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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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'm a novice at that sort of thing but I can try to reset the earlier traps and maybe rig a few deadfalls for this level so that those using ropes and grapples will pull stones down on themselves - but yes, lets explore futher - it may even be in our interests to allow some foes to live so as to give our potential enemies something to encounter of their own - weakening them.


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

Once Agrippa wakes up, he is groggy and irritated yet strangely fascinated by the magicks that permeate this place.

Agrippa will spend his time (Perhaps assisted by Halthus?) studying the murals and workings of the temple to glean any information regarding true names or how to better summon and bind outsiders to his will.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Here are the untold secrets...

Caverns:


  • The Boggard living in the ‘E’ hut, has: 22 gp, a small garnet worth 50 gp and a clamor box.
  • C19 – The beautiful diamonds are actually a trap. Reset once per week, you don’t know how.
  • C23 - 2300 gp in mixed coinage stolen from countless travellers murdered by the bane-wogs. Mixed with the coins are a small bag of shiny jewelry and lumps of raw turqoise. The contents of the bag is worth another 1200 gp. (At expense of making Zikomo Hears-the-Father very angry.)


First Floor:


  • 1-7 - 31 gp and an elixir of truth.
  • 1-21 “Ergun Nigma, The third scion left in the House of the House Hyrhul, second greatest swordsman in the land, the first to die.” The name plate of ‘Ergun Nigma’ or E.Nigma is actually a fake nameplate. If the nameplate is pulled it pops out. You have no idea of how to open it.


Third Floor:


  • 3-5 If the secret door is opened (by pressing all three of Vetra-Kali’s eyes in unison) then it leads to a room full only of worthless discarded temple paraphernalia covered in cob webs -- wrecked pews, discarded masonry, piles of moldering boards and the like.


Sanctum:


  • S-1: The green stone of the altar is stained black in many places, doubtless from the countless victims who met their end upon its block. There is a reservoir at the base of the statue and any water placed there is instantly polluted and transformed into unholy water. The statue radiates evil.
  • S-1: Whenever Grumblejack comes to this place, he complains he is thirsty.


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

Agrippa spends the next few days? weeks? studying the murals.

Kn:Planes DC 25: 1d20 + 15 ⇒ (9) + 15 = 24 Rats, 2 days
Kn:Planes DC 25: 1d20 + 15 ⇒ (14) + 15 = 29 Woo! 4 days one ritual
Kn:Planes DC 25: 1d20 + 15 ⇒ (1) + 15 = 16 Rats 6 days one ritual
Kn:Planes DC 25: 1d20 + 15 ⇒ (8) + 15 = 23 Rats 8 days one ritual
Kn:Planes DC 25: 1d20 + 15 ⇒ (15) + 15 = 30 Woo! 10 days two rituals
Kn:Planes DC 25: 1d20 + 15 ⇒ (17) + 15 = 32 Woo! 12 days three rituals

I do wish to travel back to Farholde, I'll need Jeebs here to assist me with my work.

C'mon guys, lets get this one going again.


Sides begins setting up a temple for Asmodeus. If there is not a superior place to do so he will choose the area with the font that creates unholy water. Unless that power is tied strongly to some other deity.. Once the area is desecrated he will begin to hold regular services. This will be his focus until he has a serviceable temple. He will also begin working on a permanent summoning circle if the facility does not have one already. He will ask Agrippa to help with this task.

I do not need to go to Farholde, but will go if needed. I can send Abraxas with whoever does go though. i will have a shopping list though. Mostly I will need black onyx gems in order to raise the dead.


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

You there, Halthus is it? Nevermind. Organize these frog men and don't be afraid to use the whip. Get this place cleaned up and ready to hold the followers of Lord Asmodeus! You heard me scum. This place is under new management.

Agrippa will attempt to make the place less odious and more comfortable for himself. He is also interested in returning to Farhold (By air if necessary) to retrieve Jeebs and his belongings and pick up the items Tiadora has for him.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Wodin

As to be expected, the place is a mess. Traps destroyed and no one to operate the entrances and defensive points in the place. Too much to do and little time.

