Call Forth Darkness! (Inactive)

Game Master Aku Warashi

Battle Map; Loot;

Evil Lair; Dramatis Personae

Name-------------HP--------VP
Agrippa--------??/??-------2
Cedric----------??/??-------1
Eldred----------??/??-------2
Johan-----------??/??--------2
Grumble-------??/??

Villain Points


701 to 750 of 2,152 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>

Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Not a crazy idea at all. I've suggested it in the past that he fill our "fifth wheel" spot. He's been in the story since pretty much day one. I'm sure details like who controls his actions and how can be ironed out as we go. I trust Aku to run him impartially ( and likely with lots of flavour!)


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

^ +1 to what that guy said.

I didn't mean that Grumble be Agrippa's bodyguard, I meant that he fulfill the "tank" roll that was previously fulfilled by our dwarven counterpart.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Hey guys,

I'm an Assistant Principal at an elementary school. Currently we are in a contest to gather votes for a video we made. I'd like your support if you feel comfortable clicking on a link. All you have to do is click Vote Now, you don't have to watch the video. I appreciate your help!

The Link To Vote.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Voted. Cute video. My eleven year old thought riding the lawnmower to school was awesome but was a little horrified by the idea of walking on train tracks. :> Good Luck!


Voted and watched.

Cool stuff. Wish they did the same over here. :)


Voted. :)


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Post in gameplay!

And thanks guys!


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Okay,

I'll give it this weekend to see if Sidious will come up with a post.

If not, I'll move things forward.


Working on my post now. Keep getting interrupted though. I wanted to go back and re-read a lot of the gameplay thread.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:
We'll feed you weekly but won't you create others of your kind as well from the dead - will they also be bound by your alliance with us?

That's a bit of metagaming knowledge, since no one beat the DC25 religion to know he produces more wraiths when he kills.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

noted - I do have some Religon skill though. 25 maybe beyond my skill however


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa's WBL

Coin 1716
Mwk Club 300
Cloak of resistance +1 1000
Wand of Fireballs with 3 charges ~300
The Heart of Flame Spellbook 1445
Clothing and Noble Accoutrement 200GP
Scrolls for Summoning a Devil 2200GP
Other Scrolls ~750GP

About 7911 worth of Wealth...most of it tied up in spellbooks or scrolls for summoning a devil.

We should be around 16K, or 23.5K if we are really close to level 7.

I personally don't mind a lower WBL, but then again I'm playing a Wizard.

Edit: I was gonna add all that stuff to the log for you Johan...but its locked into view only for me. I'll request access if you want some help with the accounting.


Here is a quick breakdown of the magic we just found:

Ornate silver belt studded with obsidian (belt of giant’s strength +2: 4k Value. Good for any strength based character

A plain golden ring (ring of mind shielding): 8K value - immune to detect thoughts and discern lies - Good for any of us. Whoever is the face going to town should wear this.

An ornate teak wood box holding a glass lens (a lens of detection): 3.5K value +5 perception and surveil to track. Do we want to max out someone's perception? Or give this to someone with low perception?

A walking stick of hard black wood adorned with silver fixtures and green semi-precious stones (rod of elemental metamagic [acid], lesser): 3K give this to Heinrick.

Two iron plates both carved in abyssal that read “Aticus” and “Andian” (Hexor and Vexor’s control amulets): Yes! Sidious will hold these for now to go and have a conversation with the daemon.

This is the second eye of Vetra-Kali – the Eye of Hatred. This jewel seethes with magic but does nothing: So we have all three. All are magical, but do nothing that we know of, right?Can we study these more?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Okay, I've posted what the item does, but remember that without a appropriate spellcraft check, you don't know what it does inside the game.

This could lead to a interesting role play, since I don't see Agrippa letting Sidious be the one controlling Daemons.

Remember that, I'll not allow actions if you don't have the propper game knowledge for it.

--

Also, I'll take this opportunity to ask for something:

I don't want one-line post anymore.
Talk, chat, fight, describe your actions.

The game was made to interact with other players and the world. You should role play and describe things, to make the game more enjoyable.

From now on, I'll be keeping tabs on this, and suggesting and advising about getting post with more depth, than simply:

"Aku enter the door."
"Aku looks around."
"Aku searches the body."

I'm counting with you all to help me. :)

Thanks!


