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  • Let's Play Hell's Rebels: Adventure 1, Scene 10

    Intro

    Looks like doing one strategic turn and one mission takes long enough that I should split each of these into a separate scene. So here we’ll do the second week of our strategic layer then find something else to do as a mission.

    This took me a couple of days to play through, a bit at a time.

    [GM] Mythic Bookkeeping

    Let’s increase the Chaos Factor to 6.

    We mark a step on Get Organized, and will consider that done once we have moved to a permanent base. And let’s give 1 CP to everyone for it. Rosalia gets a step in her Find Shensen quest, because last mission advanced this a bit. I know they already got another CP out of the associated challenge, but let’s give them another one for the step.

    Threads

    • The Path xxxx
    • Find Shensen (Rosalia, Arcturus) x
    • Contacting Ms. Docur (Jania)
    • Get Organized (Jade) xx

    Characters

    • The Dottari
    • The Chelish Citizens Group
    • The Red Jills
    • The Asmodeans
    • The Three-Legged Devil (location)
    • The Livery Grimples
    • The Tengu Sisters
    • Nan Comerivos & Friends

    [GM] ~Record Scratch Sound~ Wait A Minute!

    Looking at the recordings for last scene reminded me of something, and I want to deal with that right now.

    There are many occasions where the original adventure path kinda gatekeeps developments behind level or story progression.

    The first means an early book will sometimes provide an answer to a mystery the PCs are investigating, but set it up in such a way that they’ll only be able to solve it once they’ve leveled up a bit and gained the necessary abilities. For example, book 1 tells the GM Shensen has been turned to stone and is being kept in the opera house. However, the opera house is being used as Thrune’s personal fortress, and the PCs will only have the abilities they need to locate Shensen and break into the place at the end of book 3.

    Other times, a bit of information is outright retconned in a later book. The later book introduces new information that was impossible to discover earlier because it wasn’t true back then.

    One example of that is Shensen’s music shop! In the previous scene, which is from Volume 1, we are told that both the shop and its basement are completely collapsed. But in volume 4 we learn that there’s an entire intact section of the basement that gets turned into an eight-room dungeon by the villains of the hour. And it’s also inhabited by Shensen’s sapient dinosaur friend, who’s hiding from both the occupying villains and the rest of Thrune’s forces.

    Now, Volume 4 says that both the villains and the dinosaur moved in “several weeks” before the day in which the PCs finally delve into the dungeon, but those chambers should still be there! They even have a tunnel leading from the surface to an only partially collapsed room right at the end, that could conceivably be found by PCs before then.

    We don’t know how many weeks away from that scene we are yet, but it’s probably more than “several”. Let’s say they move in somewhere during Adventure 3 when the PCs are out of town. So in Adventure 1, that hasn’t happened yet.

    What has happened is the Night of Ashes, when Thrune agents raided and torched the place. Some bits of description in Volume 4 makes me think they were in kind of a hurry, as there was a lot going on that night. They gained entrance to the secret basement, kidnapped Shensen, and looted the place of its obvious valuables, but didn’t stop to ritually desecrate the shrine area, figuring the fire would destroy it.

    So this is how things in there should be in Adventure 1:

    A1 - Tainted Reservoir : The slime naga and its oozes are already here. They’re said to have moved in shortly after the Night of Ashes.

    A2 - Secret Entrance: Nothing here, as always.

    A3 - Shensen’s Bedroom: The bedroom is empty of creatures. The secret compartiment in the armoire still has all the listed treasure, which belongs to Shensen and not to the monsters.

    A4 - Corrupted Chapel: This chapel is not corrupted yet, and it’s completely deserted. No monsters here.

    A5 - Chapel Vault: The vault is still ransacked, as that’s said to have happened during the Night of Ashes. It’s also deserted, as Hetamon Haace hasn’t been captured.

    A7 - Dawnflower Font: The font is still consecrated and operational!

    A8 - Ruined Chambers: Still ruined, and deserted since Gut-Tugger hasn’t moved in yet. There’s a tunnel linking it to the surface ruins, which the PCs can only find at the GM’s sufferance even in Volume 4.

    Do I let them find the place? They did spend an hour searching the ruins.

    In Adventure 4, all of the DCs to find hidden stuff in here are are around 25-35. PCs are supposed to be level 10 when they get here. A “party radar” character might have started with Wisdom 18, increased it to 20 at levels 4 and 8, grabbed the Alertness feat at some point, and put points in Perception all the way from level 1, meaning they have 13 ranks in the skill. That’s a +20 bonus. DC 25 requires a 5+, DC 30 a 10+, DC 35 a 15+.

    According to our ad-hoc conversion for the strategy layer bits, those difficulties would be a -6, -8, or -10 to Perception or Observation, and to get approximately the same chances of success we’d need someone with a 18 in either of those. Our top scores are 14 currently, for Jania, Urist, and Rosalia. Jade has a 12, Arcturus a 10. Let’s say the passage to A8 could be spotted with a check at -8 (equivalent to DC 30). So that’s three rolls vs. 6, and one vs 4. Do any of our heroes manage to sequence break?

    Nope, the best roll is a 9.

    So in theory this was all just a little fun exercise that didn’t lead to anything… but maybe those penalties are too harsh? D&D scaling difficulty kind of assumes that the skill in question keeps increasing, but that might not be the case at all in GURPS.

    Looking to the DF 2: Exploits a “genuinely difficult” adventuring task is a -4 or -5. Let’s do -4, the same difficulty of finding the treasure box. This is a separate, secret, and free roll that they make alongside the ones for searching for clues.

    Everyone still fails when the penalty is a -4, as I’m not rerolling. But this does give me some food for thought when it comes to difficulties for future tests. We’ll get to this in Adventure 4, I guess.

    [Player] Strategic Turn 2

    Anyway, time for playing. Here’s our starting org sheet.

