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


2,001 to 2,050 of 2,179 << first < prev | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | next > last >>

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

Ooooh - Parley :)


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

Cedric waits for the servant to return with a few peasants. Assuming the minion brings three or four. When they arrive he summons his fiendish companion.

"Ulf hold these two men." He pushes them to the fiendish ape. He then grabs one of the men placing his arm around the mans neck. He walks him toward the statue of Vetra-Kali. He speaks the words. "Hail Vetra-Kali" in abyssal tongue. He holds tights as the man begins to panic and cry. After a few moments of terror he pulls his sword and draws it across the mans bear chest. Flaying and burning his flesh. He allows a few more moments of terror before kicking the back of the mans knees. With him kneeling before the statue Cedric wheels about and pierces the mans heart. He looks close and watches as the fear and life leaves the mans eyes.

"Now we wait... Bring the other man forward Johan. Let his fear call to them."


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

Agrippa stands in the corner, and looks bored. Bloodshed almost always bored him, he found it pedantic.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I was waiting to see if anyone else would do something else, and I think I waited too much. Sorry.
Like a macabre feast the fear and despair fills the air as the knot starts sacrificing peasants to draw the invaders.
It doesn’t take much as they notice small shifts in the air, and faint and occasional light. Suddenly the air crackles with malice as if something as enjoying a well-deserved meal.
The monsters are in the room, 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

No worries. I would give 24hrs for most post if there is nothing after that I'm fine with you moving thing along. I don't always get a chance to check in on the weekend.

"We can feel your presence... Can you speak. Johan you knew what they were. Is there a way to communicate? Sidious prepare to reveal them if they become hostile."


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

What do these things even speak anyway?, Eldred says voice tight with frustration and worry.


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

Frowning, Johan addresses the lights. Wytch Lights, hear me! This feast we have provided can be yours again and again, but you must cede to our terms. Fail to do so and we shall smash you down as we did your comrade. He turns back to Cedric and shrugs a 'Best I've got" shrug.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

You don’t hear any voices answering your terms, but you feel they agree to it, especially when Johan says again and again. Meaning: They want frequent sacrifices.

The monsters begin to glow again, feasting in the death and fear arranged inside the small corridor.
It works like this: They understand you, but they don’t talk back. They don’t distinguish one person from the other, so to keep them from hunting your minions, you’ll need to set some sort of identification: “Don’t attack anyone wearing this symbol” is just one example.

Also, now they revealed themselves, you guys can initiate combat again and have a surprise round over the monsters, if you want to kill it instead (they'll be vunerable just this moment).


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 assume them showing themselves means we have struck and accord. I feel we don't know a lot about them. What do the rest of you think. One sacrifice a day?"


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

Such fey things are more fickle than the Lower Denizens of the Hells, they will undoubtedly cause trouble if we give them much leeway. Agrippa opines.


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 am glad this is something you have familiarisation with this... Can we set up some sort of safety sign? A truce sign that would mean safetly for us?


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

Agrippa sketches the Pentacle in the air. Perhaps if we wore such a sign openly, and had others do the same. They might recognize such a sigul and stay away from it.


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

"Whatever you feel is best. We don't need more things just showing up while we are worrying about that dragon."


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 don't like the idea of murderous balls of lightning outside more door while I sleep... unless they are loyal beyond question - then I am very fond of the idea. Let us try this arrangement for a time.

Johan addresses the floating globes. Creatures. We shall bring you sacrifices to this place twice a week. In return you shall guard our chambers against all intruders save those who speak the phrase, "All all hail Vetra Kali," or who wear this circlet Johan holds up his iron circlet.

We may have other tasks for you to perform, for which we will bring you more...food. If this is agreeable to you, signal us now.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The Wytch Lights starts to blink in a manner that makes you certain they understood and agreed with your terms.
After feasting other the dead, they disappear again, extinguishing their light.
Tell me when you are ready to continue the time counting.


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

Sure


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

[ooc]Yep, ready to go[ooc]


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Week Twenty Seven
The following days passes in a blur, with the Witchy Lights barely being seen except when feasting on the sacrifices.

But the calm last just about some days. In middle of afternoon a huge roar disturbs peace once more!

A tree headed monster flies through the archway and into the center of 3-1 roaring fiercely as he does so. Immediately it starts battling the undead hydra.

