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 Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Igg-Mud-in=Eye sits and watches as ordered for fear of being beaten or worse.

"Must pray to father. Igg need speak with Zukomo. Father need know this not Igg idea to take water that burn. Father hear Igg prayer."


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

Blark Bad Shrooms grunted as he heaved the last of the burning water into the basin and danced back quickly as some sloshed over the sides. He croaked/scoffed at the others. Bah, water that burns sacred to father, bubbly mud sacred to father, glowy goo sacred to father. When time for something to be sacred to Blark?


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

Agrippa allows the Accuser Devil the opportunity to impart his memories of the past 24 hours. In the future you can just assume that Agrippa will allow this to occur.

Regge Croaks-All-Wrong, the most insane of the Boggards, lets out a croaking laugh as he drops several small frogs into the acid

Watch them bubble, watch them dance! CROAK.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Agrippa, the boggard talks is just some instants before your talk with the Accuser devil. When the time line sync again, I'll notify.

Regge Croaks-All-Wrong was the most daring and impetuous of all of them. In this mind, he was better and fiercer than even the late chief Kumada-Slays-Nine-Man. Proof of that he is the only one that dares to play with the burning water!

He toss several frogs in the boggard made pool of burning water and as he starts to laugh, seeing the little things burn, bubble and dance, several pairs of shoes suddenly appear in the burning pool.

Check the map, first floor.

Burning pool, dancing frogs.

Round 1-

Ordered Initiative-

Boggards: 1d20 - 1 ⇒ (2) - 1 = 1

Enemies: 1d20 + 2 ⇒ (17) + 2 = 19

Active Effects-

Map-

Link

Notes-

-

Narrative-
Without giving the boggards time to react, the twelve pairs of legs, screaming and cursing in their so strange language moves out of the burning pool.
Since the boggards don’t understand common, I would be translating what the invaders are saying, also, they just move this turn, out of the pool.
Acid Dmg: 2d6 ⇒ (2, 2) = 4

Boggards, intentions?


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

Tongue too long takes one look and flees, croaking loudly to raise the alarm!

Withdraw then run!


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

Regge being not of sound mind, grabs his trusty spear

CROAK! CROAK! he warns the others and cackles madly to himself...he thinks he might like to push one of the intruders into the bubble juice.

Using that Terrifying Croak thing, and arming myself


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

Blark joins in the croaking cacophonous choir, hopping up and down excitedly.

Terrifying croak - maybe we can layer some failed saves for frightened condition. Then 5 ft step to cover.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Sorry guys super busy today at work and leaving town for SCA event. Be back tomorrow night. Please move along.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Somewhere closer…

I’m considering everyone is at the same place, in the second floor. Johan’s room.
Agrippa is waiting impatiently to receive the information from his pet, when boggards starts croaking that awful sound of theirs.
In a moment, all others start as well, and the place seems to be a frog pool than a noble mage dungeon.


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

Lets follow the croaks - but I'll be honest, not sure which croaks to follow. A flaw in our plan I think - still, we know they are in the Horn. Let me grab one of the toads for a translation.

Are we able to discern where the invaders are?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Saves:

Will Father Matthias Harkon: 1d20 + 15 ⇒ (4) + 15 = 19
Will Brother Armand Vyte: 1d20 + 13 ⇒ (3) + 13 = 16
Will Thomas the Penitent: 1d20 + 5 ⇒ (20) + 5 = 25
Will Veteran Soldiers of the Inquisition: 1d20 + 6 ⇒ (9) + 6 = 15
Will Veteran Soldiers of the Inquisition: 1d20 + 6 ⇒ (10) + 6 = 16
Will Veteran Soldiers of the Inquisition: 1d20 + 6 ⇒ (16) + 6 = 22

Will Father Matthias Harkon: 1d20 + 15 ⇒ (18) + 15 = 33
Will Brother Armand Vyte: 1d20 + 13 ⇒ (13) + 13 = 26
Will Thomas the Penitent: 1d20 + 5 ⇒ (20) + 5 = 25
Will Veteran Soldiers of the Inquisition: 1d20 + 6 ⇒ (18) + 6 = 24
Will Veteran Soldiers of the Inquisition: 1d20 + 6 ⇒ (15) + 6 = 21
Will Veteran Soldiers of the Inquisition: 1d20 + 6 ⇒ (2) + 6 = 8

Burning pool, dancing frogs.

Round 2-

Ordered Initiative-

Enemies: 1d20 + 2 ⇒ (17) + 2 = 19

Boggards: 1d20 - 1 ⇒ (2) - 1 = 1

Active Effects-

Map-

Link

Notes-

-

Narrative-
Now, outside the pool of acid, the invaders put themselves to their grisly work.
The cacophony of sounds barely affects them, as they start hunting down their enemies.

In this cramped spaced, surrounded by enemies, some of the soldiers aren’t able to use their weapon of choice, Halberds, which in turn makes then attack with their longswords.

Atk Veteran 1: 1d20 + 11 ⇒ (10) + 11 = 21
Dmg: 1d6 + 5 ⇒ (2) + 5 = 7

Atk Veteran 2: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
Dmg: 1d6 + 5 ⇒ (2) + 5 = 7
The third veteran, with some more space to use his weapon, attacks the boggard fully.
Attacking the same as the veteran1
Atk 1: 1d20 + 14 ⇒ (4) + 14 = 18
Dmg: 1d10 + 10 ⇒ (6) + 10 = 16
Atk 2: 1d20 + 9 ⇒ (1) + 9 = 10
Dmg: 1d10 + 10 ⇒ (3) + 10 = 13

Working together, Veteran1 and Veteran3 drops their foe, clearing space so the others can move about.

The inquisitor takes a step to the side, and attack with his flaming sword.
Atk: 1d20 + 13 ⇒ (20) + 13 = 33
Dmg: 1d8 + 6 + 1d6 ⇒ (7) + 6 + (5) = 18

Finishing what veteran2 started.

The cleric only moves about, and the rogue does the same, following close.

@Agrippa and Johan are 'dead', intentions?


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Igg-Mud-in-Eye is not a great warrior. Watching the other two get cut down he flees in a panic croaking as loud as he can.

Bad people!

Grand Lodge

Tongue too Long continues runnnnning!! He hopes to find Eldred Talks-to-Toads or Johan Flame-Eye


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

We can take them when they reach the intersection in the main hallway. Eldred, take cover behind the fountain and fire on the first Mitran to come around the corner. Once you start, the rest of us can blanket the intersection with magical hell (fireball, unholy blight, black tentacles etc). They will have to retreat or push forward and meet here in this courtyard where we can control their numbers more easily[/b]

He takes a moment to sternly point to where he wants Grumblejack to wait. (outside the door to 2-7) Then he heads into the courtyard.

Move action 20 ft into 2-16
Std action: Shield of Faith ( AC 29)
Swift action: activate purity judgement ( +2 saves)


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

Eldred moves to obey and takes cover, hiding Stealth: 1d20 + 16 ⇒ (19) + 16 = 35

He settles down into the position and waits for word from Johan giving warning of the approaching Mitrians so he could cast gravity bow.