As commanded, Halthus want tried to organize the frogs In some kind of defensive position, but alone, and not knowing their language, made it really hard, that’s when he remembered the ‘New Brotherhood’ could maybe help him! Thus, he went searching for that one he thought that knows about caves and battle.

”Brother Dwarf, ” he says after a respectful bow to Wodin ”Ashamed as I am to admit, I was not able to put those frogs to work, maybe someone fiercer could coerce them into working. Have you spare time to help this unworthy servant?” asks the cultist.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Eldred

After talking with Wodin, Halthus stopped to think, and thinking hard, since this was not an easy thing for him. He was used to punish prisoners and receive orders, but since he sold himself as a bigger person, now he needed to think in a way a bigger person would think.

Remembering his old days of glory and fun, and livid place and all sort of traps and deadly dangers, he searches for the one he thinks may be the best to deal with rebuilding the destroyed traps. This new brotherhood would not fall the same as the older one! It would be rebuild, bigger, stronger and safer! At least this is what he wanted.

Brother,”” he approaches Eldred, after a respectful bow ”Once there were several traps and safe guards in this place, now it’s only dust. Try as I may, they seem to be too complex to me requiring a greater and cleaver mind to oversee it. Would you give some of your precious time to this unworthy servant and help him rebuild those traps?”


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Johan

Then, after taking with the overseer, it was time to think about new brothers! That needed a strong and decisive hand, and no one better than the new cult leader, at least for now, to deal with recruiting new brothers. Feeling happy with himself, and remembering the last master of Acolyte, Halthus went to talk with the new leader of the cult, the scary one.

”Oh, most holy of holies! Kind and blessed leader!” he intones as a supplicant would say to his master ”Once, these very halls were abundant with brothers and acolytes, prisoners or those news to the faith, removed from the lies the world had to them, and delivered into the Pale Horseman embrace! Those days, long past, but they can be so once more! If only you have in your most sacred mind to gather the flock and show those outsides the beautiful of the pestilence and disease!”


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Sidious

After pleading the most holy for new brothers, there was the things of the faith to be taken care. Johan could be the leader, but without the god blessing, nothing would work. This was a divine crusade, and such as that, the divine should be the priority over this entire thing! After thinking long and hard, thing that was not easy for him, the dead high priest ghost was a problem. If Enzra did could not join the new cult, that maybe could be the beginning of a wrong path! But he was sure, it is only a matter of miscommunication.
Then he went into Enzra chamber, and call the ghost as he might, none answered his calls. Thus, with no more option, he went searching for the priest of the new brotherhood.

”Oh Glorious Father and holy proclaimer! Your unworthy servant have tried to talk with the ghost, to bless and join our cause, but try as he might, his pleads were in vain!” keened he continued ”Maybe it would take someone other such as you, learned in the faith, with favor of the gods, to convince him to help us!”


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 listens to Halthus's pleas, and not for the first time since arriving at the horn, felt completely lost. He didn't want sycophants following him around, getting in his way. He didn't want to be responsible for anyone. What he wanted was to be pointed to the enemies of Asmodeus so that he could crush them beneath his boot heel.

Still, he could see the worth of having servants that were more reliable than the lazy and disorganized boggards, so he resolved to make the trip into town to visit the baron, the other knot and to resupply. If he could bring back some like minded individuals while he was there, all the better.


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

After talking with Wodin, Halthus stopped to think, and thinking hard, since this was not an easy thing for him. He was used to punish prisoners and receive orders, but since he sold himself as a bigger person, now he needed to think in a way a bigger person would think.

Remembering his old days of glory and fun, and livid place and all sort of traps and deadly dangers, he searches for the one he thinks may be the best to deal with rebuilding the destroyed traps. This new brotherhood would not fall the same as the older one! It would be rebuild, bigger, stronger and safer! At least this is what he wanted.

Brother,”” he approaches Eldred, after a respectful bow ”Once there were several traps and safe guards in this place, now it’s only dust. Try as I may, they seem to be too complex to me requiring a greater and cleaver mind to oversee it. Would you give some of your precious time to this unworthy servant and help him rebuild those traps?”

