Call Forth Darkness (Inactive)

Game Master Aku Warashi

You hear in his dying breath whisper “The shining sun has seen the wickedness you hide in hearts. And thus it will be the son who brings your doom.” then he dies.

Loot; Dramatis Personae; Battle Map

Evil Lair. Modifications


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Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

She's adorable. You'll see.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7
Hound wrote:
If Mysty ever caught lycinthropy, she would no doubt look like this

There's a template!!


Female Aasimar Druid 7 (Urban Druid), HP 43/43, AC 21, T 11/FF 20, CMB +7, CMD 18, Init +1, Fort +6, Ref +3, Will +9 (+2 vs Divination and Enchantment), Bust: Varies (same as Rose in this shape), Resist acid 5, cold 5, electricity 5, fire 10
Skills:
Bluff +18 (+5 if believeable/unlikely), Diplomacy +22, Disguise +7, Handle Animal +17, Intimidate +7, Knowledge (local) +13, Knowledge (nobility) +13, Perception +16, Sense Motive +14, Survival +16

I just..., I..., dear God in heaven..., hide your women and children.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

I'm not a corgi!
...
...
Am I?


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Well.. a fewocious one!

Like this one.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Here are some suggestions for traps, places where it can be built and prices:

1-23 Capture Cell

The lock could be replaced in Farholde: simple (DC 20; 20 gp), average (DC 25; 40 gp), good (DC 30; 80 gp) and superior (DC 40; 150 gp) locks are available for sale. The pit trap could be rebuilt. You would need to decide if they want the simple version (nothing at the bottom), the capture-prisoners-alive version (a thick pile of soft skins at the bottom) or the take-no-prisoners version (iron spikes at the bottom).

==//==
Camouflaged Pit Trap CR 6
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 50-ft.-deep pit (5d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft. x 20-ft. area in room 2-1 above)
Cost 3,000 gp (half the usual cost of such a trap); the trap could be upgraded to automatic reset for another 3,000 gp in materials if someone can make a Craft (traps) skill check (DC 30).

==//==

Capture Trap CR 6
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 50-ft.-deep pit with padded landing (2d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft. x 20-ft. area in room 2-1 above)
Cost As Camouflaged Pit Trap above; plus 100 gp in furs, skins or blankets

==//==

Camouflaged Spike Pit Trap CR 8
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft. x 20-ft. area in room 2-1 above)
Cost As Camouflaged Pit Trap above plus 2,000 gp for the iron spikes set into the floor

==//==

This is suggestion to other traps, mostly in the cave:

==//==
Spiked Camouflaged Pit Trap CR 3
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger Location; Reset manual
Effect 20-ft.-deep pit (2d6 falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 damage each); DC 20 Reflex save avoids; multiple targets (all targets in 10-ft.-square area)
Cost Nothing! Can be done with free boggard labor. Failing that, 750 gp worth of labor

==//==
Acid-Filled Camouflaged Pit Trap CR 4
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger Location; Reset manual
Effects 20-ft.-deep pit (2d6 falling damage); acid pool (2d6 acid damage); DC 20 Reflex save avoid; multiple targets (all targets in 10-ft.-square area)
Cost 1,000 gp worth of acid (see C2) plus free boggard labor. Failing that, it takes 750 gp worth of labor.

==//==

For more traps, consult: Traps.

==//==

About restoring the horn:

Restore the tavern: 200gp. (Increases morale of followers).
Restore Alchemy Laboratory: A great alchemy kit.
Forge: Just a matter of buying a tool kit, and that is 5gp for normal ones and 55gp for masterwork.

1-25 Torture Chamber:
1,300 gp and it adds +5 competence to intimidates.
This amount can be expended up to six times, to increase the torture capacity.

1-26 Holding Cell
A replacement lock could be bought in Farholde: either a simple (DC 20; 20 gp), average (DC 25; 40 gp), good (DC 30; 80 gp) or superior (DC 40; 150 gp) lock.

