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

Seventh ways to die in the Horn.

Round 5-

Ordered Initiative-

Eldred: 1d20 + 6 ⇒ (16) + 6 = 22

Enemies: 1d20 + 2 ⇒ (17) + 2 = 19

Agrippa: 1d20 + 2 ⇒ (16) + 2 = 18
Cedric: 1d20 + 1 ⇒ (4) + 1 = 5
Johan: 1d20 + 8 ⇒ (5) + 8 = 13
Grumblejack: 1d20 + 0 ⇒ (19) + 0 = 19

Active Effects-

Map-

Link

Notes-

-

Narrative-

I'll give Eldred a couple of hours before Botting him. Eldred, you are up.


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

Sounds good.

"Well done Grumble now fetch the witch so she may pay for her treachery."


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

Thanks mate

Conditions. Hasted With Gravity Bow.

Where is the witch? I can't see her?

The hasted Eldred puts two arrows into the archer and two more into the blinded priest.

Haste with Rapid Shot and Deadly Aim

Vs Archer
1d20 + 16 - 2 - 2 ⇒ (5) + 16 - 2 - 2 = 17 for 2d6 + 5 + 4 ⇒ (6, 2) + 5 + 4 = 17
1d20 + 16 - 2 - 2 ⇒ (15) + 16 - 2 - 2 = 27 for 2d6 + 5 + 4 ⇒ (4, 1) + 5 + 4 = 14

Vs Priest
1d20 + 16 - 2 - 2 ⇒ (6) + 16 - 2 - 2 = 18 for 2d6 + 5 + 4 ⇒ (4, 6) + 5 + 4 = 19
1d20 + 11 - 2 - 2 ⇒ (1) + 11 - 2 - 2 = 8 for 2d6 + 5 + 4 ⇒ (6, 1) + 5 + 4 = 16


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

Does Johan's running in and out of the illusion prompt another save to disbelieve for Eldred?

@ Eldred: Can you not kill the priest? I think he's down for the count anyway, and might be convertible to our cause. Just kick his holy symbol away and restrain him. Also, I think Johan killed the archer - the only one left standing is the witch


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

Johan advances menacingly on Elise


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

Sorry, need a day or two


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Johan Hale wrote:
Does Johan's running in and out of the illusion prompt another save to disbelieve for Eldred?

Not really. After the initial save, Eldred needs to interact with the illusion directly. Because he already knows it’s a illusion, but he wasn’t able to see thru it.

Eldred makes sure the hulking man is really dead, but spares the blind priest.
For those that can see the witch, she starts casting another spell Dimensional door and then simply vanishes.
Those aware of the spell effect, knows she can be anywhere in any direction within almost 800ft from there she once was.
After that she’ll cast invisibility and fly away. If you have any good strategy to chase her down, feel free to post it.

--

After dealing with the traitors, the knot sets down to see what could be savage from their gear.


  • +1 greatsword
  • belt of physical perfection +2
  • 3x masterwork chainshirt
  • Javelins (5)
  • 3x iron circlet
  • travelers garb
  • +1 composite longbow (+2 Str)
  • battleaxe
  • 2x holy symbol (Asmodeus)
  • Snik and Snak [+1 shortsword (2)]


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 don't think we'll see that witch ever again. The good side is that Grumblejack has his own circlet now.

Eldred seems cheery rather than disappointed or seething with rage.

Not the outcome we were expecting but I think far from the worse it could have been - they nearly caught us by surprise.

He looks over at the blind priest.

Now, what do we have here?


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

"Enjoy your time witch for it is short."

Cedric looks to the others.

"We have use of the furies for a week. While that witch lives the seventh does as well. See priest. The Cardinal gave us use of his furies to destroy those that move against him and Asmodeus. Now you see the ways of the witch were betrayal, or I should say you don't see, but if you want your vision back which I'm sure your capable of doing yourself, but would be rather difficult to do with no tongue. You will use your knowledge to scry upon her. We should go to Farhold. We can gather the devils as well as what will be needed to scry. I don't believe she can fly for ever. The scry will allow the furies to teleport to her and her petty illusions will have no use against them. Unless any of you have a better idea."


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

Johan wastes no time trying to catch Elise. Ogre, get me into the air -now!

Once aloft Johan casts see invisibility and starts scanning for signs of the fleeing witch.