Of a certainty... let me see to what we have to work with.

Eldred takes a few days surveying the old traps, even ones that have fallen into shocking disrepair and takes detailed notes on what materials he needs to aquire - though he is cautious of the possible cost.

Will I need to pick up Engineering and Craft: Trap - also not sure when we are levelling so it could take a while before I have skill points to burn.

Like Agrippa he is eager to return to civilisation before starting any endevour or sacrifices. He is mindful that had he had the weapon blanches he ordered some of the combats would have gone more advantageously with his bow.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Eldred, level 7 will come after killing the treant.

Following Halthus advice, Wodin bullies the frogs into performing the menial tasks, such as cleaning the place of debris, and trying to make it more accommodate to human living, and while it gets cleaner, it smells worser, for the frogs brings with them their fetid smell.

Johan agrees that minions are necessary, and after spending some days checking the lazy frogs work, he is more than convinced that capable humans are better than the smelly frogs.

Eldred takes his time studying the place, trying to figure out which traps would be best for which place, and how much would be to create each one, but he finds his lack of knowledge frustrating.
You don’t need to do it yourself, you can always hire an expert to do it for you, the drowningtown blackmarket and the boss would be a very nice contact to talk about those shady experts.

Agrippa does what he does best, get busy with his own things, and forgets about everything else.


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:


Agrippa does what he does best, get busy with his own things, and forgets about everything else.

That makes Agrippa's cold selfish heart happy.

Agrippa makes ready to leave the Spire.


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 decides to walk the horn, inspecting their progress to date. He takes Grumblejack with him.

He walks the Boggard caverns,mostly as a show of force to keep the lazy creatures line, glaring at them and letting the ogre shove a couple of the weakest tribe members around a little. But he also stops by some of the stranger areas, like the acid caves. He gets Zikomo to start a work detail harvesting the acid for use in Eldred's traps or sale to his blackmarket friends. He stops by the "diamond" ice cave and spends some time inspecting the formations, going so far as to snap one off the wall and throw it hard against a stone, remembering the Cardinals, alchemical ice from his earliest days at the master's manor.
Dungeoneering: 1d20 + 7 ⇒ (2) + 7 = 9

He visits Agrippa's work on the ritual/mural on the 2nd floor and surreptitiously sneaks a peek at the translations, distracting the wizard by having Grumblejack "accidentally" knock stuff over if necessary.

Finally, the two head up to the sanctum itself on the top floor. Johan paces around the statue of Vetra-Kali, checking the eye-sockets and mentally walking through the steps of the ritual, eager to begin but knowing they had not yet gathered the resources they required.


Ogre

"Un' Grumblejack is thristy." the ogres complain, not for the first time, after coming to the sanctum with Johan.


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 looks at the ogre in annoyance. He takes a flask of water from his belt and strides over to the statue of Vetra-Kali and upends the flask into one of the bowls held by the statue dramatically. There you go. Drink up ogre.


Ogre

Grumblejack eyes you suspiciously, but he do as told.

Suddenly Grumblejack changes. His half-fiend heritage is revealed, his horns grow much larger and he can magically fly. Grumblejack is no longer just an ogre. He is something mightier and he is grateful.

Grumblejack:

Grumblejack, Daemonic Cohort of the Ninth Knot CR 6

Male half-fiend ogre fighter 1
LE Large outsider (giant, native)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 24, touch 9, flat-footed 24 (+9 armor, +6 natural, –1 size)
hp 56 (4d8+d10+33)
Fort +10, Ref +1, Will +5
Immune poison; resist acid, cold, electricity and fire 10; DR 5/magic
SR 17
OFFENSE
Speed 30 ft. (40 ft. base), fly 80 ft. (good)
Melee large earthbreaker power attack +11 (3d6+17) or 2 claws power attack +8 (1d6+13) and bite +10 (1d8+7)
Ranged javelin +4 (1d8+6)
Space 10 ft.; Reach 10 ft.
Spell-like Abilities (CL 5th)
3/day – darkness
1/day – desecrate, unholy blight

TACTICS
During Combat Grumblejack’s great joy in life is smacking people with his gigantic Earthbreaker. He does so whenever he can.
Since he gained the power of flight, he loves to swoop in and smash little’uns into pulp.
Morale Grumblejack flees when he has 12 or less hit points left.

