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


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Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Sidious.

I'm little out of time for now.
But most of your questions has already been answered in game play.

Try searching keywords, to see any relevant information about it.

--

To some others, you are throwing at the DM the responsibility to make some decisions about using something or not. To which I'll give no opinion. You may do as you see fit.

--

For something to happen inside the game, it should come in gameplay post. You did not posted trying to desecrate the shrine, so it hasn't been done yet. More than that, you know it needs more than only desecrate.

--

I'll address each topic later, with more time.


The post was to my fellow players as well DM Aku to get their read on certain actions.

And I did post in the game play threat "The priest prepares a desecrate spell to try to end the presence of good in the chapel (I forget where it is). He makes this a high priority."

Perhaps it was not clear that he was going to the shrine and casting that spell, but if the material component (silver dust) is available he was going to do that first. But if not then we need to procure the material component on my trip to town.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I understand it Sidious.

However, implicit actions don't get anything accomplished in the game. From your description, you prepared the spell, and would make preparing it a first priority.

For things to happen, you must post in game play doing it.
As I said before, this is a game to interact and create history. I'm not accepting anymore implied actions and half descriptions.

Once again, since it's the third time I tell you this: It takes more than a desecrate spell to disrupt the shrine.

Edit: PM answered.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Sidious wrote:
First, I am for combining minions and forming the cult with Agrippa. Sounds cool, plus more followers for Asmodeus…

Creating a council of villains has some good advantages.

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

As noted before, you need to write up your post describing how you’ll do that.

Check it here. Need desecrate plus a sacrifice.

Sidious wrote:
In addition to followers and minions can we also hire guards?

Yep. Use Pathfinder Core Rulebook guidelines for how much that service will cost. And talk to the Baron or Eldred contact at Drowningtown.

Sidious wrote:
There are way to many entrances to this place. Is there a way to permanently close off some?

After the ritual starts, the passages on the spiral stairs seal off automatically. Officially making every ‘level’ separated from one another. Other than that, the only ‘unconventional’ entrance is the hole, where the oozes lives.

Sidious wrote:
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.

Just come up with a solution, and I’ll help you with mechanics. Remember, this is your dungeon, it’s not mandatory to do those sorts of things, although it helps. A simpler way, would be signal horns. Remember Balentyne and Brandercar?

Sidious wrote:
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?

Erza: Up, he can, although he’ll only guard the third level.

Daemons: Best used as last line of defense and to protect the sanctum, but that is my opinion.

Sidious wrote:
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?

Bring more: Already happens automatically, Zikomo does this.

Who is in charge: That would be Johan Fire-Eyes - CHIEF!
Are they strong enough to secure the lower levels? There’s the statistics for them at campaign tab. Check it there.
And what spells does their shaman: Same as above.
Can they bring in crocs or other creatures: Mostly, yes. But only if an organization is created. The boggards join as a ‘extra’ minions and grant an extra action as well, and that action can be used to get monsters from the briar.
Check here for more about organizations.

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

Check C18 description. An enterprising necromancer could sort through the bones and find 100 + 2d6 ⇒ 100 + (4, 3) = 107 intact human, halfelven, elven and dwarven skeletons in this pile that could be raised by animate dead into skeleton minions.

Sidious wrote:
How can we use that extra-diemnsional space the treasure was found in?

Be creative! :)

Sidious wrote:
ow 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.

I’ve already posted what’s to be found with perceptions. There are more things to find, but that requires some thinking or knowledge.

Sidious wrote:
here 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?

You don’t use them. They are not there to take others from the Ninth.

Read it here to remember what they said they would do.

Sidious wrote:
Can Baron Vandermir help us more in any way, other than access to markets?

Read it here what he can is willing do to for you. Anything outside that, you need to talk with him and convince the man.

Sidious wrote:
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.

Not only last resort, you may want to contact him for any reason you find valid. Trouble arrives if the Cardinal does not think you reason is valid.