    The Silver Ravens

    • Rank: 1/5
    • Focus: Secrecy
    • Members: 16
    • Supporters: 14
    • Population: 11900
    • Treasury: $9650
    • Min. Treasury: $50
    • Notoriety: 1
    • Org Skills:
      • Loyalty: 10
      • Secrecy: 12
      • Security: 10
    • Actions: 1
    • Max Teams: 2+1
    • Danger Rating: 20
    • Active Events:
    • Teams:
      • Crow Sisters (bonus team)
        • Tier: 1
        • Members: 3
        • Actions: Earn Money, Gather Information
      • Freedom Fighters
        • Tier: 1
        • Members: 6
        • Actions: Reduce Danger
    • Allies:
      • Laria Longroad
        • +2 to Recruit Supporters as long as she’s a member.
        • Leadership-12, Streetwise-12
      • Rexus Victocora
        • -1 Notoriety per Upkeep phase as long as he’s a member.
        • Administration-12, Public Speaking-12
    • Officers:
      • Demagogue: Rosalia
        • May use complimentary skills on Loyalty checks.
        • Skills: Propaganda, Public Speaking, Leadership.
      • Partisan: Laria Longroad
        • May use complimentary skills on Security checks.
        • Skills: Strategy, Leadership, Tactics.
      • Recruiters: Urist; Arthur
        • May use complimentary skills on checks for recruiting supporters.
        • Adds rebellion rank to the number of recruited supporters, and this stacks with multiple recruiters.
        • Skills: Public Speaking, Streetwise, Savoir-Faire.
      • Sentinel: Jade
        • Occupying this post gives a +1 to the rebellion’s non-focused skills.
        • May use complimentary skills on any check used to resolve an Event.
        • Skills: any of the ones listed for the appropriate category.
      • Spymaster: Jania
        • Spymaster: May use complimentary skills on Secrecy checks.
        • Skills: Intelligence Analysis, Streetwise, Administration.
      • Strategist: Rexus
        • Occupying this position grants a bonus action. May use its complimentary skills on the bonus action.
        • Skills: Strategy, Tactics, Administration.

    Upkeep Phase

    At the start of our turn, Rexus reduces its Notoriety by 1, to 0.

    Step 1 - Unmodified Loyalty check, aided by Rosalia’s three complimentary skills. We get a normal success, so we lose “only” 1d6 supporters. That’s 3, so we’re at 11.

    Step 2 - Our Notoriety is zero, nothing to do here.

    Step 3 - Our treasury is fine.

    Step 4 - We’re still beyond the Rank 2 supporter threshold, so we level up!

    That means we increase our focus trait by +1, have 2 rebellion actions per turn, and grant the Training +1 boon to all our PCs. That means they get to put 4 CP any one skill.

    • Arcturus adds them to his Karate, increasing it to DX+1. He punches better but is still more or less dead weight in the strategy layer.

    • Jade buys Intelligence Analysis, which is bolstered by Born War Leader.

    • Jania buys Administration. The woes of command.

    • Rosalia buys Area Knowledge for Kintargo, this was already supposed to be her thing.

    • I’ll let Urist split his 4 points: 2 into Administration, 1 into Public Speaking, 1 into Religious Ritual.

    Activity Phase

    We have two standard actions and one bonus action from having a Strategist.

    Let’s start with the Recruit Team action, to recruit a team of Sneaks. That’s an unpenalized Secrecy roll, and it gets +2 from Laria, and a total of +4 from Jania’s complimentary skill rolls. We get a critical success here, but I don’t think that has any additional effect.

    The other action is Gather Information, using the Crow Sisters as the acting team. It’s Secrecy -2, but all the bonuses from team tier and Jania’s complimentary skills bump this to an effective 17. We want to know about Shensen.

    And we roll a 18!

    Not only was this a failure, but it also increases our notoriety by 1d6 == 4. Now I see why these jokers were run out of their former town, they draw a lot of unwanted attention.

    We’ll use our bonus action to Recruit Supporters. Loyalty, +2 because Laria is here, +1 from Rexus’ Administration. A normal success, meaning we recruit 2d6+4 supporters (rank 2, 2 recruiters). That’s 14, taking us to 25!

    Event Phase

    Okay, we’re now in the Event Phase. Our base chance of an event is 24%, but it’s doubled to 48% because we had no events last turn. We roll a 13, so we get an event. The Danger Rating for the city is 20, so we need to roll 1d100+20 on the provided table.

    That’s the Rivalry event. Two of our teams develop a rivalry and neither of them can be used in the next Activity phase. It makes sense for these to be the Crow Sisters and our newly-hired Sneaks. And this is actually super bad for our rebellion!

    One of our Officers can make a social skill test to mitigate this and end the rivalry before it can do damage to our operations. I’ll say it’s a Leadership issue, and that Diplomacy or Intimidation can act as complimentary skills here. This is an event, so our sentinel Jade is going to handle it.

    I’m going to say the check is at -2, but Jade has Leadership-17 so we’re still doing pretty well here. We succeed, the event is mitigated, and the doubling of the chance goes away for next turn.

    The Silver Ravens (End of Turn 2)

    Includes Sentinel bonuses.

    • Rank: 2/5
    • Focus: Secrecy
    • Members: 16
    • Supporters: 25
    • Population: 11900
    • Treasury: $9650
    • Min. Treasury: $100
    • Notoriety: 4
    • Org Skills:
      • Loyalty: 11
      • Secrecy: 13
      • Security: 11
    • Actions: 2
    • Max Teams: 2+1
    • Danger Rating: 20
    • Active Events:
    • Teams:
      • Crow Sisters (bonus team)
        • Tier: 1
        • Members: 3
        • Actions: Earn Money, Gather Information
      • Freedom Fighters
        • Tier: 1
        • Members: 6
        • Actions: Reduce Danger
      • Sneaks
        • Tier: 1
        • Members: 3
        • Actions: Secure Cache.
    • Allies:
      • Laria Longroad
        • +2 to Recruit Supporters as long as she’s a member.
        • Leadership-12, Streetwise-12
      • Rexus Victocora
        • -1 Notoriety per Upkeep phase as long as he’s a member.
        • Administration-12, Public Speaking-12
    • Officers:
      • Demagogue: Rosalia
        • May use complimentary skills on Loyalty checks.
        • Skills: Propaganda, Public Speaking, Leadership.
      • Partisan: Laria Longroad
        • May use complimentary skills on Security checks.
        • Skills: Strategy, Leadership, Tactics.
      • Recruiters: Urist; Arthur
        • May use complimentary skills on checks for recruiting supporters.
        • Adds rebellion rank to the number of recruited supporters, and this stacks with multiple recruiters.
        • Skills: Public Speaking, Streetwise, Savoir-Faire.
      • Sentinel: Jade
        • Occupying this post gives a +1 to the rebellion’s non-focused skills.
        • May use complimentary skills on any check used to resolve an Event.
        • Skills: any of the ones listed for the appropriate category.
      • Spymaster: Jania
        • Spymaster: May use complimentary skills on Secrecy checks.
        • Skills: Intelligence Analysis, Streetwise, Administration.
      • Strategist: Rexus
        • Occupying this position grants a bonus action. May use its complimentary skills on the bonus action.
        • Skills: Strategy, Tactics, Administration.

