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 Hero Killer1 / Holy Assassin1 / Deceiver2
Heinrich Cornelius Agrippa wrote:
How much time, and what resources DM?

Couple of days of study at baron’s library to identify the box. The gather the necessary materials for the ritual.


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

Everything is inputted into the Loot List

Who wants what?

Johan will take one of the rings of protection. He can also cast CMW, so he'll grab the wand too.

If they stay unclaimed, we might want to throw the amulet the 2nd ring a cloak on Grumble - we can pay for them out of the party pool.


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 you almost always have SoF going which is deflection. Assuming Eldred does not have one he should get a ring and the amulet and then give Grumble the other ring.

There is s cloak for each of us. If any already have one then Grumble should get one. So I will claim one.

I would like the +2 Griffon Full Plate. It is of house Barca which Cedric will realize as they are collecting the gear.

Aku how will that work. Can I bond with new armor? Is there a ritual? Or am I stuck in my Armor. If I am stuck can my Armor be made more magical if we pay a guy?

That is all I want. I will wear the belt of Con if no one else wants 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

Oh I realize that SoF doesn't stack with the ring. That's why I bought an amulet of Nat armor instead of a ring way back when. I kinda assumed everyone else had already picked a ring of protection up by this point, but looking at everybody's sheets now, I see none of us have them.

Given that, yes it makes sense to give both rings to other PCs first.

Cedric, didn't you take Johan's old belt of giant strength after the inquisitor fight?


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'd be happy to take a ring and amulet. My AC is a little anaemic :)

Cloak for Grumblejack is a good idea... might I have one too? Will is my vulnerable save and it was only some awesome rolls on my part that kept me out of trouble this combat.


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

When we are ready to sell all that stuff there are a buttload of spells I'm interested in purchasing. I believe I've asked this before, but is the Baron a Sorceror or a Wizard? Ie does he have spellbooks in his library?

Also, Agrippa is interested very much in researching the box.


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

If I did Johan I never added it to my sheet or raised my strength. I'm fine selling and getting some better equipment. All these equipment drops are for 3-4 levels bellow us. Our gear is pretty poor for our level. Though we are getting a good bit of it so we can sell and hopefully upgrade.


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
Lord Cedric Barca wrote:
I'm sure the furries would track down any that run.

Heh, furries...

Cedric wrote:
I bet those stupid hero's destroyed our tree.

Hmm... can plants be raised as undead? I suppose it wouldn't make a very good zombie because it would lose most of its special attacks.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Lord Cedric Barca wrote:
Aku how will that work. Can I bond with new armor? Is there a ritual? Or am I stuck in my Armor. If I am stuck can my Armor be made more magical if we pay a guy?

Well, the armor is the source of your, otherworldly powers, as per say.

If you change it, you’ll lose the template benefit and bonuses.

Since I know that keep you with the same armor is a boring thing to enforce, you can ‘transfer’ your bond to a new armor.
To do that, you can describe a ritual, of the most macabre involving fire and death.

The ritual should cost at least 100gp per HD, and take at least half a day.

What do you think?


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

Eldred's men in Drownington can spread rumors

The Red Pentacles can spread rumors.

Let's spread some rumors that we have been dispatched and only Grumblejack remains in the Horn

Of course, that stupid Angel thing can mess up our plan by alerting the world to the fact that we are not in fact deceased.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Drownington's crew.

That can be done, however unlikely the organization minions, the crew is to be hired.


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

@Ritual: Sounds reasonable to me. Thank you.

lol: Furries :) Oops :)


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

Are right spent 800gp.

The old armor. Should it be consumed? Like when they pull it off it falls into ash? I'm cool with this but it could get costly if I keep upgrading. Maybe it has to make a save to survive? So that weaker armor may or may not survive but down the line stronger armor has a better chance. What do you think?

Sidious will also spend a few minutes repairing my blade. Looks like mending should do 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've entered the old armor as sold on the spreadsheet when figuring Cedric's share already.

Can everybody check this loot disposition and see if it works for you?

Cedric:
Belt of Giant Str+2
+2 fullplate
cloak of resistance
selling +1fullplate
1508gp

Eldred
ring of protection+1
Amulet of nat armor+1
belt of con+2 (or Johan's old Belt of Str+2)
cloak of resistance+1
1008gp

Agrippa
cloak of resistance+1
ring of protection+1
headband Int+2
1508gp

Grumble
cloak of resistance+1

Johan
headband of Wis+2
3508gp


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

I think Agrippa already has a cloak and headband... but if you are simply dispersing based on GP levels then that's fine with me.