2-21 Hall of Murals:

Summoning rituals:

Helldogs: If three guard dogs (25 gp each) are poisoned with a very specific preparation (costing 2400 gp in total)

Mudman: A specially prepared concotion of rare earths and powered obsidian (worth 1200 gp);

Nightmare: If a fine heavy warhorse (worth 300 gp) is slain and then set aflame with a very specific and exotic mixture of incense, powered gemstones and prayer strips (costing 3000 gp)

Other than that, it takes 1000gp in labor to clear it completely (and three weeks’ worth of time.), and more 400gp of furniture’s for it to be able to offer a decent sleeping and living place.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Hound will get the spiked pit trap dug by the boggards and get them vial bombs to chuck if their are unauthorized intruders.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eight things need to be done to restore the golem to complete functionality:

  • 1. The Eye – Artephius even if activated would be blind. Its single glass lens has been shattered. The lens is entirely present however and so could be repaired using the make whole spell. Failing that, a new lens matching the exacting specifications of the schematics could be bought in Farholde. It would cost 1000 gp.

  • 2. The Brain – Artephius needs a new human, dwarven, elven, half-orc or half-elven brain. No other race will do – they are not the right size and attunement. It need not be from a living person. Someone who died in the last twenty four hours from natural causes will do. Of course, murder is always an option. Finding a brain will likely not be a problem for our band of villains. The difficulty is installing it. A successful Craft (Alchemy) skill check (DC 20) is required to install the brain. You get two chances to a make this roll. If both of them fail, the brain has died and a new one must be sought.

  • 3. The Heart Cog – Artephius’ mithral heart cog was stolen long ago, likely by one of the Victor’s retainers. Without this critical component, Artephius will not activate. A new cog will have to be made. Fortunately, the exact shape is described in the schematics. 500 gp worth of mithral will suffice to make the heart cog. A smith in Farholde would do the delicate work for 10% of the mithral’s value (50 gp). Regardless, a Craft (smith) skill check (DC 20) is required.

  • 4. The Reservoir – Artephius needs a new glass reservoir where the four primal reagents can mingle and power the golem. The glass reservoir was smashed during the battle and now the pieces are missing so make whole is of no help. However, there is a spare reservoir amongst the smashed remains of the alchemist’s gear. A craft (alchemy) skill check (DC 20) will identify the reservoir for what it is. Once that is done, installation is a simple matter requiring no skill check. If the PCs fail to find the reservoir, they could always have a new one made. A glass blower will be able to follow the schematic and reproduce the reservoir for 100 gp.

  • 5. The Reagent of Fire – Artephius needs ten doses of alchemist’s fire.

  • 6. The Reagent of Ice – Artephius needs ten doses of alchemist’s ice (sometimes also called liquid ice).

  • 7. The Reagent of Acid – Artephius needs ten doses of a potent acid. The acid that pools in the lower cavern (C2) has more than enough to do the trick. Or it could be bought in Farholde.

  • 8. The Reagent of Electricity – Artephius needs a large supply of lightning elemental blood. There was is such a beast in the Horn (in the Sanctum S-1). You can assume Agrippa kept a large portion of the blood for research.


  • aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    Ok, I think we can handle clearing it ourselves, we have plenty of time.

    Nahia's priorities would be:
    1) Making it livable (400 gp)
    2) Restore the Tavern (200 gp)
    3) Two superior locks (300 gp)
    4) get the boggards to repair the pit trap (or both spiked and acid if there are two, since we have that acid weeping pool in C2)

    I wouldn't mind making that one trap a capture trap, but geez trap prices are steep.

    - - - - -

    As far as the golem goes:

    1) A make whole scroll would be cheaper if we can find one.

    2) This may need to wait, but no reason we couldn't pick up a drifter or something.

    3) We should see if the Baron will get this for us, otherwise it could seem really odd for someone to just show up and ask for something like this to be made.

    4) I'll find this while restoring the alchemy lab.

    5, 6, and 7) I'll buy the materials to make these myself.

    8) I already picked this up earlier.


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    And on a related note, given how often we keep running into it, dipping into the party treasure for a half-wand of Make Whole might not be a bad idea, if we can find one.

    We can also pick up some scrolls of Arcane Lock for 175 gp each that I can Use Magic Device with a 50/50 chance to give those locks a DC 50 pick lock check.

