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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Human Hero Killer1 / Holy Assassin1 / Deceiver2

Hey.

Last two weeks of classes for this term at university. Posting my get erratic, but I’ll try keep it up.
Sorry in advance.

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:

Know what that's like.


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]

No problems. Good luck on end of your stuff you two!


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]
Hound wrote:
You would do well in a Paranoia game.

I've always loved paranoia (specifically second edition), but I've never had the chance to play a game of it. It always seemed like fun.


@All

Okay guys
Before it turns into an issue in the future, let me address something:

I like game with more of a narrative feeling to it. I like history.
I’ve been loving what I’ve seen so far. <3

Everyone knows that I’m biased when we are talking about optimizations and builds.
So as your GM I’ll say:
No more combos, ability nitpicking or optimizations.
What already exists I won’t interfere, nor ask for changes or say anything about it.

That’s all, thanks! <3


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

Nope, Kitara is completely sane.

I have no idea what you mean by her crazy is showing.

<.<

>.>

>.<


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

Sorry for taking so long guys.

I managed to run over myself with my own truck, and i've been on painkillers for a day now.

Luckily nothing is broken, just in pain, and hard to walk. Ran over both of my feet.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Kitara Moonshadow wrote:
"Erza knows how to enter the secret chamber..."

Nessian Knot and the chamber of secrets.

Starring...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

So, are we gathering the whole party and going to meet Erza?
I wish we could move the game forward. We've been stuck at this pre-ritual part for far too long.

Also, I'll try to raise my post for at least two times per day; to make the game a bit more fast paced.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Kitara, Nahia

Did you guys created separated organizations or a council of villains?


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]
DM Aku wrote:

So, are we gathering the whole party and going to meet Erza?

I wish we could move the game forward. We've been stuck at this pre-ritual part for far too long.

Also, I'll try to raise my post for at least two times per day; to make the game a bit more fast paced.

A problem we do have, we started in-fighting mid-battle at the Keep

SO we need to deal with Erza either by compelling it or making a sacrifice so we can get the the secret room. Or try to get in the secret room ourselves.


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

@Aku

Uhm..., have to confer with Nahia on that one. Last I remembered, I thought my organization was seperate, but I also don't think we have talked about it much.


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]

A lit of things

1.Deal with Erza through force(control/destroy) or negotiation(sacrifice)
2.More security of the Horn(Traps,guards)
3.Do the ritual


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

^ that's the list.

Sorry I haven't chimed in much lately. I'll get a gameplay post up tonight.


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'm kind of confused. Are Rose and Hound suggesting that we ignore the wraith for now?


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

We don't have the gear we need. We want to pick up Ghost Salts, and maybe some scrolls of things like Death Ward. We're a pretty melee-heavy group, and most of us can't really hurt a wraith. We need to prep for this fight.


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]

Well we need to get something done, we're months and months into this thing and haven't even started the ritual. Either we kill the wraith or toss it sacrifices so we can get the next eye and get things rolling.

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:

trap ideas
I'll give my thoughts on each level over the next few days. Here is the cavern level
Cavern traps suggestions
The caverns should be considered a distraction to foes, to draw them in a weaken them. While it has some useful resources, these are not essential. So this area should be well trapped. In essence the traps here should be pit traps, poison stake and acid, and deadfalls. We should consider giving the boggards better arms so they will be more effective. The boggards should be informed as to the trap locations, so they may attack when they are activated.
- The entrance to C1a should be disguised, to allow the boggards access to and from the cave. The aim is to make this a hidden exit, to encourage invaders to take the more obvious entrances. This helps direct the enemy, and allows for sneak attacks by the boggards (and us?) while they are dealing with the traps. This spot should be guarded at all times, from the hidden inside.
- The entrances to C2, C3, C5, C6, C7, C8 and the tunnel from C2 to C4 should be trapped. A mixture of pit traps and deadfalls seems best (acid and poison stake pits). In this there should be a path clear of traps (except an alarm trap?) from the Boggard encampment and C1a.
- C10 should be trapped as well, but the larger caverns here seem better to place guard animals. Cages keyed to release would give a foe problems.
- C18, 19 and 17 should also have traps, as per above.


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]

Better spears, daggers and small shields for the Boggards

Acid is plentiful so it will be perfect for the traps

Disguising the entrance is good, perhaps our druid can grow some vines 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

Tossing the wraith sacrifices makes more wraiths. That might cause us some big problems later. It might also be a good way to bolster our defenses for a while.

If Mitrans attack, they bring a lot of positive energy with them. They might solve the Ezra problem for us. We could put up a Beware of Wraith sign near the library to give them the best chance possible of taking him out.


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]

Give him some to get access to the Eye and then cut him off/slay the spawn

The warning idea is good


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 would love to get all Tucker's Kobolds with our boggards. Could be funny.

I wish we could raise the barbarian boggard hound killed as a skeletal champion. He'd make a great defender.


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:

@Kitara, Nahia

Did you guys created separated organizations or a council of villains?