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

Agrippa follows Johan...he casts Protection from Arrows upon himself.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

"Grumble wait here. Smash lil'uns."

Grumblejack moves to where Johan points out.


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 need to head down to the servants level. Our people may be given to talk if captured and there's no telling what information they'll get PLUS they'll get Sir Valin and we don't want to lose him... I really regret not amputating a leg - remind me to do that later.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Grumblejack looks to Johan

"Bad lil'uns not up here. We go smash?


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

Retconning rnd 1 actions based on DM clarification. To speed things up I'm posting three rounds of movement on the map using J1,J2 icons. DM please interrupt if we contact the enemy before that.

Rnd 1: The ninth knot hears distant croaking from the floor below them. Eldred warns that the invaders may be able to rescue their prisoner or kidnap servants. Johan strides inth the hall and bellows for his hell-bound mount. Cytheria Rex! To me! The nightmare bursts forth from the adjoining room and canters towards his master.
Move action - move into hallway
Free action - yell for nightmare
Std action - cast Shield of faith
Rex's Move - move adjacent Johan

Rnd 2: Johan swings up upon Rex's back. To the teleporter. There are Mitrans to kill, he says, spurring the beast to flight.
Move action - mount the nightmare
Std action - cast Chastising Lash
Swift Action - Judgement: Justice and Purity ( +2 to hit, +2 to saves)
Rex's Move - fly 90 ft down the hall

Rnd 3: Johan crashes through the double doors and into the throne room, scattering the terrified boggards within. Mind the acid pool at the other end! he calls to the others.
Rex's Move - fly 90 ft into the throne room
Stnd Action - Cast Divine favour

Johan can slow down a round to give Agrippa a lift if wanted. Since Eldred doesn't have to cast buffs as he goes he can keep up at a run - Grumble could carry Eldred over the lvl 1 acid pool when we teleport

And to clarify in case our guests keep 'porting around, if lvl1 had the acid pool, then lvl 2 must be the mudmen and lvl 3 the wraiths?


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

Sounds good. Casts Gravity Bow as Grumblejack carries him


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Grumblejack scoops up Eldred and heads off after Johan.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Feeling both daring and important, Agrippa which already has his long terms spells cast, cast invisibility and hops behind Johan, moving to the first floor.
Grumblejack scoops Eldred and fly behind Johan as instructed.

Terrified boggards scatters and the half-daemon giant and the brutish nightmare crash thru the double doors. They scamper and jump out of the way, knowing well enough that they’d be trampled on if they didn’t leave in time.

==//==

Red Hood and the big bad wolf.

Round 1-

Ordered Initiative-

Agrippa: 1d20 + 2 ⇒ (20) + 2 = 22
Eldred: 1d20 + 6 ⇒ (17) + 6 = 23
Johan: 1d20 + 6 ⇒ (13) + 6 = 19
Sebastian: 1d20 + 3 ⇒ (15) + 3 = 18
Grumblejack: 1d20 + 0 ⇒ (17) + 0 = 17

Enemies: 1d20 + 2 ⇒ (20) + 2 = 22

wow, look at dat rollz!

Active Effects-

Agrippa


  • Mage Armor (8 hours)
  • Protection from Arrows (8 hours)
  • Invisibility (7,7 minutes)

Eldred


  • Gravity bow (7,7 minutes)

Johan


  • Shield of Faith (7,7 minutes)
  • Chastising Lash (7,8 minutes)

Map-

Link

Notes-

-

Narrative-

Appearing out of the teleport, the knot faces their most difficult challenge yet.
Six battle hardened and godly blessed warriors of the mitran inquisition.

The warriors on the rear, each carries several different weapons: swords, maces, halberds, bows, daggers. A shield strapped to their back, the distinct metal clank of a full plate.

At the throne room entrance, a man dressed in light armor, bow ready in his hand.

In the middle of the group, the man in the red hood, Father Matthias Harkon, armored in a breastplate, carrying his flaming sword.
Besides him, another dressed in breastplate, carrying a heave mace and shield. The holy symbol clears for anyone to see.

Agrippa, Eldred, you are up. Intentions?


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

Eldred drops down from Grumblejacks arms and sends a arrow at the man with the flaming sword!

He looks like a figurehead!, he thinks.

Arrow with deadly aim vs flatfooted 1d20 + 16 - 2 ⇒ (8) + 16 - 2 = 22 for 2d6 + 5 + 4 ⇒ (1, 4) + 5 + 4 = 14

Here's hoping that this isn't a omen from the dice. Range modifiers should not be an issue for me due to sniper


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

Agrippa says My thanks Master Hale. and dismounts the Nitemare

Agrippa intones arcane syllables and points at the men Enjoy. he says with a smirk.

Black Tentacles spring from the ground and grab at the men. Template added to the map

CMB Check for Grapple: 1d20 + 13 ⇒ (11) + 13 = 24 Damage: 1d6 + 4 ⇒ (1) + 4 = 5


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Somewhere nearby…

Darkness, pain, fire, hatred, vengeance.
A bestial howl is heard, coming from the floors above. No man would have been able to produce a sound like that, is the horn being attacked from another front?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Red Hood and the big bad wolf.

Round 1-

Ordered Initiative-

Eldred: 1d20 + 6 ⇒ (17) + 6 = 23
Agrippa: 1d20 + 2 ⇒ (20) + 2 = 22

Enemies: 1d20 + 2 ⇒ (20) + 2 = 22

Johan: 1d20 + 6 ⇒ (13) + 6 = 19
Grumblejack: 1d20 + 0 ⇒ (17) + 0 = 17

wow, look at dat rollz!

Active Effects-

Agrippa


  • Mage Armor (8 hours)
  • Protection from Arrows (8 hours)
  • Invisibility (7,7 minutes)

Eldred


  • Gravity bow (7,7 minutes)

Johan


  • Shield of Faith (7,7 minutes)
  • Chastising Lash (7,8 minutes)

Map-

Link

Notes-

The ceiling ranges from 20 to 25ft high.

Narrative-

Round one, Init 22, Enemies

The arrow hits the man armor and fly about, causing no harm.
The black tentacles, wrap themselves around the cleric and the veteran warrior, but are unable to offer any danger to the man in the red hood.
”Kill that mage!” the man proclaims.

Seeing his allies within the mage’s grasp, the inquisitor holds his holy symbol high and proclaims ”Fear not brothers! No evil spell can harm you!”
Dispel Magic DC 19: 1d20 + 10 ⇒ (12) + 10 = 22

Bright and pure light shone over the black tentacles, consuming and destroying them.

==//==

All of the veteran soldiers, hearing the man's command, moves to form a defensive line, halberds ready to attack anyone that gets closer.

==//==

The man near the door, upon hearing the inquisitor order draw his bow and attack the mage.
Atk x AC 20 (16+4): 1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 22
Dmg: 1d8 + 3 + 4 ⇒ (7) + 3 + 4 = 14
The arrow flies with precise aim, hitting the man hiding behind Johan’s armor.