    And for 1000 gp I can make an iron spike of safe passage that we can use to hide some of the tunnels down in the caverns, or some of the hallways in the horn itself. We'll also be able to recover them and use them later too, so it might be kind of a long term investment.

    And for 6500 gp, I can put together a Lyre of Building so that we can get a LOT of work done (300 human days of work in 30 minutes) once a week. This might be a lot cheaper (1/3 the cost, or nothing if we already have the materials) for these traps than actually buying the stuff for them. Again, another long term investment.

    This all assumes we can get the items or I can make the rolls to come up with some of these item ideas (like the Lyre).


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    Also, we could make a Treasurer's Seal (5000 gp), which would let us alarm and arcane lock three portals (the two holding locks and the hidden door in the caverns) that would both increase the DC and alert the bearer if someone else opens them.

    Just throwing some ideas out there.


    Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

    I want that Nightmare so bad....


    Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7
    Nahia wrote:


    Nahia's priorities would be:
    1) Making it livable (400 gp)
    2) Restore the Tavern (200 gp)
    3) Two superior locks (300 gp)
    4) get the boggards to repair the pit trap (or both spiked and acid if there are two, since we have that acid weeping pool in C2)

    I agree with this. Lets start with the basics.

    Maybe a checklist of rough priorities is in order, starting with these?


    Female Aasimar Druid 7 (Urban Druid), HP 43/43, AC 21, T 11/FF 20, CMB +7, CMD 18, Init +1, Fort +6, Ref +3, Will +9 (+2 vs Divination and Enchantment), Bust: Varies (same as Rose in this shape), Resist acid 5, cold 5, electricity 5, fire 10
    Skills:
    Bluff +18 (+5 if believeable/unlikely), Diplomacy +22, Disguise +7, Handle Animal +17, Intimidate +7, Knowledge (local) +13, Knowledge (nobility) +13, Perception +16, Sense Motive +14, Survival +16
    Lady Rose wrote:
    I want that Nightmare so bad....

    Gotta fight me for it.

    Grand Lodge

    Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
    active effects:

    A pet hellhound would ge nice


    Human Hero Killer1 / Holy Assassin1 / Deceiver2
    Lady Rose wrote:
    Maybe a checklist of rough priorities is in order, starting with these?

    There's already a tab in the excel file, where you can keep track of this stuff, and some suggestions as well.


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    @Nahia

    For you, there's two ways to get followers.

  • The boring one: Talk with the Baron, and he'll give you some of the 'boys' in the orphanage.
  • The interesting one: Take over Lord Drownington place.


  • aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    Ok, a correction to make. The Lyre can work for at least an hour per week, and for another hour for each DC 18 perform check made. If we can change it from a lyre (perform[Strings]) to a songbook (perform[sing]), then I might be able to get a second hour out of it. But I wouldn't count on it.

    - - - - -

    @Aku - I'm not too worried about followers yet. In my original schemes I was thinking a sisterhood of witches, which might take some time to develop, especially with our need for secrecy.

    Still, I might start laying the groundwork for it. Maybe I'll find a way to leave an enchanted item in towns that witches would recognize? Maybe something related to my hag ancestry? Anyway, it's something to think about. Besides, we should have plenty of followers with everyone else.


    Human Hero Killer1 / Holy Assassin1 / Deceiver2
    Nahia wrote:
    Ok, a correction to make. The Lyre can work for at least an hour per week, and for another hour for each DC 18 perform check made. If we can change it from a lyre (perform[Strings]) to a songbook (perform[sing]), then I might be able to get a second hour out of it. But I wouldn't count on it.

    Ouch, what? Sorry, I didn't understand a thing! :D


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]
    DM Aku wrote:
    Nahia wrote:
    Ok, a correction to make. The Lyre can work for at least an hour per week, and for another hour for each DC 18 perform check made. If we can change it from a lyre (perform[Strings]) to a songbook (perform[sing]), then I might be able to get a second hour out of it. But I wouldn't count on it.
    Ouch, what? Sorry, I didn't understand a thing! :D

    The lyre says this:

    PRD - Lyre of Building wrote:
    The lyre is also useful with respect to building. Once a week, its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, etc. The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If she fails, she must stop and cannot play the lyre again for this purpose until a week has passed.