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

Looks good.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

So we have several paths here:


  • Spread rumors and lure the Seventh to the horn (suggested by Agrippa)
  • Send the Erinyes fetch the Seventh saying the Ninth failed and they are tasked to continue the ritual by themselves. (Suggested by Cedric)
  • Ride into town and slay them for everyone to see (Suggested by Johan)
  • Ride into town pretending to resupply and quietly deal with them (Suggested by Eldred)

Which one will be?


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 go with Cedric - its the one least likely to arouse their suspicions, play on their egos and draw them in.

Oh and I have a belt of Dex + 2. Happy to take the Belt of Con or Str + 2 but I think its better sold and the shares going into everyones coin purses.


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

Sending the Erinyes is a good idea. Agrippa concurs, and is now actively searching for ways to summon his own Erinyes handmaiden =)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Okay, I'll start writing it down them.

Might take some time tho, since RL isn't giving me a break.


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. Hang in there and take your time. I will have an Erinyes at level 11 :)


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, readjusted. Please add the gear and coins to your sheets so I can clear the calculator ( gotta make room to all that loot from the Seventh coming our way :> ):

Cedric:
Belt of Giant Str+2
+2 fullplate
cloak of resistance
selling +1fullplate
1508gp

Eldred
ring of protection+1
Amulet of nat armor+1
cloak of resistance+1
3008gp

Agrippa
ring of protection+1
4508gp

Grumble
cloak of resistance+1

Johan
headband of Wis+2
3508gp


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'm updated.


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

@Cedric...that would rankle Agrippa to no end if you got one first.
@Johan I'm updated

Spells that Agrippa would like ranked in no particular order

Dimensional Anchor from CRB level 4, Scroll Cost 700GP
Greater Invisibility from CRB level 4, Scroll Cost 700GP
Scrying from CRB level 4, Scroll Cost 700GP
Remove Curse from CRB level 4, Scroll Cost 700GP
False Life from CRB level 2, Scroll Cost 150GP
Secure Shelter from CRB level 4, Scroll Cost 700GP
Blink from CRB level 3, Scroll Cost 375GP
Mirror Image from CRB level 2, Scroll Cost 150GP
Water Breathing from CRB level 3, Scroll Cost 375GP
Knock from CRB level 2, Scroll Cost 150GP
Whispering Wind from CRB level 2, Scroll Cost 150GP
Nondetection from CRB level 3, Scroll Cost 375GP
Seek Thoughts from APG level 3, Scroll Cost 375GP
Ray of Exhaustion from CRB level 3, Scroll Cost 375GP
Hostile Levitation from UC level 3, Scroll Cost 375GP
Slow from CRB level 3, Scroll Cost 375GP
Protection from Energy, Communal from UC level 4, Scroll Cost 700GP


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

At level 9 it will be fiendish Dire Lion or Bearded Devil. Have not decided.


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

I find it highly amusing that classes that are devoted to summoning otherworldly beings can only summon those beings after a martial class gets one as a class ability.

One more strike against Pathfinder imho.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Hey guys.

I want to move the game, but I need to know what you preparations for the combat ahead are.
Any spells? Traps?

How are you planning to deal with the Seventh?


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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 will do his normal suite of self protections. Then he might cast Haste right before combat.

You should take our lack of posting to mean that we are too busy fighting among ourselves to adequately create a trap.

How about this

Agrippa crafts some Scrolls of Invisibility and then uses them on the Knot+Grumble. As the 4th comes into a predetermined area (I think Johan mentioned the clearing with the dead hangman's tree) we swoop upon them prebuffed and ready to own faces.

Spell Agrippa will have up before battle
Stoneskin 80min duration
Fly 8 min
Mage Armor 8hr
See Invisible 80m
Prot. Arrows 80m
Invisibility 8min

Once we know they are coming and have a round to prepare (if that even happens) Agrippa will Haste whomever he is near.


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

Cedric laid out a pretty detailed order of battle to which no one disagreed, aas well as a blow by blow of how we would use the Eyrenes to lure them in - I'm not sure what else you expected...


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

Yep I have been waiting on someone to chime up and disagree or add too or for you to move the game. :)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Well,

It's kinda bad keep moving the game on a single player's opinion.
I usually give it some time to see if anyone wants to disagree or suggest anything else.