==//==

Now, free from his bond, the cleric also rises his holy symbol, paying to his god.
”Bless thy servants!”
Spellcraft DC 19 to identify the spell as Blessing of Fervor

Johan, Cedric, you guys are up. Intentions?


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Grumblejack fly's forward lifting his large hammer into the air.

"Grublejack smash lil'uns."

Hammer Smash: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 3d6 + 16 ⇒ (2, 4, 4) + 16 = 26


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

As soon as Agrippa dismounts, Johan spurs Rex into the air and casts a ball of hellfire down upon the invaders.

Swift Action: Quickened fireball DC 16: 8d6 ⇒ (1, 1, 2, 5, 2, 2, 1, 2) = 16

The pair soars across the hall. While the nightmare exhales clouds of noxious brimstone to obscure the archers' line of sight, Johan roars out to the champions of good, while staying well out of their reach Harkon! I know you! Today you shall pay for your hubris. Today your faith will fail you and your soul shall be cast down to the pits of hell!

Rex's Move - 90' forward
Rex's Free action: 15' smoke cloud ( acts as obscuring mist for 1 rnd, sickens anyone entering)
Johan's Std Action: Blistering Invective (catching the archer, cleric and inquisitor) Demoralize (vs 10+HD+wis mod): 1d20 + 24 ⇒ (12) + 24 = 36
If demoralized, take fire dmg: 1d10 ⇒ 1 and make DC15 reflex save or catch fire.

Active Effects
HP: 82/82 AC:30
• Shield of Faith (77 rnds left, +3 AC)
• Chastising Lash (78 rnds left)
* Divine Favour ( 8 rnds left, +2 to hit,+2 dmg)
* Judgement (+2 to hit, +2 saves)

Edit: Wow, that's a whole lot of lousy rolling going on there!


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Grumblejack steps close to attack, but he too is a target.
Taking a careful step forward, the veteran soldier attack the flying half daemon.
AoO: 1d20 + 14 ⇒ (15) + 14 = 29
Dmg: 1d10 + 10 ⇒ (2) + 10 = 12

But that’s when the ball of fire explode in their faces.
Johan, your fireball is a bit too big. Each square is 10ft. I have resized and relocated. It is still hitting all five.
Veteran1: 1d20 + 5 ⇒ (17) + 5 = 22
Veteran2: 1d20 + 5 ⇒ (3) + 5 = 8
Veteran3: 1d20 + 5 ⇒ (19) + 5 = 24
Matthias: 1d20 + 6 ⇒ (10) + 6 = 16
Armand: 1d20 + 5 ⇒ (18) + 5 = 23

Red Hood and the big bad wolf.

Round 2-

Ordered Initiative-

Eldred: 1d20 + 6 ⇒ (17) + 6 = 23
Agrippa: 1d20 + 2 ⇒ (20) + 2 = 22

Enemies: 1d20 + 2 ⇒ (20) + 2 = 22

Johan: 1d20 + 6 ⇒ (13) + 6 = 19
Grumblejack: 1d20 + 0 ⇒ (17) + 0 = 17

wow, look at dat rollz!

Active Effects-

Agrippa


  • Mage Armor (8 hours)
  • Protection from Arrows (8 hours)
  • Invisibility (7,7 minutes)

Eldred


  • Gravity bow (7,7 minutes)

Johan


  • Shield of Faith (7,7 minutes)
  • Chastising Lash (7,8 minutes)

Map-

Link

Notes-

The ceiling ranges from 20 to 25ft high.

Narrative-

Agrippa, Eldred, you are up.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

I thought Cedric was going to show up in this fight. I mean I'm not sure what you had planed, but fights as this level are normally 2-4 rounds. Oh well Johan will take it out on the Inquisitor. We will see what you have prepared for Cedric's entrance.


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

Agrippa narrows his eyes and being thwarted, and begins a new spell.

Suddenly a Translucent Wall covered in faces with mouths sewn shut appears around the group of invaders. DC 19 Fort or be struck Blind if you cross the boundary

20' radius, I added it to the map

Agrippa smirks, he will enjoy watching the Mitrans flail about blindly.


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

Eldred aims at the man with the flaming sword again.

Rapid shot with Deadly Aim

11d20 + 16 - 2 - 2 ⇒ (15) + 16 - 2 - 2 = 27 for 2d6 + 5 + 4 ⇒ (5, 5) + 5 + 4 = 19

21d20 + 16 - 2 - 2 ⇒ (9) + 16 - 2 - 2 = 21 for 2d6 + 5 + 4 ⇒ (3, 1) + 5 + 4 = 13

31d20 + 11 - 2 - 2 ⇒ (13) + 11 - 2 - 2 = 20 for 2d6 + 5 + 4 ⇒ (2, 2) + 5 + 4 = 13

So maybe one hit


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Old Rolls from Johan’s spell
Rogue: 1d20 + 12 ⇒ (7) + 12 = 19
Cleric: 1d20 + 5 ⇒ (8) + 5 = 13
Inquisitor: 1d20 + 6 ⇒ (13) + 6 = 19

Johan spell burns thru his enemies, leaving them shaking and some of them burning.
With that, Eldred shoots again, but only one of his arrows finds the target.
Agrippa conjures his dark power, the eternal smirk in his face.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

One of the veteran warriors, ignoring the translucent wall over him charges at the mage.
Fort: 1d20 + 10 ⇒ (8) + 10 = 18

"My eyes! The mage cursed my eyes!" the soldier yells but don't stop his charge, he continues blindly

50% Miss Chance: 1d100 ⇒ 94
Attack | PA : 1d20 + 14 + 2 - 2 ⇒ (18) + 14 + 2 - 2 = 32
Dmg: 1d10 + 10 + 6 ⇒ (3) + 10 + 6 = 19

==//==

"Wait!" The cleric yells at the others while he works with his spell as well.
Fire Dmg: 1d6 ⇒ 5
Concentration Continuous Dmg DC 17: 1d20 + 11 ⇒ (10) + 11 = 21
Dispel check DC 19: 1d20 + 8 ⇒ (15) + 8 = 23

And as soon the Cleric finishes his spell, the wall is thorn apart.

==//==

The other veteran warriors then converge to attack fullplate-wearing ogre.

Attack | PA | Blessing of fervor: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32
Confirm: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24
Dmg: 1d10 + 10 + 6 ⇒ (6) + 10 + 6 = 22
Attack | PA | 1st Attack: 1d20 + 14 - 2 ⇒ (1) + 14 - 2 = 13
Dmg: 1d10 + 10 + 6 ⇒ (10) + 10 + 6 = 26
Attack | PA | 2nd Attack: 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17
Dmg: 1d10 + 10 + 6 ⇒ (2) + 10 + 6 = 18

The first warrior, already in reach, bolstered by the cleric's miracle, attack the ogre with a barrage of furious and deadly blows. Fortunately, one hits.