    [GM] This Week’s Mission

    What should I throw at myself this time? Let’s take a look at what’s available.

    • Mission 1, Decoding the Documents: Ongoing, we’re at week 2/7.

    • Mission 2, Investigating the Fires: We did this one on Week 1.

    • Mission 3, Prisoners of Salt: We did this one on Week 0.

    • Mission 4, Murders in the Nursery: Meaty, but unecessary.

      We have a total of three instances of “Did the Temple Hill Slasher somehow return from the dead?” missions. This one, another one in Adventure 2 where it’s a copycat, and one way into Adventure 5 where he really does return. I think we can drop this one entirely, and run the one from Adventure 2 early if it becomes necessary.

    • Mission 5, Crackdown at Clenchjaw: I want this to occur as written and since it’s far simpler than the Temple Hill Slasher caper, we can have it happen now.

  • Hell's Rebels Bestiary: Kossrani

    Part of the Bestiary for my solo Hell’s Rebels game.

    Kossrani appeared during Adventure 01, Scene 08, and was killed in the same scene.

    The Lore

    Our Villain of the Day is a dwarven devotee of Asmodeus who failed to join his clergy because he didn’t have the brains for it. When Thrune took over he and a bunch of like-minded buddies from the Chelish Citizen’s Group got a job as mercenaries working for the new government. They got put in charge of running the recently seized Salix Salt Works as a forced labor camp for low-priority prisoners.

    The profits from the operation are all meant to go to Thrune, but Kossrani has been skimming some salt off the top and selling it on the black market late at night. He thinks he’s in the clear, but his bosses are aware of this and he’s on thin ice with them.

    The Numbers

    Kossrani is based on the Brute template from GURPS Dungeon Fantasy 15: Henchmen. He’s supposed to be a mini-boss for the Prisoners of Salt encounter, commanding a small squad of CCG Thugs who use the rules for worthy opponents instead of fodder.

    His equipment is somewhat similar to that of the original Pathfinder version, and his very nice anti-magic amulet was added by the luck of the dice during my own sessions. Since the players broke into the salt works at night, Kossrani didn’t have his armor on, and only had access to the amulet and his weapons. He was still a bit of a tough nut to crack.

    Kossrani

    ST 14; DX 14; IQ 10; HT 12;

    Dodge: 9; SM 0

    DR 4/2 (all except face);

    HP 14; Will 10; Per 10; FP 12;

    Speed 6.00; Move 4;

    • Dwarven Mace (17): 2d+3 cr; Reach 1; Parry 13.
    • Medium Shield (16): 1d+1 cr; Reach 1; Block 13.

    Relevant Traits: High Pain Threshold, Bully, Greed.

    Equipment: Mail Suit, Medium Shield (DB 2), Dwarven Mace, 2 x Glue Grenade, 2 x Healing Potion, Moly Amulet ($23.600, 0.125kg). Light Encumbrance.

    Active defenses already factor Encumbrance and Shield Bonus.

  • Let's Play Hell's Rebels: Adventure 1, Scene 09

    [GM] Intro

    In our last scene of our Hell’s Rebels solo campaign, our heroes freed the Prisoners of Salt. Normally, this would be something they did after organizing the beginnings of the Silver Raven resistance, but since we mixed things up in this campaign the first public act of the Silver Ravens happens before there are any actual Silver Ravens!

    We’re going to actually get this rebellion up and running now, beginning with our PCs’ returning to their base and dealing with the Tengu Sisters, and them going to a higher level of abstraction as we begin dealing with our strategic layer.

    [GM] Mythic Bookkeeping

    There will be enough bookkeeping in this scene for me to worry about Mythic. Chaos factor stays at 5 because I say so. There are no alterations because I say so.

    We resolved Prisoners of Salt, and removed Kossrani & Friends from the board.

    Threads

    • The Path **
    • Find the Missing Elves (Arcturus)
    • Find Shensen (Rosalia)
    • Contacting Ms. Docur (Jania)
    • Get Organized (Jade) *

    Characters

    • The Dottari
    • The Chelish Citizens Group
    • The Red Jills
    • The Asmodeans
    • The Three-Legged Devil (location)
    • The Livery Grimples
    • The Tengu Sisters
    • Nan Comerivos & Friends

    [GM] Preparation

    Before we start, here’s our quick-and-dirty rules conversion.

    Quick and Dirty Rebellion Rules Conversion

    I’m gonna skip the GURPS books on organizations for now, and base myself only on the Pathfinder rules. I’ll read those and make changes later.

    • Security, Loyalty, and Secrety all start at 10. For now let’s add the focsued and unfocused skill bonuses on p. 22 of the Player’s Guide to each skill. So the focused one starts at 12 and goes to 22, and the unfocused one starts at 10 and goes to 16. I might change this later on.

    • Check Difficulties: DC 10 checks translate into unmodified skill tests. Each +5 DC over 10 translates into a -2 penalty. So a DC 30 check, the hardest possible for end-game actions, would be at -8. Complementary bonuses are important, particularly to unfocused tests.

    • Level-up awards:
      • As usual, multiply all gp amounts by 5 for the amount in GURPS dollars.
      • XP awards gift a flat 15 character points.
      • Training awards let you put 4 character points towards any skill.
      • Each title grants one level of Reputation (all the time, everyone but Thrune supporters) valued at 3 points/level.
    • Officers:
      • Officers can use some of their skills as Complementary Skills for organization tests. If you have more than one of the listed skills you can test them all.

      • Multiple people can occupy the same post, but only one gets to roll their skills for a given action.

      • Demagogue:
        • May use complimentary skills on Loyalty checks.
        • Skills: Propaganda, Public Speaking, Leadership.
      • Partisan:
        • May use complimentary skills on Security checks.
        • Skills: Strategy, Leadership, Tactics.
      • Recruiter:
        • May use complimentary skills on checks for recruiting supporters.
        • Adds rebellion rank to the number of recruited supporters, and this stacks with multiple recruiters.
        • Skills: Public Speaking, Streetwise, Diplomacy.
      • Sentinel:
        • Occupying this post gives a +1 to the rebellion’s non-focused skills.
        • May use complimentary skills on any check used to resolve an Event.
        • Skills: any of the ones listed for the appropriate category.
      • Spymaster:
        • Spymaster: May use complimentary skills on Secrecy checks.
        • Skills: Intelligence Analysis, Streetwise, Administration.
      • Strategist:
        • Occupying this position grants a bonus action. May use its complimentary skills on the bonus action.
        • Skills: Strategy, Tactics, Administration.
      • Strategy Turn:
        • Each turn represents a week of game time. The phases are as described in the books.
      • Actions:
        • Actions are performed by teams. Each team can perform the actions in its description, using the appropriate Org Skill for it. Teams give a bonus to the Org Skill equal to their tier (this replaces the Team Manager mechanic).
        • Action List:
          • Recruit Supporters: Roll Loyalty. Success recruits 2d6 + Recruiter Bonuses supporters. Critical failure raises notoriety by 1d6.