Perception: 1d20 + 15 ⇒ (13) + 15 = 28
Survival to follow tracks: 1d20 + 17 ⇒ (4) + 17 = 21

800 ft really isn't that far. It is possible that Johan could see her fleeing from his higher vantage point - and he is rather good at tracking thing. If Grumble is unable or unwilling to carry him, he tries to get Agrippa to cast fly on him.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Johan Perception rules are really broken when you consider distance. Anyway she teleported below the top of the threes, just in case you someone tried to watch her from a vantage point.

Grumblejack, still chewing the big man’s head do as asked and fly with Johan as he keeps scanning the surrounding trying to catch any glimpse of the fleeing witch.
3d20 ⇒ (1, 14, 5) = 20
Johan sees nothing that could indicate where the woman is, maybe with his tracking skills, given time, he might be able to find a trail and follow it, even if it already too late to catch up with the traitor.

--

@Cedric: When posting your actions, please be considerate of the skills you have and you don’t have. I do not like when a character that have no knowledge in Arcana or Spellcraft act or RP using detailed information about a particular spell as you do. It doesn’t mean you cannot provide the information, but it should not have precise details of how a spell works. Consider like this: You have a vague idea it can be accomplished with spells, but you don’t know how it works or how it can be done or even the spell name or particularities.

Trik seems at loss of that to do, and his only answer to Cedric’s question is: “The witch tricked... 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

When the furies arrived I posted this: Cedric will take a moment to talk to the Nessian Knot as he knows little of devils or angels. He ask of their capabilities and powers before stating the following.: You didn't say they withheld anything so I assume I know of their powers and capabilities so I though I was posting in character. I don't use out of character knowledge when I play. Or are you talking about Scry? I guess I would not know you can use it to teleport to the location. I get what your saying. Scry is kind of like Fireball you kind of know what it is by the name but I wouldn't know about telporting there. Sorry about that.


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

Once it becomes apparent that He will not be able to find Elise immediately, Johan bellows out a warning across the Briar. You cannot run fast enough or hide deep enough to escape The Cardinal's wrath, witch! Asmodeus will feast on your soul!

Returning to the ground, he gathers up the seventh's gear and begins heading back to the Horn, shoving the bound and gagged Trik before him. Once back home, he interrogates the cleric. Can you do as Barca said? Can you use your magics to find your former mistress?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The blind priest doesn't resist and answers the question posed to him truthfully "That miracle is beyond my ability."

Thoroughly questioning the man, you begin to gather what really happened.

She didn’t accepted being assigned as mere assistant to the Ninth, and thus began plotting against them. From what Trik tells you, it seems Elise fed the whole seventh knot with wrong information. She’d said the cardinal had declared the Ninth traitors, as they were planning to betray him as soon the mission was completed, the Ninth, would use whatever they could get from the arch-daemon as leverage against the knot of thorns. The cardinal had discovered the plot and had ordered the Seventh to finish the traitors.

Things are a bit different in the Seventh, Elise being the leader was the only one to talk with the cardinal in previous encounters, so when she claimed to have received new orders, no one questioned it.

In the end, her true plan was devilishly simple. Get the Ninth killed by adventurers then take the Horn and complete the mission for Cardinal Thorn. This is how her knot will become his most accomplished and well regarded servants.

Also, Trik seems desolated that his brother had to die because of what happened.
If you guys want to recruit him, you need a diplomacy DC 25 to convince him his brother death was inevitable.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I’ll move some other things forward as well:
With the menace of the seventh gone, Agrippa decides it’s time to pursue the important matters and to gleam the secrets of the enigmatic box the recently found.
It takes just a couple of days reading dark tomes of forbidden knowledge to learn what about the box and how to open it.

There was no clear instruction of a ritual to open the box, but the Wizard as certain that he could recreate it from the accounts found in the books. It would involve sacrificing some peasants, and then rites involving the raw arcane energy.

Agrippa found several rumors about the box, but a translation of ancient texts was what gotten his attention the most: The box was supposed to contain a vast power and to empower it’s. Such treasure would be more valuable than one’s heart, the old text indicated.


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

Aid another for more socially adept members of the team

Come now Priest of Asmodeus, you were deceived. There was nothing you could have done once you and your party were placed on the crooked path but the Master of Contracts values loyalty. Your brothers death? There is little that can be done about that except mark up that to Elise's account but don't lose this opportunity to prove your loyalty to the cause.

Aid Another Diplomacy: 1d20 + 10 ⇒ (17) + 10 = 27


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

Sorry guys a bit busy as I leave tomorrow. Trying to get things done here at work. I will think on what I want to say and try and get something posted today so we can move forward.