The monster was placed in the map, 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

Cedric hears the roar and calls out.

"Dragon..."

He stands from his desk and picks up his shield preparing to head out to defend the horn yet again.


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

Agrippa snarls in frustration, once again his studies are interrupted by yet another enemy inside the Horn. He will be glad to be rid of this place.

What now!? he says as he exits his quarters.


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

Its time, says Eldred picking up his weapons and heading to Cedrics quarters.


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

Eldred I'm coming out I just acted as if it is initiative so I did two move actions standing and grabbing my shield. Next round I will move and open my door. Then round 3 I will enter the hall and then maybe do an action based on what I see.


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

Yeah but I want to act as part of a group - I'll also approach Cedrics door too


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The news of yet another attack sprung the villains into action once more. Just a few moments after the roar, they are reunited outside their quarters I’m assuming Johan made his way here as well and started to cast their usual attire of protection charms and spells.
Again, I’m assuming you guys are buffing before stepping out, right? If yes, please post the list of spells used.

Once ready, the knot opens the door only to see their undead defender falls under a vicious attack of the three headed monster!

The Ravenous

Round 1-

Ordered Initiative-

Agrippa: 1d20 + 2 ⇒ (2) + 2 = 4
Cedric: 1d20 + 1 ⇒ (3) + 1 = 4
Eldred: 1d20 + 6 ⇒ (6) + 6 = 12
Johan: 1d20 + 6 ⇒ (11) + 6 = 17
Grumblejack: 1d20 + 0 ⇒ (13) + 0 = 13

Enemies: 1d20 + 1 ⇒ (13) + 1 = 14

Active Effects-

Map-

Link

Notes-

K:Arcana DC 20:

It’s a magical beast, Gorgimera are territorial creatures who lair near their hunting grounds. Gorgimera can use both of their breath weapons in a single round but they cannot use these powerful abilities every round.

K:Arcana DC 25:

Though gorgimera possess the head of a dragon they are generally not intelligent combatants and will focus on a single foe at a time even when being battered by others.

K:Arcana DC 30:

Rumors persist that metallic gorgimera exist that are gifted with the intelligence and magic of the good dragons.

-

Narrative-

Johan, 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

Gravity Bow for Eldred


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

No buff spells.


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

Yeah, unwisely Agrippa is annoyed and just kinda barges out of the room.

Agrippa spots the creature Kn:Arcana: 1d20 + 18 ⇒ (19) + 18 = 37

By the Nine Hells, must everything be drawn to this accursed place!


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

Occupational hazard for a seat of ultimate evil?, says Eldred eying off the new creature and getting ready to shoot it.

Confused as to our positions relative to the creature on the map... there is a lot of stuff on it and we are still at our positions from last 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

Mid-day so I'm assuming fully equipped

prep round: cast Divine favour, activate Judgement for +2 to hit +2 to saves

Johan barges from his room and leads the others to the sounds of battle. He calls out to their newest guardians. Wytch Lights! Those other services we mentioned -this is one of them. Go forth and slay this intruder and you shall feed on the fear of the innocent tonight.

KN:Arcana: 1d20 + 13 ⇒ (2) + 13 = 15

Johan steps through the door beholds the rampaging beast. What do you think Eldred? Should we parley with this one too? He doesn't recognize it, but that doesn't stop him from charging headlong into its jaws.

Calling exaltations to Asmodeus as he goes, he charges at the monster, then at the last moment is possessed by a burst of arcane speed, skidding under the creature's legs and coming back to his feet behind it to deliver a stinging backhand to its flanck.

Swift: Burst of speed ( +10 spd, does not provoke AoOs, move through occupied squares)
Full action: Charge/Power attack!

Morning star: 1d20 + 20 ⇒ (4) + 20 = 24; Dmg: 1d8 + 16 ⇒ (7) + 16 = 23


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Johan charges at the rampaging monster but unfortunately isn’t able to hit it, as the beast natural defense deflects the morning star.

--

The monster, now aware of a new target is only happy to starts rampaging again!
The gorgon and Dragon head breaths mercilessly on the inquisitor, pointedly ignoring the targets grouped targets near the door.
The lion head doesn’t have the ability to use a breath weapon, but it attacks nonetheless!