STATISTICS
Str 26, Dex 10, Con 20, Int 12, Wis 14, Cha 12
Base Atk +4; CMB +10; CMD 18
Feats Iron Will, Power Attack,Toughness, Weapon Focus
(Earthbreaker)
Skills Climb +12, Intimidate +10, Perception +10, Survival +7
Languages Common, Giant
Gear large masterwork Earthbreaker, large full plate

SPECIAL ABILITIES
Smite Good (Su): Once per day, as a swift action, the half-fiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend’s Hit Dice, except affecting a good target. The smite persists until target is dead or the half-fiend rests.

"Let's go kill that tree, Scary un'!" he says happily.


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

Yes lets. Agrippa says, eager to retrieve his manservant and items from Tiadora.

Here is a crazy idea, how about Grumblejack replace the lost Wodin, they have similar roles. IE standing in front of Agrippa so that they die first in battle.

Agrippa prepares his spellbook for battle.


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 marvels at the transformation in Grumblejack, but tries to keep his expression blank. Truly, Asmodeus has blessed us. he says flatly. Yes, lets go get that tree. . .


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. After that Sidious prepared to confront the dread wrath. He asks for back up from the party, and memorizes Searing Light and Spiritual weapon spells I case it comes to violence. But since the party has already had one peaceful contact with the creature he is hopeful that he can bargain with the thing. And with that in mind he also prepares Enhanced Diplomacy.

Traveling to where the creature resides Sidioius casts Enhanced Diplomacy before he calls out to it. Ezra, I have come to speak with you again. Come forth and let us make a pact of mutual benefit. You have already admitted regretting killing members of the Phlegethian Knot. You recognize that your goals and ours overlap. Help us break the silver seal and free the eater of eyes. We prepare to begin the ritual and desire you as a ally to help ensure our success.

Diplomacy: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20


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

We have only to join forces to be unbeatable and able to work effective evil for the powers of darkness - an alliance could also work to your benefit too, Eldred adds, helping the priest.

1d20 + 5 ⇒ (14) + 5 = 19 Add 2 to your outcome Sidious from my aid another


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The shadows all around began to thicken as Ezra materializes once more.
”I am hungry.” the eerie voice says ”Bring me food, weekly, and I’ll defend this floor.” he says.
Sense Motive DC22 if you want more information.


Sense Motive: 1d20 + 8 ⇒ (2) + 8 = 10 I had a chance...

We can bring you food, but if you want us to break the silver seal and recall Vetra-Kali you must provide more information the Horn and its secrets. We need to not only defend this floor but the entire complex.


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

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?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”Those created by me, obeys only me.” she shadow says as it turns to Sidious ”Which secrets?”


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I’ll fast forward this bit, and move you back to the city.

Through talking and food promises, Eldred and Sidious learn from Erza how to open the secret door at the room. Only, the door is a camouflage. Opening it, leads to a room full only of worthless discarded temple paraphernalia covered in cob webs -- wrecked pews, discarded masonry, piles of moldering boards and the like.

With malicious glee, Erza admits there’s a another treasure room, which is opened in the same way, by pressing all three of Vetra-Kali’s eyes in unison, while saying “Hail Vetra-Kali”, to which it opens to a pocket dimension, with the real Son’s treasury.

Erza seems mad enough to not care for any material possession, so he don’t mind when you search the room and take whatever you feel you should take.