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

That’s your call. Remember that while it’s your familiar, it is an intelligent monster and if your orders goes against what he wants/believe he will not do.

Sidious wrote:
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.

As DM I do prefer the players don’t get in that line of thinking, because they get accommodated with it, and thus, I’ll be warning that if used with frequency, it’ll not help.

=====///=====

So, after answering it all, I can say once more: Everything game related, except for the quantity of bones, was already described in gameplay or Discussion.

I welcome questions, but something related to things that the character is supposed to know or what happened should be kept by the players. It just take some minutes, searching for keywords to locate it using the search feature.


First, I am traveling to a small con where I will help run Pathfinder this weekend. Leaving tomorrow afternoon and will be gone through late Sunday. Wanted to give a heads up.

Second, I will try not to abuse the divination, augury, commune thing, but since is a class ability I feel like I need to try to use it some. I'll read the spells closely and try to come up with reasonable uses. Maybe they can provide hints at when attacks will come, or at least what level they will attack first?


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 think its another 2 weeks for my Weapon Blanches - You guys will need to work with Baron Vandermir. Large quantities of Onyx needed for skeletons will be best sourced from him. If we keep 5k back from Grumblejack, just getting him his weapons and armour, we can repair that 3k trap, leaves us 2k. Wand of CLW is 750, leaving 1250 for Onyx - will that be enough - do we need to cut back on something?

ELDRED CROFTER wrote:
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? Onyx is going to be needed and we cant make Father Sideous pay for it.


Sides is for selling the ring for 4k. If you leave it up to him he will try to trade it for a Belt of Giant Strength +2 for himself. As I explained, he does not think he needs it with his Nondetection spell.

For 200 gp of diamond dust each Sidious can set glyphs.

And Sidious has asked for/recommended a want of Infernal Healing instead of a wand of cure light. Out of combat it heals a full 10 points vs. 5.5 from a wand of cure light, can be used as a combat buff, fits the campaign, and I believe Agrippa can use it too as its on the Arcane list. Not sure if one is easily available though...


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

Yeah...Infernal Healing IS kinda an evil spell so I'm not sure if anyone would be selling it out in the open. However, that Black Market in Drownington might have it available.


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

The baron has shady connections - he should have access.


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

Argh! So much to catch up on!!

Sid: selling the ring brings your share up to a healthy 10,367gp

Father Sidious wrote:
6) Can the Boggards recruit more of their kink from the area?

The man with the boggard wife grimaces at this Freudian slip :-0 Welcome to fifty shades of green <croak!>

Buying Grumble an +1 earthbreaker and a +1 fullplate and commandeering the rest of his share brings the party kitty up to 19,489 - we should be able to pay for onyx out of that, though I don't really see the point of raise 100+ skeletons. We have that preserved minotaur corpse ( Bloody skeleton?) and likely boggard corpses soon enough that would make tougher and therefore better investments assuming we will be facing level appropriate threats. Ooh! zombie treant?

I'll set up a separate expense tab for Horn projects based on the consensus here in discussions, but we're taking a short family vacation to sunny Pennsylvania for the rest of the week so I likely won't finish it until Monday.


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

Are those Bracers available or sourcable by either the Baron or the Master of Drownington manor? I dont want to just "add stuff", also are belts of dex also avail?


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:
Are those Bracers available or sourcable by either the Baron or the Master of Drownington manor? I dont want to just "add stuff", also are belts of dex also avail?

Items that raise a single Ability score up to +2 are easy to find, outside that, it's per request only.

Eldred, sorry, I actually thought I had answered you question about braces.

Since they are items outside the Core Rulebook (Pathfinder Roleplaying Game: Ultimate Equipment), there's a 30% change you'll find one available, either through the Baron or Drownington.

Failing that, same as above, only per request.