I figure separate. Our organizations really serve two different purposes.

Though, how do the rules work if we decide to team up on a task? Like, if mine covered info and materials gathering her Kitara's did all the wetwork?

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:

From my reading of the rules, one larger organisation is implied. There is no advantage to two, except for roleplay purposes.


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]

Okay, so our next actions are to go to the Baron after an appointment and get the craftsmen and buy some anti ghost weapons while Mysty sets some traps downstairs


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Hound wrote:
Rose, you said the Horn needs more security by way of traps and guards. Let us get in touch with The Baron and ask for craftsmen and also ask our cultist about possible fanatics for the cause. Or, we confine the guards to certain levels so they don't stumble upon the daemons or boggards.

Let's skip this visit.

Last time you went to farhold was precisely for this reason.
No need to go there once more, for to the exact same thing.
Just consider you have already discussed with the man, and that, manpower will be provided.

In this case, the manpower is in form for street thugs for the orphanage. They’ll compose for now, the bulk of Nahia’s organization. There’s no fixed ‘number’ of minions, just minions.

==//==

I’ve added a new link with information about organizations.
Also, based on Nahia’s cha mod, and Kitara’s, if they are forming a council, it gets 2 actions per week or one action each if they are forming individual organizations.

Hound gets one action per week from the boggards. The only difference is that boggards can only perform ruthless actions and laborious actions, such as carry things around, dig a trap, etc. Check the link on top of page.

Single organization x Councils
Councils achieve higher stats; since all the masters put their bonus into a single organization, but the master forgo his action in favor of the organization.
Which means: It can lead to infighting, since one master might want to do something, and other master might want to do another thing completely different.

Single organizations are weaker, but there’s no issue about control.


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 gets the boggards to dig a trap in C4 for intruders to fall into, plus put acid from the acid pool on bottom. Instruct the boggards to lure intruders into the pit trap and then if they fall into it, start throwing spears and rocks in at them.

Hound also buys weapons to arm the warriors

10 spears (20 gp)
10 handaxes (60 gp)
10 Light shields (30 gp)


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Seren Little  wrote:
Should I roll or will you roll and provide the info Aku?

I don't think that it's necessary.

Rose already said almost everything there's to know about behavior in ghosts.

==//==

Let’s agree to this:
Outside combat, if you have the skill, consider you have the knowledge as well.
During combat, I’ll post spoilers with information, and you’ll need to roll in order to know about it.

How does that sound?

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:

cool


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]

Works for me.


Female Aasimar (Angel-Blooded) Oracle 5 | HP 33/38 | AC 20 <+2 vs Good> | T 10 <+2 vs Good> | FF 20 <+2 vs Good> | CMB+5 | CMD 15 | Fort +5(+9 vs. Disease) <+1 vs Good> | Ref +2 <+1 vs Good> | Will +4 <+1 vs Good> | Init +0 | Perc +3 | SM +4 | Bluff +10
Abilities:
6/7 1st level | 6/6 2nd level | 9/9 Death's Touch | Raise the Dead 0/1

I was partially asking because I didn't know if that was correct. While it makes sense (at least in this context) there is no more reason for it to be correct than the myths about vampires and garlic and/or silver.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Seren

Oh, I see.

Well, while that can be true for some ghosts, but not all of them that has this same behavior.
Answering the question properly: No one kept close tabs on Erza to know if he is bound to that room; it appears to be truth, since you only saw him in the third floor, and nowhere else.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Hound

Please add the modification, the trap builds into the Evil lair modification column.

Remember that simply pit traps or pit/acid traps are 'free' if you use boggards to do it.

More deadly ones cost gold to create.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@ Traps
If you have the skill you may roll it for yourself. The cost to build it is the same, or you can use a skilled action from the organization, to create the trap. The DC depends on the type of trap.
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: (Have all the three been performed?)

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.

====///====

Don’t forget to edit the Evil Lair link with everything you do. That help me keep in mind what has been and what hasn’t been done.


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 think it's time for another montage.

How about we each pick one of these to work on?

I'll take care of the Tavern. Since I took care of the barracks, this seems like the next step.


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

As for the capture trap, I have a thought-

What if we removed the lock entirely? Just a cage with no door. Only way in and out is through the trap door. Anyone we want to pull out we can lower a rope to.

Here's the terrible beauty of this idea. We don't have to spend anything on spikes or acid. Instead we let Seren practice. We dump a few corpses down the pit and animate them as uncontrolled undead. Then, anyone who falls down there is in a pit full of angry skeletons and zombies.

Heck, we could put spikes in there too. If they were tall enough they'd just be poles the undead had to move around.

Thoughts?


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]

Sounds good for the capture trap.

Pit trap added to modification column

We have the Hellhounds and Nightmare

I will have three mudmen summoned(1200 gp) and placed in C-8 and the chest spiffied up and some cheap jewelry and fake diamonds from C-19 in it .

Plus a Glyph of Warding on it that summons an air elemental that dumps people into the mud to play with the mudmen

Also restore the forge (55 gp for masterwork)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

So you guys want me to handwave the result, or you preffer to RP it?