--

Like now:

Johan said that he would wait till sundown then return.
Instead of moving the game based on his single wanting, I’m wanting to see if anyone else will have other idea or action.


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 agree, that is what the discussion thread is for. I am guilty of this as well but when a plan comes up maybe we should throw a post in here when we are in agreement or what not so the GM knows.


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

Fair enough. I've had an insane couple of weeks at work so I haven't been on the ball as much here. Like not getting around to writing anything regarding the nightmare for example. Which I totally do want to do by the way.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

How did the Seventh sneaked up on you?
The simpler answer is: They didn’t. They were there before you arrived.

As soon the Fury showed up, Elise knew the plan failed.
How the cardinal did knew the Ninth had died? You cannot scry inside the horn, she tried.
You cannot teleport inside the horn, she tried.

The time seemed off as well. The Furies appeared in the same day the heroes were supposed to enter the horn.
Which led her to one conclusion: The Ninth was still alive and now they knew about her attempt. Worse, they contacted the cardinal and the cardinal sent the devils.

As soon she devil left after delivering the message, the Seventh left as well, using the ‘instructions’ from the devil to try to outwit the knot.
She travelled hard and fast during all night, and set up hideout from where she could try sneak up on you guys.
They’ve been observing you for some time and when finally the devil teleported away, Elise saw her chance and began their preparation, they made some noise, which Eldred noticed.


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

That's fine but the devil that was sent to town to escort them should/would have reported back hours ago that they were no where to be found. These two devils make a knot on their own and I doubt they are without their tricks. So what or why has the devil not came back. They teleport at will not like it would be hard to report in.


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

/shrug, we can't win them all.

However, if this was going to be the end result...why the push to have us be super descriptive in our planning of an ambush that wasn't ever going to happen?


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

The Erinyes has Int 14, Wis 18 they are not dumb creatures. The have also seen the baron and the Seventh. With the ability to teleport around the other devil should have reported back yesterday that the seventh had left town. It was supposed to meet them and guild them. I doubt it would have just set at the woods for almost a day. Sure they are to help us defeat the seventh but their not mindless NPC that obey our every command they are a Knot of Thorn. That's my big thing. I don't mind the ambush at all, but even that is unlikely with the other Erinyes flying around with true seeing constant and a +16 perception. She was expecting the seventh to show with her sister she had no reason to hide. We were the ambush.


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 are the Nessian knot. The devils were just described as the cardinal's "furies," not their own knot.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

In addition, there's the wording of the order.

You didn't order it to report back in case anything happen.
Nor did you asked what was their take in the situation.

Devil will follow instructions to the letter and will use/abuse any loophole they find in your orders.


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

oh yeah nice catch Johan. I was assuming they were a knot because of the Nessian Knot thing forgot that was us ;)

So the seventh are not mindless NPC's while the devils are. Even though we were rewarded them from the Cardinal to help. Seems legit. So the other is just chilling in Farhold because it didn't find the seventh and is like oh hey they didn't say report back guess I'm on vacation.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Cedric

Please leave the sarcasm out.

Devils abhor humans. They were sent to obey, not to help.
If Cedric was arrogant enough to trust devils, he is paying for his mistake.

Please accept that and roll with the game.
I’m really getting tired of all this pointless questioning about everything that happens in the game.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Read the cardinal letter again:

DM Aku wrote:

Tiadora takes the diary, read it and then, when nothing else is said, she walk away and soon after is gone, giving no further instructions or motives.

Sometime after two Erinyes, by the name of Tisaera and Melinoe arrives at the horn, carrying with them another clay seal, and a letter from the Cardinal.

It reads:
“I have no time for this infighting! We are so close to victory! Nothing can stand in our way!”
”The Knot Hibernal is declared broken. In accordance with the Pact of Thorns, I release these traitors. They are no longer bound to my service or enjoy my protection. I send to you, my Nessian Knot, my furies Tisaera and Melinoe, they’ll serve you for one week. Make those traitors suffer for their treachery and then return to the work at hand. Bring me the daemon’s gift!”

Intentions?

No word about helping. It's about obeying and serving.


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

/shrug, we can't win them all.

However, if this was going to be the end result...why the push to have us be super descriptive in our planning of an ambush that wasn't ever going to happen?

Because if you guys were setting some sort of 'mechanical trap' or doing some preparation in the field before combat instead of just hanging around and waiting, you'll have the chance to notice then when they arrived.


