Call Forth Darkness! (Inactive)

Game Master Aku Warashi

Battle Map; Loot;

Evil Lair; Dramatis Personae

Name-------------HP--------VP
Agrippa--------??/??-------2
Cedric----------??/??-------1
Eldred----------??/??-------2
Johan-----------??/??--------2
Grumble-------??/??

Villain Points


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

Still need to hunt for forage for that damn hydra - a great find but until we have some more adventurers to feed it we're gonna have to make sure we keep it alive until then.

I think we need to keep the boggards close to home now simply because they'll beat the drums in case of adventurers to give us time to prepare.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

To move forward, I need to know where you guys are creating traps, where you are stationing the captured monsters and what information Agrippa wants from his rolls.


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

Leave the hydra with the boggards... There is enough empty cave to stash it in... With orders to release it when intruders are spotted... My workers can make a pen for it


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 was thinking the hydra would be useful at 1-27. Its the big hall that leads to the spiral staircase. With the Horn all lit up and active, the 1st floor entrance is quite visible now right? So thee is really little reason for anyone to go through the boggard caves and to just bypass straight to the horn itself via 1-6.

I'm also thinking the el 5 (party level-2) encounter that the boggards can generate by being put on guard duty should be at that entrance at 1-6.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Johan

I'm assuming you meant 1-1, 1-2 or 1-3.

1-6 is a room of no importance inside the room: There is little evidence of this room’s original purpose. There is nothing here but ash, blast marks and few burned bits of refuse.


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

Like I posted before, use the gather information rolls as you see fit (Ie: Whatever information you want to give me), I mostly chose that action because there weren't any other actions I could see my cultist minions doing.

I did roll a legitimate enterprise action also, its all on the spreadsheet.

However, if you want a list of priorities for Gather Information

1) The Baron (What is he up to, and how can Agrippa supplant him and take his spellbook)
2) The other Knot (What are they up to, and how can Agrippa take Elise's spellbook if she has one)
3) Any other threats to the 9th Knot from Talingarde.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Agrippa

You can imagine other actions that aren't in that list. The only thing I think it isn't suitable at now is to summon and bind outsiders, because that is a costly business.


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

Ok, well does anyone have any ideas for evil cultist actions?


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

GM are you waiting on something from us?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

No, I was mostly sleeping throught yesterday. Holiday here. Sorry. :)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Okay, I lied.

  • I need to know where the monsters are being stationed.
  • I need to know where Eldred wants the trap build. (Outside the caves, you need to invest money to craft it)
  • I need an update about every entrance in the horn, and how they are guarded.
  • I need to know what security measures as in place.


  • 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

    Working on an undead army list as we speak... so far I've got a fast zombie minotaur, four burning skeletons, and three boggard fast zombies created before we started the ritual. In the month since, I'd like Sid to release one of the boggard zombies (destroy it or put it in a pit trap) and raise the hound archon as a bloody skeleton ( total HD controlled = 26 out of 28)

    We also still have to place 3 giant spiders , a giant centipede, a snake and the chupacabra.

    Remember we have an entrance on EVERY level of the horn, pus the broken wall leading into the room where we left those fungus/ooze things.


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    Yep

    Don't forget you have a 'cristal ball' with true seeing as long you are talking about inside the horn, and one of the eyes glows when a Divine spells from a Mitran priest was cast.

    Don't forget that assets 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

    I've placed the Hellhounds and Alarmed the entrance to the third level.

    The Snake and Scorpion are on the spreadsheet. So its just the spiders and chupacabra we need to place, as well as the undead.

    Is there anything you guys need Agrippa to do?


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    @Agrippa

    Can you update the excel sheet with places where you placed the alarm spells? It's marking only the second level entrance.


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

    Okay, I lied.

  • I need to know where the monsters are being stationed.
  • I need to know where Eldred wants the trap build. (Outside the caves, you need to invest money to craft it)
  • I need an update about every entrance in the horn, and how they are guarded.
  • I need to know what security measures as in place.
  • Work is killing me atm so posting will be spotty

    Can we just do covered small pit traps with spiked wood inside ala vietcon punji traps?


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

    I've only alarmed the second level entrance. I've kept three first level slots filled just for a near 24 hour alarm on that entrance.


    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

    Caverns: Entrance (outside C-1) Eldred added pit trap with giant centipede at bottom; Chupacabra roams this area. Entrance to stairway (C5) guarded by 3 giant scorpions

    Lvl 1: Entrance (1-1) guarded by Boggards (EL 5 via organization action)
    (1-27) guarded by hydra. Capture pit has constrictor snake in it

    Lvl 2: Entrance (2-1) alarmed 21 hrs/day. (2-2) guarded by 3 burning skeletons. (2-20) Guarded by 3 giant spiders

    Lvl 3: Entrance (3-1)guarded by 3 hell hounds. Prison (3-10) guarded by 2 fast zombie boggards. Stairway to Sanctum (3-13) guarded by Fast zombie minotaur and bloody skeleton hound Archon.