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

alright had some time to think about it. Not my best work but I have time to post before lunch.

"It is alright Trik. You show loyalty in telling us these things. The witch is the one after power. I am sorry for the loss of your brother but as you know Asmodeus demands all from us to fulfill his plans. I believe the Cardinal is relaying those plans to us and as we move for him we move to bring Asmodeus back to these lands. Stand now. Take my hand. Shake it not in submission but in brotherhood. You can redeem the mistakes of you and your brother in the eyes of Asmodeus and the Cardinal. Join this Nessian Knot and receive the honor that comes along with it."

Diplomacy: 1d20 + 19 + 2 - 1 ⇒ (10) + 19 + 2 - 1 = 30


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

Agrippa immediately begins plotting to have his Red Pentacles capture the requisite sacrifices.

Yes yes, those will do... He also instructs the Imp Gulugur in the research, so the Devil will be his assistant.

He sends Faalthraaz the Zebub into Farholde to search the rooms of the Seventh Knot for any clues as to where Elise might go while running from the vengeance of the Ninth.


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

After being ignominiously carted into the air by Grumblejack, Johan realizes how much he misses his horse. Or more specifically the mobility Carnitheria Rex granted him - he was sure that they could have caught Elise if he had Rex with him during the fight.

As he gathers up the gear of the Seventh, he also carves the hearts out of the fallen barbarian and archer Not even considering that this might be offensive to Trik - just as well the man was blind.

Upon returning to the horn he retrieves Rex's mangled corpse from the "preserving room" and hauls it up to the sanctuary balcony. He builds a pyre for it and spends all day and night in prayer to the Dark Prince and come midnight sets the pyre alight, offering up the hearts of the two traitors , and crying out his devotion to Asmodeus.

Later he confers with the others on the subject of Elise. Her escape sits ill with me. She is a traitor and we have been charged by the Cardinal to deliver his retribution. Her escape will only be viewed as our failure by him. She is alone, on foot and depleted. She cannot have gotten far. But Farhold is a port town and if we tarry too long she may sail from her deserved fate forever. I propose that I leave tonight with the furies and bring her to justice. You can keep the Horn well guarded and the ritual going in my absence, especially now that Trik has joined our ranks.

Need a little GM intervention here to make this work. I want to give Elise as little head start as possible, and would start tracking her right after the battle if I could, but I want Rex and the furies with me, and maybe it would be a good chance to test Thomas the penitent's loyalty if he is has any diplomacy/ gather info skills. But with Johan's high survival, perception, utility spells like see invis and expeditious retreat, he should be able to track Elise down fairly quickly. Thing is, I don't want to derail the game for everyone else with a side trek.
[ooc]


Human Hero Killer1 / Holy Assassin1 / Deceiver2

INTERLUDE:

Not so long ago, Ezekiel Hawthorn, a fiery street preacher in Farholde, led a mob of peasants against the horn.
The evil masters of the Horn at the time started the usual bickering and in the end what could have been ended simply with the preacher’s death turned to be something else entirely.

”Kill him!” one of the masters said!

”No! Discredit him!” the other rebuffed.

And this is the history of the poor minions that ended up being ordered around…

All of you, please report for Minion Quest: Failing in Farhold, to understand how this history ended!

INTERLUDE OFF:


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Johan: Well, Feel free to do a ‘narrative style pursuit’ of the witch with the ending you think it’s best. Remember that Elise has more ‘contacts’ and surprises in her sleeve than you might image and there’s a huge chance that she can actually fool you.
If Trik knows about your intentions, he’ll ask to go as well, since he holds the woman responsible for the death of this brother.
The Devils will not return. The orders given did not had explicit instructions about when they should return, and because of that they’ are not returning to the horn. After the week passes, they’ll go back to the cardinal and report the back to duty.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I’ll leave Johan to decide Elise’s fate. Of course you all can participate if you want, just collaborate with Johan’s history.

The Witch-hunt group leaves the horn in pursuit of the traitor Elise, while the others go about their villainous business in the horn.

The hunt being successful or not, the days passes and nothing else out of ordinary happens.

Agrippa is still dedicated and working in his new pet-project.
The devils he sent to collect information about Elise found nothing of worth, except the details of her spy network. With that information, if one wanted, he could move and take other the spy network the woman created. doing so will still require spending organization actions to know stuffs, but you’ll receive bonus in the test.