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

We wouldn't have to question everything if it felt like we were playing in the story instead of playing against the GM.

So what pray-tell has the other devil done the entire day while not finding the seventh?

We have a chance to notice them no matter what. It is simple perception vs stealth. We should have all got checks, and the Erinyes has constant true seeing so invis would not have helped them.


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 did get checks. Or at least I presume that's what the 4d20 roll at the top of the post is for... ranked alphabetically that would put Eldred as the highest roll


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

The devil is not included in that. Who knows what they are for or who they are assigned too.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Oh well.

I was in my way to write a big answer commenting everything and answering all small things: explaining how Cedric's order were interpreted, how the Cardinal had already advised how to deal with devils, how Tiadora proved that the phrasing of the order mattered, when she delayed Agrippas delivery for some weeks just to spite the mage...

But in the end it would be pointless.
So, here is the deal, and let’s get direct to the point:

WE CAN:
Keep playing the game.

I’m up for it, I like running this campaign, I’ve went into several weeks of personal trouble just to keep the game up. I’ve gave up playing in other games so I would have time to keep things interesting and be able to answer properly or at least try do to that in the game.

I’ve tried to set an interactive mood, adding small things to make the game interesting for everyone, but I do like ‘dramatic combat’ and I do like to put the ‘characters’ in a tight spot from time to time.
I usually don’t allow one-sided situation unless the planning really deserves it and I think I’ve been fair with all the things that happened in the game up to this point.

My own understanding about fairness may not match the player’s tho.

I don’t mind when you point something wrong in my ruling, I don’t mind when you tell me I’ve been using a rule wrong. I do not have absolute knowledge about pathfinder and the knowledge I have is somewhat tainted by 3.5 Era.

However, I don’t want questioning such as these:
“I don’t agree with my character situation right now! The DM MUST DO THINGS THE WAY I WANT!”

or WE CAN:
Decide who want to keep playing the game as mentioned above and if needed recruit replacements.

I’m set in at least finishing the module, so if get to keep at least one of the players, I’ll recruit others to fill the vacant spot and continue the game.

--

Please decide up what you want to do.


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

Speaking for myself only, I'm not sure what the big deal is right here. I'm only ever interested in moving the plot forward, we seem to get into these quibbles from time to time and frankly it annoys me that we get bogged down.

The only point I tried to make earlier (and it wasn't an indictment of you or your style) was that since you had worked out that the Erinyes were gonna not be all that productive for us based on our instructions to them, why then did it really matter all that much what our plans were? It held us up for nearly 2 days.

In a PbP the GM needs alot of latitude to push the action forward because there is nearly no "table talk" and what there is can take days.This turns any minor thing (or major one like laying a trap) into a quagmire of indecision and wasted time.

This is why I've been so in favor of just letting Johan or Eldred (when he's posting consistently) take care of all the planning. I'd rather the plot be advanced.

As long as everyone is making the effort to make daily posts that advance the plot I'm good to go.


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'm fine.

I'll admit I take less pleasure in the game lately, hence my erratic posting. Its more about the level things. I am typically used to low powered, low level, low magic games and the numbers sometimes get to be a bit of a blur.

I am all for the other knot outwitting us. Its fine to be on the backfoot - I think that adds to the game. It challenges us. Frustrating as it was, that good party that outsmarted us around the teleporters was a real challenge.

In short I am fine for continuing the game.

That said, I think people get too easily upset by conversation on what happened and when. Its play by post... some stuff is going to get missed. I'd like both GM and Players just to roll with it when it does.


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 would very much like to continue.

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Dark Archive

Meyer Wodeson wrote:
@ Seranov - there is a post under the avatar NPC - Cardinal Adrastus Thorn further up the page that has a spoiler titled "Talingarde" that explains a lot about the world.

Neat! There certainly is, and it beautifully answers my question!


And with no further ado, I present Wodin Earthbreaker, Stonelord of Asmodeus.

Background:
Wodin Earthbreaker was the son of Toryn Earthbreaker, a Stonelord of the dwarven mountain home of Thanehelm. A family with little of note besides their mastery of tunnel-fighting and earth magic, Wodin was expected to follow in his father's footsteps. Though he took to his training with relish, hard times loomed in Thanehelm. Before the young dwarf could finish his training, the Siege of Thanehelm began.

The siege was long and brutal, and eventually ended in the almost total destruction of Thanehelm and its people. The defeat left Wodin, who had been injured and had to flee, in despair. Was this all Torag and his family could do for them? Just leave them to be destroyed by the undead and monsters called from near and far? The young Earthbreaker would not let it stand.

