Agents of the Darklands, Part 2: In Company of Forgotten Evils

Game Master thunderbeard

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Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

Would Meredian know the concept, if not the specifics, of what a Dread Lich is or am I just reaching?


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

Is anyone in this council of colors designared as purple?


HP 145/145, Temp HP: 15, Stoneskin: 90/90, DR 15/Bludgeon and Magic, AC 24, CMD 13, SR 23, Fort +10, Dex +7, Will +12, Per +26, Stealth +38, Active Effects: Prestidigitation, Read Magic, Dimensional Anchor, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages, Invisibility Alarm, Aura Sight, Arcane Sight, Tongues, Greater Magic Fang, Symbol of Revelation

Dread Lich is a third party template. I'm not sure it's an option.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
Anaxian, the Fractured Wyrm wrote:
Dread Lich is a third party template. I'm not sure it's an option.

Ahh. Didn't realize it was third party. No worries.


Rocks fall, everyone dies

Jiator is "Violet"


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
The Dapper GM wrote:
Jiator is "Violet"

Well, I don't want to step on his toes so I'll think of something else.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

GM, can we get the list of colors that are already in use?


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

I think I am going to Lich route, because why not.

I'm thinking I'll convert the Projection Sphere (racial item) I have into my phylactery as well as adding some abilities to it. It'll be expensive, but when will I ever get the opportunity in-game again? The specific abilities will depend on what I can afford at the moment. I may sell a bunch of stuff in order to get this done. Details to follow.


Meet Pythia, Meredians Cohort. He's an albino half-Drow Sorcerer.

He's designed as an information gatherer. He's got some offensive ability, but where he shines is finding out secrets and Diplomacy. I figure he's a behind the scenes character functioning akin to a spymaster/master diplomat.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
Meredian Adriatnaic wrote:

I think I am going to Lich route, because why not.

I'm thinking I'll convert the Projection Sphere (racial item) I have into my phylactery as well as adding some abilities to it. It'll be expensive, but when will I ever get the opportunity in-game again? The specific abilities will depend on what I can afford at the moment. I may sell a bunch of stuff in order to get this done. Details to follow.

Upon review, it's going to be a long time until I can afford to do what I want to do. It'll cost upwards of 336K to upgrade my item and convert to Lichdom. I'd have to sell basically everything in order to do that. I figure i'll do the research while we wait for the next big score.


Rocks fall, everyone dies

Isn't lichdom only 120k?


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
The Dapper GM wrote:
Isn't lichdom only 120k?

Yes and that's included in the amount. However, if I'm going to be a Lich I'd want to trick out my phalactry.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages
Meredian Adriatnaic wrote:
The Dapper GM wrote:
Isn't lichdom only 120k?
Yes and that's included in the amount. However, if I'm going to be a Lich I'd want to trick out my phalactry.

Pimp My Soul Ride


Rocks fall, everyone dies

I think you can just add it to an item for 120k?


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
The Dapper GM wrote:
I think you can just add it to an item for 120k?

True, but I want one designed for survival. Though I suppose I could update it in waves.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

Now that I've got teleportation circles I'd like to set up a trade route to one or more distant cities. I'd charge a percentage for all goods going through. Something modest like 5% to make it worth the effort. Half of the net gains will go to the city coffers and the rest to my personal coffers.

I'll leave any actual wealth numbers up to the DM. I don't personally expect to profit personally, but more to generally be rich. If that makes sense. We can work out the details later.

Regardless, any suggestions on places to try a bit of diplomacy with? GEB and/or Absalom perhaps.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

Cheliax, Geb, Nidal, Ustalav, Jalmeray, Katapesh, Absalom(Maybe Shadow Absalom eventually).

Which reminds, do we still want go back and investigate that heavily warded and protected house(or whatever) that was back in Nidal when we were first looking for clues on where Diamanda was?


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
Drisquar wrote:

Cheliax, Geb, Nidal, Ustalav, Jalmeray, Katapesh, Absalom(Maybe Shadow Absalom eventually).