    Basically, you get an hour without a check, but you can continue for another hour for each DC 18 perform check made.

    I was basically saying two things:
    1) We get an hours worth of work (600 man hours of labour) each week without a check.
    2) If I could change it from a stringed instrument to something like a book of work hymnals, then I could make a perform (sing) check instead, and might be able to make the DC 18 check. But it isn't likely. (I only have a +4 bonus, so I need to roll a 14 to make the check, so only a 35% chance of making it).


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    Ahh,

    I missed your comment about the Lyre earlier.


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    Also,

    I think some vengeful god hates me.

    I was safely driving back home, and then I needed to reduce my speed, because the guy ahead of my stepped on the brake.

    It wasn't even a sudden brake from my part, but the guy behind me, maybe was talking on the phone or distracted, didn't saw me braking and hit me from behind, throwing me off my bike, at 50 miles per hour.

    >.<

    I think I’m going to buy a car…


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    I'm sorry to hear that. And that is why I won't buy a bike. I trust my driving abilities, just not everyone elses...

    Anyway, I hope you're ok!


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    My foot is hurting a bit, but nothing more than that.

    I was using a motorcycle Jacket and thanks to that, I didn't get hurt.


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    That's the other reason I won't ride: the need to wear leathers. It's over 100f here right now. I'd sweat to death before I managed to get anywhere.


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    So, help me here:

    How about this recommendation letter for a Kingmaker game?

    ==//==

    Memorandum for Lord Alystair

    Subject: Stolen Lands

    1. I am privileged to write in support of one of our members, Corporal Sorry. Corporal Sorry was assigned to our campaign and has worked here for almost two years. During that time I have witnessed her tremendous growth and development. This development came not only in the area of combat arms, but in maturity and character as well.

    2. Corporal Sorry arrived here as a trainee, eager to make her mark and expecting to make quick progress through the ranks. At first, she had difficulty accepting her place as a young, less experienced Soldier and resented the efforts of her superiors to further her training. But eventually, she learned the valuable trait of humility and enjoyed the opportunity to learn from her older peers and supervisors.

    3. She quickly learned to manage her time, work in group situations under strict deadlines, and to recognize the importance of a strong work ethic, persistence, and integrity. She has become the most valuable and dependable member of our section and is a role model for newly assigned Soldiers.

    4. I recommend Corporal Sorry to explore the Stolen Lands program with absolute confidence. She has made me proud, as her friend and supervisor, and I am sure will continue to do so as she grows in your care and beyond.

    High General Dujek Onearm

    ==//==

    Any suggestion is welcome.


    M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

    That sounds pretty good.

    Glad you are ok.


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    It's not bad, but the same letter could be written for any character. If you can make it any more personal to your character, I would. It does show a decent ability to write though.

    Grand Lodge

    Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
    active effects:

    Watch out for those cars.
    the letter looks ok, looks more like a job application than a letter of recommendation


    Female Aasimar Druid 7 (Urban Druid), HP 43/43, AC 21, T 11/FF 20, CMB +7, CMD 18, Init +1, Fort +6, Ref +3, Will +9 (+2 vs Divination and Enchantment), Bust: Varies (same as Rose in this shape), Resist acid 5, cold 5, electricity 5, fire 10
    Skills:
    Bluff +18 (+5 if believeable/unlikely), Diplomacy +22, Disguise +7, Handle Animal +17, Intimidate +7, Knowledge (local) +13, Knowledge (nobility) +13, Perception +16, Sense Motive +14, Survival +16

    Stressful and long weekend. Sorry I was not a bit more present for everyone.

    Will do my best to have something up later today.

    I know that Kitara wants to go see the Baron, and also check out this Drownington place.

    Nahia:
    And also go talk with the other knot.


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    Ok all, what do you all think of getting the Baron to have the mithral stuff made for the alchemical golem?

    Also, any thoughts on the items I brought up earlier?