Dragon Head:Breath Weapon: Acid Reflex DC 24: 4d8 ⇒ (8, 6, 6, 7) = 27
Gorgon Head: Breath Weapon: Turn into Stone fortitude DC 24
1d4 ⇒ 4

Lion Head: Attack | PA: 1d20 + 14 ⇒ (16) + 14 = 30
Dmg: 2d6 + 14 ⇒ (4, 3) + 14 = 21

Using the fact Johan's defense was lowered due to his charge; the lion head sink its fangs chewing his armor, piercing the inquisitor chest.

--

Cedric, Eldred, Agrippa and lastly Johan again, please post your 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

Ref save: 1d20 + 9 ⇒ (11) + 9 = 20
Fort save: 1d20 + 13 ⇒ (15) + 13 = 28

42/90 HP
Okay, ouch, but got it to expended both breath weapons and exposed his flank for y'all


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Monster Stats:

HP 147
AC 22
CMD 30
Saves Fort +13; Ref +10; Will +6


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

Agrippa hastes his allies At least Cedric and Eldred and moves behind cover into the hallway.


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

Under haste and gravity bow Eldred lets fly.

Attack with rapid shot/precise shot and haste 1: 1d20 + 16 + 2 - 2 - 2 ⇒ (4) + 16 + 2 - 2 - 2 = 18
Attack with rapid shot/precise shot and haste 2: 1d20 + 16 + 2 - 2 - 2 ⇒ (15) + 16 + 2 - 2 - 2 = 29
Attack with rapid shot/precise shot and haste 3: 1d20 + 11 + 2 - 2 - 2 ⇒ (20) + 11 + 2 - 2 - 2 = 29 - crit confirm? 1d20 + 11 + 2 - 2 - 2 ⇒ (19) + 11 + 2 - 2 - 2 = 28

Shot 1 misses.
Shot 2 hits for 2d6 + 5 + 4 ⇒ (2, 6) + 5 + 4 = 17
Shot 3 crits for 6d6 + 15 + 12 ⇒ (2, 3, 4, 6, 1, 6) + 15 + 12 = 49


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

Using the increased speed of the spell Cedric is able to walk to the flank of the creature and strike at it.

Sword Swing: 1d20 + 17 + 1 + 2 ⇒ (7) + 17 + 1 + 2 = 27
Damage: 1d8 + 8 ⇒ (1) + 8 = 9 + Fire: 2d6 ⇒ (6, 6) = 12


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

Actually I get a 4th shot at the top modifier. 1 shot normal. 2nd shot rapid shot (also at normal BAB), 3rd shot hasted (also at normal BAB) and 4th shot at the +11 lower modifier

Missing Shot 1d20 + 16 + 2 - 2 - 2 ⇒ (14) + 16 + 2 - 2 - 2 = 28 for 2d6 + 5 + 4 ⇒ (6, 1) + 5 + 4 = 16


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

Swift action: switch judgement from saves to +3 dmg
Full attack:

Morningstar power attack: 1d20 + 18 ⇒ (11) + 18 = 29; Dmg: 1d8 + 19 ⇒ (2) + 19 = 21
Morningstar power attack: 1d20 + 13 ⇒ (16) + 13 = 29; Dmg: 1d8 + 19 ⇒ (2) + 19 = 21

A little surprised to not be a stone statue, Johan grins manically as he smashes his weapon into the beast again and again.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

With brutal efficiency, the knot kills the invading monster.
Gz. Please update your character crunch to level 9.

For one month things are largely quiet. No new adventuring parties arrive. The battles are fought. The ritual is almost completed. What could go wrong now?

Please post your organization actions for Week 27 to 31.

Five Days to Darkness


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

Busy today. Doing a half day at work to leave for SCA weekend. I will get leveled up and actions in probably by sunday night or monday morning.


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 sends Grumblejack and the boggards back out to finish off the last two names on the list of assassinations, and continue their reign of terror along the Farhold countryside.