    [PC] Building the Rebellion

    As a reminder, last scene’s raid means the rebellion will start with an extra 2 Notoriety. Quieting the lulzers and fascists all the way back at the Scene 01 riot also means they start with 6 supporters.

    Let’s just say they manage to recruit the sisters, since I want to know how that plays out. They’re a bonus Tier 1 team. We also get Rexus and Laria as allies.

    Officer job time!

    Rosalia will be our Demagogue, as that’s right in her wheelhouse. She has 2 unspent points, so let’s put 1 each towards Propaganda and Leadership to prepare her for the role.

    Let’s put Laria to work as our Partisan. Her Leadership-12 will have to do for now.

    Arthur unfortunately can’t do much in this layer of the game yet, but he can work as a Recruiter just fine as long as someone else also takes on this role. And that someone else will be Urist with his Public Speaking-13.

    Jade will be our Sentinel. Just having her there gives us a bonus, and she has skills that are widely applicable to a variety of situations. We’ll spend 2 of her 3 banked points to get her Administration and round her out even more.

    Jania is our Spymaster, obviously. She has 5 unspent points so we’ll spend 4 of those to get her Intelligence Analysis, and 1 to get Leadership.

    Finally, Rexus will be our Strategist. Just having him there gives us an extra strategic action, and he can help with Administration. Jade can still use her Strategy here as the Sentinel.

    To top it off, Jania and Rosalia decide do dedicate the gold they’re carrying to the rebellion’s coffers, as they got it while tracking down Nan Comerivos in the first place. That’s 24 gold coins, or $9600, which should last them a while!

    Initial Rebellion Sheet

    • Rank: 1/5
    • Focus: Secrecy
    • Members: 10
    • Supporters: 6
    • Population: 11900
    • Treasury: $9650
    • Min. Treasury: $50
    • Notoriety: 2
    • Org Skills:
      • Loyalty: 10
      • Secrecy: 12
      • Security: 10
    • Actions: 1
    • Max Teams: 2+1
    • Danger Rating: 20
    • Active Events:
    • Teams:
      • Crow Sisters (bonus team)
        • Tier: 1
        • Members: 3
        • Actions: Earn Money, Gather Information
    • Allies:
      • Laria Longroad
        • +2 to Recruit Supporters as long as she’s a member.
        • Leadership-12, Streetwise-12
      • Rexus Victocora
        • -1 Notoriety per Upkeep phase as long as he’s a member.
        • Administration-12, Public Speaking-12
    • Officers:
      • Demagogue: Rosalia
        • May use complimentary skills on Loyalty checks.
        • Skills: Propaganda, Public Speaking, Leadership.
      • Partisan: Laria Longroad
        • May use complimentary skills on Security checks.
        • Skills: Strategy, Leadership, Tactics.
      • Recruiters: Urist; Arthur
        • May use complimentary skills on checks for recruiting supporters.
        • Adds rebellion rank to the number of recruited supporters, and this stacks with multiple recruiters.
        • Skills: Public Speaking, Streetwise, Savoir-Faire.
      • Sentinel: Jade
        • Occupying this post gives a +1 to the rebellion’s non-focused skills.
        • May use complimentary skills on any check used to resolve an Event.
        • Skills: any of the ones listed for the appropriate category.
      • Spymaster: Jania
        • Spymaster: May use complimentary skills on Secrecy checks.
        • Skills: Intelligence Analysis, Streetwise, Administration.
      • Strategist: Rexus
        • Occupying this position grants a bonus action. May use its complimentary skills on the bonus action.
        • Skills: Strategy, Tactics, Administration.

    [PC] Strategy Layer, Week 1

    As our PCs get settled on the Rat’s Nest and begin their operations as a formal rebel movement, we zoom out a bit to our strategy layer. Let’s run the first week to get a feel for the rules.

    Upkeep Phase

    The very first thing that happens is that we gain 1d6 supporters from our successful completion of Prisoners of Salt. The roll is 2, so we’re at 8 now. Not quite enough to level up. Dang it.

    [GM] I decide there's no need to roll for supporter attrition in our very
    first strategic turn.
    

    Rexus reduces our Notoriety by 1, to 1. We can also say that initial deposit of $9600 to the org’s treasury happens here.

    Stat changes: +2 supporters, -1 Notoriety.

    Activity Phase

    We get 1 action from our rank, and 1 bonus action from having a Strategist.

    Our first action has to be Recruit Team, since we’re going to get an automatic success to recruit the people we rescued in Prisoners of Salt as a freedom fighter team:

    • Freedom Fighters
      • Tier: 1
      • Members: 6
      • Actions: Reduce Danger

    Our bonus action is going to be Recruit Supporters. This is a Loyalty Check. Laria gives +2 from her very presence. Urist, out chief recruiter, will use Public Speaking and Savoir-Faire to boost it, and Rexus will use Administration. With 2 successes and 1 failure, our final bonus is +3. Our roll is a success.

    This lets us recruit 2d6+2 supporters because Arcturus is also there. The roll comes up 6. We might be able to level up next week!

    Stat changes: +1 team, +6 members, +6 supporters.

    Event Phase

    Now we roll a percentage chance based on Kintargo’s current danger rating + our Notoriety: 21%. No event this week! However, the chance will double during the next week.

    Turn End!