Which reminds, do we still want go back and investigate that heavily warded and protected house(or whatever) that was back in Nidal when we were first looking for clues on where Diamanda was?

Oh yea. I do. Let's do it. I'll teleport us.


What it says on the tin; Caffiene addict 20

Happy slightly early new year!


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Happy new year!


Rocks fall, everyone dies

Happy slightly late new year!


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

With our powers combined, we can reform an old rich Englishman!


HP 145/145, Temp HP: 15, Stoneskin: 90/90, DR 15/Bludgeon and Magic, AC 24, CMD 13, SR 23, Fort +10, Dex +7, Will +12, Per +26, Stealth +38, Active Effects: Prestidigitation, Read Magic, Dimensional Anchor, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages, Invisibility Alarm, Aura Sight, Arcane Sight, Tongues, Greater Magic Fang, Symbol of Revelation

Checking in.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

Present


Male Weremonkey Rogue/Ranger/Trickster

Totes still here :)


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Yo ho har.


M Humanborn

Here


Rocks fall, everyone dies

Oh! What... did people want to do? Should I try to move us to the week three scene?


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
The Dapper GM wrote:
Oh! What... did people want to do? Should I try to move us to the week three scene?

I was waiting on the astral projected visitors response.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Illia- agreed to let the others do whatever they wanted with the Vegepygmies, and I'll be figuring out something to do with the harpies, might just take em back to their jungle.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

There's also talk of us going to check out that super warded house in Pangolais from when we went to Nidal during the beginning of our search fro Diamanda.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
Drisquar wrote:
There's also talk of us going to check out that super warded house in Pangolais from when we went to Nidal during the beginning of our search fro Diamanda.

When we're ready I can teleport any number of people who want to go.


Rocks fall, everyone dies

So, Vegepygmy options, mechanically:
-Killing them all (or selling them into slavery, etc.) would produce some wealth for the treasury
-As with other conquered groups, you could demand monthly tribute
-The third option, turning them (at least nominally) into citizens with at least slight freedom, would lead to a gain of some unrest but also the addition of 3 vegepygmy hexes to the kingdom territory


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
The Dapper GM wrote:

So, Vegepygmy options, mechanically:

-Killing them all (or selling them into slavery, etc.) would produce some wealth for the treasury
-As with other conquered groups, you could demand monthly tribute
-The third option, turning them (at least nominally) into citizens with at least slight freedom, would lead to a gain of some unrest but also the addition of 3 vegepygmy hexes to the kingdom territory

Could we not murder them all and take their land?


Male Alacritous Bralani Stalker 5/Umbral Blade 4

Why would turning them into citizens lead to a gain of some unrest? And can we negate that with a KB roll?

Also,

I'll be leaving in a few hours for MidWinter gaming con. I will hopefully be able to sneak in some posts here and there, but if not, please do not let my absence slow you down, and bot me as needed.


Rocks fall, everyone dies

Gaining territory in Kingdom-building isn't just about killing people to take their land; you need to expend time and resources (and kingdom record-making or whatever) to actually incorporate those tiles. The only way to grow faster is by subjugating other nations/cities etc and then leaving their people nominally in charge of the same territory; this creates some instability (as the kb rules) because you've got new subjects who aren't universally happy, etc. It's essentially the choice to grow faster with the downside of having to give a tiny bit of rights to vegepygmies. I believe the unrest is unavoidable, but you can reduce it over following months.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
The Dapper GM wrote:
Gaining territory in Kingdom-building isn't just about killing people to take their land; you need to expend time and resources (and kingdom record-making or whatever) to actually incorporate those tiles. The only way to grow faster is by subjugating other nations/cities etc and then leaving their people nominally in charge of the same territory; this creates some instability (as the kb rules) because you've got new subjects who aren't universally happy, etc. It's essentially the choice to grow faster with the downside of having to give a tiny bit of rights to vegepygmies. I believe the unrest is unavoidable, but you can reduce it over following months.

in that case I say we annex them, make them lesser citizens, then put them to work.