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Father Sidious wrote:
That is a lot of loot. We may have the resources we need now to fortify this place. :) I am feeling much better about it. Oh, can we sacrifice Wodin? >:)

Wodin does not count as requirement, since he is not a Son of the Pale Horseman follower.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3
DM Aku wrote:

Okay, I've posted what the item does, but remember that without a appropriate spellcraft check, you don't know what it does inside the game.

This could lead to a interesting role play, since I don't see Agrippa letting Sidious be the one controlling Daemons.

Absolutely correct. Agrippa is dangerously jealous of his position as "person who knows more about magic/planar creatures/esoteric knowledge than everyone else".


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Agrippa

Don't forget that based on the initial description, it does not seems that The mage was with the evil father while talking with the undead.
So, Sidious got the first shot at identifying the items.

After that, you guys may jump at each other throat at your heart content. :)


I will try to be more elaborate with my postings. I also plan to post ideas and organization info to this list for planning purposes.

ooc I am fine with Agrippa controlling the daemons (Just so long as they are controlled and used to the best benefit of the Horn. I would not be fine with Agrippa using them for his personal guards and servants. There is too much area to guard for that.), but it was Sidious who brokered the initial cease fire and truce. ic, lets see how it rolls out. :)

I was suggesting we feed Wotin to the wrath. :)


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3
Quote:

Before turning over the loot to the party Sidious does his best to identify each magical item but is not as well studied and Agrippa and must rely on him for most of the information. He will take one of the iron plates (The one he rolled the best on) and put it on immediately though.

Belt: 1d20 + 3 ⇒ (16) + 3 = 19
Ring: 1d20 + 3 ⇒ (3) + 3 = 6
Lenses: 1d20 + 3 ⇒ (10) + 3 = 13
Rod: 1d20 + 3 ⇒ (7) + 3 = 10
eye: 1d20 + 3 ⇒ (1) + 3 = 4
Plate1: 1d20 + 3 ⇒ (6) + 3 = 9
Plate 2: 1d20 + 3 ⇒ (18) + 3 = 21

Aku and Sid might not get this reference, google Lee Corso

"Puts on his best Lee Corso hat" Not so fast my friend!

21 Spellcraft might not be high enough to identify the plate!

DC is 15+ Caster level....so unless its CL 6 or below.

Agrippa cackles madly!


Sidious is going to wear one regardless. :) But he is giving you the other to play with.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
DM Aku wrote:
Wodin does not count as requirement, since he is not a Son of the Pale Horseman follower.

Heh, that's not exactly a no....

Ooh yeah, one name plate to Agrippa one to Sidious . . . Tuesday nights is deamon mud wrestling night at the horn!

PM me emails and I'll add everyone as editors to the loot sheet.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Tecnically, Odin is not part of the knot. He did not signed the pact of thorns.

Sooo... there's no real harm in sacrificing him, except maybe a very angry Cardinal Thorn.

Anyway, he won't be there when you get back to the horn, so no real point in fussing over this.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I'll try to post better quality stuff Aku but bear with me a bit.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Eldred

Humm, Grumblejack, with his new-found str, can carry up to 1840 lbs.

That without taking into consideration his armor/weapon weight.


Johan Hale wrote:

[dice=Sense motive vs Ezra]1d20+15

Johan snatches up the belt.

Agreed on the loot - give me a day to get it all recorded and divvied up. What's WBL for our group? Could we use some of it top ourselves up to that point and use the rest for the spire? I feel like we are under equipped.

On the GOLD alone...

If we set aside say 6k for bribes, lots of supplies and materials and guards and tradesmen etc to build up the spire and then then we can take 6k each to buy magic items etc...

We can take the silver as well - thats another 2.5k each. So 8.5k each total.

I know I want braces of the falcon or something similar - cost is 4k and those blanches (already paid for) will be ready about the time we are heading back.

We can can keep and use the various coins to pay people once they are at the spire.

Question is: when hitting level 7 who is going to pay for the leadership (or equivilent) feat.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

I'll be taking Vile Leadership with the aim of gaining an Accuser Devil cohort.

The Leadership feat lists my Leadership score as Level+CHA mod, so that would be 7-1=6. However, there are bonuses for having a Stronghold +2 and Possesses a Special Power (The Knot?) +1. That would push my Score to 9.