    Sanctum: Guarded by Hexor and Vexor

    Still left to assign: the symbols Sidious purchased, the mudmen, the wraiths ( I have forgotten where they lair...), PC's personal chambers, workshops etc.


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    Legit Enterprize Money: 15d4 - 15 ⇒ (3, 3, 3, 3, 2, 4, 1, 2, 1, 3, 3, 3, 1, 3, 2) - 15 = 22*10 = 220gp

    @Agrippa, your legit enterprise earns you 220gp in gold.


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

    I'm going to put that in a separate account...can I have the Cult use the money to purchase supplies to summon outsiders or capture/summon/bind other types of monsters (not animals or magical beasts)?


    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

    Ack! We haven't placed the glyphs yet! I was thinking The balcony leading into the sanctum and 2-11 (the room outside the room with the broken wall and oozes - that way if something gets past the oozes, or the oozes exit the room, we'll know)

    Mudmen - I got no idea. Those were going to Eldred yes?


    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

    Best leave the mudmen out of my care - I am a flesh and blood man... additionally my work is killing my gaming time at the moment.


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    @Johan

    Loved it! :D


    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

    thnx...

    In other news...how did I not know we were running a recruitment thread!?


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

    Please get in there and help me get us a viable candidate....


    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

    yeah, they're kinda dodging your questions aren't they?

    Looking back, we have lost quite a few characters along the way...

    Damien (human witch) - Died a traitor' s death
    Malgrim (hobgoblin monk/fighter) - returned to his people
    Fet the False hearted (alchemist) - disappeared during the fall of Ballentyne.
    Wodin (dwarf stonelord antipaladin) - dead outside the horn; presumably murdered by a Lillend
    Sidious ( cleric) - "retired" to be Seneschal of the Horn and the Red Pentacle


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

    It's more that they are coming in with a character instead of looking at the gameplay thread and then making a character that fits the existing campaign.....


    Human Hero Killer1 / Holy Assassin1 / Deceiver2
    Heinrich Cornelius Agrippa wrote:

    I'm going to put that in a separate account...can I have the Cult use the money to purchase supplies to summon outsiders or capture/summon/bind other types of monsters (not animals or magical beasts)?

    That's a great idea! I'll work on a table this weekend. With creatures and 'prices'.


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    @All

    Updated the map, please proceed from temple in the speed/way you want.
    Feel free to describe as much as you please.

    You have the rooms description, you know where they were last seen.


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    @All

    The enemies aren't invisible anymore. It was just when attacking the thugs and leaving the room.

    They are visible and disguised as humans.


    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

    Oh! Its on then!


    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

    twiddled with the map a little...


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    Five minutes? Oho! That gives me plenty of time to wreak havoc! :D


    Human Hero Killer1 / Holy Assassin1 / Deceiver2
    Heinrich Cornelius Agrippa wrote:
    @GM Glitterdust is not effected by Spell Resistance....

    My bad.

    I'll give a lot of trouble to remake it. Can you choose another action from round one and cast it again on round two?


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    @Agrippa

    I edited to account for your spell.


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

    This is going much too well...I have a feeling something bad is going to happen.


    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

    Nah, we're just this awesome! <somewhere a bell tolls and a dice god cackles>


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    Well

    I can't always be an evil DM can I? And you prepared well, it would be frustrating if your preparations didn’t meant anything.

    Also, don’t worry, there’s plenty of time to things go wrong, and they will, trust me.


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    After closing submissions in about 12 hours, I'll review all applicants that meets my non min/max, one line, inconsistent posting rate requirements and send you guys the list.

    From there, you’ll choose your top three and send me.

    That sounds good for you?


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

    Yep.


    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

    Thank you all. I followed this thread a ways while you were in book 1 so it wasn't too tough to catch up.

    I have a few questions but guess the first thing is to ask the DM whether my crunch is basically OK. I'm OK to replace Divine Protection if you don't like it but wasn't sure with your spoiler edit.

    After that first things that come to me if you don't mind:

    1. (Vile Leadership). Is it OK? I had some cohort ideas and am familiar with the minion rules but wanted to check that first. I gather only Agrippa has that currently?

    2. I gather The Genius Guide to Hellfire Magic is a permitted source? I mentioned to Agrippa that I generally like summoning on a cleric but intend to go straight up evil magicks / support with this one so oh yes please.

    3. Is there a spare / unutilised Knot I can come from? Sebastian doesn't even need to know anyone else in it apart from his own cell. Seems like a pretty easy in for Thorne to parachute him in to aid the understrength ninth but obviously up to the DM to work out.

    4. Sebastian's background has him working for Thorne for some years (if not with much direct contact happy to leave that to the DM as well). I do figure it would be easier if I'm taken to know the major NPCs, Tiadora etc. I could have lots of fun with that.

    5. Gather new characters start with just the 2 traits and 0 villian points? No circlet?

    6. Strengthening the dungeon wise I'm casting the same spells Sidious was and not sure how you want to address both of us being around. I'd normally immediately reach for animate undead, glyphs etc as well but that might unbalance things.


