| Argan Midnight |
The cleric spell desecrates, plus defacing the shrine and offering a living sacrifice to Asmodeus or any other evil deity here (an animal will suffice) ends the impending effect.
For every two days of labor, the transcriber can make one Knowledge (arcane), Knowledge (religion) or Knowledge (planes) skill check (DC 25). Success earns the researcher one of three rituals: Call Forth the Hounds, Call Forth the Steed and the Cauldron of the Earth. These rituals can only be performed once a year.
- Iron plates on treasure room
- Small ring with IoG inscription
- Minotaur
At the stroke of midnight each day call forth the Supplication to Darkness. Pray to the darkness so that we shall be forgiven. Upon the first midnight make the first sacrifice -- one of our own blood – so that Vetra-Kali will know we are repentant.
At the first light of each dawn call forth the Cursing of the Light. Answer the spread of the shining lord’s light with our unyielding defiance.
Upon the 111 th Curse make the second sacrifice -- a true believer of Mitra -- so that the cursed god of the invaders will know that we fear him not and that his power to hold our master at bay is ending.
At dusk as darkness returns each day cry forth the Call Across the Void. Recite the name of Ve-tra-Kali so that he may hear us and return. With the final Call offer the third sacrifice -- one of the Victor’s own blood. By the same blood that caged him so shall our master be freed.
Let ye with wisdom understand. Once the final prayer is uttered upon the 222nd dusk, Vetra-Kali will begin his long traverse across the great wheel.
At the stroke of midnight on that day he will emerge into his Sanctum and the Seal shall shatter.
Blessed day! Be ready, my brothers. His eyes have been stolen from him. Return them and the Prince will honor ye with one task for each.
For the Eye of Vigilance ask only for his mercy upon we mortals and plead that he do ye and yours no harm. For his wroth will be great.
For the Eye of Hatred ask for his greatest gift -- the Tears of Achlys so that once more every corner of the world may know his mercy.
For the Eye of Withering ask what ye will for in his gratitude he must answer your charge.
And then behold, the Prince restored. All shall know his blessings of pestilence and despair.
Now let's go over the gameplay and discuss our options.
| Vladamir Orlovsky |
Shadow Spectacles
CL 3rd, Cost 12,000(6,000 crafted)
Aura(faint evocation)
These darkened spectacles provide comfort to those irratated by the sun's natural warmth. The wearer is under the effect of a constant protective penumbra spell.
As far as plans go we should get that blacksmith back operating and hire us a smithy to operate it. We should also look into reconstructing the golem again.
Eventually I think we're going to have to infiltrate Farhold's infrastructure and get a firm hold on things there.. Perhaps Elise's crew can help with that. We should get with the Baron on staffing the horn. Im sure he can get us in contact with bodies to work here.. Or parhaps he can get us a grave robbing team going to supply Lil with corpses.. You dont have to feed the dead afterall.
| GM Aku |
@Vlad
Shadow Spectacles
CL 3rd, Cost 12,000(6,000 crafted)
Aura(faint evocation)
--
That’s a cool item, however I don’t see how a ‘spectacles’ has any affinity with something that should be used to protect the wearer as you want.
For this proposed item, I’m ruling an increase of 50% on the price.
You can however, change it to more suitable item slot, such as cloak to avoid this increase in price.
| Lilpinny Marfedelom |
| Vladamir Orlovsky |
I was going for the Hellsing glasses look, but i suppose i can make it a wide brim hat similiar to Vampire Hunter D's..
| Lilpinny Marfedelom |
But you said you will be drinking potions of bull's strength and bear's endurance, correct?
Seth's 3rd level spells are changed. His 2nd level spells will be as many bull's strengths and bear's endurance that are needed and the rest will be aid spells. His first levels will be mostly shield of faiths and maybe something else.
Lil will change a few of her prepared spells but not much.
| GM Aku |
@All
Just a fair advice:
I would use some of the money you got to repair the place (you'll expend 222 days there) and it's not that cheap, so before committing all the money in magic item creation (And Lil, please observe that creator WBL +50% observation in the item creation guidelines), wait until I post this weekend about the horn.