Trik glady accept the Cedric’s offer, and pledge loyalty to the Ninth Knot,

Titus “Trik” Rackburn:

Male human cleric 8
LE Medium humanoid
Init: +3; Senses Perception +4

DEFENSE

AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 44 (8d8+8)
Fort +7, Ref +5, Will +10

OFFENSE

Speed 30 ft.
Melee +1 shortswrod+11/+6 (1d6+2/19-20) or +1 shortsword +9/+4 (1d6+2/19-20) and +1 shortsword +9/+4 (1d6+1)
Ranged light crossbow +9 (1d8/19-20)
Special Attacks channel negative energy 4/day (DC 15, 4d6), scythe of evil 1/day (4 rounds)
Domain Spell-Like Abilities (CL 8th, concentration +12); copycat 7/day, master’s illusion 8 rounds (DC 18), touch of evil 7/day (4 rounds)
Cleric Spells Prepared (CL 8th, concentration +12)
4th—confusion D (DC 18), cure critical wounds, divine power, tongues
3rd—cure serious wounds (2), dispel magic, nondetection D (DC 17), wrathful mantle
2nd—aid, cure moderate wounds (2), invisibility D , undetectable alignment
1st—cure light wounds (2), disguise self D , divine favor, sanctuary, shield of faith
0 (at will)—detect magic, guidance, light, read magic
D domain spell; Domains Evil, Trickery

TACTICS

During Combat
--
STATISTICS

Str 12, Dex 16, Con 12, Int 14, Wis 18, Cha 12
Base Atk +6/+1; CMB +7; CMD 20
Feats Combat Casting, Two-Weapon Fighting, Two-Weapon Fighting Defense, Weapon Finesse, Weapon Focus (shortsword)
Skills Bluff +13, Diplomacy +12, Knowledge (religion) +13, Sense Motive +16, Spellcraft +13, Stealth +13
Languages Common, Dwarven, Elven
SQ aura
Trait “Deception is a tool; master it!” +1 to Bluff and Sense Motive
Combat Gear bolts (10)
Other Gear Snik and Snak, +1 shortsword (2), mwk chainshirt, iron circlet, holy symbol (Asmodeus)


He works tirelessly to prove himself in the eyes of his new masters and to have his revenge against the witch.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Week Nineteen

@Cedric, Johan and Agrippa post the organization actions.

@Eldred:
A boggard tribesmen named Juko Five-Croaks has mastered enough of the Common tongue to approach you. Juko says that the hunting has been bad and the tribe has suffered much with all the monsters and raids.
They need food and better weaponry. The boggard delivers a 3500 gp shopping list to our hands (3000 gp covers 10 masterwork spears and the rest is for food).
How the Knot plans do deal with the boggards? I can suggest some alternatives:


  • Refuse the request
  • Acquiesce (Give the money)
  • Indulge Them (Give more than requested)
  • Make an example of Juko for his insolence.

Or anything else you might think of.


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

Agrippa orders the Pentacles to snatch a few peasants for the ritual. Ruthless: 1d20 ⇒ 4 however they are unsuccessful.

Master Johan, could the Boggards and Grumblejack perhaps acquire me some suitable sacrifices?


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

Are there enough boggards left to even function as part of the orginzation?

Johan stares coldly at Juko and the other surviving Boggard warriors 10 fine steel spears? There aren't even 10 of you left alive after you failure against the intruders last week. And your failure against the intruders the week before that. And your inability to abduct unarmed peasants from their home. And now you tell me you cannot even feed yourselves?

Johan turns away from them, flexing his fingers, then suddenly explodes into violence. He spins around, Morningstar in hand and smashes Juko down to the ground where he hits him again and again. Finally, he looks up from the gory mess, icy and calm again. One less mouth to feed - that should solve your problem.

Later that day Agrippa asks Johan to send the boggards out to gather up more peasants. Hurmph, why not? If they fail at this too, I have half a mind to murder the lot of them and give their corpses to Sidious - They'd be more fearsome as zombies, and complain less too.

Ruthless + Grumble: 1d20 + 4 + 8 ⇒ (7) + 4 + 8 = 19


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

Well... thats resolved :)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Fear keeps the boggards in line and as it turns out hungry boggards are more vicious. Agrippa, Cedric organization gains: Loyalty +1, Ruthlessness +1, but it costs you one boggard minion. Oh, well.
There are some boggards left, just a few mind you.

--
Agrippa, feel free to describe the ritual any way you want. I'll post what happens after you describe 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

After returning from hunting down Elise (I will get around to writing that out soon...), Johan tasks Trik with returning to Farholde to re-establish what he can of the 7th's spy network.