Week 27: Assination# 5: 1d20 + 4 + 8 ⇒ (4) + 4 + 8 = 16
Week 28: Assination# 6: 1d20 + 4 + 8 ⇒ (18) + 4 + 8 = 30
Week 29: Criminal Enterprise: 1d20 + 4 + 8 ⇒ (13) + 4 + 8 = 25; GP: 1d6 ⇒ 6 = 540gp
Week 30: Criminal Enterprise: 1d20 + 4 + 8 ⇒ (9) + 4 + 8 = 21; GP: 1d6 ⇒ 2 = 180gp
Week 31: Abduct Peasants: 1d20 + 4 + 8 ⇒ (4) + 4 + 8 = 16; GP: 2d6 ⇒ (2, 5) = 7


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

Johan I'm not sure how many Assignations you did or how many criminal enterprise checks you have failed total but I have not seen you lay low ever and each assassination success or criminal enterprise failure lowers secrecy 1pt. Criminal enterprise is pretty easy I assume it is average DC 12 but you may need to lay low before your secrecy hits -5 and the bogards are destroyed.

Week 27:
Action 1: Maintain Spy Network
Action 2: Lay Low
Action 3: Criminal Enterprise 1d20 + 6 ⇒ (7) + 6 = 13 1d6 ⇒ 6

Week 28:
Action 1: Maintain Spy Network
Action 2: Criminal Enterprise 1d20 + 6 ⇒ (13) + 6 = 19 1d6 ⇒ 5
Action 3: Criminal Enterprise 1d20 + 6 ⇒ (17) + 6 = 23 1d6 ⇒ 4

Week 29:
Action 1: Maintain Spy Network
Action 2: Criminal Enterprise 1d20 + 6 ⇒ (11) + 6 = 17 1d6 ⇒ 6
Action 3: Criminal Enterprise 1d20 + 6 ⇒ (6) + 6 = 12 1d6 ⇒ 3

Week 30:
Action 1: Maintain Spy Network
Action 2: Criminal Enterprise 1d20 + 6 ⇒ (16) + 6 = 22 1d6 ⇒ 4
Action 3: Criminal Enterprise 1d20 + 6 ⇒ (8) + 6 = 14 1d6 ⇒ 3

Week 31:
Action 1: Maintain Spy Network
Action 2: Criminal Enterprise 1d20 + 6 ⇒ (14) + 6 = 20 1d6 ⇒ 1
Action 3: Criminal Enterprise 1d20 + 6 ⇒ (11) + 6 = 17 1d6 ⇒ 6

Gold: Week 27: 540gp, Week 28: 810gp, Week 29: 810gp, Week 30: 630gp, Week 31: 630gp. Total: 3420gp

The first week at the horn is pretty uneventful with Cedric having the spy network maintained and the Flame laying low and being introduced to Cedric's new companion Zull. The gold flows in as usual with the flames hands running the underbelly and dominating all things now in Farhold.


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

I think we need a shopping mission in Farholde. Our wand of healing is nearly depleted and it is far from robust as a healing tool - it could take us 10 or more expenditures these days to just one of us recover from a more previous fight. A more powerful wand is needed for when speed is important. Does the central fund have another 750 gold for a standard healing wand and then another 750 gold for a wand of Infernal healing - Heinrich can use that in a pinch, and then a final 4,500 for a wand of cure moderate wounds As a 3rd level caster, so 2d8 + 3? I feel like we could be in real trouble if we don't get this shopping done now - I am willing to chip in personal funds towards the needed 6000 gold if our joint funds can't cover it.


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 have nearly a full wand of infernal healing Eldred. It makes no sense to get a more expensive wand as trying to use one while engaged in combat is futile. As long as Sidious lives and you manage to pump blood you will be saved. It is also a waste of gold as a wand of the first sphere is very cheap and event using three times the charges it is cheaper than a wand of the second sphere of magic. I must admit I don't care as much about such things now that Asmodeus has made me eternal to ever be reborn in flame. Though it is quite excruciating each time. I wonder if I will ever forget what the pain is... No matter."

2nd level wands are dumb. 4500gp for 2d8+3 or 2250gp for 3 wands of cure light. Compare 3 charges to 1 and you still have 50 uses but you get 3d8+3 instead of 2d8+3 and you save 2250gp (which is enough for another 3 wands so you should never buy more expensive wands of healing, finding and using them is fine.) Sure it takes time, but healing in combat does not work unless it is someones job even then it is bad.