    Well, that was quick. Here’s our new rebellion sheet:

    The Silver Ravens

    • Rank: 1/5
    • Focus: Secrecy
    • Members: 16
    • Supporters: 14
    • Population: 11900
    • Treasury: $9650
    • Min. Treasury: $50
    • Notoriety: 1
    • Org Skills:
      • Loyalty: 10
      • Secrecy: 12
      • Security: 10
    • Actions: 1
    • Max Teams: 2+1
    • Danger Rating: 20
    • Active Events:
    • Teams:
      • Crow Sisters (bonus team)
        • Tier: 1
        • Members: 3
        • Actions: Earn Money, Gather Information
      • Freedom Fighters
        • Tier: 1
        • Members: 6
        • Actions: Reduce Danger
    • Allies:
      • Laria Longroad
        • +2 to Recruit Supporters as long as she’s a member.
        • Leadership-12, Streetwise-12
      • Rexus Victocora
        • -1 Notoriety per Upkeep phase as long as he’s a member.
        • Administration-12, Public Speaking-12
    • Officers:
      • Demagogue: Rosalia
        • May use complimentary skills on Loyalty checks.
        • Skills: Propaganda, Public Speaking, Leadership.
      • Partisan: Laria Longroad
        • May use complimentary skills on Security checks.
        • Skills: Strategy, Leadership, Tactics.
      • Recruiters: Urist; Arthur
        • May use complimentary skills on checks for recruiting supporters.
        • Adds rebellion rank to the number of recruited supporters, and this stacks with multiple recruiters.
        • Skills: Public Speaking, Streetwise, Savoir-Faire.
      • Sentinel: Jade
        • Occupying this post gives a +1 to the rebellion’s non-focused skills.
        • May use complimentary skills on any check used to resolve an Event.
        • Skills: any of the ones listed for the appropriate category.
      • Spymaster: Jania
        • Spymaster: May use complimentary skills on Secrecy checks.
        • Skills: Intelligence Analysis, Streetwise, Administration.
      • Strategist: Rexus
        • Occupying this position grants a bonus action. May use its complimentary skills on the bonus action.
        • Skills: Strategy, Tactics, Administration.

    [GM] How did that feel?

    Good enough for now, I think. I might rethink these rules as the need arises. I initially wanted to play through more than one turn at a time, since this one took relatively little time to play through, but I think I’m going to do something different.

    We do one strategy turn, as above, and then one “tactical” mission, and that’s a week in game. “Tactical” here means it happens at a more granular level than the strategic stuff. It does not necessarily require a map.

    [Player] Mission Time!

    We currently have two missions before us, provided by the book. There’s decoding the documents retrieved from the Livery stash, and there’s investigating the fires from the so-called Night of Ashes.

    Rexus is working with the documents, and he will take seven weeks to decode them by himself. None of the PCs really have the skills necessary to help him out.

    He does however really want the PCs to investigate the fires from the Night of Ashes. As of the start of this turn it’s only been a little over a week since the fires, so there might still be clues in there somewhere… they should look into this earlier rather than later.

    We have three locations to check:

    • The Victocora estate, where Rexus’ family lived. As we already know they were members of the Sacred Order of Archivists.

    • A music store called The Silver Star, which was owned by the missing Shensen and hid a shrine to Sarenrae in its basement.

      (GM: Rosalia succeeded at her Current Affairs test here)

    • And a pub known as the Thrashing Badger. No idea why this one burned but there must have been something.

      (GM: And she failed this one.)

    The PCs spend a day quickly scouting each location. They’re all free of patrolling dottari, since those left after the first few days. The pub has burned down to its foundations, there’s nothing there. Rexus says he spent several nights searching the estate ruins, and an additional night spent by the PCs confirms there’s nothing of interest there.

    Which leaves us the music shop, which has turned into a huge rubble-filled sinkhole as the shop collapsed into the hidden basement shrine.

    [GM] There's a box of scrolls and potions here that can be found with a
    successful Perception or Observation roll at -4. Each PC can make one
    roll. This represents an hour of searching.
    
    After one hour, a random PC triggers a shift in the rubble and must make a
    Dodge roll or take 3d cr damage (wide area). There is also a 30% chance to
    trigger an encounter from the book.
    

    I make our rolls, and both Rosalia and Urist get a success. They find the box!

    [GM] Let's roll 1d to see who needs to dodge ruble. It's Jania!
    

    Unfortunately, as Jania was searching her assigned area, the rubble around her shifts and falls on top of her! She fails to dodge, unfortunately, and so is hit for 13 crushing damage! This is Large Area Injury, which means she has an effective DR 0 against it. Ouch! Jania is now at -3 HP.

    [GM] Let's just say she's unconscious from this, which is reasonable.
    

    The party spends a few minutes digging the unconscious wizard out of the rubble. Jade administers 3 minor healing potions to her - one from Jania’s own pouch, one from hers, and one from Art’s. This gets her back to top form.

    [GM] Do we get an encounter? 63, nope.
    

    Deciding they had enough and there is nothing more to be found here, the group departs back to base.

    [GM] Treasure Time!

    According to the original adventure we have the following scrolls:

    • Cure Moderate Wounds
    • Daylight
    • Remove Blindness/Deafness
    • Remove Disease

    And the following potions:

    • 3 x Lesser Restoration
    • 4 x Cure Light Wounds

    As of this writing it’s getting a bit late, so I’ll convert these next time.

    It’s next time. Onbly one day has passed, which is kind of a record for me. I figure it’s better to a bit of this every day than to spend months idle.

    The potions of Cure Light Wounds are easy: Minor Healing potions.

    In Pathfinder, the Lesser Restoration spell cures effects that reduce ability scores, partially heals temporary ability damage, and either removes the fatigued condition or improves exhausted to fatigued.

    Since most of that stuff at low levels will come from poisons, I think we can replace this with 2 Universal Antidote potions and 2 vials of Paut.

    Just the scrolls left!

    Daylight is easy. It’s a Sunlight spell with a 3-meter radius. Divine charged scroll.

    Remove Blindness/Deafness becomes Restoration, which does the same thing.

    Remove Disease = Cure Disease.

    The Scroll of CMW becomes a healing stone.

    Additionally, the group gains 1 Character Point for surviving this challenge.

    Final Treasure Pile

    I already transferred this to the PCs file.

    • 4 x Healing Potion, Minor: Heals 1d HP. $120, 0.25kg
    • 2 x Universal Antidote: Instantly cures all poisons. $750, 0.25kg
    • 2 x Paut: Restores 4 FP lost to magic. $135, 0.25kg
    • 1 x Scroll of Sunlight: Divine, charged, 3m radius. $300, 0kg
    • 1 x Scroll of Restoration: Universal, Charged. $1500, 0kg
    • 1 x Scroll of Cure Disease: Universal, Charged. $400, 0kg
    • 1 x Healing Gem: heals 8 HP when crushed. $400, 0kg
  • Let's Play Hell's Rebels: Adventure 1, Scene 08

    [Author] Intro

    Our last scene in our Hell’s Rebels solo campaign was an investigation where the party managed to track down the whereabouts of Nan Comerivos, the half-elf smuggler they need to rescue. They found out he’s being held prisoner at the Salix Salt Works, which was taken over by mercenaries in service of Thrune and is being used to hold “low-threat” prisoners.