The rituals are expensive, repairing the golem is expensive, and buying gems for undead isn’t cheap either, repairing the traps is expensive as hell. My other group did only minimum and they expend about 17k in repairs in the Horn.
Of course it’s your decision, you may say: What the hell, why repair? It’s up to you really; :)
| Argan Midnight |
I have the belt that gives +2 to strength Lil.
I was kinda expecting each of us to pick up a task and start working on it our own ways, but...
Can the tree be flanked?
| Vladamir Orlovsky |
I think the tree is the first thing that needs to be doen.. It hampers alot of our activities and if im not mistaken Aku said it would level us to 7th which is abig milestone for me..
| Kharn the Binder *Cleaned-Up* |
While Kharn is waiting for Lil to finish up his belt he could use both bull's strength, and bear's endurance. For the other activities Kharn can focus on keeping the boggards in line, and he could look for any good smiths to repair our blacksmithing area.
| Lilpinny Marfedelom |
Please, I won't even be on the map. The casters are both dropping all the buffs they can and then they're going to chill and watch the fight happen.
Lilpinny Casts
Fly x3
Invisibility x3
Enlarge Person x3
Protection from Good x3
Haste (as final action before battle starts)
Seth la Kor
Protection from Energy x3 (electricity)
Bull's Strength (Kharn)
Bear's Endurance x2 (Kharn and Argan)
Aid (Argan)
Shield of Faith x3
Invisibility Invisible
Enlarge Person Increase size to large
+2 size bonus to Strength
-2 size penalty to Dexterity
-1 penalty on attack rolls and AC
Space of 10 feet and a natural reach of 10 feet
Damage dice goes up according to this table
Protection from Good (effects only against good creatures) +2 deflection bonus to AC (does not stack with shield of faith bonus)
+2 resistance bonus on saves
Prevents contact by good summoned creatures
Haste (6 rounds) Extra attack with full attack action
+1 to hit
+1 dodge bonus to AC and Reflex saves
+30 move speed (up to double original)
Protection from Energy (electricity) Absorbs first 72 points of electricity damage
Shield of Faith +3 deflection bonus to AC
Invisible
+2 strength
-2 dexterity
+1 attack rolls (net)
+2 AC (net)
10 feet reach
1d10 damage dice
+2 to Fort and Will saves
+3 to Reflex Saves
Can't be touched by good summoned creatues
Extra attack with full attack action
Ignores 72 electricity damage
~~~
Invisibility Invisible
Enlarge Person Increase size to large
+2 size bonus to Strength
-2 size penalty to Dexterity
-1 penalty on attack rolls and AC
Space of 10 feet and a natural reach of 10 feet
Damage dice goes up according to this table
Protection from Good (effects only against good creatures) +2 deflection bonus to AC (does not stack with shield of faith bonus)
+2 resistance bonus on saves
Prevents contact by good summoned creatures
Haste (6 rounds) Extra attack with full attack action
+1 to hit
+1 dodge bonus to AC and Reflex saves
+30 move speed (up to double original)
Protection from Energy (electricity) Absorbs first 72 points of electricity damage
Shield of Faith +3 deflection bonus to AC
Bear's Endurance +4 enhancement bonus to Constitution
Aid +1 on attack rolls
Temporary Hit Points: 1d8 + 6 ⇒ (7) + 6 = 13
Invisible
+2 strength
-2 dexterity
+2 attack rolls (net)
+2 AC (net)
10 feet reach
1d10 damage dice
+4 Fort save
+2 Will save
+3 Reflex save
Can't be touched by good summoned creatues
Extra attack with full attack action
Ignores 72 electricity damage
+4 constitution
13 temp health
+12 hp
~~~
Invisibility Invisible
Enlarge Person Increase size to large
+2 size bonus to Strength
-2 size penalty to Dexterity
-1 penalty on attack rolls and AC
Space of 10 feet and a natural reach of 10 feet
Damage dice goes up according to this table
Protection from Good (effects only against good creatures) +2 deflection bonus to AC (does not stack with shield of faith bonus)
+2 resistance bonus on saves
Prevents contact by good summoned creatures
Haste (6 rounds) Extra attack with full attack action
+1 to hit
+1 dodge bonus to AC and Reflex saves
+30 move speed (up to double original)
Protection from Energy (electricity) Absorbs first 72 points of electricity damage
Shield of Faith +3 deflection bonus to AC
Bear's Endurance +4 enhancement bonus to Constitution
Bull's Strength +4 enhancement bonus to Strength
Invisible
+6 strength
-2 dexterity
+3 attack rolls (net)
+2 AC (net)
10 feet reach
2d8 damage dice
+2 to Fort and Will saves
+3 to Reflex Saves
Can't be touched by good summoned creatues
Extra attack with full attack action
Ignores 72 electricity damage
+4 constitution
+4 strength
+12 hp
~~~
I'll leave you guys to figure out damage modifiers since you all use power attack and that makes the numbers funky.