This would give me one cohort...6th level.

I hope this is enough to get me an Accuser Devil cohort...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Agrippa

As suggested, you can use half of your int score, instead of your cha, when calculating your leadership score.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

K, I've inputted all that loot, plus the

treasury from the boggards:
2300 gp and a 50 gp garnet. I let Zikomo keep his sacred gems - 1200gp, and the clamor box - good alarm for them if they get into trouble . . . I'll try to put an RP post about Johan appropriating their funds later.

Eldred's estimate works pretty close. Each PC and Grumble would receive about 10K minus value of claimed magic items, and still have about 10k for party expenses.

I've got PCs claiming the following:
Johan: Str belt, 8,367 gp
Eldred: Lens of detection, 8,617
Sidious: ring of mind shielding, 6,367
Agrippa: Helm of languages, meta magic rod, 6,267
Grumblejack: 2 potions of CMW, 10,067
Horn restoration fund: 8,867+ 3,355 (left over from before) = 12,222gp

The other 10 potions got paid for out of the party fund. I'm thinking three each for Eldred and Agrippa, two each for Sid and Johan. May also want to consider getting another curing wand paid for out of the party fund. the two original CLW wands are just about used up.

Guess the only question here is: do we really want to hand 10k over to the ogre?

Oh, the other question - Leadership: Johan really doesn't want to take the feat. I don't want to get into managing cohorts and retainers, and if its so important to the adventure, well it feels like a tax.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Don't need that much for grumblejack.

I think a +1 weapon and +1 armor is enough.

Certainly he'll not ask for anything.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

I say yeah, hand over the gold to Grumble. Good service deserves rewards...

Also, I forgot about the main stat/2 rule you had said. That raises the Leadership score to 10!

7th level cohort and 5 followers!

So...can Agrippa have 5 sycophantic wizards?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

You can't get a 7th level cohort at level 7.

Your cohort must be at least 2 levels lower than you, which means a level 5th.

When taking leadership, you must choose between normal use (I don't recommend) or creating an organization (the best one.)

Followers turns into minions, and you get some actions, based on your organization size.

When comes the time to decide, I’ll put in better terms, to help you choose.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Horn reconstruction:

The most expensive part, about the horn are the traps.
Creating new ones, and repairing the old ones, takes a lot of money.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Grumblejack.

About the ogre, I've made some counts, and you would need 4,5k gold to get him a +1 weapon and +1 fullplate.

I don't think it needs more than that.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Based on our notes and observations - how much money?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

1-23 Capture Cell

The lock could be replaced in Farholde: simple (DC 20; 20 gp), average (DC 25; 40 gp), good (DC 30; 80 gp) and superior (DC 40; 150 gp) locks are available for sale. The pit trap could be rebuilt. You would need to decide if they want the simple version (nothing at the bottom), the capture-prisoners-alive version (a thick pile of soft skins at the bottom) or the take-no-prisoners version (iron spikes at the bottom).

==//==
Camouflaged Pit Trap CR 6
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 50-ft.-deep pit (5d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft. x 20-ft. area in room 2-1 above)
Cost 3,000 gp (half the usual cost of such a trap); the trap could be upgraded to automatic reset for another 3,000 gp in materials if someone can make a Craft (traps) skill check (DC 30).

==//==

Capture Trap CR 6
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 50-ft.-deep pit with padded landing (2d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft. x 20-ft. area in room 2-1 above)
Cost As Camouflaged Pit Trap above; plus 100 gp in furs, skins or blankets

==//==

Camouflaged Spike Pit Trap CR 8
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft. x 20-ft. area in room 2-1 above)
Cost As Camouflaged Pit Trap above plus 2,000 gp for the iron spikes set into the floor


Human Hero Killer1 / Holy Assassin1 / Deceiver2

This is suggestion to other traps, mostly in the cave:

==//==
Spiked Camouflaged Pit Trap CR 3
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger Location; Reset manual
Effect 20-ft.-deep pit (2d6 falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 damage each); DC 20 Reflex save avoids; multiple targets (all targets in 10-ft.-square area)
Cost Nothing! Can be done with free boggard labor. Failing that, 750 gp worth of labor

==//==
Acid-Filled Camouflaged Pit Trap CR 4
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger Location; Reset manual
Effects 20-ft.-deep pit (2d6 falling damage); acid pool (2d6 acid damage); DC 20 Reflex save avoid; multiple targets (all targets in 10-ft.-square area)
Cost 1,000 gp worth of acid (see C2) plus free boggard labor. Failing that, it takes 750 gp worth of labor.