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 always prefer to RP things, or at least get a GM's summary of events in game.


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]

Summary is fine.


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

Up to you, Summary would be nice at least, but playing things out is preferable if there is anything interesting that might happen.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

In spite to keep things moving... Railroad time!

@Hound

You post a narrative of Kitara’s POV about Restauring the Tavern.

Tavern:

This was once a tavern used to keep their guards and servants content. The tavern is actually not in terrible shape for a building that has been abandoned for eighty years.
This is the second part of the Death’s Head Tavern connected to 1-9 by an open archway.

==//==

@Rose

You post a narrative of Nahia’s POV about restauring the Alchemy laboratory.

Labs:

This was once the “Sons” alchemical laboratory where their many poisons and pestilences were brewed and perfected. Wrecked during the Victor’s raid, broken glass ware and alchemical equipment litter the floor.

==//==

@Mysty

You post a narrative of Hound’s POV about setting various sentries in the horn entrances.

Entrances:


  • Caves
  • 1st Floor 
  • 2nd Floor
  • 3rd Floor
  • Sanctum

==//==

@Nahia

You set a narrative of Mysty’s POV about restoring the capture cell, torture chamber and holding cell.

Rooms:

Capture cell: This chamber contains a cage made of stout iron bars that run from floor to ceiling. The cage was originally designed to capture those who blundered into the pit trap in 2-1 above. Now, everything is in disrepair.

Torture chamber: Once the pride of the priesthood of the Pale Horseman, this torture chamber is now in sore need of repair.

Holding Cell: A stout iron door with a small barred window controls entry to this plain stone cell. The door once had a fine lock but that was smashed when the door was kicked in by a Darian knight.

==//==

@Kitara

You post a narrative of Rose’s POV about Destroying the knights shrine (not sure if has been done already), restoring the library and the brothel.

Rooms:

Shrine: After the raid upon the Horn, the Victor and his knights occupied the place for weeks. Largely the soldiery camped outside of the Horn, believing the place to be cursed. However a few knights stayed in the temple to assist in completing the purge of everything even vaguely associated with the Sons of the Pale Horseman. While they were staying here, those knights built a small ad hoc shrine to Mitra here in this chamber. The knights’ courage and their sincere prayers to Mitra consecrated the shrine and it became a beacon of good in what is otherwise a wretched pit of lingering corruption.
Little more than a plain wooden table where many candles have burned down to nubs, there is also the drawn image of the sun on the wall. An inscription has been carved below that reading “Mitra lucet omnibus, Mitra omnia regit” – “Mitra shines on everyone, Mitra rules everything.” This is one of the mottos of the Knights of the Alerion rendered in an old holy tongue. A successful Knowledge (religion) skill test (DC 15) will know this.

Library: This room once held one of the greatest collections of blasphemous and evil tomes ever assembled on this plane. Now it contains only ashes. When the Victor discovered this chamber, his words were terse: “To the fire.”
His order was obeyed. Every scroll, tome and treatise was consigned to flame. All that remains is an inscription in Abyssal that reads “Behold the secrets of death. Use them for my glory.”
There are no secrets here anymore. Only ashes and memories.

Brothel: Once this was the great brothel chamber of the high priesthood. The rewards for serving Vetra-Kali were doled out here in sumptious excess. When the Victor raided this hall, he ordered the erotic murals defaced and the great chamber purged of any hint of its original purpose.
Now it is simply a gigantic empty room. The only hint of its former uses are a few defaced murals. A close examination (DC 20 Perception check) will reveal hints of the wanton excesses once depicted here. Most disturbing are the hints that not everyone who visited the brothel was human or even humanoid.

==//==

@GM

After everyone has post their part, I’ll write a sum up.


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

Hey guys, sorry for the absense, it has been a very rough weekend.

I will work on a post, it may be late this afternoon or sometime this evening before I have it up.


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]

Speaking of rough times, I just finished an 18 hour day and I have to be up again in 6 hours. So no post today, but I promise one tomorrow.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@While RL is still holding Nahia captive,

What other things you guys want to do as well? Let's keep the game moving.


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]

All set for either doing the ritual or convincing/dominating/slaying the wraith.


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

Kitara while the others are busy bulldog would try to spend a decent amount of time getting to know the surrounding forests, mapping the area for effective use. Also assuming people may try to find us, she would certainly work on laying out false trails, ambush zones, setting up the area around the horn for use as well as inside.

And my vote is kill the bastard now.

-Posted with Wayfinder


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]

Yes, buy anti-undead items and magic up.


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

Would Kit be alright with capturing and training critters to use as part of our defenses?

Rose is actually very good at training animals. It's just never come up in game other than the flashback about the tiger. I'd love to capture and train some dangerous pets. I'm just no good at finding them. I'll need Kit and Hound to cover that.


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

*sweet Kit voice* Why of course I will Sissy!

What are you gonna get me? *sweet innocent face*

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