    Grand Lodge

    Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
    active effects:

    Never liked the lyre of building much as a gm. Always felt it was op, especially linked with a bard in a Kingdom game.

    Just saying.


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    Eh, I think a lot of people make the mistake of thinking it produces the materials as well as the labor. It's not so bad when you consider those limitations.

    That said, in something like Kingmaker that is quite different as well.

    Also, how many times have you ever actually seen a player choose to purchase one? Because I've never actually seen one get used more than once in a game, much less sought.


    Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

    Whenever I play a necromancer it is one of my first purchases.

    Skeletal Champion Bards can play them forever without needing to rest.


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    Wow, 14 new posts. I missed that! :D

    @I'll read what you guys posted, also based on the choices avaliable, we have three different paths.

  • Drownington
  • Baron
  • Seventh

    I'll roll out with drownington first.


  • Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

    Are we all going there?

    I'd prefer to stick together aside from our shopping trips.


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    @Rose

    yup. The entire party other than Seren and Grumblejack.

    They stayed at the horn.


    Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

    Great.

    Other than looking to buy a horse, I'm ready to go.

    Grand Lodge

    Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
    active effects:

    and some doggies. And poison, maybe.

    Grand Lodge

    Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
    active effects:

    Not, and I want to emphasize this, corgies. At all.


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    Fine. this would work too...


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    Ok, so we've got 1 vote against the Lyre/Songbook of Building.

    Any votes for/against the following:
    1) Half wand of Make Whole
    2) Scrolls of Arcane Lock to better secure our holding cells.
    3) Iron Spike of safe passage.
    4) Treasurer's Seal.


    M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

    Make whole for fixing stuff sounds ok.


    Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7
    Nahia wrote:
    Fine. this would work too...

    Or this one?


    Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

    How about a throwback to Branderscar?


    Female Aasimar Druid 7 (Urban Druid), HP 43/43, AC 21, T 11/FF 20, CMB +7, CMD 18, Init +1, Fort +6, Ref +3, Will +9 (+2 vs Divination and Enchantment), Bust: Varies (same as Rose in this shape), Resist acid 5, cold 5, electricity 5, fire 10
    Skills:
    Bluff +18 (+5 if believeable/unlikely), Diplomacy +22, Disguise +7, Handle Animal +17, Intimidate +7, Knowledge (local) +13, Knowledge (nobility) +13, Perception +16, Sense Motive +14, Survival +16
    Lady Rose wrote:
    How about a throwback to Branderscar?

    Oh good, then we can all be Pound Puppies. God i'm old >.<

    Yeah, I don't have make whole on my spell list, just stone shape. I'm guessing that I don't see a problem with any of those. I don't know if mending can help at all or not, cause I can swap out a orison to have that one ready, but i'm not sure if there are some things that mending can't handle.

    Kitara is interested in seeing the people, the general attitude in Drownington, and trying to see if the people in this part of town could possibly be recruited to their cause, and maybe even using them as part of our ongoing effort at the horn.


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    I've got mending as well, and Seren has Make Whole. Also, I've got Use Magic Device, so we can make use of it one way or the other.


    M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

    Stone shape for repairing holes in walls and floors, any stone lids on pit traps, ermgency barriers..


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    @Aku, would it be possible to find a half wand of Make Whole? It's a level 2 spell so a half wand would cost 2250 gp normally.

    Also, just in case we decide on them, are a couple of scrolls of Arcane Lock available?

    Grand Lodge

    Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
    active effects:

    wall of stone + stone shape = very quick building. Even better with fabricate.

    BTW I'm not against the lyre of building, I was just saying as a GM I wasn't fond of it.

    You see, you device a sort of minigame, characters hiring crafters and workers, devise role play encounters around them, negotiating with local rulers, and builder guilds, bandit gangs hinder supply and so on...

    The the smart alec players go, we buy a lyre of building, and with our bards perform, the mages stone skin and the druid's woodshape and stoneshape, who needs workers and craft men. Fabricate is just insult to injury as the mage reveals that the circlet of intelligence gives him maxed out craft skills (stone work and carpentry). Within a week the fortress appears.

    It's so...annoying.

    I may be over reacting, of course.

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