Thomas too, is given more responsibility, being trusted with watch duty on the first floor with the other minions.

Johan sees that, with Grumblejack's help the boggards have managed to kidnap 2d6 ⇒ (6, 3) = 9 farmers from the surrounding countryside. He is somewhat irked at their success - now he does not have an excuse to slaughter the lot of them.


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

Agrippa has the Red Pentacles prepare the ritual room. They sacrifice one of the unfortunate peasants and use their blood to paint pentacles and arcane symbols across the floor and ceilings. Agrippa then enters, his purple ritual robes adorned with occult and mystical writings. Agrippa solemnly walks to the center of the room and places the Box reverently down in the center of the pentacle placed there.

Unholy Father. Open the mysteries of the Box to me. Accept my offering.

With a gesture of his hand, while Agrippa intones the mystical phrases of Knowledge, the Pentacles slash the throats of five Peasants. One innocent Mitran on each point of the Pentagram.

As their blood mingles on the floor and is drawn inexorably toward the Box, Agrippa waits.


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

Eldred watches Johan deal with the Boggard with some satisfaction.

Still it wouldn't have hurt to get them some of what they wanted but hey, its cheaper this way.

After Johan renews his veneer of calm Eldred approaches him.

We're gonna be blind without someone to feed information back to us now that these traitors are gone. Should we attempt to take over whatever informer network they had?


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

Aye, we should, but we cannot afford to have any member of the not permanently stationed in town. We will have to leave it to Cedric or Agrippa's minions. Though Trik would make a good liason Farhold I think.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sorry for the delay.

@Agrippa:
Agrippa has the Red Pentacles prepare the ritual room. They sacrifice one of the unfortunate peasants and use their blood to paint pentacles and arcane symbols across the floor and ceilings. Agrippa then enters, his purple ritual robes adorned with occult and mystical writings. Agrippa solemnly walks to the center of the room and places the Box reverently down in the center of the pentacle placed there.

”Unholy Father. Open the mysteries of the Box to me. Accept my offering.”

With a gesture of his hand, while Agrippa intones the mystical phrases of Knowledge, the Pentacles slash the throats of five peasants; one innocent Mitran on each point of the Pentagram.

As their blood mingles on the floor and is drawn inexorably toward the Box, Agrippa waits, but no for long.

A black, writhing wave rolled onto the ritual site. Agrippa buffeted to his knees saw, the place around him blighted as the abyssal power rolled down from the box, engulfing everything nearby; sacrifices and minions. He watched as a midnight flash swallowed the hapless place, followed by a thump that thundered through the horn. When the flash dissipated, the ritual room lay in rotting heaps, mown down like stalks of grain, even his minions turned into blackened corpses.

Abyssal sorcery. Cursed magic, the Breath of Chaos.

His breaths coming fast and tight in his chest, Agrippa was drawn to be box and the magic flowing out of it. Despite all the screaming and dying minions around, he knew he had succeeded in unlocking the box.

His hands reach the box and pry the lid open. All around him, lay dead and dying, but the only thing that mattered in that moment was the secret inside.
Without offering any resistance, the lid of the box opens revealing its contents: a heart, black and shrivelled, still beating…

The wizard has no time to think about what that could possible mean when something akin to demonic spider legs grow out of the thing in the box and shoot straight to Agrippa’s chest.

Agrippa’s world turns into a single thing: Pain.

The heart’s legs pry open his ribcage breaking bones and ripping flesh, exposing the wizard’s heart, still beating in his chest. Paralyzed by the pain and now magic influence, Agrippa can do nothing but stare in terror as the blackened heart tears Agrippa’s heart out of his body and take its place in the mage’s chest. His late heart, falls into the box, still beating and the box is sealed once more.

Not being able to withstand the pain and nausea, Agrippa yells and falls to one knee…
Thud!

…and the impact and pain in his legs brings him back to his senses: all around him, his minions looking at him with scared eyes, the box, still closed, in front of him.
Ripping open his robe, there’s no indication his chest was pried open and his heart teared apart, nor any sign of the magic he witnessed.
Intentions?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Week Twenty
1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37

The Abbess Temperance Avigail of Saint Cynthia-Celeste grows worried. She has, through divination spells and prayers, become certain that a foul ritual is happening within the Horn and that she is unsure if her sisters have strength enough to stop it. She has heard nothing back from Inquisitor Harkon and Sister Marta remains missing. How many good people have died in Farholde in the last few weeks? She readies a dispatch to be sent by ship to Matharyn asking for aid from the Church of Mitra.