Inside the room, this is what is to be found:


  • Ornate silver belt studded with obsidian (belt of giant’s strength +2)
  • A plain golden ring (ring of mind shielding)
  • An ornate teak wood box holding a glass lens (a lens of detection)
  • A walking stick of hard black wood adorned with silver fixtures and green semi-precious stones (rod of elemental metamagic [acid], lesser)
  • Two iron plates both carved in abyssal that read “Aticus” and “Andian” (Hexor and Vexor’s control amulets)
  • A ton (yes, 2000 lbs) of solid silver furnishings --plates, silverware, goblets, candelabra, cirlets, jewelry and the like worth 10,000 gp total
  • 600 lbs of similar golden items -- worth 30,000 gp
  • Six chests full of mixed coinage from dozens of nations worth 5,500 gp total (approximately 550 lbs of coin)
  • A carefully packed crate holding a dozen potions of cure moderate wounds (labelled as such in abyssal)
  • In addition to all of this, there is at the center a small podium that rises like a claw. Between its talons it clutches a single dark radiant emerald. This is the second eye of Vetra-Kali – the Eye of Hatred. This jewel seethes with magic but does nothing


Human Hero Killer1 / Holy Assassin1 / Deceiver2

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.


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

Agrippa smiles at the picture, he thinks he might place it in his rooms at the Spire.

Good gods Jeebs, prepare a bath at once! Also, gather your meager belongings...we will be going on a trip.

I think all that coin would be useful in hiring people/things to populate our dungeon.


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

Sense motive vs Ezra: 1d20 + 15 ⇒ (20) + 15 = 35

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.


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? >:)


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

In the time on the trip back to Farholde, Agrippa studies the magical items.

Spellcraft Belt: 1d20 + 14 ⇒ (17) + 14 = 31
Spellcraft Ring: 1d20 + 14 ⇒ (2) + 14 = 16
Spellcraft Lens: 1d20 + 14 ⇒ (14) + 14 = 28
Spellcraft Rod: 1d20 + 14 ⇒ (3) + 14 = 17
Spellcraft Plates: 1d20 + 14 ⇒ (18) + 14 = 32
Spellcraft Eye: 1d20 + 14 ⇒ (11) + 14 = 25

May not have succeded on the Ring or Rod

To Master Hale he says This belt will serve either you or the Ogre with a gesture to Grumblejack Well, it enhances your strength. I know you place value in such...things.

to Master Crofter he says Place this in your eyes like so he demonstrates placing the magical lenses They will make your sight most keen.

regarding the plates that bind Hexor and Vexor Agrippa proclaims These control the Daemons, I will keep them safe. I do not believe you have the knowledge or sophistication necessary to control such creatures.

The Eye...Agrippa is puzzled by the power of the gemstone and wishes to study it more thoroughly in the future.


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


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

Before leaving Eldred recommends they load up himself somewhat, Johan somewhat and Grumblejack a lot with items of gold. Silver transportation will have to wait - gold, 600lbs of it, would be difficult enough.

Eldred gives thanks for the lenses, and looks enviously at the belt but seems content with his lot.

I suggest making a present of maybe a 1000 gold to our host... we can easily afford it, there is thirty thousand worth here, and it will make him happy to help us with criminals to sacrifice and artisans to help repair the place and maybe even the hire of mercenaries.

I also recommend another 1000 gold as a present to the underworld contacts - the head of all criminal activities - again, we can afford it and they will be able to put us in touch with another source of potential sacrifices and those skilled with traps and poisons... in the future they may even serve as a spy network - what say you all?


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

Agrippa shrugs his indifference. He leaves these decisions up to Master Crofter and Master Hale. He does eye Sidious's plate covetously....


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 grew up with nothing and now holds on to everything he "earns" with pathological fervor. The thought of just giving away thousands of coins to the pompous baron and some lawless criminal rankles him to the core.

To Eldred he says, Lets asses the cost of repairs and fortifications to the Horn before we go spreading around the largess. As for the baron, he is beholden to the cardinal. I refuse to pay that over-stuffed ass one red copper for aid he should be tripping over himself to provide us.


I concur Johan. There are undead to raise up and minions to hire. But with that treat out that I do wonder if its safe to bring them here.


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

Very well then - sale of both silver and gold together? 40,000 gold pieces... Johan I believe you have the party fund as well to factor in as well as payment and equipment for Grumblejack?

The chest I recommend we leave here so that we can pay the workers, mercenaries etc here on site. Gives them greater incentive to stay and that way we have no need to pay in advance.

Edited due to Johans post in discussion. We'll run with his figures


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Johan:

SM result:

You are not sure why, but his request for meals don't seem to be because he is hungry. Maybe there's another motive.