Lilpinny and Seth will be sipping lemonade while the fight goes down.
| Kharn the Binder *Cleaned-Up* |
Well I updated Kharn with those bonuses. Thank goodness for casters.
| Lilpinny Marfedelom |
Ah I made a small error. Argan and Kharn will have 90 feet fly speeds since they're wearing light armor.
Nothing is more dangerous than preparation casters when they're given the proper information and time to prepare.
Edit: Bring it on Aku. If they lose with all of these bonuses than they deserve to die :p
They would make lovely undead minions though...
| Kharn the Binder *Cleaned-Up* |
Well at least Vlad would get his wish of becoming an undead.
| Argan Midnight |
A question, who put my token beside the tree? Are we already that close?
| Argan Midnight |
Indeed I didn't see invisibility, but that's quite accurate.
All right, Hey Omen I think you've got the wrong weapon damage man. The weapons turn large, so they take the "large" respective number, not the next medium one below it. Isn't that right?
| Vladamir Orlovsky |
1d8 becomes 2d6, 2d6 goes to 3d6 so yea its wrong.. i didnt notice that either..
Ok ive edited my to hit and damage now..
| Lilpinny Marfedelom |
| GM Aku |
| 1 person marked this as a favorite. |
Okay, here is a sum up of things you can do in the horn and how much it costs:
Capture Cell 1-23
1-23 Capture Cell
The lock could be replaced in Farholde: simple (DC 20; 20 gp), average (DC 25; 40 gp), good (DC 30; 80 gp) and superior (DC 40; 150 gp) locks are available for sale. The pit trap could be rebuilt. You would need to decide if they want the simple version (nothing at the bottom), the capture-prisoners-alive version (a thick pile of soft skins at the bottom) or the take-no-prisoners version (iron spikes at the bottom).
==//==
Camouflaged Pit Trap CR 6
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 50-ft.-deep pit (5d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft. x 20-ft. area in room 2-1 above)
Cost 3,000 gp (half the usual cost of such a trap); the trap could be upgraded to automatic reset for another 3,000 gp in materials if someone can make a Craft (traps) skill check (DC 30).
==//==
Capture Trap CR 6
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 50-ft.-deep pit with padded landing (2d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft. x 20-ft. area in room 2-1 above)
Cost As Camouflaged Pit Trap above; plus 100 gp in furs, skins or blankets
==//==
Camouflaged Spike Pit Trap CR 8
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft. x 20-ft. area in room 2-1 above)
Cost As Camouflaged Pit Trap above plus 2,000 gp for the iron spikes set into the floor
Suggestion to build in the caves:
This is suggestion to other traps, mostly in the cave:
==//==
Spiked Camouflaged Pit Trap CR 3
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger Location; Reset manual
Effect 20-ft.-deep pit (2d6 falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 damage each); DC 20 Reflex save avoids; multiple targets (all targets in 10-ft.-square area)
Cost Nothing! Can be done with free boggard labor. Failing that, 750 gp worth of labor
==//==
Acid-Filled Camouflaged Pit Trap CR 4
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger Location; Reset manual
Effects 20-ft.-deep pit (2d6 falling damage); acid pool (2d6 acid damage); DC 20 Reflex save avoid; multiple targets (all targets in 10-ft.-square area)
Cost 1,000 gp worth of acid (see C2) plus free boggard labor. Failing that, it takes 750 gp worth of labor.