==//==
Grumblejack as An AoO in this guy.
The last of the warriors charge at Eldred, attacking their master with deadly arrows.
”Coward! You’ll be dealt with!” he yells brandishing his halberd!
Attack | PA : 1d20 + 14 + 2 - 2 ⇒ (3) + 14 + 2 - 2 = 17
Dmg: 1d10 + 10 + 6 ⇒ (4) + 10 + 6 = 20

However, the attack offers no danger to the con man.

==//==

With the smoke barrier blocking his vision preventing the enemy to see him, Thomas, the rogue does what he does best and hides!
Stealth: 1d20 + 16 ⇒ (20) + 16 = 36

==//==

”Hubris you say? I know not who you are. You’ll die the anonymous evildoer you are!”
Then he turns to the nightmare, his eyes blazing with fire and yells ”Begone, creature!”

Nightmare needs a Will DC 19 or be send to other plane.

Cedric, Johan you are up.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

"You hurt Grumble, Grumble smash you."

Hammer Smash: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 3d6 + 16 ⇒ (3, 2, 2) + 16 = 23

GM were you saying Grumble gets an AoO on one?


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

1d20 + 16 - 2 - 2 ⇒ (10) + 16 - 2 - 2 = 22 for 2d6 + 9 ⇒ (6, 3) + 9 = 18
1d20 + 16 - 2 - 2 ⇒ (15) + 16 - 2 - 2 = 27 for 2d6 + 9 ⇒ (3, 4) + 9 = 16
1d20 + 11 - 2 - 2 ⇒ (5) + 11 - 2 - 2 = 12 for 2d6 + 9 ⇒ (5, 4) + 9 = 18

Eldred, heedless of the halberd puts arrows into the man charging him.

[ooc]Have your AoO[/dice]


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

I though other-planar travel, forced or otherwise was prevented by the seal...

Nightmare's will save: 1d20 + 3 ⇒ (2) + 3 = 5
Carnitheria Rex winks out of existence and Johan is sent crashing unceremoniously to the ground.
Falling dmg: 1d6 ⇒ 1

Rnd 2
Johan rises to one knee, seething hatred. I think not, Harkon. You've built your last pyre. As he rears to his full height, his flaming whip snaps out to entangle the inquisitor's arm and tear his famous flaming sword from his grasp

Regeneration 5
Move Action: rise from prone
5' step to within 15' of inquisitor
Swift Action: Activate Bane/humans
Standard Action: Disarm: 1d20 + 22 ⇒ (4) + 22 = 26

Active Effects
HP: 82/82 AC:30
• Shield of Faith (76 rnds left, +3 AC)
• Chastising Lash (77 rnds left)
* Divine Favour ( 7 rnds left, +2 to hit,+2 dmg)
* Judgement (+2 to hit, +2 saves)
* Bane ( 7 rnds left; +2 to hit, +2d6+2 dmg vs humans)


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Grumble AoO
AoO: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 3d6 + 16 ⇒ (4, 2, 1) + 16 = 23


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Dismissal: Yep, in some ways you are right. However, Harkon has 'all' the secrets of this place, and he learned how to bypass the seal restriction.

Eldred attacks the man just in front of him with no concern for his safety.

AoO | Trip: 1d20 + 14 ⇒ (13) + 14 = 27

And with a loud thud, the archer falls to the ground, unable to attack his target.
Eldred, you still have a move action, since you are unable to attack from being prone

==//==

Grumblejack however doesn’t care which little un’ he is attacking, as long he is attacking something.
With two hard attacks, the earthbreaker flying in his hand, hitting with precision and a loud noise as metal hits metal.
Still, it isn’t enough to bring one of them down, but the injuries are pilling.

==//==

Johan stands from his fall and with a serpentine motion, tries to disarm the man standing before him.
The spell laches at the weapon, but in the last moment the inquisitor jerks his hand away, leaving Johan’s lash to grip the empty air.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Red Hood and the big bad wolf.

Round 3-

Ordered Initiative-

Eldred: 1d20 + 6 ⇒ (17) + 6 = 23
Agrippa: 1d20 + 2 ⇒ (20) + 2 = 22

Enemies: 1d20 + 2 ⇒ (20) + 2 = 22

Johan: 1d20 + 6 ⇒ (13) + 6 = 19
Grumblejack: 1d20 + 0 ⇒ (17) + 0 = 17

Active Effects-

Agrippa


  • Mage Armor (8 hours)
  • Protection from Arrows (8 hours)

Eldred


  • Gravity bow (7,5 minutes)
  • Prone

Johan


  • Shield of Faith (75 rnds left, +3 AC)
  • Chastising Lash (76 rnds left)
  • Divine Favour ( 7 rnds left, +2 to hit,+2 dmg)
  • Judgement (+2 to hit, +2 saves)
  • Bane ( 7 rnds left; +2 to hit, +2d6+2 dmg vs humans)

Map-

Link

Notes-

The ceiling ranges from 20 to 25ft high.
Eldred, you have only one move action and currently you are prone.

Narrative-

Agrippa, Eldred, you are up. Eldred, please observe the note above.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Somewhere nearby…

Darkness, pain, fire, hatred, vengeance.
A bestial howl is once again heard, coming from the floors above. No man would have been able to produce a sound like that, is the horn being attacked from another front? Whatever it is, it sounds like it's getting closer and closer.


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

Eldred stands and draws his great sword Can attempt draw as part of a move action


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

Seeing that the armed men have now closed with him, despite his magic. Agrippa decides now is the time for discretion. He steps away and draws his scroll of invisibility. He then casts the spell and disappears...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred stand up after being prone, his intention to get the greatsword to deal with the man in kind.
Agrippa knows that now it’s time to play safe, and let the others deal with the intruders. He’d done more than enough, putting himself in danger and even getting hurt in the process.

==//==

The blind warrior, hits the air around him randomly with no danger of hurting anyone.
”My eyes! The dammed mage!”

The other warriors don’t let the chance pass as they continues to attack Grumble and Eldred.

"You are going down abomination!" the warrior says while attacking Grumble
Atk | Blessing of Fervor: 1d20 + 14 - 2 ⇒ (13) + 14 - 2 = 25
Dmg: 1d10 + 10 + 6 ⇒ (3) + 10 + 6 = 19
Atk | 1st Atk: 1d20 + 14 - 2 ⇒ (8) + 14 - 2 = 20
Dmg: 1d10 + 10 + 6 ⇒ (1) + 10 + 6 = 17

Atk | 2nd Atk: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
Dmg: 1d10 + 10 + 6 ⇒ (3) + 10 + 6 = 19

However, only one attack hits the big un'.

The other warrior smiles as Eldred gets up and parts to a series of attacks.
Atk | Blessing of Fervor: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
Dmg: 1d10 + 10 + 6 ⇒ (5) + 10 + 6 = 21
Atk | 1st Atk: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27
Dmg: 1d10 + 10 + 6 ⇒ (3) + 10 + 6 = 19

Atk | 2nd Atk: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
Dmg: 1d10 + 10 + 6 ⇒ (6) + 10 + 6 = 22

Eldred isn't so fortunate, as all of the man's attacks hits, hurting him badly.