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

Ok, so the group right now is in Farholde. Let's post some actions!

Agrippa sets to work gathering the necessary items to call a Planar creature and bind it to his will.

He copies Magic Circle Against Evil into his spellbook.

Spellcraft: 1d20 + 14 ⇒ (13) + 14 = 27

This costs him 90GP in ink and supplies.

He then sends Jeebs out to find certain items he might want to purchase. +2 Int headband. Not sure what else atm....but I have about 8k gold now.


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

Can I get my Bracers of the Falcon?

Eldred disguises himself and heads off to find his underworld contact. Once ensconced in the shifty tavern he gives the Innkeep a gold coin to deliver a message that he has returned to Drownington Manor and would value a talk with the Boss.

Once able to talk with him We are thinking of setting up a base about a days journey out of town - the old spire to be exact. We are trying to make it hospitable to us and bloody dangerous to everyone else. We've got some stuff to repair and we need some workers skilled with rebuilding masonry traps as well as some workers, different mind you, who you wouldn't mind if you lost altogether - pressed or slave labour is fine. We'll pay you directly on their first Month - you take your cut and pass on the rest to them. A good business arrangement. What say you? Can this be done?


Are we hand waving the trip to town>? With the Treant out there I was not sure this was a given. Also, since Sidious is not claiming the ring can can we update the loot sheet? How much money does he have to spend? I admit I am unsure of how that works.

Sidious decides its best to travel with the group to town. Before leaving he will test out his Daemon amulet, giving the daomon whose name matches his amulet orders to patrol his floor of the Horn and guard it from intruders.

He prepares a shopping list that includes silver dust, 200 gp of diamond dust for a glyph, up to twenty 25 gp black onyx stones, at least one black onyx stone of 150 gp value, and a lamb for the required sacrifice. He will use discretion in the request and purchase of these stone, letting the Baron handle the details if possible. If there are not enough stones to be had he will ask if some can be ordered.


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

Oooh.Thanks for reminding me Sidious.

Agrippa begins having Jeebs gather the materials necessary to perform the three rituals The Hounds, The Steed and The Earth.

Jeebs, come here man! Yes. Now, take this down...I require the following...


Don't forget your golem repair kit. :P


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Father Sidious wrote:
Sidious decides its best to travel with the group to town. Before leaving he will test out his Daemon amulet, giving the daomon whose name matches his amulet orders to patrol his floor of the Horn and guard it from intruders.

Can you elaborate a bit more? Going alone? How are you going to identify whose amulet belongs to who? They are identical, and you don’t know the daemons true names.


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

Gonna do this now. But we can place this in whatever time/place the GM determines

Agrippa prepares for his greatest achievement yet, the summoning and binding of a creature from the Outer Planes.

First Agrippa prepares a suite of spells designed to protect himself from harm and assist with his summoning. (Mage Armor, Protection from Arrows, Shield, Expeditious Retreat, Eagles Splendor)

Next, Agrippa prepares a Magic Circle Against Evil, drawn with powdered silver and focused inward.

Agrippa then takes his Scroll of Dimensional Anchor and casts it upon the Circle CL Check DC 8: 1d20 + 6 ⇒ (7) + 6 = 13

Agrippa then places the Helm of Comprehend Languages on the floor in front of the Circle.

He begins the ritual of summoning!
শয়তান ফরিয়াদী আমার কল আসা. আমার কল আসা. আপনি আপনার কলার উত্তর এবং তার ইচ্ছার পরিবেশন করা হবে!

Infernal:
Come to my call accuser devil. Come to my call. You will answer your caller and serve his will!

CL check DC 10: 1d20 + 6 ⇒ (4) + 6 = 10 Holy hells!

Agrippa casts Lesser Planar Binding to call an Accuser Devil!

Your call on the rest of this GM. The creature gets a Will save (which it can forgo if you are feeling generous=)) I believe the DC would be 19. 10+5+2+2(spellfocus) and then its opposed Charisma checks with a modifier that you determine. Agrippa is offering the Helm of Comprehend Languages as a gift for the service. We can RP out that part.