But Trik have intercepted the message and dispatched the carrier. No aid is coming.

Add a +1 to your minions Secrecy and Survivability.

Need two actions from Cedric, One from Agrippa and finally the boggards action from Johan.

--

Week Twenty One

With the Duke dead and fear everywhere, a crime wave hits Farholde. The watch is overwhelmed. Criminal Enterprise actions yield 20% more cash this week.

Need two actions from Cedric, One from Agrippa and finally the boggards action from Johan.
--

Week Twenty Two

Lady Shalyn Marsten, a powerful merchant in Farholde, sends a message to the Knot via a Trik. She wants a covert meeting. She has learned about these villains both through her own sources and her friend the Baron Vandermir.
Intentions?


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

Agrippa stares wildly around. He was not prepared for this, his knowledge of the Arcane and Diabolical was expansive and matched perhaps only by the Cardinal himself in Talingarde. He would retreat to his study and have his minions fetch him materials with which to study this phenomena.

Kn:Arcane or Planes: 1d20 + 18 ⇒ (2) + 18 = 20 What was that?

Week 20

Agrippa, consumed by his research, makes no orders for the Red Pentacles. Instead they lay low and recover Gaining Loyalty up to 0

Week 21

Agrippa, presumably now armed with more information, orders more sacrifices and summons Connections: 1d20 + 5 ⇒ (17) + 5 = 22 Summons: 1d10 ⇒ 2Cacodaemons: 1d3 ⇒ 2 Two Cacodaemons now roam the second floor. I subtracted 200 GP from the party treasure


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

With their dungeon still full of abductees, Johan sends the Boggards, with Grumblejack to keep them in line, out to continue terrorizing the locals - and take their stuff.

Boggard Actions ( with Grumblejack assisting):
Week 20 Criminal Enterprise: 1d20 + 4 + 8 ⇒ (4) + 4 + 8 = 16; gold: 1d6 ⇒ 4 = 320
Week 21 Criminal Enterprise: 1d20 + 4 + 8 ⇒ (8) + 4 + 8 = 20gold: 1d6 ⇒ 4 = 320
(added to party treasure)

Johan agrees to the covert meeting with this merchant - mostly out of curiosity - but also half hoping that it another ploy by the lillend. He arranges the meet for his favorite spot in the Briar: Jurak's grove, which he has renamed Jurak's grave. With no less than 8 fallen foes burned or buried there, the charred remnants of Cedric's funereal pyre, not to mention the mouldering corpse of the old treant itself, the place had taken a macabre place of sentiment in Johan's black soul.

To the others he asks, Do we go in person, or send henchmen?


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

Thats a good question... I am not entirely sure we want to humour those asking for a meeting - what could they want? I sincerely doubt it is for any wanting to convert to Asmodeus. Can we afford to step away from Horn to meet with them?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Agrippa, when Johan made an example of Juko, your organization recovered the loyalty. Choose another action from week 20.
Leaving the ritual room as it is, with blood of innocent sacrifices flowing towards the box, Agrippa flee from the place and takes refuge in his room, trying to understand what might have happened.
His state of panic however didn’t help him to focus and concentrate, and his research wields no result but frustration.

The wizard don’t know when but he had fallen asleep while read thru ancient tomes. He jolted awake. Some sort of nightmare tormented his dreams and even if the feeling persisted, he could not remember what the dream was about.

However Agrippa notices some differences, new knowledges flooding his mind, and magic working in his body.

Agrippa:

You have the knowledge of the following two spells. You can scribe then into your spellbook.

Corrupt Item
School evocation; wizard 2

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target one object of up to 2 cu. ft./level
Duration 1 min./level
Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

This spell infuses an item with the foul powers of hell. The item gains an evil aura, equal in strength to its magic aura. Whenever a creature bearing this item presents it to an evil outsider, he gains a +4 bonus on all Charisma-based skill checks made in relation to the creature. If the item is a weapon, it counts as evil for the purposes of overcoming damage reduction and it deals an additional 1d6 points of damage to any good creature it strikes.

Any good creature possessing the item gains one negative level. This negative level remains as long as the item is in the creature’s possession and disappear when the item is put down or dropped. This negative level never results in actual level loss, but they cannot be overcome in anyway while the item is in the creature’s possession.