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

Good points - lets hope we find a good wand though, sometimes you need a quick boost

Very well but I can't help feeling like we are standing on the edge of a precipatice... Hells, maybe its the threat of the dragon thats got me on edge. Speaking of being on edge - one thing I need to shop for is a potion of remove fear - anything else that anyone needs? I can get one of the vanilla wands of cure light wounds as well


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

Agrippa orders the Red Pentacles to summon more outsiders to guard the Horn

Week 27: 1d20 + 5 ⇒ (7) + 5 = 12 1d10 ⇒ 9 Aghash Div 400GP
Week 28: 1d20 + 5 ⇒ (14) + 5 = 19 1d10 ⇒ 4 1d2 ⇒ 2 2 Lacridaemons 300GP
Week 29: 1d20 + 5 ⇒ (5) + 5 = 10
Week 30: 1d20 + 5 ⇒ (1) + 5 = 6 Suvivability -1
Week 31: 1d20 + 5 ⇒ (5) + 5 = 10

Agrippa himself works on crafting some wands.

Wand of Scorching Ray CL3, cost is 2250 (Gonna give it to the Imp and let him nuke things for 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
ELDRED CROFTER wrote:
I think we need a shopping mission in Farholde. . . .

Johan is feeling reckless. Why do we need to shop? Farhold's military commander languishes in our dungeon, most of their soldiers are off fighting the bugbears. The best adventurers and heroes of the region are dead by our hand. The place is defended by half a dozen knights and a bunch of nuns. Why don't we just take?

I know, I know, its probably a can of worms best left unopened, but its a legit question - and we are evil after all.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Hey! Where's the respect How dare you! It's a bunch of chaste fighting nuns!
You'll have plenty of chance to pillage in book three. Don't worry.

Five Days to Darkness

The truth about this whole enterprise is that you have no idea what you’re doing. You took over a dungeon on nebulous orders from a shadowy superior. You found a moldy set of instructions written by a dying madman for a blasphemous ritual and have since been merrily performing that ritual calling forth an otherworldly horror that you hope to bind and coerce into your service. Reckless is an understatement.

Event One: The Horn Trembles
Time: Day 217 – As the dusk ritual is complete

The small tremors you felt before was a presage for this. Now, the day of reckoning has arrived. The temple is wracked by a tremendous earthquake. The earth itself seems to rebel against the blasphemy being perpetrated in the Sanctum.

In the Sanctum there is a horrific ear-splitting scream and for a moment a shadowy apparition manifests over the Silver Seal. It reaches out its six clawed hands and grasps at the seal, scratching and clawing. The Seal is gouged and marred. The echo of unholy laughter is heard and the apparition fades. Vetra-Kali is close at hand.

Every creature in the upper three levels of the Horn, the Spiral and the Sanctum must make a DC 15 Reflex save as stone and masonry collapse throughout the entire dungeon. Failure results in 4d6 damage; success equals no damage. Creatures in the lower caves are slightly less affected. They still must make the Reflex save but failure is only 2d6. Incorporeal creatures are immune to this damage.

Though out the complex changes occur:


  • 1-9 The entire west wing of the Death’s Head Tavern breaks off and falls down the side of the Horn. It crashes in a pile of rubble at the base of the Horn. Anyone in that room gets to make a second Reflex save (DC 15). Success means no damage is taken as they leap clear just in time. Failure means you fall 50 feet and get covered in rubble(8d6 total damage).

  • 1-16 The basin of the fountain cracks spilling a hundred gallons of water all over the courtyard. The fountain’s magic is ruined.

  • 1-23 The chute that connects 2-1 to 1-23 collapses. The pit trap is permanently destroyed and anyone in the cage is crushed beneath falling stone (10d6 damage).

  • 2-2 Both walls of this guardroom collapse transforming this chamber into a deathtrap. Everyone here must still make a DC 15 reflex save. But instead of 4d6 damage, failure is 8d6 damage and they are buried. A Success inflicts only half damage and they are not buried.

  • 2-5 The metal bars of the cage twist and warp creating a hole big enough for any creature size large or smaller to escape the cell.

  • 2-15 This room collapses raining down stone on anyone unlucky enough to be here. They must make a second DC 15 Reflex save or take a further 6d6 damage (save negates). Anything in the room is crushed and buried.

  • 2-20 The Pillar marked ‘B’ collapses smashing into the double doors. Any guards stationed on either side of the double doors must make a second DC 15 Reflex save or take a further 6d6 damage (save negates).