==//==

Fire Dmg: 1d6 ⇒ 2

Holding his holy symbol high, the cleric summons a burst of holy energy, filling all around him, but excluding Grumblejack and Johan.

Channel: 4d6 ⇒ (5, 1, 5, 1) = 12
"Your wicked ways cannot prevail over our faith!"

==//==

Being surrounded by shadows and hidden from the other's eyes, Thomas moves to attack the man near him.

Stealth: 1d20 + 16 ⇒ (5) + 16 = 21
Johan's perception: 1d20 + 14 ⇒ (16) + 14 = 30
But Johan notices the man approach.

At the same time, the inquisitor moves closer, flaming sword in hands, to deal with the enemy.

I'm still missing the inquisitor and the rogue actions. I'll stop, however because Johan have an AoO on the rogue, or on the inquisitor, which may change dramatically the outcome of the actions.


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 notices the skulking archer, but remains focused on the inquisitor, snapping his whip around again, this time aiming for the man's legs as he tries to close in.

AoO Trip: 1d20 + 22 ⇒ (15) + 22 = 37


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

Knowing he is about to die anyways Eldred draws his greatsword and closes with a 5ft step to attack.

Greatsword with power attack 1d20 + 12 ⇒ (4) + 12 = 16 for 2d6 + 6 ⇒ (1, 3) + 6 = 10


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The inquisitor’s forward momentum is destroyed when the lash coils around his weapon, forcefully removing it from his grasp and the weapon clatters loudly in the ground. Cursing, the man stops to pick up the weapon in the end, unable to attack Johan.

The rogue, seeing his duo unable to attack, continues riding, or thinking to be hiding, not aware he was seem by his enemy.

Johan, Grumblejack, you are up.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

"Grumble done with Lil'un. You new home be Grumble's belly."

He smiles as raises his large hammer attempting to finish the man off.

Hammer Smash: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 3d6 + 16 ⇒ (6, 3, 1) + 16 = 26

Ah crappy roll.


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 snarls in satisfaction as Harkon's blade flies away from him. He spins his own hellish weapon around again and again, trying to flay the inquisitor alive.

Swift action - switch judgement from saves to damage
Full action - Power attack/Cornugon Smash!

Lash1: 1d20 + 18 ⇒ (15) + 18 = 33; Dmg: 1d6 + 19 + 2d6 + 4 ⇒ (2) + 19 + (3, 4) + 4 = 32; Demoralize: 1d20 + 24 ⇒ (8) + 24 = 32;
Lash2: 1d20 + 13 ⇒ (20) + 13 = 33; Dmg: 1d6 + 19 + 2d6 + 4 ⇒ (3) + 19 + (3, 4) + 4 = 33; Demoralize: 1d20 + 24 ⇒ (17) + 24 = 41
*DC16 will save per hit or take a -1 to hit Johan for 1 round
EDITCrit Confirm?: 1d20 + 13 ⇒ (11) + 13 = 24; Dmg: 1d6 + 19 + 2d6 + 4 ⇒ (6) + 19 + (1, 5) + 4 = 35;

Status/Effects
HP 82/82 AC30
•Shield of Faith (74 rnds left, +3 AC)
•Chastising Lash (75 rnds left)
•Divine Favour ( 6 rnds left, +2 to hit,+2 dmg)
•Judgement (+2 to hit, +3 dmg)
•Bane ( 6 rnds left; +2 to hit, +2d6+2 dmg vs humans)

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How was HP done, Max First and Half +1 after?


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 have Alchemy but at a low "Dabbler" sort of level


Male Human / Cleric (Unholy Barrister) 7 / Hp 54/54 / AC 22(24)/13/20 / CMB + 4; CMD 17 / F+ 9, R+ 8, W+ 14 / I + 3 / Per + 13, SM + 15

Thanks, OK I can work with that for the undead. I think these were created prior to the ritual starting, correct?

I'll expand but I had three options for cohorts (realising that things can get complicated / over-balanced pretty quickly with a party full of leaders), one of which was a support-based alchemist in a mad doctor model (kind of a classic of the genre).

I'd assumed average round up for hp but see everyone else rolled. If we're doing that:

6d8 ⇒ (6, 6, 6, 2, 8, 7) = 35


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Agrippa, Sebastian, Cedric

Please, set up a status line such as this one Johan is using:
Male Human |Inquisitor 7| HP 72 | AC 25(T11/FF24) |CMB +11; CMD 22 | Saves Fort +9, Ref +4 Will +9 | Initiative +6, Perception +13, Sense motive +16, Bluff -1, Intimidate+19 LOOT

It makes it easy for me to check information without needing to go over the character profile.

The Hp/AC/Saves/CMB-D Init, Percept, SM is mandatory the other skills, you can fill with anything you find relevant for your character.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Ashe

Yeah, HP is rolled. No re-rool on a low number.

Finish up your purchases and tell me if you think you are ready, I'll check your crunch and work into setting you up in the game.


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
Sebastian Mayer wrote:


6d8 ⇒ (6, 6, 6, 2, 8, 7) = 35

Nice rolls mate :)


Male Human / Cleric (Unholy Barrister) 7 / Hp 54/54 / AC 22(24)/13/20 / CMB + 4; CMD 17 / F+ 9, R+ 8, W+ 14 / I + 3 / Per + 13, SM + 15

I'm a bit shocked. Historically my hp rolls are terrible.


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

The only undead created after the ritual started was the hound archon


Male Human / Cleric (Unholy Barrister) 7 / Hp 54/54 / AC 22(24)/13/20 / CMB + 4; CMD 17 / F+ 9, R+ 8, W+ 14 / I + 3 / Per + 13, SM + 15

So my cohort options for general comment (I think Ashe's character has leadership as well right so we should probably co-ordinate this toegether / as a group):

Option 1 was a front-liner, body-guard type. A fighter or a war-priest or something simple. Pro is easy to manage. Cons are its a bit boring. Plus the ogre already fills that role (and anything I build looks pretty uninteresting vs a half-fiend ogre with class levels). And I don't think it makes much sense for me to take Grumblejack over one of the original characters.

Option 2 was a monstrous cohort. Hell-hound is the only option that seems thematic but not a great carcass to add class levels to and more importantly I can't ride it into battle which is simply unacceptable :) I'd need a Nessian Hell-hound for that and that is many levels away.

Option 3 was a mad doctor type, an alchemist or maybe a witch who could craft (and fall back into a man the base type if we had too many NPCs). Leaning toward option 3 and it plays to the idea I have of Sebastian offering gifts in exchange for further damnation.

For the minion/organisation part I have a small network of converted Mitran lay-priests as per my background. Initially Sebastian would want to keep that seperate to any existing 9th knot groups but perhaps could fold that in later.

Having a further look at the rules but disappointly an espionage heavy organisation just seems plain bad compared to ruthless / contacts. No money earner, no gather info option (really?). I'll probably do that anyways as ruthless just doesn't make sense and contacts doesn't really work either.