--

Inferno Crevasse
School evocation [evil, fire]; Level wizard 6

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range 100 ft.
Area up to one 5-ft.cube/level (S)
Duration 1 round/level (D)
Saving Throw none (see text); Spell Resistance no

DESCRIPTION

This spell causes a great crack to open up from the ground that leads directly to the darkest pits of hell. The crack starts in a square adjacent to you, and each additional area containing the widening crack must be adjacent to another square. Creatures occupying one of these squares when the crack forms takes 1d6 points of damage per level of the caster. Half of this damage is fire damage, while the other half is unholy damage that is not reduced by resistances or immunities. A successful Reflex save halves this damage. After the crack opens, any creature entering a square containing the crack takes this damage, with no save allowed.

In addition, each round, on the caster’s turn the claws and tails of devils reach out from this crack, attacking any non-evil creature occupying or adjacent to a square containing the crack. These attacks are made with a bonus equal to the caster level + the caster’s Intelligence modifier. Only one attack is made against each creature. These attacks deal 1d8 points of slashing damage + the caster level. If the attack hits, the target is also entangled until the caster’s next turn. Targets entangled in this way lose the condition if they move to a square that is not adjacent to any square containing the crevasse.

Finally, if any summon spell is cast within 30 feet of the crack, the creature summoned must be a devil or a creature with the fiendish template and such creatures appear by crawling out of the crack. The duration of any such spells is doubled so long as it was cast near the crack. This doubling does not stack with the Extend Spell feat or similar effects.

--

Also, apart from the knowledge, the following effects are present in your body:

Arcane Health (Su): Starting at 5th level, you gain 10 temporary hit points (similar to those granted by a false life spell) each day at sunrise. These hit points remain until expended or 24 hours pass.

Winged Range (Su): At 6th level and higher, you can cast one arcane spell per day of up to 3rd level that are extended as though using the Extend Spell metamagic feat. Using this ability does not change the level of the spell slot of the altered spell. At 12th level, you can extend two arcane spells per day that are 6th level or lower.

Improved Summoning (Su): At 8th level and higher, you can two times per day, reduce the conjuration time of a summoning spell to a standard action, instead of a round action. This ability does not stack with any other that reduces casting time for summoning spells.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Lady Shalyn Marsten isn’t happy by the prospect of a meeting inside the briar. She had a mind to refuse the place, but then her ambitions wouldn’t be satisfied if she backed down. So when she received the response, she did her best to assemble an escort and then headed over to meet the villains of the horn.

She manages to convince Trik to accompany her to this meeting.

The meeting takes place at Jurak's grave. With no less than 8 fallen foes burned or buried there, the charred remnants of Cedric's funeral pyre, not to mention the moldering corpse of the old treant itself, the place reeks of death and desecration.
Before her armed as if to take down an army by themselves, the villains stand.

Johan mounted his nightmare, looking down on the woman with his stern and cruel gaze.
Cedric mounted his infernal horse, his eyes gaze burning as infernal flames.
Agrippa, bored out of his head looking down on the pretentious woman.
Eldred leaning against one of the trees, a gentle smile in his face that sends shivers down one’s back.

Even then, the woman is not intimidated, and she quickly states her motives.
”I don’t know why you are here, nor do I care. But I know you are dangerous, well-connected and transient.” she pauses for a moment and then continues ”Your endeavor has created a good opportunity for those willing to use it. I will use this to my advantage and in doing so, help your cause as well.” she looks at blazing horn behind the villains and continues ”I have a half dozen of rivals I want dead. This crime wave presents a good opportunity. With their deaths, I would rule the merchant guilds of Farholde. I’m willing to pay 1000gp for each head you take.” she says and waits the answer from the others.


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

Eldred snorts. Lady, with the money we've made in our 'endeavours'? 1000 gold isn't worth it at all - its pocket change. With that sort of money though you could hire a mid price range assassin with better than average chances of success.

He takes a dagger out and uses it to trim his finger nails, his pleasant expression not changing in the least.

What else can you do that would be to our 'advantage'? Coin alone, especially so paltry a sum, does not raise any interest on my part.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Cedric smiles and dismisses the lady as she states her business as Eldred seemed to hit the nail on the head.

Who does she thing she is dealing with.

"You insult us with such a petty request, but coin is coin and I have those that serve me with ambition to deal with such matters. Leave a list and an offer of 1000gp for your insult of bringing such matters before us and I will see that my men do what they can for you. If you think this not fair then return to your city and await what is in store for it. Pray to Asmodeus I do not find myself bored and your name appear on the to do list of the Griffon's flame."

He pauses a moment and looks to the woman seeing if his words altered her resolve.

What weeks do I need to do actions for? Did we use any of my actions for the spy network?