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

    Welcome Dan E!

    I'm not the GM but I think I can speak for him when I say that since you've been recruited we aren't going to keep Sidious around...perhaps the Cardinal has called him to serve somewhere else.

    Re:Leadership Yes, only Agrippa has it. We've kept Grumblejack around as a "cohort" perhaps your new cohort will take his place?


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    @Dan, Ashe

    Welcome.

    I'm busy today with some university stuff, I'll post tomorrow about your sheet and some aditional info.

    Once again, welcome.


    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

    Hey Dan E, welcome!

    Vile leadership was made available to all of us so it should be fine for you, likewise with Hellfire magic ( which I'm loving by the way - wish there was more of it!)

    Regarding Sidious; perhaps initiating the ritual was too much for him, or he indulged in too much glowing slime with Zikomo and is now drooling and babbling down in the caverns. Or perhaps his faith wavered in the face of the power of the horsemen, and Thorne has recalled him for some "remedial teaching."


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    @Dan and Ashe(when he gets here.)

    Finish up your sheet with purchases and miscellaneous, read the house rules at the campaign tab and tell me if there's anything you want to know about it.

    Sebastian Mayer wrote:
    1. (Vile Leadership). Is it OK? I had some cohort ideas and am familiar with the minion rules but wanted to check that first. I gather only Agrippa has that currently?

    You can get it. You get an organization which is somewhat different from the normal and vile leadership. We'll get in this point later.

    Sebastian Mayer wrote:
    2. I gather The Genius Guide to Hellfire Magic is a permitted source? I mentioned to Agrippa that I generally like summoning on a cleric but intend to go straight up evil magicks / support with this one so oh yes please.

    It is, just ask for permission to access the book, if you don't have it.

    Sebastian Mayer wrote:
    3. Is there a spare / unutilised Knot I can come from? Sebastian doesn't even need to know anyone else in it apart from his own cell. Seems like a pretty easy in for Thorne to parachute him in to aid the understrength ninth but obviously up to the DM to work out.

    I'm still thinking on your joining cue.

    Sebastian Mayer wrote:
    4. Sebastian's background has him working for Thorne for some years (if not with much direct contact happy to leave that to the DM as well). I do figure it would be easier if I'm taken to know the major NPCs, Tiadora etc. I could have lots of fun with that.

    Well, Tiadora for starters is someone you'll know. I'm still deciding about other npcs. I'll give you more about this later.

    Sebastian Mayer wrote:
    5. Gather new characters start with just the 2 traits and 0 villian points? No circlet?

    Villain points? 0

    Circlet? You get one.
    Traits? Only two.

    Sebastian Mayer wrote:
    6. Strengthening the dungeon wise I'm casting the same spells Sidious was and not sure how you want to address both of us being around. I'd normally immediately reach for animate undead, glyphs etc as well but that might unbalance things.

    Sidious may in the near future fall from grace and lose it's miracles. While is may still keep at the horn helping, there's no issue about balancing.


    Human Hero Killer1 / Holy Assassin1 / Deceiver2
    Heinrich Cornelius Agrippa wrote:
    @GM Does the Horn's anti teleport work against us also?

    You cannot get inside or outside using teleport. So yeah, it affect you guys as well.

    However, you can teleport within the horn. I mean, as long you aren't trying to go outside it, it works.

    It just prevents from entering or leaving the horn using magic ways.

    “The residual green fire is a natural magic barrier. None can teleport through or send a magical message. Teleportation and summoning works fine within the Horn, you just cannot enter or leave while the ritual is ongoing.”

    More than that, the Silver Seal blocks any attempt to planar travel in the horn, that’s why the Moon dog couldn’t flee.


    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

    haha! forces of good beaten by the forces of good - love it!


    Thanks for the invite, was at SCA event yesterday and the table top game today. I will make an alias for Cedric and check out the house rules.


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    Here is the what the book says about the moon dogs:

    "The moon dogs will begin their raids by sneaking into (using improved invisibility) the 2nd level (2-1) and seeing what trouble they can inflict upon the defenders of the Horn. If they can catch a pair of minions, they will slay them and assume their forms using alter self. They will wander the halls listening and trying to gain more information. One fact may be their downfall. The moon dogs usually escape tight spots by plane shifting into the Ethereal Plane. Within the Horn, thanks to the Silver Seal, plane shifting is impossible. Ironically it may be the holy artifact that leads to the moon dogs undoing."


    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

    For our new master of the undead horde:

    Current undead minions:
    1 Minotaur fast zombie (8HD)
    1 Hound Archon bloody skeleton (6HD - equipped w/ breastplate, mstwk greatsword)
    4 burning skeletons (1HD each)
    2 boggard fast zombies (4HD each)
    = 26 HD controlled undead
    1 boggard uncontrolled fast zombie in the bottom of a pit trap

    Resources:
    50 gp of black onyx
    2 moondog corpses, flayed (9HD each?)
    100+ assorted humanoid skeletons

    Also, if anybody has ranks in craft alchemy, we are sitting on a repairable alchemical golem.

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