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

1d100 ⇒ 7


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

Woot!!! I'll buy that and a belt of dexterity [/dice]


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Gz. :)


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

Purchases
+2 Int Headband 4000
Lots of Scrolls
Detect Secret Doors 25
See Invisibility 150
Eagles Splendor 150
Clairaudience/Clairvoyance 375
Slow 375
Black Tentacles 700
Dimension Door 700
Summon Monster 4 700

All are from the CRB total is 7175!

Scribe DC 16: 1d20 + 14 ⇒ (4) + 14 = 18 10GP
Scribe DC 17: 1d20 + 14 ⇒ (3) + 14 = 17 40GP
Scribe DC 17: 1d20 + 14 ⇒ (3) + 14 = 17 40GP
Scribe DC 18: 1d20 + 14 ⇒ (18) + 14 = 32 90GP
Scribe DC 18: 1d20 + 14 ⇒ (7) + 14 = 21 90GP

Total 7455GP...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Agrippa, you can take 10 for that stuff.


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:

1-23 Capture Cell

The lock could be replaced in Farholde: ... superior (DC 40; 150 gp) ==//==
Camouflaged Pit Trap CR 6
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).

Camouflaged Spike Pit Trap CR 8
Cost As Camouflaged Pit Trap above plus 2,000 gp for the iron spikes set into the floor

That's 8,150 gp for a flipping pit! Seriously?!? The summoning rituals combined are less than that! Animating all 100 skeletons and razing Farhold to the ground would cost less than that!

Lets skip this one - on principal alone- or at least just go with the 3000gp basic version like Eldred suggested earlier.

Torture Chamber: Not seeing a need for this right now... Johan has a really good intimidate score and can likely get the job done without the bonus. We can add it in later in needed

New sheet on the loot tab... just over 11k spent so far

Alchemy lab: Do any of us have the skill for this? no point in building a lab without a resident chemist to use it.

Somebody needs to tell me how to make google sheets open edit - I can't figure it out.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Excel Sheet.

Sharing > Advanced > Alter > Access: Can edit > Anyone with the link.


Animate Dead - Sidious can only control 4x his level in unsead. So he can raise that minotaur (6 hd) as a 6hd zombie and then at most 18 skeletons. But its good to have a ready supply of bones for replacements. :)

Summoning circle. Sidious is in favor of scribing a permanent on in the chapel. I seem to recall there is a benefit if the circle is permanent.

As to the Gameplay tab, and your request DM Aku, for some reason I was envisioning the amulets with the names on them. I'll have to go back and read up on what they actually were and make a call after. I am at the con now and am about to enter 16 hour day mode.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Agrippa

Give me some time; to re-read the planar binding rules, and the book you indicated, I think it was book of the Dammed.
I want to know a bit more before roleplaying that scene with you.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Sidious, they have part of a name.

But you don't know to whom it belongs. The amulets are identical in shape, so there’s no way to identify it using the panting of the summoning as well.


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

Also I think there is this lot...

ELDRED CROFTER wrote:

Eldred is a bully at heart. A sick twisted bully. I've tried to stay consistent to that.

He'll leave word with the boss that the job is done - that there isn't a mark on the woman or boy. Simply put he may want to use the boy in due course. The poison has been taken and properly digested, and the message well and truly imparted.

Eldred will buy the following.

1 Anti-Plague 50gp
2 Alkali flasks 30gp (pre-bought with 3 week wait)
3 Adamandite Blanch 300gp (pre-bought with 3 week wait)
1 Silver Weapon Blanch 5gp (pre-bought with 3 week wait)
1 Ghost Salt weapon blanch 200gp(pre-bought with 3 week wait)
40 Cold Iron Arrows 4gp
20 Alchemical Silver Arrows 3gp
1 Potion Invisibility 300gp
1 Potion Darkvision 300gp
1 Hammock 1sp
= 1192.1

He'll leave payment with notification that a note will be left stating where the goods are to be delivered. Given the amount of business he just offered I don't think he'll have any issues.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Agrippa

Want to wait until you return to the horn to perform the ritual?
It's a delicate thing and the manor does not really offer a quiet and isolated place to do it.