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

@Sebastian I like option 3. Also Re:Leadership. We can pool our resources into one larger organization instead of separate one. We would each get our own actions ofc. My Organization, The Followers of the Red Pentacle, is a connections based org. that has been used mostly for gathering intelligence but I'm seeing it as an Asmodean cult so it'll start doing culty things soon.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

HP: 6d10 ⇒ (4, 3, 8, 8, 10, 3) = 36 Right at Half +1 so not bad.

Purchases are done Cedric is good to go beside his cohort and adding his organization to his sheet.

I was thinking Cedric need some one wise to hold Council with him and keep him on his true path wich is to serve Asmodeus. Maybe and Undead Lord Cleric. A little more divind casting will never hurt as well. I am open to suggestions though if the group has any.

@Sebastian. An alchemist seems good sense the group is in need of Craft Alchemy. If you don't think you want to do that I could.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Is the current organization listed anywhere? The link goes to rules on them. I think it would be best to enter with my own as I have 6 points to spend among their Attributes.

What about a bard? I could have a bard Cohort. He would serve as a faithful squire and keeper of my chronicles so they could one day be shared how the faith of Asmodeus spread through the land like wildfire at the fall of Mitra. Or soemthing to that effect :)


Male Human / Cleric (Unholy Barrister) 7 / Hp 54/54 / AC 22(24)/13/20 / CMB + 4; CMD 17 / F+ 9, R+ 8, W+ 14 / I + 3 / Per + 13, SM + 15
Lord Cedric Barca wrote:


I was thinking Cedric need some one wise to hold Council with him and keep him on his true path wich is to serve Asmodeus. Maybe and Undead Lord Cleric. A little more divind casting will never hurt as well. I am open to suggestions though if the group has any.

@Sebastian. An alchemist seems good sense the group is in need of Craft Alchemy. If you don't think you want to do that I could.

Come here my son and let me advise you on the proper pathway to true wisdom...


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: you mentioned that the third floor doesn't allow access to the 4th. On the side view it does look like they are connected via the stairs in 3-13. Is that correct?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Yes, it is. However, you don't have access to 3-13 from third floor. There’s no 'door'.
Also, there's no 'passage' between the levels in the staircase.
The only real way to get into the sanctum is going in the caves and climbing the stairs or flying from the third floor...
However, since I mistakenly put a door at the first and second floor, I'll keep it to avoid further complications.

Here is the transportation layout:

Teleportation throne: Can get you to the first, second and third level, depending on the word used.

The spiral (Secret staircase): Can get you into the caves, first, second and third floor.

Then you have each normal entrance to every floor, worth mentioning that the third level and sanctum are assessable only by several climbing checks or flying.

@Agrippa

A mending spell will do.

@Dan/Ashe

Finished your crunch? Can I start looking?


Male Human / Cleric (Unholy Barrister) 7 / Hp 54/54 / AC 22(24)/13/20 / CMB + 4; CMD 17 / F+ 9, R+ 8, W+ 14 / I + 3 / Per + 13, SM + 15

Yes I just need to finish out minor equipment 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

Ok, I see the third level thing now - the staircases are cut off from the rest of the third level.

So to make sure I am 100% clear: The spiral staircase connects the caverns to the third floor. It does NOT actually open into the first and second floors despite passing through them. From the third floor you can exit one staircase and then enter another that will take you to the Sanctum, but you cannot access any of the third floor proper from these staircases.

This makes the 1st, 2nd and 3rd floors completely isolated from one another except for the teleporting thrones and the pit traps.

So then, our defences should be concentrated on the caverns entrance to the stairs, the throne rooms, the room on the third floor where one staircase transitions to the next, and the sanctum itself.

If its okay with you Aku, I'm just going to keep brainstorming ooc here for a bit....

So in that last encounter it cost us precious time moving up to the sanctum via the stairs (which we weren't even allowed to do technically). I think we should relocate our own quarters to the 2nd level - we can use the throne to get up to the sanctum quickly. The 1st level can be entirely given over to henchmen. With the exception of the throne room there it is unimportant. The 3rd level is likewise useless to us. Keep the powerful undead guarding the sealed off transition rooms but otherwise abandon the level defensively. The Sanctum is the big question in my mind. Its the heart of what we are doing here but it has a big open balcony that any flyer ( like that lillend) could just waltz into. Do we try to stoneshape it closed? We've got the two deamons defending it, but we could move the hell hounds up here too since we won't be using them to defend level three.

Thoughts?


Male Human / Cleric (Unholy Barrister) 7 / Hp 54/54 / AC 22(24)/13/20 / CMB + 4; CMD 17 / F+ 9, R+ 8, W+ 14 / I + 3 / Per + 13, SM + 15

Have to say this was pretty much what I thought after looking at the map (and assuming no direct access from the third level to the sanctum which wasn't clear to me either). The other thing I couldn't work out was what the teleporters did but now I understand I think.

The Sanctum is really all that matters right, aside from something attacking us in our quarters when we're unready? Its glaring weakness is as you say an aerial attack that bypasses everything thats not already there.

So yeah abandon level 3 and put whats there at the sanctum/stairs. Perhaps we can even make it more attractive as a target?

On level 2 (where I thought were were sleeping) it looks like defenses are focused at the entrance and the throne room which is where they should be. If I stoneshape the passage shut between 2-17 and 2-20 then there is no easy access to the throne room (maybe shape the secret door permanantly shut as well).

On level 1 (which is where the followers sleep?) if I shape the corridor between 1-7 and 1-15 shut then intruders have to go e from the entrance and we can focus defences on that and the throne room again. Theres also an external hole here (I think?) which should be shut.

That leaves two big questions I think which I'll leave to the old hands for initial review:

1. Do you want a direct access to the sanctum from the main complex (ie what happens if the teleporters stop working) and if so where?

2. Do you try and seal the cave entrance to the sanctum stairs off making level 1 a big self-contained dungeon / deathtrap?

I guess we should also bear in mind that at our level no static defences are foolproof (ie dimension door, passwall).

Also not sure if this came up with Sidious but sending is a level 4 cleric spell so I can send messages (one-way) without the need for any messengers.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@All

You cannot use Sending/Scrying/Locate objects to affect anything outside or inside the horn.

If you are outside, you cannot use sending to address someone inside the horn, or try to scry or locate objects.

If you are inside, you cannot use sending to address someone outise the horn, or try to scry or locate objects.

You cannot teleport from outside to somewhere inside the Horn.
You cannot teleport from inside to somewhere outside the horn.

You cannot shift planes while inside the horn (those defense spells don’t work inside).

@Passages:

Sanctum:
Accessible from: The spiral and balcony.

Third floor:
Assessable by climbing and/or flying and teleportation thrones.

Second floor:
Accessible by teleportation thrones and 2-1.

First floor:
Accessible by teleportation thrones and 1-1.

Caves:
Accessible by C-1 and the spiral.

==//==

A simpler solution?
Use stone shape to open a passage on 3-13 and camp in that floor.
Makes you closer to the sanctum, gives you easy access to the other floors using the teleport throne, and you can go directly to the caves using the spiral.