    This scene will then be about planning and executing the rescue mission.

    It has been some months since I last played, and a lot of that was due to Foundry being cantakerous last time. I was trying to find some ready made maps for Hell’s Rebels, because I didn’t want to keep redrawing them in Dungeondraft. I found a whole module with lots of bells and whistles covering all of Adventure 01, but it had been done for a much older version of Foundry. I remember spending like half a day trying to get the two to play together, but in the end I gave up in frustration.

    And now I sat town in front of it again, updated to the latest stable version, and just imported the manually extracted map image from the old module into the one I’m using to play. Total time to do the thing I had been dreading for months: 5 minutes.

    [GM] Mythic Bookkeeping

    While some unpredicted things happened last scene, the PCs also managed to shorcut a long investigation, so I’m going to keep the chaos factor the same: 5.

    We add “Prisoners of Salt” to our threads, as we should have done already last scene. We advanced this thread then, and we expect to complete it in this file. Let’s add Nan Comerivos & Friends to the list of characters, as well as Kossrani & Friends. These are the prisoners and their guards, respectively.

    I roll a 2 on the d10. This would normally signal an Interrupt Scene that was completely different from our expectations, but let’s be real here, I don’t wanna. After all that time being anxious about preparation, I want to do the thing I prepared for.

    Let’s try to divine what an altered scene would look like here, however. If it’s something cool I’ll add it in.

    • 1d10: 6 => Add an Object

    • 2x1d100 on the Descriptions table: 83 & 54 = Positively Less

    • 1d100 on the Object Elements table: Protection

    Let’s add a small magic item with protective qualities to the loot available. It’s probably being worn by Kossrani, and it’s not armor. Let’s make it a Moly Amulet from DF Magic Items p. 9. +5 Magic Resistance when worn, $23.600, 0.12kg.

    Kinda expensive compared to what Pathfinder 1 characters should be getting at this point, but I don’t care.

    Threads

    • The Path **
    • Find Shensen (Rosalia, Arcturus)
    • Contacting Ms. Docur (Jania)
    • Get Organized (Jade) *
    • Prisoners of Salt*

    Characters

    • The Dottari
    • The Chelish Citizens Group
    • The Red Jills
    • The Asmodeans
    • The Three-Legged Devil (location)
    • The Livery Grimples
    • The Tengu Sisters
    • Nan Comerivos & Friends
    • Kossrani & Friends

    [GM] Preparation

    A map of the Salix Salt Works, with labeled rooms
    Here's our arena for tonight.

    I extracted this map from the original book, it should give us an idea of how things are arranted. I had a screenshot that included the tokens but I lost it somewhere within the folds of my computer.

    The front entrance is the big gate on the “map north” edge of the courtyard at D6. The small outbuilding at D7 is a dormitory for the night shift guards.

    The rooms in the main building are, from top to bottom: Front office (D3), break room (D5), supply closet (D4), and a big loading dock/work area (D1) that opens into the circular oven (D2). Wet salt is brought in and dry salt is shipped out from the big double gate on the southern wall of area D1.

    All external gates and all external doors on the western building are locked, but the locks are Basic (+5 to Lockpicking) because this is a commercial building and the mercs were too lazy to change the locks. The front office has been cleared out to act as a prisoner dormitory (they sleep on rags spread over the floor).

    The CCG Thugs present here are not minions, but they still use their standard stats. Kossrani is based on the Brute template and is fairly well-equipped.

    Early in the morning, the salt works gets a big delivery of wet salt on a cart. Early in the evening, another cart comes to pick up the dried salt. Late at night, a smaller cart comes in to pick up the salt Kossrani is skimming off the top to sell on the black market. All of this happens on the southern loading gate.

    There are also no kitchens or anything in the place, so they take meal deliveries in a few hours after the early morning salt delivery and a couple of hours before the evening pickup. These are delivered by a dottari patrol, and consist of decent food for the guards and crappy rations for the prisoners.

    The prisoners work with the salt during the day and sleep in the front office at night. There’s always at least one guard keeping an eye on them. Kossrani and four thugs keep watch by day while three thugs sleep. Those three keep watch at night while the others sleep. Kossrani wakes up at night to deliver his clandestine salt, then goes back to sleep.

    [Player] Planning

    I think it’s fair to assume that the PCs would have a planning meeting in the Wasp Nest now that they know where Comerivos is.

    My impulse as the player who has read the adventure is to have them watch the place for a day to see who comes and goes, which would let them figure out the salt delivery schedule, and use a delivery to storm the place. But I don’t want to go straight that way, as in a more “traditional” game the players wouldn’t know all this beforehand. Plus the PC’s personalities might incline them towards alternate approaches. How about we try to simulate these discussions using Mythic and GURPS?

    First, let’s look at our PCs, and what their personalities and traits suggest they’d prefer.

    • Arcturus is Impulsive, so obviously he wants to charge in right now, beat everyone up, and heroically rescue the prisoners!

    • Jade is concerned with doing this without risking harm to the prisoners, and a Tactics roll tells her it’s best to watch the place for a while to spot openings in their security, and then exploit those to charge in and rescue the prisoners.

    • Jania is lazy and overconfident, so she’s in favor of doing what has worked for her in the past: sneak in at night, pick the locks, and spring the prisoners quietly.

    • Rosalia is also Impulsive, and is with Arcturus all the way.

    • Urist is with Jade, as he’s concerned about potential harm to the prisoners.

    I roll Diplomacy for Jade with some aid from Urist’s Public Speaking, but I fail! Let’s say they arrive at a compromise here. They’ll forgo lengthy scouting but they’ll do a night-time raid because that’s when the guards are likely to be less alert.

    They’ll get in through the side gate and then the small side door towards the back of the building, letting Jania open both and staying quiet for as long as possible. Once inside, Arcturus and Jade will focus on fighting and distracting the guards while the rest of them get the prisoners out.

    That’s it for the plan. No time for anything more elaborate, no time for shopping expeditions. They move tonight.

    [GM] Reacting to the Plan

    If the party is going to break in at night, I need to change the position of the enemies on the map. Kossrani will be in the sleeping quarters, and a mook guard will take his place.

    Sleeping defenders don’t have their armor on, but can fetch their weapons with a single Ready maneuver after getting out of bed.