Wodin traveled to Cheliax, home of the Church of Asmodeus. The Stonelord had heard stories of the Prince of Law's dedication to keeping order. Disenfranchised with the dwarven pantheon, young Earthbreaker decided to join the God-fiend's faithful, immersing himself in the rites and beliefs of Asmodeans. His descent from a good, faithful Toragian into a wicked-hearted Asmodean was quick and unhindered by the same weaknesses that had plagued through his life under the mountain. Within a number of years, the dwarf had proven himself a loyal and dedicated member of the church. He offered his services as a soldier in their military, and here, he quickly proved himself to be a skilled fighter. Standing like an immovable stone and preventing the church's enemies from striking down the Prince of Darkness' faithful, he earned some fame among his fellow soldiers as one to be depended on in battle.

Impressed with his martial prowess and unwavering will, the Church's unholy knights soon took him into their number. They taught Wodin how to combine his family's Stonelord traditions with Asmodeus' fiendish powers. It was here, while he was honing his skills and his faith, that Wodin was noticed by Cardinal Adrastus Thorn. Wodin had been training with a number of other squires, his family's traditions providing the other squires with a splendid target to test their skills on. One after another, the squires struck at the dwarf, their weapons knocked aside or simply ignored by the stout man. Single-handedly holding off eight squires, Wodin calmly defended himself while quoting Asmodean scripture. His faith acted a shield, defending him from the unending barrage of practice blades and the curses of the other men.

The Stonelord continues to serve as a squire of the Church of Asmodeus. His every day is spent in the glory of the Lord of Hell, his every word and action intended to greater the Archfiend's glory.

Motivation:
Wodin's one true goal is the destruction of Torag and his ilk. Believing his family, friends and countrymen were abandoned and left to die by the dwarven pantheon, Earthbreaker has decided that these deities are fools and sham-artists. For all their godly powers, they had naught to spare the people of Thanehelm. The dwarf would see them unseated as the focus of religion for the dwarven people, if not killed outright. It is in Asmodeus' service that he believes that he has the greatest chance to accomplish this goal, for the God-fiend had killed his brother Ihys, and this meant that the gods, too, could be slain. With the Father of Creation dethroned or dead, Wodin would lead his people to become the greatest servants of the First.

Asmodeans believe that the strong should rule the weak, and Wodin stolidly believes that he is all the proof that is needed that dwarves are strong, and should impose order over the lesser, weaker races. He is loathe to tell others of this, however, because it is much easier to use and control those who do no realize his assumption of superiority.

Physical Description:
Wodin is a broad-shouldered dwarven man with piercing gray eyes. His crimson red hair and beard are always well-kept and ornately braided, as the Stonelord considers them proof of Asmodeus' favor. Standing taller and wider than most dwarves, Wodin believes he is proof that the dwarven pantheon holds back the people under the mountain, rather than support them.

When not wearing his ornate grey and red plate armor, Wodin wears simple leather clothing in red and black.

Portrait of Wodin.

Personality:
Wodin is a calm, collected dwarven man. He is very muted in his dealings with others, appearing to be a very quiet and pious fellow. Even in the midst of battle, he is always focused, ready to deal with any who might challenge him or his companions. However, he is unbelievably prideful, so thoroughly is he convinced of his strength and martial ability. His tendency to root himself to the ground, both literally and figuratively, can frustrate and enrage others.

Despite this mostly calm demeanor, Wodin is every bit a servant of the God-fiend. He will use others to serve his own needs without remorse or reluctance, especially when in the service of Asmodeus.

Wodin's Code:
  • A contract is sacrament. When I am contracted, I will accomplish the terms without fail. However, my word is not my bond, and everything is for the greater glory of the Prince of Law.
  • I am, at all times, seeking to maintain order. I will use any means necessary to ensure that order is not disrupted. The ends will justify the means.
  • I am the hammer of Law. I will take life wherever Chaos threatens, for Chaos is the Enemy.
  • Against my master’s enemies, I will show no mercy. I will not allow their surrender, except when strategy warrants. I will defeat them, yet even in the direst struggle, I will act in a way that brings honor to the Prince of Darkness.

  • @Questions.

    I'll answer then tomorrow, before closing the recruitment.