Downside: Share the place with the Giant Dread wraith.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Yeah Crunch is ready to look at. Taking a look at map an defenses to offer suggestions.

Would it not be best to live in the Sanctum. Thats where the eye is to scry on the horn and where we need to be for the ritual and prayer. We can stone shape to add more room. That way we will be the first line if something decides to fly up to the balcony.


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

The Sanctum has no beds and no rooms that would offer Agrippa the measure of creature comforts he expects...He's gonna stay in the most spacious and lavishly furnished room in the Horn. Second Floor Room 2-18...


Male Human / Cleric (Unholy Barrister) 7 / Hp 54/54 / AC 22(24)/13/20 / CMB + 4; CMD 17 / F+ 9, R+ 8, W+ 14 / I + 3 / Per + 13, SM + 15
DM Aku wrote:

@All

You cannot use Sending/Scrying/Locate objects to affect anything outside or inside the horn.

If you are outside, you cannot use sending to address someone inside the horn, or try to scry or locate objects.

If you are inside, you cannot use sending to address someone outise the horn, or try to scry or locate objects.

You cannot teleport from outside to somewhere inside the Horn.
You cannot teleport from inside to somewhere outside the horn.

You cannot shift planes while inside the horn (those defense spells don’t work inside).

Understood. Not there yet but presumably I can just walk outside and send.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Sebastian

The issue isn't you sending, but Elise. :)


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Sebastian did you decide on a cohort yet? I was leaning toward Alchemist, but you mentioned that first so you should do that.

Still trying to think of something.


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:

@Sebastian

The issue isn't you sending, but Elise. :)

That’s okay, if we can send to her then we can easily arrange a new drop point for messages. I’d say the 1st floor entrance, where we will have reasoning guards that ask questions first and devour the messenger second stationed at all times.

Heinrich Cornelius Agrippa wrote:

The Sanctum has no beds and no rooms that would offer Agrippa the measure of creature comforts he expects...He's gonna stay in the most spacious and lavishly furnished room in the Horn. Second Floor Room 2-18...

LOL… well Sebastian and Cedric, welcome to the “unoptimized” side of the ninth knot.

Proposed revised defences:

Caverns: Lets leave the cavern entrance to the stairs open. It’s a secret door with a pretty high DC to find if I remember. We stone shape the little passage in C5 (marked with an A) closed so any intruders have to go the our defences at:
C1 – pit traps with giant centipede and uncontrolled undead, chupacabra
C4 - Mudmen ambush
C5 – Giant scorpions (a wooden palisade/gate across the passage should keep the critters on the right side and makes the whole section look like little more than a holding pen)

Level 1: This level will be given over to the minions and henchmen. The only weak point here is the teleporting throne and perhaps the pit trap providing access through the ceiling to level 2
1-1: Manned round the clock by thugs – this will bel the 7th knot’s new contact point.
1-23: The cell that the 2nd floor pit empties into has a constrictor snake in it.
1-27: 1st floor throne room. Guarded by the hydra. Under utilized perhaps but sure does keep the lackeys in line!

Level 2: The 9th Knots quarters.
2-1: defensive strong point. Pit trap, EL5 boggard encounter, up to a dozen crossbow wielding undead in 2-2 and 2-3 manning the arrow slits
2-5: This cell is where we keep important prisoners, like sister Marta. DC30 lock, could station an undead guard here maybe, or a glyph of warding.
2-6: Grumblejack's quarters?
2-8: Johan’s quarters, which he shares with his nightmare. The hellfire mane is like a soothing nightlight and the smell of brimstone helps him sleep! ( or I could put him in 2-7 to reduce the chance of setting the fancy four poster bed on fire)
2-18 Agrippa’s quarters
2-12: this is the room with the hole in the wall and the oozes inside. I suggest making it a trap. Leave the hole, stone shape the door out of existence. If anyone tries to enter they fight the oozes, then have no where to go.
2-20 guarded by three giant spiders. I think we’re okay with not stone shaping the passage or double doors closed – don’t want to impede our own response time. We could put glyphs of warding on the two entrances into the room though.

Level 3: The only important area here is the sealed area that transitions one staircase to the other. We have the better undead ( minotaur and hound archon) guarding this chamber. Otherwise I say we leave the balcony open and make it look like an inviting entrance. Anyone who enters – BAM! - Giant wraith and friends!

Sanctum: I really think we should wall up the balcony. Move the hell hounds up here along with the two deamons. Sidious can make his quarters up here.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Ashe

Please update the character profile with all the information. You may put the link for a external source, but only as something extra, not the full crunch.

Also, put personality/backstory/motivation spoilers as well.

--

@Agrippa/Cedric

Please set up a status line as Johan/Eldred are using:
Male Human |Inquisitor 7| HP 72 | AC 25(T11/FF24) |CMB +11; CMD 22 | Saves Fort +9, Ref +4 Will +9 | Initiative +6, Perception +13, Sense motive +16, Bluff -1, Intimidate+19


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

Do you really want to know Agrippa's bluff and intimidate? I mean...he doesn't really do those too much. Otherwise, I thought my profile bar was pretty similar with all the pertinent things. Also, do you really need to know he is a Human Wizard 6 Diabolist 1? that kinda takes up a ton of characters I'd rather reserve for my quick link to my spreadsheet.

Agrippa agrees with whatever Johan wants to do with the Horn regarding the defense of it. That is far too mundane to occupy his time...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Nops, I want everything that is relevant for the char: Such as K:Arcane, Init, SM, Perception, Spellcraft

So I can easy roll for you some things without needing to read your complete sheet on profile.

Race is good to keep an easy reminder of spell effects, but it's not mandatory.


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

Well. Agrippa has all of the knowledges in some form or another... I'll include spellcraft, would you rather me link a spreadsheet where his skills are listed?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

No, just K:Arcane and Spellcraft, please.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

I will move crunch over.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Everything in alias now except for cohort, just need to figure that and criminal organization out.


Male Human / Cleric (Unholy Barrister) 7 / Hp 54/54 / AC 22(24)/13/20 / CMB + 4; CMD 17 / F+ 9, R+ 8, W+ 14 / I + 3 / Per + 13, SM + 15
Lord Cedric Barca wrote:

Sebastian did you decide on a cohort yet? I was leaning toward Alchemist, but you mentioned that first so you should do that.

Still trying to think of something.

It will probably be an alchemist yes, the golem thing is intriguing me.


Male Human / Cleric (Unholy Barrister) 7 / Hp 54/54 / AC 22(24)/13/20 / CMB + 4; CMD 17 / F+ 9, R+ 8, W+ 14 / I + 3 / Per + 13, SM + 15
Johan Hale wrote:
DM Aku wrote:

@Sebastian

The issue isn't you sending, but Elise. :)

That’s okay, if we can send to her then we can easily arrange a new drop point for messages. I’d say the 1st floor entrance, where we will have reasoning guards that ask questions first and devour the messenger second stationed at all times.

Heinrich Cornelius Agrippa wrote:

The Sanctum has no beds and no rooms that would offer Agrippa the measure of creature comforts he expects...He's gonna stay in the most spacious and lavishly furnished room in the Horn. Second Floor Room 2-18...