@Eldred
You can assume your weapon blanches are already created. :)

@All
What’s more you’ll be doing in the city?
You already know the treant weakness against fire, how are you preparing do deal with it? I’ll be pitting you against it again once you return to the horn, and after defeating it, you’ll be level 7 (actually, some moments later, because I want Agrippa to conclude his summoning, which will allow him to take a level in the prestige class).

@Organizations
Based on the chart here, once you create an organization you may not have actions because of the organization score and I agree with what Johan said long ago, that puts a huge damper on the system. Because of that, I’m changing that table, meaning that you get at least one (1) action, whether you have or not score to have an action, when the organization is created.

This is a list of actions an evil organization can attempt. It is not comprehensive and with my permission other actions may be done. Level always refers to the level of the highest level PC leader of the organization.

Organization Action:

Abduct Peasants (violent action): You need peasants (lvl 1-3 commoners) for your gruesome experiments or perhaps as monster chow. Roll a Ruthless Check.
Success: You abduct 2d6 Peasants
Failure: You abduct no one.
Natural 1: Failure and -1 to Secrecy.
Natural 20: Success and +1 Ruthless.

Assassination (violent action): Your minions attempt to kill someone. Roll a Ruthless Check. Important NPCs are often immune to this action.
Success: The target dies. -1 to Secrecy.
Failure: The target does not die.
Natural 1: The target does not die and minions are captured. -1 to Secrecy and Survivability.
Natural 20: The target dies and it looks like an accident. +1 to Ruthless.

Criminal Enterprise (violent action): Your organization uses crime to acquire funds. Roll a Ruthless Check.
Success: Levelx1d6x10 gp is acquired.
Failure: You are revealed. -1 to Secrecy
Natural 1: Failure and -1 to Survivability
Natural 20: Success and +1 to Ruthless

Frame Someone (espionage action): Your minions plant evidence to convince the law that someone is guilty of some unsavory crime. Roll an Espionage Check.
Success: It works!
Failure: It doesn’t work.
Natural 1: It doesn’t work and your minions get caught. -1 to Secrecy and Survivability.
Natural 20: Success and +1 to Espionage.

Gather Information (skilled action): Your organization tries to gather three random rumors (see page 9) or tries to answer three questions that might be know about town. Roll a Connections Check.
Success: The questions are answered.
Failure: You receive 1 random rumor.
Natural 1: You learn nothing.
Natural 20: Success plus +1 to Connections.

Grave-Robbing (skilled action): Your organization violates graves to acquire corpses and skeletons for you.
Success: 2d6 corpses or skeletons are acquired.
Failure: You are revealed. -1 to Secrecy
Natural 20: 4d6 are acquired instead.
Natural 1: As failure, but a number of minions are caught and hanged. -1 to Survivability.

Guard Duty: You assign your organization to guard a location for a week. This creates an encounter equal to a CR of the level of the highest level master -2.

Hunt Beasts (violent action): You order the capture of wild beasts to guard your base. Roll A Ruthless Check.
Success: Roll 1d10. The minions catch:
1 – 1d3 Snakes, Venomous (CR 1)
2 – 1d3 Giant Spiders (CR 1)
3 – 1d2 Crocodiles (CR 2)
4 – 1d2 Snake, Constrictor (CR 2)
5 – 1d2 Giant Leeches (CR 2)
6 – 1d2 Giant Toads (CR 2)
7 – 1d2 Tatzlwyrms (CR 2)
8 – Giant Mantis (CR 3)
9 – Giant Scorpion (CR 3)
10 – Chupacabra (CR 3)
Failure: Minions catch nothing.
Natural 1: Monsters catch minions. Survivability -1.
Natural 20: They catch a hydra (CR 4)

Indoctrinate: Your minions have grown quarrelous and forget their place. Teach them the meaning of obedience. Loyalty +1 up to a maximum of zero.