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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 rolls into Farhold late in the day and heads straight to the inn where the dead elf had been staying. He wears the same disguise he did when he first came to town but otherwise makes no attempt to conceal himself.

He gets himself a table in the common room, orders a meal and a pitcher, and settles in to wait.

As he suspected, it doesn't take long for the seventh knot to contact him. Their leader, the white cloaked Zadaria slides over to his table about an hour after his arrival. True to form, Johan keeps the meeting brief, talking in clipped, gruff tones, revealing only what he needed her to know, and assessing her every response The horn is ours. We will be commencing the ritual soon, but it is a long and involved affair - we will be camped there for the better part o a year, so your continued vigilance here in town will be required. The ritual requires some... special guests. The first is a devotee of Mitra - that shouldn't prove a challenge. You can't spit in this country without hitting on of the pious sheep. But if you see any likely candidates, let us know. What we will need your help on is identifying and securing our final guest: someone who has the "blood of the Victor." I assume this means someone related to the king who took down the horn originally. We won't require their presence for several months at least, but start your research now.

He drains the last of his tankard and leans back in his chair. How goes your work here? Have you been in contact with the Baron or the Cardinal?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Elize pay closed attention to everything Johan says and frowns when he mentions how long breaking the seal entails, and for everything she seems to get angrier at the notion. Deep down, Johan understands the woman, by the brief time he had with her and her team, she seems to be someone arrogant and self-serving, and she seems to be mad about being designed with a secondary job, an assistant, not the main role in this entire affair.

The bar, buzz with talk of the locals, a few songs, a few arguments, as the alcohol makes one or another lose its temper and try to win by voice, what reason cannot do. In all, just a typical tavern, full of typical peasants and farmers, going about their life, without knowing that a few tables from where they sit, the most evil end depraved duo they’ll ever met.

”I congratulate you for the nice job. It took less than I expected.” she admits, and you know that she does not doubt your skill. ”As for my part, you’ll be happy to know we are ready for several days now. There’s no place where my spies don’t cover.”

Then, she listens to Johan explanation of what is needed to perform the ritual and adds ”I know nothing about the blood of the Victor, but I’ll see what we can find. About a Mitran, there’s an abbey full of chaste nuns here in Farhold, can’t think of anything better than that.” she smiles wickedly.

”The Baron seems pleasant enough,” she admits ”Thought I haven’t had any time to talk with him.”

Once more, her attitude changes, as she stares seriously at Johan ”What can you tell me about the place? And how are you planning on setting its defenses? I don’t want any of my spies dying to deliver a message, and also it’ll do you no good, if you have to spend resources every time you kill one of mines. And more, in the event you need our help, if it comes to it, I don’t think that it’ll be wise venture in that place, without knowing what nastiness you have set against intruders.” she asks and you sense no other motive than concern about this whole affair, as if she was worried, if at some time she needed to go to the horn, only to fall to your defenses.


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 is immediately suspicious of Elize's pointed questions around their defences, but understands the practical side of the request as well. Unfortunately, there is little to tell at this point - another point her doesn't want to share with his rival.

Wise concerns sister. While we have secured the horn, the briar around it is still hostile. It would be foolhardy to send lone agents too deep in at this time. Lets set up a drop point until our mages can come up with a more reliable way of communicating. We are using Boggards - try not to kill too many of them. Johan arranges a site an hour or so away from the horn that each knot will check twice a week for messages. With that complete, he stands up and exits the inn with little more than a nod.

From there he heads over to see the Baron. He has no real business to conduct with the man, he just wants to let the pompous aristocrat know that They are still in town and he's not off Cardinal Thorn's hook just yet. When they meet he delivers him their latest shopping list, which includes the three hounds and warhorse needed for the summoning rituals found on the mural plus whatever the other members of the knot asked for.

During this meeting he is as brutish and physically overbearing as he can get away with, sending the clear message that while the baron may be secure in his intellectual superiority, there is no mistake that Johan would and could gleefully break many bones in his frail body any time he likes - all the while acting the perfect guest and ally of course.

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