    I was away for most part of the day, and a bit tired. xD


    HP 5d8 ⇒ (2, 5, 5, 6, 1) = 19

    Character Sheet

    Spoiler:
    Gypsum Delonaire
    Male Human (Chelaxian) Alchemist 4/Rogue 2 (Pathfinder RPG Advanced Player's Guide 26)
    LE Medium humanoid (human)
    Init +0; Senses Perception +10
    --------------------
    Defense
    --------------------
    AC 16, touch 11, flat-footed 16 (+5 armor, +1 deflection)
    hp 22 (6d8-5)
    Fort +3, Ref +7, Will +4; +2 bonus vs. poison
    Defensive Abilities evasion; Resist poison resistance
    --------------------
    Offense
    --------------------
    Speed
    Melee +1 heavy mace +5 (1d8+1)
    Ranged acid bomb +5 (2d6+4 Acid) and
    bomb +5 (2d6+4 Fire)
    Special Attacks bomb 10/day (2d6+4 fire, DC 16), discoveries (acid bomb, explosive bomb), sneak attack +1d6
    Alchemist Spells Prepared (CL 4th; concentration +8):
    2nd—cure moderate wounds, vomit swarm{super}APG{/super}
    1st—bomber's eye{super}APG{/super}, crafter's fortune{super}APG{/super} (DC 15), keen senses{super}APG{/super} (DC 15), shield
    --------------------
    Statistics
    --------------------
    Str 10, Dex 10, Con 8, Int 18, Wis 17, Cha 17
    Base Atk +4; CMB +4; CMD 15
    Feats Brew Potion, Deceitful, Deft Hands, Extra Bombs[APG], Master Alchemist[APG], Throw Anything
    Traits dangerously curious, suspicious
    Skills Acrobatics -2, Appraise +8, Bluff +11, Climb -2, Craft (alchemy) +14 (+18 to create alchemical items), Diplomacy +10, Disable Device +3, Disguise +12, Escape Artist +0, Heal +7, Intimidate +7, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (local) +10, Knowledge (nature) +9, Linguistics +10, Perception +10, Sense Motive +10, Sleight of Hand +4, Spellcraft +11, Stealth +0, Survival +8, Swim -2, Use Magic Device +10; Racial Modifiers rogue talents (guileful polyglot)
    Languages Abyssal, Aquan, Auran, Boggard, Common, Daemonic, Dark Folk, Druidic, Dwarven, Gnome, Goblin, Infernal
    SQ human alchemist, alchemy, fast poisoning, mutagen, poison use, swift alchemy, trapfinding +1
    Combat Gear mutagen (true), wand of magic missile, alchemist's fire, caltrops, tanglefoot bag; Other Gear +1 mithral chain shirt, +1 heavy mace, ring of protection +1, alchemist's lab, alchemy crafting kit, backpack, belt pouch, flint and steel, grappling hook, portable alchemist's lab, hemp rope (50 ft.), sewing needle, spellbook, tent, small, thieves' tools, masterwork, heavy horse (combat trained), 135 gp
    --------------------
    Special Abilities
    --------------------
    +1 Extracts in Formula Book. Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
    Acid Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
    Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
    Bomb 2d6+4 (10/day, DC 16) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
    Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
    Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
    Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
    Master Alchemist You may create 4 doses of poison in the time it would normally take to create one, and may create alchemical items 10x as fast.
    Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 min.
    Poison Resistance +2 (Ex) +2 to save vs. Poison.
    Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
    Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
    Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
    Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
    Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

    --------------------

    Horse, heavy (combat trained)
    Horse, Heavy
    N Large animal
    Init +4; Senses low-light vision, scent; Perception +8
    --------------------
    Defense
    --------------------
    AC 15, touch 13, flat-footed 11 (+4 Dex, -1 size, +2 natural)
    hp 19 (2d8+10)
    Fort +8, Ref +7, Will +3
    --------------------
    Offense
    --------------------
    Speed 50 ft.
    Melee bite +5 (1d4+5) and
    2 hooves +0 (1d6+2)
    Space 10 ft.; Reach 5 ft.
    --------------------
    Statistics
    --------------------
    Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
    Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
    Feats Endurance, Run
    Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
    Skills Acrobatics +4 (+8 to jump with a running start), Perception +8
    SQ combat riding
    --------------------
    Special Abilities
    --------------------
    Combat Riding [Trick] The animal has been trained to bear a rider into combat.
    Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

    Background

    Spoiler:
    Gypsum Dellonaire was born to Jada and Malcolm Dellonaire 22 years ago and his two parents were Asmodean Acolytes before the purge. Through some shifty dealings and bribery with a mock conversion they were able to retain their home and not be burned at the stake. Gypsum was raised by his folks to outwardly and publicly state that Mitra is the greatest but that Asmodeus reigns in truth supreme.