Lay Low: You organization keeps out of the spotlight for a while. Secrecy +1 up to a maximum of zero.

Legitimate Enterprise (skilled action): Your organization uses legitimate means to acquire funds.
Roll a Connections Check.
Success: Levelx(1d4-1)x10 gp is acquired.
Failure/Natural 1: no consequences
Natural 20: Success and +1 to Connections

Recover: Your organization stays out of danger and focuses on recruiting new members. Surivability +1 up to a maximum of zero.

Spread Disinformation (espionage action): You organization tries to convince the populace of something isn’t true.
Success: It works!
Failure: It doesn’t work.
Natural 1: Failure and -1 to Espionage.
Natural 20: It works! +1 to Espionage.

Torture Captives (violent action): Extract information from “guests” of your dungeon. Roll a Ruthless check.
Success: You receive answers to three questions.
Failure: No results.
Nat. 1: The prisoner dies(50%) or escapes(50%).
Natural 20: Success and +1 to Ruthless.

Training (skilled action): Increase Ruthless, Competence or Espionage by +1 up to a maximum of zero.

Trap Building (skilled action): Roll a Connections check to fix a trap.
Success: Spend the money to build the trap.
Failure: The traps are not built.
Natural 1: Failure and half the cost is wasted.
Natural 20: Success and Connections +1

Trap Repair (skilled action): Roll a Connections Action Check to fix three traps.
Success: Spend the money to fix the traps.
Failure: The traps are not fixed.
Natural 1: Failure and half the cost is wasted.
Natural 20: Success and Connections +1

More than that, it's time you guys make some decisions and we move forward.


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

@GM, Yes, lets wait. However, I have a very particular job I want to use the Zebub for, so perhaps summoning him early might be better. Also, Agrippa still has his rooms in the Inn.

But Agrippa wouldn't summon the devil in any place he thought he might get caught...

What decisions do you need from us? Besides personal purchases...


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

Johan wants to make contact with the other knot - get them to start researching the other two sacrifices we need. Will put together a full post tonight


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

Great post Johan, thanks for getting us back on track.

What do we need to do?

BTW, Agrippa will have the Zebub spy on the Baron and the other Knot. He covets both of their magical ability. Baron is first target with the second Knot's leader being the secondary target.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Agrippa

You need to decide what you'll be buying in the city. Specially if is anything related to repair.

And how you'll take it to the horn.

And what, if any, preparation to fight against the Horn Guardian.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Agrippa

Are you summoning it on the city? Or will you wait until you get back to the horn?


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

It has Greater Teleport, so the horn is fine...it can travel back to Agrippa's Rooms at the Inn.

I've done personal purchases...I guess we need to figure out the Horn's stuff. I say use Johan's calculations so we can keep momentum going.


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, spreadsheets should be fully editable by everybody now


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

Johan's shopping list will include a ring of protection+1 and a cloak of resistance+1

I'm sure I'll come up with more later...


Slammed at work this week. I am just getting home and am pretty dead. I plan to go in early tomorrow just to catch up my games.


OK. I have updated the loot sheets - I hope I did this right. I am unsure if the things Sidious wants are available. If they are not can we consider them ordered? For the Horn I added

Powdered Silver & Unholy water X2 for 100 gp to desecrate the Shrine and one other casting, We might want more.

150 gp black onyx to raise the Minotaur as a 6 HD undead zombie

Eighteen 25 gp black onyx (450.00 gold) to raise 18 skeletons. Note that with the Miontaur that is all Sidious can control at one time. If we could get more of the black onyx we could have some in reserve to animate more later since we have plenty of skeletons. And it might be nice to get some larger sized ones to animate future kills… Thouths?

200 gp Powdered Diamond X2 = 400gp for 2 Gylphs of Warding - I recommend at least two. These are permanent until triggered that can be set to go off on any number of triggers. They can do 3d8 (1d8 per 2 caster levels) blast damage or release a spell Sidious can charge them with.