==//==

For more traps, consult: Traps.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
DM Aku wrote:

@Grumblejack.

About the ogre, I've made some counts, and you would need 4,5k gold to get him a +1 weapon and +1 fullplate.

I don't think it needs more than that.

Call it a round 5k then I figure and we can get him some assorted odds and ends like 3 lots of 50ft silk rope, a block and tackle (very useful), a custom made masterwork pack, several sacks and some livestock for him to eat, barrel of good ale etc.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Restore the tavern: 200gp. (Increases morale of followers).
Restore Alchemy Laboratory: A great alchemy kit.
Forge: Just a matter of buying a tool kit, and that is 5gp for normal ones and 55gp for masterwork.

1-25 Torture Chamber:
1,300 gp and it adds +5 competence to intimidates.
This amount can be expended up to six times, to increase the torture capacity.

1-26 Holding Cell
A replacement lock could be bought in Farholde: either a simple (DC 20; 20 gp), average (DC 25; 40 gp), good (DC 30; 80 gp) or superior (DC 40; 150 gp) lock.

2-21 Hall of Murals:
Summoning rituals:
Helldogs: If three guard dogs (25 gp each) are poisoned with a very specific preparation (costing 2400 gp in total)

Mudman: A specially prepared concotion of rare earths and powered obsidian (worth 1200 gp);

Nightmare: If a fine heavy warhorse (worth 300 gp) is slain and then set aflame with a very specific and exotic mixture of incense, powered gemstones and prayer strips (costing 3000 gp)

Other than that, it takes 1000gp in labor to clear it completely (and three weeks’ worth of time.), and more 400gp of furniture’s for it to be able to offer a decent sleeping and living place.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

There’s still the matter of the Alchemical golem.

You’ll need about 1000gp to repair it completely.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
DM Aku wrote:

Restore the tavern: 200gp. (Increases morale of followers).

Restore Alchemy Laboratory: A great alchemy kit.
Forge: Just a matter of buying a tool kit, and that is 5gp for normal ones and 55gp for masterwork.

Lets call it 400gp for the Tavern and put in some extra stuff... good morale is important and we'll take 55gp for the mw stuff

455gp

DM Aku wrote:


1-25 Torture Chamber:
1,300 gp and it adds +5 competence to intimidates.
This amount can be expended up to six times, to increase the torture capacity.

Lets just add the one repair unless someone REALLY wants to torture people

DM Aku wrote:


1-26 Holding Cell
A replacement lock could be bought in Farholde: either a simple (DC 20; 20 gp), average (DC 25; 40 gp), good (DC 30; 80 gp) or superior (DC 40; 150 gp) lock.

Call it a Superior lock. 150gp.

DM Aku wrote:


2-21 Hall of Murals:
Summoning rituals:
Helldogs: If three guard dogs (25 gp each) are poisoned with a very specific preparation (costing 2400 gp in total)

Mudman: A specially prepared concotion of rare earths and powered obsidian (worth 1200 gp);

Nightmare: If a fine heavy warhorse (worth 300 gp) is slain and then set aflame with a very specific and exotic mixture of incense, powered gemstones and prayer strips (costing 3000 gp)

I think in these cases we need to splash out. Total is 6600gp - worth every penny.

DM Aku wrote:


Other than that, it takes 1000gp in labor to clear it completely (and three weeks’ worth of time.), and more 400gp of furniture’s for it to be able to offer a decent sleeping and living place.

1400 then.

Added together 455+1300+150+6600+1400 = 9905... we can afford that. The Alchemical golem would cost an extra 1k which I think the joint fund can afford.

What say you all?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Eldred

Just remember that, it does not include the repair of the trap at the second level entrance, or the construction of any trap at the cavern, nor the repair of the cage at 1-23.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
DM Aku wrote:

@Eldred

Just remember that, it does not include the repair of the trap at the second level entrance, or the construction of any trap at the cavern, nor the repair of the cage at 1-23.