==//==
For more traps, consult: Traps.
Miscellaneous stuff:
Restore the tavern: 200gp. (Increases morale of followers).
Restore Alchemy Laboratory: A great alchemy kit.
Forge: Just a matter of buying a tool kit, and that is 5gp for normal ones and 55gp for masterwork.
1-25 Torture Chamber:
1,300 gp and it adds +5 competence to intimidates.
This amount can be expended up to six times, to increase the torture capacity.
1-26 Holding Cell
A replacement lock could be bought in Farholde: either a simple (DC 20; 20 gp), average (DC 25; 40 gp), good (DC 30; 80 gp) or superior (DC 40; 150 gp) lock.
Summoning Rituals
2-21 Hall of Murals:
Summoning rituals:
Helldogs: If three guard dogs (25 gp each) are poisoned with a very specific preparation (costing 2400 gp in total)
Mudman: A specially prepared concotion of rare earths and powered obsidian (worth 1200 gp);
Nightmare: If a fine heavy warhorse (worth 300 gp) is slain and then set aflame with a very specific and exotic mixture of incense, powered gemstones and prayer strips (costing 3000 gp)
Other than that, it takes 1000gp in labor to clear it completely (and three weeks’ worth of time.), and more 400gp of furniture’s for it to be able to offer a decent sleeping and living place.
Alchemy Golem
You’ll need about 1000gp to repair it completely.
| Argan Midnight |
Indeed we're gonna use a lot of money! But 1k for the golem sounds like a real bargain...
| Vladamir Orlovsky |
Id say so as well.. Fortunately i don't need any other equipment besides my vampire d wide brim for 6k.. After that i can put forth whatever to the horn..
| Vladamir Orlovsky |
Hp: 1d10 ⇒ 4
7th Level Antipaladin
+1 Bab
+1 use of Smite Good
2nd level spells
+6 skill points(+1 Bluff, +1 Diplomacy, +1 Intimidate, +1 Linguistics(Abyssal), +1 Perception, +1 Stealth)
Feat-The Risen
Vampire Gains:
Charisma Bonus to Hps/Fort Saves
Dominate Ability
Feats: Ability Focus(Dominate), Deceitful, and Improved Initiative
+2 Strength
Cold and Elec Resist 10
Plus Undead Defenses:Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Hps recalculated:
Base hp 49+4 = 53+7 toughness+7 fav class+35 charisma = 102
| GM Aku |
Im sure it will be crude but surely it cant be to difficult to build a pine box right?
I'm evil.
You are a noble wannabe-vampire lord. Your noble hands are unfit for such menial tasks, so you never even considered it.
Roll your craft check, with a -2 penalty, because you are feeling humiliated to have to perform such task.
MWUAHAHAHAHAHA
| Vladamir Orlovsky |
Surely among the frogmen there is someone to craft me such a device!
Just in case there's not..: 1d20 ⇒ 14
In addition Vlad has just became a strict night goer in the outside world.. Inside the Horn he will continue to operate inside rooms not open to sunlight.. He will also be forced to dominate a Boggard for feeding until he can get back to town..
| Kharn the Binder *Cleaned-Up* |
I just wanted to ask you Aku before even thinking of taking a level in this prestige class, but are you okay with Kharn going into the Furious Guardian Prestige class?
| Vladamir Orlovsky |
Don't you mean Ulfen Guard?
Thats why i like the Archives.. No made up names BS.. Anywho..
| Lilpinny Marfedelom |
Is there anything else that needs killing right now? Most of those buffs last for a few more minutes.
Lil just got 4th level spells, so it's time to start building the undead army! I need each and every corpse available!
| Kharn the Binder *Cleaned-Up* |
I think I'm going to start taking levels in the class as Kharn wants to be the best guardian he can be for Lil.
1st level of Furious Guardian
Hp: 1d10 ⇒ 9
Skills 7 skills (1 of which has to be Appraise)
Appraise +1; Perception +1; Sense Motive +1; Diplomacy +2; Stealth +1; Survival +1
+2 rounds of rage
Chosen Ally
Bab +1
Fort +1
Will +1
Guarded Dedication: Curiosity
Feat: Leadership