  • 3-1 The Archway collapses sealing the third story (save for the section that leads to the sanctum).

  • 3-2 The curved northeastern wall collapses opening a new entrance into 3-13.

  • 3-7 This room entirely collapses raining down stone on anyone unlucky enough to be in the chamber. They must make a second DC 15 Reflex save or take further 6d6 damage (save negates). Anything left in the room is crushed and buried.

  • 3-10 All the cell doors pop open in unison as the ceiling buckles and barely holds. All prisoners are free.

  • 3-11 The entire north wall crumbles and falls into the valley below opening up a new entrance to the Horn.

  • S-1 The half-wall that separates S-1 from B collapses. Anyone standing within 10’ of the wall who fails the first save instead takes 8d6 damage (save for half).

Miraculously, the Horn does not collapse. The magic that created the Horn of Abaddon is too strong to so easily allow its destruction.

Roll only one d20 for each level for the initial damage, then identify the other saves you are rolling based on the room.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Well, lets try gets this moving.

Caves: 1d20 ⇒ 9 Dmg: 2d6 ⇒ (2, 3) = 5
1st Floor: 1d20 ⇒ 13 Dmg: 4d6 ⇒ (2, 1, 1, 6) = 10
2nd Floor: 1d20 ⇒ 6 Dmg: 4d6 ⇒ (5, 2, 5, 3) = 15
3rd Floor: 1d20 ⇒ 17 Dmg: 4d6 ⇒ (6, 1, 3, 6) = 16
Sanctum: 1d20 ⇒ 20 You guys are here! Dmg: 4d6 ⇒ (3, 5, 1, 5) = 14

1 - 9: 1d20 ⇒ 16 Dmg: 8d6 ⇒ (1, 2, 2, 1, 1, 6, 2, 3) = 18
1 - 23: 1d20 ⇒ 14 Dmg: 10d6 ⇒ (5, 3, 1, 4, 5, 6, 3, 3, 4, 2) = 36
2 - 2: 1d20 ⇒ 2 Dmg: 8d6 ⇒ (5, 4, 1, 5, 2, 3, 4, 5) = 29
2 - 15: 1d20 ⇒ 15 Dmg: 6d6 ⇒ (3, 1, 6, 2, 2, 1) = 15
2 - 20: 1d20 ⇒ 2 Dmg: 6d6 ⇒ (6, 2, 4, 4, 2, 1) = 19
3 - 7: 1d20 ⇒ 14 Dmg: 6d6 ⇒ (1, 2, 1, 2, 1, 4) = 11
S - 1: 1d20 ⇒ 15 Dmg: 8d6 ⇒ (3, 1, 1, 6, 1, 3, 1, 1) = 17

It trembles and shakes. Debris falling on your head, the otherworldly aberration manifesting besides you and then all the yelling and cursing and troubled that followed.

Yet, the only thing you can think of: The heir of the Victor!
The man is to be sacrificed in five days’ time and it bears will fate to have him die now.
Intenions? The organization took some damage, but for now let’s ignore it, there’s be time later for bookkeeping.


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 haven't posted as I have no idea of what you wanted or what was going on. This seems like one of those things that should have just happened and you narrate it to us. The players don't have to be included in every little thing. We are not playing at a table so it is always better to just keep things moving.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The group of villains decide to check the condition of their pets (in Eldred case) or the condition of their sacrifice (in Johan’s case), in all Cedric didn’t see the point of asserting the horn’s damage, they were almost finishing the dammed ritual, what they cared if few hapless minions and prisoners died? Agrippa follows the others, but just because he knew this was a dire thing indeed. The ritual, simple and monotonous in its execution, required the blood of the Victor as its final sacrifice and it would ill suit them if the man died or escaped. Where on earth would they find another heir to the Victor in five days and still defend this dammed place?

Grumblejack stays behind to keep guard of the sanctum, and when the villains arrive, the knight is not only free, but he also overpowered the confused guards and took their weapons and armor. The sister is armed as well, and the peasants are holding stone or whatever manner of makeshift weapons they could find.

I’ll not consider this a combat, really. The situation is as described above: The man and the sister are armed, albeit poorly. Please describe up, narrative style how you deal with them. Feel free to do as you please.

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