Ahhh - care to give me a quote? :) I'd like to put in a fair amount of traps.

So fella's if we want to make our fortress of solitude more hostile then I think we may want to chip in a bit more


Human Hero Killer1 / Holy Assassin1 / Deceiver2
DM Aku wrote:

1-23 Capture Cell

The lock could be replaced in Farholde: simple (DC 20; 20 gp), average (DC 25; 40 gp), good (DC 30; 80 gp) and superior (DC 40; 150 gp) locks are available for sale. The pit trap could be rebuilt. You would need to decide if they want the simple version (nothing at the bottom), the capture-prisoners-alive version (a thick pile of soft skins at the bottom) or the take-no-prisoners version (iron spikes at the bottom).

==//==
Camouflaged Pit Trap CR 6
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 50-ft.-deep pit (5d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft. x 20-ft. area in room 2-1 above)
Cost 3,000 gp (half the usual cost of such a trap); the trap could be upgraded to automatic reset for another 3,000 gp in materials if someone can make a Craft (traps) skill check (DC 30).

==//==

Capture Trap CR 6
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 50-ft.-deep pit with padded landing (2d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft. x 20-ft. area in room 2-1 above)
Cost As Camouflaged Pit Trap above; plus 100 gp in furs, skins or blankets

==//==

Camouflaged Spike Pit Trap CR 8
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft. x 20-ft. area in room 2-1 above)
Cost As Camouflaged Pit Trap above plus 2,000 gp for the iron spikes set into the floor


Human Hero Killer1 / Holy Assassin1 / Deceiver2
DM Aku wrote:

This is suggestion to other traps, mostly in the cave:

==//==
Spiked Camouflaged Pit Trap CR 3
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger Location; Reset manual
Effect 20-ft.-deep pit (2d6 falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 damage each); DC 20 Reflex save avoids; multiple targets (all targets in 10-ft.-square area)
Cost Nothing! Can be done with free boggard labor. Failing that, 750 gp worth of labor

==//==
Acid-Filled Camouflaged Pit Trap CR 4
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger Location; Reset manual
Effects 20-ft.-deep pit (2d6 falling damage); acid pool (2d6 acid damage); DC 20 Reflex save avoid; multiple targets (all targets in 10-ft.-square area)
Cost 1,000 gp worth of acid (see C2) plus free boggard labor. Failing that, it takes 750 gp worth of labor.

==//==

For more traps, consult: Traps.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Spiked Camouflaged Pit Trap CR 3
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger Location; Reset manual
Effect 20-ft.-deep pit (2d6 falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 damage each); DC 20 Reflex save avoids; multiple targets (all targets in 10-ft.-square area)
Cost Nothing! Can be done with free boggard labor. Failing that, 750 gp worth of labor

Lets do this!

Acid traps are too damaging to potential loot.

The capture traps seem very pricey - I think we'll need to do without.

On the matter of doing without, can a set of bracers of falcon aim be located? Its 4k.

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/brace rs-of-falcon-s-aim


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
Johan Hale wrote:

K, I've inputted all that loot, plus the ** spoiler omitted **

Eldred's estimate works pretty close. Each PC and Grumble would receive about 10K minus value of claimed magic items, and still have about 10k for party expenses.

I've got PCs claiming the following:
Johan: Str belt, 8,367 gp
Eldred: Lens of detection, 8,617
Sidious: ring of mind shielding, 6,367
Agrippa: Helm of languages, meta magic rod, 6,267
Grumblejack: 2 potions of CMW, 10,067
Horn restoration fund: 8,867+ 3,355 (left over from before) = 12,222gp

The other 10 potions got paid for out of the party fund. I'm thinking three each for Eldred and Agrippa, two each for Sid and Johan. May also want to consider getting another curing wand paid for out of the party fund. the two original CLW wands are just about used up.

Guess the only question here is: do we really want to hand 10k over to the ogre?

Oh, the other question - Leadership: Johan really doesn't want to take the feat. I don't want to get into managing cohorts and retainers, and if its so important to the adventure, well it feels like a tax.

