - somewhere in that area.


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

I think I mentioned in my first Gameplay post that I'm renting a cheap inn room for the foreseeable future (far from the Vikta residence). I just estimated its location near the tavern. Avrora will not be living large. Her starting funds, I say, come from her uncle and cousin in Harse.

Liberty's Edge

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

Also minor quips:

Isabel, you have a 13 CMD, not 12. (+1 BAB, -1 Str, +3 Dex) This error probably comes from you listing your BAB as +0. You also have +1 Will, not +0. Also your sword cane would do 1d6-1 damage, not 1d6. ...you should get Weapon Finesse ;P

Sorry - the character skeet linked in my profile is accurate but I haven't fully been able to update the character sheet yet due to being very busy! Will sort it out this evening, hopefully!

Wp Fin - that's what level 2 is for :P

I'm perfectly happy with all the option rules - I like the dynamic magic and streamlined crafting. Whichever everyone else likes is good.

I would like a new token though if that can be arranged - the new avatar is much better.

Avrora: We girls will stick together right? :) I imagine it'll take a while to get used to each other but if/when Isabel hears about your past she'll mellow quite quickly.


HP 15/15 | AC 19 T 12 FF 17 | F +4 R +2 W +5 | CMB +4 CMD 16 | Init +2 Perc +3 | Blessings 4/4 | Spells 1st 3/3 | Fervor (1d6) 3/3
Isabel wrote:
Avrora: We girls will stick together right? :) I imagine it'll take a while to get used to each other but if/when Isabel hears about your past she'll mellow quite quickly.

Undoubtedly, especially once Avrora sees Isabel is more than a pretty dancer. What's your plan for Isabel--will she be a ranged combatant?


Lurking on roll20, exhausted from work though (stayed two hours late and all of it was pretty intensive labor, at least for me), so I don't know how long I'll be up.

But to answer Phineas's question: No where does it say that bells chime the time, but I'm assuming that the Church of Abadar would - they would be easily recognizeable from the Devil's Bells.


Lurking! I have two days off so I'll be here quite a bit the next few days. Ever since my computer's video card took a dump, I've basically been just doing Pathfinder.. and the occasional anime. Sleep, eat, s@#@, work, and Pathfinder! XD

So yeah I'll be here. Might see if I can get book 2 playtested..

Liberty's Edge

|HP: 59/68 AC: 24; F: +12, R: +12, W: +10 | Perc: +10, Stl/Perf +12, Dec/Dip +13, ELore +14, Itm +15, Arc/Occ/Nat/Rel/Soc +8 | Speed 25ft | Weapon +15, 2d6+4+2. | Foc 1/1 | Active conditions:
Avrora Vikta wrote:
Isabel wrote:
Avrora: We girls will stick together right? :) I imagine it'll take a while to get used to each other but if/when Isabel hears about your past she'll mellow quite quickly.
Undoubtedly, especially once Avrora sees Isabel is more than a pretty dancer. What's your plan for Isabel--will she be a ranged combatant?

Wp Fin at lvl 2 and then agile weapons. She'll be a flanking partner/mobile combatant. I'm aiming to go into Shadowdancer so that'll be her thing. She'll have some form of ranged weapon as a matter of course (after she ends up in a fight where one would have been useful... :) )

I find it very hard to play tanks... i like people who dodge instead...


Hey i have a question for you guys that I thought of last night but was too tired to post. This campaign is designed for 4 players with 15 point builds. I picked 6 players, which obviously tips the favor towards you guys. So heres the question:

Because there are six players, would you rather that I:

1)Keep everything the same or

2)Add 50% experience worth of enemies/encounters to make up for the 50% increased players or

3) As #1, but if it ends up being too easy, change it to #2 later or

4) Make up entirely new encounters to make up for the 50% more exp needed

#1 and #3 would see you guys a bit behind in experience as the campaign moves on - basically, because there are 50% more players, it generally means that I need to add 50% more encounters (or enemies during existing encounters) to make up for that advantage the players have.

That being said, you guys don't look like the sturdiest group at the beginning, so I don't want to butcher you. (And yes, there ARE combat encounters. No not all of them you can bypass with stealth or trickery, though if you managed to do so I'd reward you for it) So what do you guys think?

I've read up on this blog extensively and its what details how to manage having 50% more players. It also has some other really neat rules (Such as for tiny and large+ creatures here. Feel free to give it a read if you guys want, theres nothing spoilery, just the method behind my madness. ;)

Also, Lurkin' on Roll20!


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

I would vote for number 3, although 2 would be fine as well. Running it at written would make the start very easy, but I think it would balance out ok pretty fast due to being underleveled, and is much easier on you as DM. If you don't mind doing the work to add in all the extra enemies, that would probably work out well too. I wouldn't do 4, because I think that doesn't really make our opposition that much stronger, but strengthens us from additional xp.

I just got home, so I'll head over to roll20 and say hi once I get a chance to post in gameplay :).


I kinda sorta killed off three more test PCs in my playtest of Book 2 last night. Thats a total of 7 deaths now between the books. I guess my sorcerer will need to recruit yet MORE leaders for the Silver Ravens..

Now to think of what to make. I think an Inquisitor of Milani will do (already saw both a priest and warpriest of milani die - third times a charm!) and a Packmule Fighter because why not. No idea as for a 3rd.. any suggestions? ;)

Liberty's Edge

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

I like getting my levels regularly so I'd probably say 2, or perhaps as a 1 1/2 option: just add 25% more, so its a bit harder than written but not so much that we're going to run a long way behind. Honestly though I'll be happy to work with either.

On a side note - I'm debating taking a level or more of mesmerist for fluff reasons. What combination do people think would work best?

Slayer4/Mes 3
Slayer 5/Mes 2
Slayer 6/Mes 1?

Also Crusty - I'm mostly after the mesmerists gaze and one of the bold stare addons (either Allure or Susceptability would be the fluffy ones) would you allow trading painful stare for bold stare? I'm seeing it that Isabel is blessed by Shelyn with increased beauty to the point where she is downright distracting just by being there (hypnotic stare + either allure or susceptability). If you dont like the idea that's fine and I'll think more - just curious? I like building to try and embody ideas!


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

@ Isabel I'd almost wonder if Mesmerist w/ Vexing Daredevil Archetype isn't really more up Isabel's alley overall, though obviously that's a complete overhaul away from Slayer...

@ Crusty Well given that nearly all of us have softer/squishier builds that aren't necessarily going to really come into their own until levels 3-4, I guess I'm favoring options #2 or #4. Though I'm all up for a good challenging AP, I'm not the sort that favors gameplay where I have to feel my character is about to buy it on every single encounter...so "ramping up" encounters concerns me in a general sense. I guess it comes down to being careful on encounters that are potentially bad matchups for this kind of group.


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

To anyone who may be interested, Isabel and I are lurking on the Roll20 chatting.


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

What I suggest is leave it as is, maximize enemy HP. See how we do. If things look too easy by your mark, add a few more baddies each time until you find the happy spot of difficulty you desire.

If just adding numbers doesn't help, give the enemies the advanced template, see how that works. If still lacking, add more of them again.

And as Isabel said, gaining levels more frequently keeps things interesting and lets us develop our characters. Especially as slow as PbP gaming is in gaining levels...keeping the XP pace up is not a bad thing.

Though, I prefer to grant levels based on timing w/ the campaign itself, not based on XP bars.


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

Greetings, Thrune Sympathizers!

I already put my vote in for #3 in Roll20 chat. Darian's and Isabel's comment about the virtues of frequent leveling is spot on.

I'm also enjoying the RP so far :). I can't wait to start the actual AP!

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