Rocks fall, everyone dies

I'll let the other players weigh in—but yeah, it is technically the fastest way to grow a kingdom, though vegepygmies are gross *and* contagious to the weak.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Illia- prefers the plan of keeping them as sport and cattle for her Harpies, but got voted down.


HP 145/145, Temp HP: 15, Stoneskin: 90/90, DR 15/Bludgeon and Magic, AC 24, CMD 13, SR 23, Fort +10, Dex +7, Will +12, Per +26, Stealth +38, Active Effects: Prestidigitation, Read Magic, Dimensional Anchor, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages, Invisibility Alarm, Aura Sight, Arcane Sight, Tongues, Greater Magic Fang, Symbol of Revelation

Mostly because we don't need the Harpies.

If you want to keep the harpies, that's fine. Maybe we could annex two pygmy tiles and use the third as the harpy sport place. Then bad pygmys could be sent there as punishment.

Vegepygmy hunger games?


active: see post HP 151/151; AC 28 (26 currently); DR 15/-; FH 14 Psion 5 / Metamorph 7 / Worm that Walks CR+2

I have no opinion for or against harpies or vegepygmies. If a tie-breaking vote is needed, i vote with the side of player fun even if it harms the city slightly.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

I personally don't see why we need the Pygmys. They might boost our progress by a tiny bit, but I don't like them enough to give them any rights. We've got an eternity to grow, and I don't want to spend it with a vegepymy population.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

I don't feel strongly. If you want to kill them all that's fine too.


HP 145/145, Temp HP: 15, Stoneskin: 90/90, DR 15/Bludgeon and Magic, AC 24, CMD 13, SR 23, Fort +10, Dex +7, Will +12, Per +26, Stealth +38, Active Effects: Prestidigitation, Read Magic, Dimensional Anchor, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages, Invisibility Alarm, Aura Sight, Arcane Sight, Tongues, Greater Magic Fang, Symbol of Revelation
Illia- wrote:
I personally don't see why we need the Pygmys. They might boost our progress by a tiny bit, but I don't like them enough to give them any rights. We've got an eternity to grow, and I don't want to spend it with a vegepymy population.

As a player, I completely agree with you.

As a character, Anaxian doesn't like Vegipygmys because they don't have a lot of use to him as corpses. He'd want to get rid of them on that basis alone.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

The harpies are Illia's cohort/followers, no? So like, they're totally cool to keep around.

Dris just sees no point in the mindless, wasteful slaughter of creatures we could just conquer, and then put to work for us. Especially since they're in territory I already plan for us to expand into.

He's a very practical NE in that respect.


Rocks fall, everyone dies

It should be noted that Vegepygmies are technically a disease, not a humanoid. They're the pathfinder version of that fungus that turns ants into zombies, only they're essentially intelligent fungus zombie people. So you probably want them not coming too close to your city, even though only their leaders are contagious.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

Multiple mission / Line items:

1) Vegepygmies - Kill or promote them?
2) Ghouls vs Vampires: Gathering Intel for decision making
3) Nydalese house that's locked up - Lets quietly raid it

Did I miss anything?


Rocks fall, everyone dies

Heh, *who* are you proposing of sending to Nemret Nektoria as a spy? If you look at the "NPCs" tab in the city spreadsheet, you've got a few, plus whatever spies Drisquar's been recruiting (though I think these are mostly humanish).

EDIT: Except for Ambassador Pleistocrates, he doesn't actually work for you. I also do not recommend sending a shoggoth, aboleth, Hellknight, or gibbering mouther (and anyone from another city might need some "convincing"), but hey, this game has gotten wacky.

* * *

Also Drisquar, how's your brother's character coming along?


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

Mal would probably be good to have along. His Imps can invisibly fly around and check things out.

Maybe Summoners ghost.

Myself and my Cohort Pythia. He's great at information gathering.

Then just some NPC servants and such. Undead ones preferably.

Then of course a bunch of slaves as tribute.


Pythia for reference.

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