    It’s a bright starry night, so our Darkness modifier is -6 outside. There are some lanterns inside the perimeter and buildings that provide torch-equivalent illumination (zero penalty out to 3m, -3 out to 6m). We can assume the building has small windows for lighting and ventilation, so at night the penalty for unlit interiors is also a -6.

    [Player] The Raid

    The party travels to the salt works, and approaches the side gate near the outbuilding. Jania conjures a Light and gets to work opening the lock. It readily clicks open after a few seconds. Pleasantly surprised with how easy this has been so far, the group sneaks across the courtyard, where she opens the other door just as easily.

    [GM] Success on the spell, which costs her 1 Fatigue.
    
    For both doors, Open Locks gives her +4, this being a basic lock gives
    another +5, and she decides to rush a bit and get it done in half the time
    for -5. Our effective skill is still 20! We succeed at both tries.
    
    Stealth is a group check, made with the highest skill (Jania's at 15) at a
    -1 penalty for each PC who doesn't have that skill (Urist). She succeeds,
    and the guards don't because there are several walls between them
    and the the PCs.
    

    Opening the second door reveals a large but messy room where seven disheveled people sleep on raggedy blankets. Rosalia and jade move forward to quietly wake them up, figuring they have the best chance of doing so quietly. This is exactly what happens, as they wake up each prisoner with soft words and and are readily believed when they say they’re here for a rescue. One of them even asks Jade if she’s an angel, which embarrasses her because she’s not sure herself!

    [GM] Mythic, are these exhausted, stressed-out and malnourished
    prisoners going to make loud noises when suddenly woken up on the middle of
    the night (Likely)? Answer: No.
    
    Okay, so they're going to be able to see and react to our PCs before they
    make a noise. Let's say 4 of them see Rosalia, and 3 see Jade. They all
    react pretty well, as expected, with the lowest roll being a 15.
    

    While the party was able to pretty much ghost into the building, they can hear the sounds of people playing cards just beyond a corridor, and the prisoners are unlikely to be able to sneak as well as they are, in their state. Jade decides to take the rearguard here, and fight any guards that come in from the south. Urist will stay just outside the door, while the rest attempt to sneak out with the prisoners.

    [GM] That's another group test, but a much harder one. Let's consider Nan
    Comerivos has Stealth, since he's a smuggler, but none of the other
    prisoners do. So Jania's Stealth-15 has a -6 penalty here, and the guards
    have no penalty to their Hearing rolls.
    
    This is a tie! However, ties go to the "defender", which here means the
    guards.
    

    Despite Jania’s attempts to get this lot out safely, their shuffling attracts the attention of one of the CCG thugs in the front room, which decides the prisoners are being too noisy and goes over to rough them up a bit…

    The PCs hear him coming, and decide to hurry up, abandoning stealth and following their original plan. Jade and Art stay behind to tie up the guards while the rest of the group books it.

    [GM] It's a fight! Let's say the PCs and prisoners get to make one move action
    before we enter combat order. Prisoners move with the PC side.
    

    Round 1:

    The rescuer team and the prisoners begin running out of the building, intending to go back through the courtyard and out the already open side gate. The guards in the front room begin running towards the source of the noise, while the ones in the dormitory (including Kossrani) begin waking up.

    Round 2:

    More running, as the sleepyheads begin getting up from their beds and the other guards keep running to reach the back room. The prisoners and their escort are halfway to crossing the courtyard. Jade and Art begin backing out of the room, since it’s very dark now.

    Round 3:

    The sleepyheads gather their weapons, but have no time to put on any armor. The prisoners are almost out of the courtyard. Rosalia, Jania, and Urist decide to lag behind a bit because they heard the shouts from inside the dormitory. Jade and Art hang by the exit door.

    Round 4:

    Kossrani finally begins moving, and opens the dormitory door to find a bunch of people running away throught the courtyard! Urist closes in to engage the new threat, as another CCG thug emerges from the dormitory to approach him.

    Most prisoners are out of the gate, but still on the map. The CCG thugs from the building are almost closing in on the courtyard door.

    Round 5

    Our first attacks in this combat!

    Urist blocks a club swing from one of the thugs and retorts with his mace, knocking the enemy down and stunning him. Kossrani steps over the fallen guard and engages both Urist and Rosalia in melee. Jania casts a Grease spell under him, and while the dwarf manages to retain his footing he’s now standing on difficult terrain. Rosalia attacks Kossrani with both her words and her blade, but he resists both.

    Meanwhile, Arthur runs and tackles another thug, while Jade stands ready to stab the first fool who enters her reach.

    The guards from inside the main building are almost at the courtyard door now, but they’ll be late: all but two of the prisoners have already escaped.

    Round 6

    Arthur uses his leverage to strike the enemy he’s grappling, and Jania approaches to help by hitting the thug with her cane. Another guard manages to run out of the main building, right into Jade’s waiting blade. He’s dead.

    Another guard tries to charge her but she slashes at his legs and knocks him down. More exit the main building into the courtyard, to engage the impenetrable “wall of sword” that is Jade.

    Meanwhile, Urist keeps Kossrani occupied while Rosalia steps to his flank and stabs him. The remaining prisoners escape, and now it’s just the party against the guards.

    Round 7

    Arcturus dispatches the thug that was stunned back in round 5 with a suplex just as he manages to recover, and Jade kills two more guards with her blade. The last surviving guard moves to flank her. Kossrani continues to fight vigorously against Urist and Rosalia.

    Jania begins casting an Ice Dagger spell, and a critical success lets her charge a bigger missile at no cost to herself.

    Round 8

    The flanking thug tries to attack Jade and gets cut for his trouble, while Kossrani continues to stand his ground against Urist, Rosalia, and Arcturus, who manages to grab his weapon but cannot further increase his leverage yet.

    Round 9

    The three PCs engaging Kossrani finally manage to distract him enough for Urist and Jania to get good hits in, defeating him. This effectively ends our fight.

    Post-Combat

    With Kossrani down, the remaining guards immediately turn tail and run back inside the building, intent on running away. Jade lets them, as she recognizes they are defeated and sees no honor or utility in chasing them.

    The prisoners have all escaped, and now it’s time for the group to escape with them… after a quick spot of looting where they take Kossrani’s amulet. Everyone meets up soon after, as the prisoners didn’t have enough energy to run very far. Together the group re-enters the walls and finds a spot to rest away from patrols, and then they all make their way back to the Long Roads Coffee House without further incident.

    [GM] Consequences

    As stated in the book, each attempted raid on the salt works increases notoriety by 1d4. This one increased it by 2. There will be no others, at least for now, the place was emptied out.