LOL… well Sebastian and Cedric, welcome to the “unoptimized” side of the ninth knot.

Proposed revised defences:

Caverns: Lets leave the cavern entrance to the stairs open. It’s a secret door with a pretty high DC to find if I remember. We stone shape the little passage in C5 (marked with an A) closed so any intruders have to go the our defences at:
C1 – pit traps with giant centipede and uncontrolled undead, chupacabra
C4 - Mudmen ambush
C5 – Giant scorpions (a wooden palisade/gate across the passage should keep the critters on the right side and makes the whole section look like little more than a holding pen)

Level 1: This level will be given over to the minions and henchmen. The only weak point here is the teleporting throne and perhaps the pit trap providing access through the ceiling to level 2
1-1: Manned round the clock by thugs – this will bel the 7th knot’s new contact point.
1-23: The cell that the 2nd floor pit empties into has a constrictor snake in it.
1-27: 1st floor throne room. Guarded by the hydra. Under utilized perhaps but sure does keep the lackeys in line!

Level 2: The 9th Knots quarters.
2-1: defensive strong point. Pit trap, EL5 boggard encounter, up to a dozen crossbow wielding undead in 2-2 and 2-3 manning the arrow slits
2-5: This cell is where we keep important prisoners, like sister Marta. DC30 lock, could station an undead guard here maybe, or a glyph of warding....

Will weigh in on this. Sebastian will suggestion the stoneshaping in character. I have no problem attempting to cover in the balcony but I would think unlike a passage it would take quite a lot of time at 17 cubic feet a cast.


I’m finally free from university workload and I’ll resume a more consitent posting today/tomorrow.

I’m sorry for taking this long.


M Human Alchemist / 5

About 3/4 of the way done with this guy.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@About cohorts

Anyone wishing a cohort is feel free to create a basic crunch, but ultimately, I’ll pick up feats/personality/motivation/archetype choices.

Just without time now to do it. >.<

Edit: I'll of course take the player request heavly when considering my choices.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Cool, I'm good with you giveing Cedric a cohort. So Grumblejack is just hanging around right now? No one took him as a cohort?


M Human Alchemist / 5

OK I think you can see where I was going with this guy...

Visionary Researcher / Infusion discovery (along with standard brew potion) was the core, letting him share out his twisted inventions without him neccessarily taking part in every battle. Researcher allows for sharing of a reduced power mutagen but losing that wouldn't change that much.

If you don't like that whole basic concept (ie infusion discovery) let me know and I'll re-think.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Can't post on gameplay. '-'

Giving me an error everytime I'd try.


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

Despite Johan's bullishness, I am as always, happy to abide by the majority. If Eldred and Agrippa both think going to see tiadora ( ha! Auto correct keeps turning tiadora into toady) is best, then that's fine by me.

Just, ya know, be prepared for Johan style grumpiness the whole trip. <;


M Human Alchemist / 5

This guy is done although I've not incorporated the effects of any feats into the crunch in case these are changed, nor done a header line.


Male Human / Cleric (Unholy Barrister) 7 / Hp 54/54 / AC 22(24)/13/20 / CMB + 4; CMD 17 / F+ 9, R+ 8, W+ 14 / I + 3 / Per + 13, SM + 15

Reflecting Johan's plan above, existing undead would be re-assigned as follows:

3rd level internal stairs just below sanctum

1 Minotaur fast zombie (8HD)
1 Hound Archon bloody skeleton (6HD - equipped w/ breastplate, mstwk greatsword) * ritual bonus

2nd level entrance
4 burning skeletons (1HD each) (not sure these can hold crossbows, being burning and all)
2 boggard fast zombies (4HD each) (with crossbows)

1 boggard uncontrolled fast zombie in the bottom of the pit trap

2HD of controlled undead can still be created: suggest a human fast zombie to guard the prisoner which would neatly exhaust the held onyx I believe

Glyphs could be:
- 1 glyph of blindness on the cell (assuming you want that as above, she gets away somehow she can't see)
- 1 glyph of bestow curse (central stairs just before placement of undead)


Male Human / Cleric (Unholy Barrister) 7 / Hp 54/54 / AC 22(24)/13/20 / CMB + 4; CMD 17 / F+ 9, R+ 8, W+ 14 / I + 3 / Per + 13, SM + 15

Actually now I look at the HD totals I'm not sure they are right.

Adding bloody/burning/fast should double the HD so shouldn't the archon alone be 12HD alone of 28HD? Minotaur should be 2 x 6 = 12HD as well.
Maybe I've missed something.


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

I thought so too at first, but after rereading, adding bloody/burning templates just increase the creation cost, not the control cost.

Aku stated that adding zombie templates increases neither, but requires the casting of additional spells during creation

The minotaur cost 6 HD to create, but since the template adds 2 HD to Lg creatures, it costs 8HD to control

I like the distribution of the undead you have suggested, and especially like the use of the blindness glyph.

Unrelated thought: can Johan's Nightmare make use of an iron circlet?


Male Human / Cleric (Unholy Barrister) 7 / Hp 54/54 / AC 22(24)/13/20 / CMB + 4; CMD 17 / F+ 9, R+ 8, W+ 14 / I + 3 / Per + 13, SM + 15

OK, I'll not query further if its been ruled on.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Lord Cedric Barca wrote:
Cool, I'm good with you giveing Cedric a cohort. So Grumblejack is just hanging around right now? No one took him as a cohort?

At the present moment, Grumble is kinda too strong for a Cohort, he would make a perfect cohort for someone level9.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Sebastian Mayer wrote:

Actually now I look at the HD totals I'm not sure they are right.

Adding bloody/burning/fast should double the HD so shouldn't the archon alone be 12HD alone of 28HD? Minotaur should be 2 x 6 = 12HD as well.
Maybe I've missed something.

Official Variants(Skeletons)

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.

==//==

Variants(Zombies)

The typical zombie is a slow-moving abomination that is tough to destroy. Yet this is not the only type of zombie to plague crypts or stalk graveyards. Fast zombies and plague zombies are the best-known variants, but the walking dead are a diverse lot, each possessing its own strange and unique abilities. In many cases these variant abilities may be applied to either skeletons or zombies, unless common sense dictates otherwise (such as a gasburst skeleton).

Note: The bloody skeleton and burning skeleton variants indicate that they are created by use of the animate dead spell but count as double their normal HD when doing so. The variant zombies listed below did not include any such information. It is left to the GM to determine if this rule is fair when creating the zombies below (unless someone alerts us to some official ruling by a Paizo source that is.)
Each of the following variant zombies modifies the base zombie in a few simple ways.

==//==

It's costly to create skeletons, but it's not harder to control, and Since Zombies has other magic requirements as well, I opted for not raising the creation cost.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Johan Hale wrote:
Unrelated thought: can Johan's Nightmare make use of an iron circlet?

Why not? :D

I see no problem at all. ;O


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Sorry, SCA weekend. Was out and ended up watching TV with the wife last night.

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