    Due to his upbringing, Gypsum became an unorthodox polyglot mastering many languages including Boggard amongst others. He is slick well tempered and manipulative. But...

    Gypsum Dellonaire just wants to see things burn. Although setting fires has always been one of his favored hobbies the thing that brought him to prison was a singular act of wanton asocial behavior that the authorities could not believe he acted alone.

    See for Dellonaire has always had a little voice in his head edging him to do things that weren't what he should do. First, it was pull the tail of the monkey in the cage at the zoo and gradually the voice asked for more and more until six months ago, when he took advantage of the fact that his parents' second story apartment overlooking the Victory Day parade when the King of Talingarde strode through the streets in triumph amongst a very large crowd.

    Gypsum had set a string of firebombs on barrels along the street which he had hoped would cause a monstrous explosion in honor of the king, however, when he threw his alchemist fire, it missed the mark and killed seven of the king's guard and severely burned princess Belinda's betrothed Count Favius( of the neighboring independent Duchy).

    The fact that Gypsum has been in custody for so long is due to the King's disbelief that Gypsum had acted alone, the interrogators put him in the rack, the iron maiden and devices even more obscure in order to find out who his accomplices were but of course to no avail. They didn't want to believe that it was in honor of the king not an assassination attempt.

    Thorn knowing that Dellonaire is a gifted alchemist and is very capable of destroying even the most fortified keeps, also has kept in contact with his parents and has secretly molded and financed his experiments and discoveries, knowing that explosions are extremely powerful. Gypsum wants to see Asmodeus reign supreme but does some psychotic thing a times because his sanity teeters.

    Outlook

    Spoiler:
    Gypsum enjoys the challenge of manipulation and problem solving. He wants to see his skills grow and grow and his ability to destroy grow. He is slick, charismatic and pragmatic. He moves the pieces around the board like a master despite being in his 20s. He is cool, calm and collected and lives for the next challenge.


    Str = 18
    Dex = 1d10 + 8 ⇒ (3) + 8 = 11
    Con = 1d10 + 8 ⇒ (10) + 8 = 18
    Int = 1d10 + 8 ⇒ (6) + 8 = 14
    Wis = 1d10 + 8 ⇒ (6) + 8 = 14
    Cha = 8


    Well hotdamn! Lets see... That should work nicely.

    Edit: Forgot to roll health! 5d12 ⇒ (12, 7, 8, 7, 3) = 37

    Edit 2: Wooo, I got lucky on this guy. XD


    Meyer Wodeson wrote:
    @ DM Aku - how do you feel about the retraining rules? I'm not sold on my feat choices. Would it be possible, if selected, to retrain them out if they prove to be bad choices?

    Particularly, I would want not to use it. However, I mostly for those circumstances, leave the decision for the group. Until now, no one mentioned it. But we are not using Downtime rules.

    Marko wrote:


    Str = 18
    Dex = 1d10 + 8 ⇒ (3) + 8 = 11
    Con = 1d10 + 8 ⇒ (10) + 8 = 18
    Int = 1d10 + 8 ⇒ (6) + 8 = 14
    Wis = 1d10 + 8 ⇒ (6) + 8 = 14
    Cha = 8

    I hate to dump cold water, however focus and foible is: 1d10+7.

    That means:

    Str = 18
    Dex = 1d10 + 8 ⇒ (3) + 7 = 10
    Con = 1d10 + 8 ⇒ (10) + 7 = 17
    Int = 1d10 + 8 ⇒ (6) + 7 = 13
    Wis = 1d10 + 8 ⇒ (6) + 7 = 13
    Cha = 8

    Also, for all of those Dumping mental stats, be warned that, if chosen, you'll have to RP accordingly.


    I hope all you new guys realize that we for the most part are a pretty non optimzing bunch....there are no bad choices.


    Heinrich Cornelius Agrippa wrote:
    I hope all you new guys realize that we for the most part are a pretty non optimzing bunch....there are no bad choices.

    Excellent - in that case, I'll make a couple of quick edits, changing from a bow user to a tripper (and changing out some feats in the process).