Adding the bolded to my character sheet. Lets take 5k from the ogre share and put it into Horn improvements - we could afford 3k to repair one of those traps that way.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:

Spiked Camouflaged Pit Trap CR 3

Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger Location; Reset manual
Effect 20-ft.-deep pit (2d6 falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 damage each); DC 20 Reflex save avoids; multiple targets (all targets in 10-ft.-square area)
Cost Nothing! Can be done with free boggard labor. Failing that, 750 gp worth of labor

Lets do this!

Acid traps are too damaging to potential loot.

This trap can be only created at the caves.

--

For the trap at the second floor entrance, it's minimum 3k gold to repair it.

Also, Farhold has no market to sell all that Acid.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3
DM Aku wrote:

You can't get a 7th level cohort at level 7.

Your cohort must be at least 2 levels lower than you, which means a level 5th.

When taking leadership, you must choose between normal use (I don't recommend) or creating an organization (the best one.)

Followers turns into minions, and you get some actions, based on your organization size.

When comes the time to decide, I’ll put in better terms, to help you choose.

Right...I knew that =/

So I don't get followers but I do get minions?

Also, I can see why Johan wouldn't want followers/minions....he is a loner type. But why wouldn't Eldred want a rogue guild of his own? Sounds cool as hell.

Also, Could Sidious and I combine our followers/minions to create an Asmodeus cult? I would be in charge of the Diabolism and he would be in charge of the Preachy part?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred will take it. And take Grumblejack as cohort if im not mistaken

-Posted with Wayfinder


First, I am for combining minions and forming the cult with Agrippa. Sounds cool, plus more followers for Asmodeus…

Second - Has Sidious' desecrate spell been cast on the "shrine?", and did it succeed?

Third, Sidous would like a magic weapon; preferably a +1 spear. He does not have one yet. And get him a wand of Infernal Healing if one is available. When not in combat it is a sure 10 points of healing, so better by far than a wand of cure light that averages 5.5. Also Sidious does not really want that ring. He has Nondetection as a domain spell that he cannot trade out. It lasts hours per level and he will cast it any time he is away from the Horn. He recommends we sell it and if money is available he would love a belt that increases his strength. But if someone else wants to wear it, its likely a good idea.

I wish I was more organized in these thoughts but I have a small data dump of concerns and ideas. Here they are:

1) It is going to be hard to move supplies and recruits in with that treant roaming around. I think we need to hunt him down and end him.

2) In addition to followers and minions can we also hire guards?

3) There are way to many entrances to this place. Is there a way to permanently close off some?

4) We need a way of sounding a general alarm. Horns? Bells? Gongs? Something. And letting us know at least what level has been breached is important as well. And then we need a response plan based on the level.

5) Posting of guards. Each level needs to have active guards that watch/patrol with a decent chance of sounding the alarm. These guards need to be checked on regularly and some level of discipline enforced so that they do not slack off. Can we count of Ezra to guard an entire level? And how do we best use the Daemons?

6) Can the Boggards recruit more of their kink from the area? Can they bring in crocs or other creatures that can help guard of fight? Who is in charge of the Boggards? Are they strong enough to secure the lower levels? And what spells does their shamen have available that we might be able to use?

7) There was a pile of human skeletons somewhere iirc. How many skeletons can Sidious raise from these bones?

8) How can we use that extra-diemnsional space the treasure was found in?

9) Now that we have those lenses of detection Sidious could use them to search the Horn again. With those and in dim light his perception would be +19.

10) There is another knot if Farholde - How can we use them? What do we know about their mission and how they play to operate? Can we at least keep in touch with them or them us? If they find out an enemy force is coming to the Horn can they warn us? Is there some minor magic item we could buy to facilitate that? Maybe a feather token?

11) Does Agrippa know the Alarm Spell? If not lets buy him a scroll of it and see if we can work it into our defenses. If we had a lesser metamagic rod of Extend (costing 3k) the Alarm spell would last 24 hours.

12) Can BArn Vandermir help us more in any way, other than access to markets?

13) If we see a lot of trouble headed our way we have that clay seal that can contact Thorn. Its a last resort, but lets not forget we have it.

14) How can Sidious best use his Imp familiar? Should he have it out scouting for the Treant?

15) Are there divination type magics that we should be using to know about threats? Sidious can use Fiendish Augury once per day as a class power (note that Augury is only for short term results. And his familiar can cast Augury once a day too, and cast Commune once a week. This is more powerful and should be useful if we can figure out what to ask.

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