    We haven’t started dealing with rebellion rules yet, due to the different order in which we’re running these scenes, but we will do so on the next chapter.

  • Let's Play Hell's Rebels: Adventure 1, Scene 07

    [Author] Intro

    Our last scene in our Hell’s Rebels solo campaign saw the PCs go to the Long Roads Coffee House, meet up with Laria, and officially start their effort to rebuild the Silver Ravens. They met up with the tengu family currently occupying the place’s secret basement and agreed to help look for the missing Bellflower agent that would take them out of town.

    In this scene, they’ll do exactly that. The intention is that this will be a sort of investigation montage that will end when they find the guy.

    [GM] Mythic Bookkeeping

    The last scene was pretty chill, but it did mostly consist of the PCs being exposited to, so let’s keep the Chaos Factor at 5.

    The Tengu Sisters are our new entry on the Characters list. We progressed along The Path and Get Organized, but there have been no changes to the list.

    Threads

    • The Path **
    • Find Shensen (Rosalia, Arcturus)
    • Contacting Ms. Docur (Jania)
    • Get Organized (Jade) *

    Characters

    • The Dottari
    • The Chelish Citizens Group
    • The Red Jills
    • The Asmodeans
    • The Three-Legged Devil (location)
    • The Livery Grimples
    • The Tengu Sisters

    I roll an 8 on the d10 here, so we have no surprises and the scene will indeed be an investigation montage.

    [GM] Prepping the Scene

    Dungeon Fantasy doesn’t really have rules for extended investigative scenes, as all your generic delver wants is to find vague rumors about their next dungeon. So let’s borrow some from GURPS Action and/or Monster Hunters instead.

    Our “final answer” is this: Nan Comerivos was captured by dottari and imprisoned in the Salix Salt Works.

    The PCs start out knowing the following, from conversations held in the previous scenes, and rumors heard all the way at the beginning.

    • Comerivos brought in a shipment of Varisian cloth along with the tengus.

    • He took a sample and left to try and find a buyer, so he could use the money to leave the city with said tengus.

    • He disappeared.

    • Political prisoners deemed to be “low profile” or “low threat” are being taken to the Salix Salt Works to perform forced labor, rather than being locked up in Kintargo Keep. This is a rumor from scene 1. It’s not relevant yet but the PCs will remember it when the right time comes.

    If we follow the rules, I think it would take a Current Affairs roll to deduce Nan’s current location, at an initial penalty of -6. A success right away would mean a Holmes-like deductive leap, perhaps based on information the PC happened to overhear… but Rosalia doesn’t trust her chances with a base skill level of 14, so let’s investigate until we reduce that penalty.

    [Player] Finding the Guy

    Jania suggests they follow in Nan’s footsteps in the most literal way, by grabbing another bolt of cloth herself and trying to find a buyer for the shipment. In the process, they will keep an ear out for rumors about the situation of Kintargo’s black market and about what might have happened to Nan specifically.

    [GM] Of course the "player" would send me right back to look up rules
    with the very first thing he says.
    

    Jania and Rosalia make a series of discreet inquiries about where to sell this shipment of very high quality cloth that hasn’t exactly gone through customs. They learn that the best place to find a buyer would be Redroof Market, since that’s where all the cloth merchants and tailors are.

    [GM] That's a Streetwise roll. Jania leads the effort with her skill level
    of 14, and Rosalia makes complementary rolls to help with her 13.
    
    Rosalia succeeds at her roll, giving Jania a +1 to hers.
    

    However, the same shady stranger at a bar that tells them this information also cautions that the dottari have been cracking down on contraband at that particular market. No, they can’t really track the provenance of every scrap of cloth that changes hands there, but these are Thrune’s goons. All they need to do is declare someone looks suspicious and take them away. Happened to this kinda nondescript half-elf dude just the other day. He was carrying around a bolt of cloth very similar to that one you have on you.

    [GM] It takes another Streewwise roll to discover information about their
    actual goal. Rosalia once again succeeds in her complimentary roll and Jania
    rolls a critical success thanks to her help!
    
    This gives us a total of +3 towards our final deduction roll.
    

    So Nan was caught by the dottari, huh? Now is the time for our heroes to remember that session 1 rumor: low-profile and low-threat prisoners are being taken to the Salix Salt Works to perform hard labor. Nan seems like it would fit the profile, but is he really there?

    Well, turns out verifying this hypothesis is quite easy. Jania knows the Seeker spell, she knows Nan’s name, and many of his personal effects are still back at the coffee house’s basement. She sends a Silver Raven Figurine message to Laria asking for one of his spare hats and setting up a meeting at Redroof Market.

    They receive the message and Jade decides she will go. While she’s making the trip, which should take about 20 minutes, the pair decides to try to sell that looted jewelry here at the market.

    [GM] Rosalia takes the lead, with Jania helping, both using their
    Merchant-13. Jania succeeds, and Rosalia wins with her effective skill of 14
    against the "generic 15" described in the rules.
    
    This means they'll get 60% of the goods' real value, which they already
    know. That means the two signet rings and the embroidered scarf will be sold
    for $2640. 6 golds, 12 silvers.
    
    I decide to add a little more color here.
    

    They end up selling the two signet rings and an embroidered scarf to a tiefling tailor named Hetamon Haace, who has a big shop in the area and shows an interest in the scarf.

    Rosalia: “We’ve fallen on hard times, don’t you know, and so we need to sell some of Grandma’s jewels to make ends meet. A very tragic story.”

    Haace: “These two signet rings have different seals. Are you sure they belong to your grandma?”

    Jania: “Well, they belong to somebody’s grandma.”

    Haace buys the stuff even though he obviously knows it’s not 100% on the up and up. Jania and Rosalia split the money amongst themselves for added security. Rosalia then goes around the market selling the bag of pearls piecemeal to various merchants.

    [GM] We use the same rolls here, so $7200 for the lot. 18 gold for
    simplicity, again split between the two.
    

    Once Jade meets them, they set off to an area just outside the Salt Gate. It’s close enough to the Salt Works that it’s unlikely to fail if Nan is there, and will be fairly unambiguous. Sure enough, the spell points Jania towards the Salt Works, and not to the Holding House or to Kintargo Castle, the other two primary holding areas of the city. Case solved!

    [GM] Way to shortcut the investigation process! Then again, that's exactly
    why I made sure Jania had Seeker.
    

    Now that they know where their target is, it’s time to plan a raid. That ends our scene.

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