Also Sidious would like to upgrade some of his gear. He would like to purchase a +1 spear, a Belt of Giant Strength +2, and a +1 Ring of Protection. I wish there were a better slashing weapon for him to use, but I fear a sickle is it, so he will try to get a masterwork one.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Sidious

The Horn has a infinite and whenever-you-need supply of unholy water.
Ask Johan about it, since he was the one that discovered this feature.


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

Yes, the unholy water is flowing for free now!

Re animating undead: Wouldn't you be better to create bloody skeletons? they would come back if they were killed, ultimately saving money. Ditto with the minotaur, though its a full corpse - would it make a good fast zombie? I'm not too familiar with the mechanics animate dead, but a quick read of the spell says the variants cost double to create, not to control.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Sidious.

DM Aku wrote:

Choose what you’ll be taking back with you to the city. Remember that Grumblejack is stronger of the lot, and he can drag a lot of things with him.

After discussing and planning, the group heads back to Farhold, uncontested by anything or any defender, leaving Wodin behind to guard the place. They enter using the secret passage on the Baron’s manor, to avoid unwanted attention.
I’ll be removing wodin at this point. Consider, for this part, handling his part of the loot to buy some gear for Grumblejack, since you plan to use him to fill Wodin spot as tank and buster.

@Agrippa
As you arrive, one of the servants warn you there had been a deliver for you, and it’s in your quarters. There you find what you had requested from Tiadora, with a lovely drawing made by one of the furies, of a really realistic Agrippa, being butchered, tortured and eaten alive, for his arrogance.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Heinrich Cornelius Agrippa wrote:
Agrippa is such an Ahole. @GM Agrippa knows which one is which right? He did study the murals.

Nops, the murals weren't detailed enough to help you know which is which.

And , please, when you have some time, roll for me an int check in gameplay.


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

Can I use a Villain point to get a reroll? I think this might be important...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sure, if you want.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Agrippa.

In short.

Go there alone, with the amulets, and they'll kill you, and take the amulet.


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

I think you just saved Agrippa's life...because that is EXACTLY what he was going to do.


Johan Hale wrote:

Yes, the unholy water is flowing for free now!

Re animating undead: Wouldn't you be better to create bloody skeletons? they would come back if they were killed, ultimately saving money. Ditto with the minotaur, though its a full corpse - would it make a good fast zombie? I'm not too familiar with the mechanics animate dead, but a quick read of the spell says the variants cost double to create, not to control.

I thought I recalled that about the unholy water. Cool. Sidious can only make regular skeletons and zombies with the spells he has access to. If this is not right please let me know. Create Undead is 6th level and it only does Ghouls until you are 12th level or higher.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

There are some variations, you need some particular circumstances to create another type of undead.

Variant Zombies
The typical zombie is a slow-moving abomination that is tough to destroy. Yet this tough zombie is not the only type of zombie to plague crypts or stalk graveyards. Each of the following two variant zombies modifies the base zombie in a few simple ways.

--

Fast Zombie
Unlike the standard, plodding zombie, a fast zombie moves with a supernatural quickness.

Speed: Increase the base creature's land speed by 10 feet.

Defensive Abilities: A fast zombie does not gain DR 5/slashing.

Special Attacks: A fast zombie gains the following special attack.

Quick Strikes (Ex): Whenever a fast zombie takes a full-attack action, it can make one additional slam attack at its highest base attack bonus.
Abilities: As a standard zombie, except its Dexterity is increased by 2 instead of reduced by 2.

Special Qualities: A fast zombie does not gain the staggered special quality.

==//==

Plague Zombie
These zombies carry a terrible disease that perpetuates their undead lineage—those infected by a plague zombie's contagion rise as zombies themselves when they perish.

Defensive Abilities: A plague zombie does not gain DR 5/slashing.

Special Attacks: A plague zombie gains the following special attacks.

Death Burst (Ex): When a plague zombie dies, it explodes in a burst of decay. All creatures adjacent to the plague zombie are exposed to its plague as if struck by a slam attack and must make a Fortitude save or contract zombie rot.