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

Week 20

Agrippa has the Red Pentacles working on summoning more creatures for the Horn

Connections: 1d20 + 5 ⇒ (16) + 5 = 21 Creature: 1d10 ⇒ 6 #: 1d2 ⇒ 1

A Giant Vargouille is summoned and sent to roam the second level. Placed the Creature on the map and deducted 300GP from the party funds

At the meeting

Agrippa would rather Johan just kill the woman for wasting his time...in fact he says as much

Master Hale, kill this peasant for wasting our time. I rode out here for this, its positively damp out here.


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
Lord Cedric Barca wrote:


"You insult us with such a petty request, but coin is coin and I have those that serve me with ambition to deal with such matters. Leave a list and an offer of 1000gp for your insult of bringing such matters before us and I will see that my men do what they can for you. If you think this not fair then return to your city and await what is in store for it. Pray to Asmodeus I do not find myself bored and your name appear on the to do list of the Griffon's flame."
Heinrich Cornelius Agrippa wrote:


Master Hale, kill this peasant for wasting our time. I rode out here for this, its positively damp out here.

Now Now My Lords - Lets see the Lady's counter offer of what she can do for us first before we get hasty.


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

Johan leans agains the tree with his arms crossed for the exchange. When Agrippa calls for the woman's death he makes to draw his morning star, then settles back to rest as Eldred intervenes. He is content to watch the negotiation play out.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”The benefits of a trading agreement should be clear enough.” she says and there’s a hint of fear in her voice.
”I don’t expect you to take part in carrying out this request, and as you say, 1000gp per target is more than enough to hire assassins, but…” she looks at your party and continues ”…I find difficult to believe you’ll settle here after doing whatever you are set upon doing.”

She takes out a list with several names:


  • Targun Harbold
  • Max Strickland
  • Maria DeVandle
  • Tomacina Vanderville
  • Richard Marks
  • Harlyn Brackler

”Killing me here will only result in your time truly being wasted, and no profit whatsoever.” she says handling the list of names to Trik and… waiting.
She said her piece, and now she wants to leave, but she is waiting to be dismissed, as to not further provoke the band of villains.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Cedric motions to Trik to bring the list to him.

"I still expect the first payment to contain an extra 1000gp in good faith. Do not disappoint me in this. Our business is what happens here is our own, but your vision can not see for if you have any power here once we are done it will be because we wish it. The Griffon's Flame has a long and extensive reach. Now leave this place before master Agrippa here grows even more bored of your presence."

I still don't know what weeks or actions I need to take? Looking back I'm not sure what if anything was used for spy network. Does this meeting happen at the end so no assassination can be attempted until next week?


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 used one of Cedric's actions in week 19 to take over the Seventh's spy network.


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

cool so I need 2 actions week 19, then 3 on 20 and 21. Is it correct we are at the end of 21 or in 21? So no assassination can be attempted on the list until week 22?


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

Agrippa frowns at Johan's reluctance at outright murder. However, assassinations and mundane scheming aren't his "cup of tea" so he stays sullenly silent.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The woman nods, and says nothing more, leaving the meeting, happy to still keep her life.

When/if you guys complete one of the murders, she'll pass the money to Trik and he will pass to you.

--

Week Twenty Three
Diplomacy DC 30: 1d20 + 19 + 1 ⇒ (7) + 19 + 1 = 27
Espionage DC 12: 1d20 + 1 + 4 ⇒ (4) + 1 + 4 = 9

Argossarian the silver dragon has finally seen enough. He strikes against the Baron’s manor. Argossarian believes that Baron Vandermir is the mastermind behind Farholde’s troubles.

Needless to say, the manor lay in ruins, the baron dead, farhold is in uproar.

The knight in the watchtower are missing for several months now, went off to war and got his head chopped by Sakkarot. Farhold is free for the taking, or someone would think.
Admist that chaos and confusion, the nun’s of the Saint-Celest took up by themselves to keep the peace. They start patrolling Farhold, making sure the crime spree is under control.

His network spread thin, Trik is unable to anticipate the attack, and thus nothing can be done to save the baron. Worse still, that particular week, they’ve been frantic working in gathering information about the ones that need to end up dead, and because of that, there was no one nearby to witness the attack. All the information they are able to gather in wild rumor and gossip.
You fail to save the baron, and fail to gather a report on the attack. The nuns are acting as protectors of Farhold and they are, your minions say, a force to reckoned with.
Still need two actions from Cedric, one From Boggards, and one from Agrippa.

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