    I spread Wodin's stats around a little more evenly, so he should be a little stronger in the skills department, now. :)


    Sorry about not following up, but had a bunch of friends' birthday parties on back-to-back nights. I don't see a response about whether or not we could houserule uses on her bloodline claws, but I built on the assumption she could (since it's a fairly easy switch). If you'd rather not go in that direction, it's a few tweaks to give her a weapon.

    HP rolls: 4d6 + 1d12 + 5 ⇒ (2, 2, 3, 1) + (9) + 5 = 22

    Here is her mostly done Myth Weavers sheet. She's missing gear, but it still gives a clear idea of where I intend to go with her and has almost all the pieces in place.


    I think this is a full list of applicants with finished backgrounds:

    Wodin Earthbreaker
    Meyer Wodeson
    Gypsum Dellonaire
    Edmin Al’Roth
    Gorn the Blade
    Ariana D’Arach
    @ Toodles or Somat: I couldn’t find Arda’s full background in this thread. Did the post-monster eat it?

    If I missed anyone, speak up.


    Clay never posted a background? Pity.


    Arda sent me in a private message. I forgot to mention it.


    my apologies to the gaming group

    Ardra's story:
    Meet Lady Ardra Pain de Veau, she's a Tiefling Alchemist: Preservationist who, had she started at the beginning of the AP would have been convicted of murder. Prior to her arrest, or perhaps before she went underground and joined the knot she was a kingdom famous chef and brewer at an acclaimed restaurant and tavern. She dedicated her life to the pursuit of the culinary arts, and though she was a horror to work for, her skill by itself was enough to draw would-be students and apprentices from across Talingarde and beyond. So meticulous was she that she sourced and raised her own livestock on a private farm. Ardra has even had the honor of preparing a meal directly for the members of the royal house Darius, who in turn bestowed upon her titles, if not lands, commensurate for the gratitude they felt to someone whose talent was surely a gift and blessing from Mitra herself, and no wonder, that night's tour de force menu included such specialties of hers as Warm Rocket and Soilent Green Salad, Long Pork Stew, Le Nourrisson Joues* with braised mushrooms and fennel and Honeyed Sweetbreads Pie.

    Ardra's meteoric rise in fame and status seemed to have no limits until her private farm received a surprise visit from the king's clerk along with an entire regimen as an honor guard for the king wished to gift the land to her, a tax free estate. But when the clerk arrived, train in tow, he found the entire compound abandoned as though every hand had had simply vanished in the middle of their chores. Upon investigation, he found gardens and green houses full of every edible imaginable, but upon checking the stockyards, abattoirs, and smoke houses, the clerk began vomiting uncontrollably at one horror after the next. Hundreds of horse stalls housing not horses but humanoids, mostly humans, wild-eyed, naked and filthy, their teeth broken out and tongues removed (he would later find evidence that the tongues had been ground and used to make a sort of potted meat). Where the veal pens should have been, he found children and halflings bound to the floor, tubes attached to bladders forced down their throats so they could be force fed. He discovered sausage and bologna obviously made from the meat and organs of sentient species, and on and on...

    Once he reported to the king that in all likelihood the Lady Ardra had fed him, his family, vassals and retainers and anyone who'd ever been to her establishment on the meat of sapient humanoids he was incensed and disgusted. He voided her titles, had all records of her visits to the palace destroyed, sent out proclamations announcing her crimes and immediately signed warrants for hers and all people associated with either the restaurant or farm's arrest, leaving her no quarter and no place to run but into he hands of the cardinal.

    * translation=infants' cheeks

    this plus her expansion on the previous page should tell you just about everything non mechanical you wanna know


    PM sent to Aku


    Officially, recruitment is over.
    I’ve already receive opinion from two of the party members.
    I’ll give the others some more time to speak their mind.

    Results will be posted tomorrow.
    Thanks all for the interest. :)


    Looking forward to the results, whatever they are! :D


    Me too!

    Dark Archive

    Yeah, sorry. My drive from Chicago to Austin was a bit more troublesome then I anticipated.

    Howell, good luck everyone!


    Thanks for the consideration!


    Good luck all.


    Okay folks.

    Thanks for your patience.

    First, thanks all for your interest.
    It was a hard decision. Lot's of good choices.

    Wodin Earthbreaker, please report into discussion, so we can finish of some small details.

    Thanks all, and good luck in your gaming.


    well done! I've seen him submit that character at least three times now


    I have the pleasure of gaming with Seranov in another game - you all made a great choice. Have fun!

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