--

There may be other variations, but I'm not sure.


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
d20pfsrd wrote:

Official Variants

The bloody and burning skeleton variants are created using the animate dead spell, but count as twice their normal number of Hit Dice per casting. Once controlled, they count normally against the controller's limit.

Bloody Skeleton:
Bloody Skeleton

A bloody skeleton is coated in a slick layer of blood and gore infused with negative energy. This gore allows the skeleton to reform and heal itself.

Challenge Rating: As a normal skeleton + 1.

Fast Healing: A bloody skeleton has fast healing equal to 1 per 2 Hit Dice it possesses (minimum 1).

Saves: A bloody skeleton gains channel resistance +4.

Abilities: A bloody skeleton's Charisma is 14.

Deathless (Su)

A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

Burning Skeleton:
Burning Skeleton

A burning skeleton is surrounded by an aura of flames that deals fire damage to those it strikes.

Challenge Rating: As a normal skeleton + 1.

Aura: Burning skeletons possess a fiery aura.

Fiery Aura (Ex)

Creatures adjacent to a burning skeleton take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton with an unarmed strike or natural attack takes 1d6 points of fire damage.

Defensive Abilities: Burning skeletons lose their immunity to cold but gain immunity to fire. A burning skeleton gains vulnerability to cold damage.

Melee Attacks: A burning skeleton's melee attacks (including both those made with a natural weapon and those made with a manufactured weapon) deal an additional 1d6 points of fire damage.

Abilities: A burning skeleton's Charisma is 12.

Special Qualities: A burning skeleton gains fiery death.

Fiery Death (Su)

A burning skeleton explodes into a burst of flame when it dies. Anyone adjacent to the skeleton when it is destroyed takes 1d6 points of fire damage per 2 Hit Dice the skeleton possessed (minimum 1d6). A Reflex save (DC = 10 + 1/2 the skeleton's Hit Dice + the skeleton's Cha bonus) halves this damage.


Wow. both of these are significantly better than normal skeletons. The additional casting requirement is not a big deal to us. Lets make some of both. Note that Sidious can make more than a total of 24 hd but the first ones he created become uncontrolled.

are there better zombies that can be created with the Animate Dead spell?


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
Father Sidious wrote:
I wish there were a better slashing weapon for him to use, but I fear a sickle is it, so he will try to get a masterwork one.

Feeling your pain.

Johan would like to get the broken dagger of the Alerion repaired (He is attached to his souvenirs) and purchase a 2nd masterwork dagger while he's at it.

Putting the request here rather than gameplay because, well, not much dramatic about shopping.

Re skeletons: Burning skeletons sound cool, but they're, y'know, on fire. All the time. We don't want to burn the horn down around us. We'd have to be very specific about where we set them up. I think the Minotaur would make an awesome bloody skeleton because we would be protecting our investment. We could dress it up in Grumblejack's old gear and make it a pretty mean bruiser - maybe not quite as good as a fast zombie, but would have way better long term survivability. And remember to hold back a some of your control capacity - we may not have any corpses right now, but boggard zombies would be more effective than run of the mill skeletons


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Hey gang!

I know that none of you need it, but here is something really cool and interesting to read! Give it some attention, I know you’ll find it interesting too!
Advanced Play-by-Post Play


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,

Sorry for my silence the last few days, I figured that Agrippa had outpaced ya'll and was waiting to catch up.

@Players

GM wrote:

You need to decide what you'll be buying in the city. Specially if is anything related to repair.

And how you'll take it to the horn.

And what, if any, preparation to fight against the Horn Guardian.

Are we done with the buying in the city? As far as preparation goes..."making an in game post"


DM Aku wrote:

Hey gang!

I know that none of you need it, but here is something really cool and interesting to read! Give it some attention, I know you’ll find it interesting too!
Advanced Play-by-Post Play

A good read.

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