
GM Aku |

so,
Argan, Kharn talking leadership?
--
An organization’s scores start at zero. Each master with a positive charisma positive relevant ability score modifier has that many points to spend increasing the scores. No score can initially be raised above +4. After creation, changes to charisma no longer effects scores. Scores change from game effects and when a master gains a level — a master then adds +1 to a score of their choice. No score may ever exceed +10.
Actions
Actions represent an evil organizations ability to get things done. Every week you command your evil organization to perform actions. The maximum number is determined by adding the leader’s level + current Charisma modifier and then consulting this chart.
Kharn as 2 points to use, Argan has 3 points.
The organizations scores are:
Where a PC has Strength, Organizations are Ruthless. Ruthless is the ability to get violent things done. If Ruthless ever hits -5, your organization cannot take any violent actions.
Where a PC has Dexterity, Organizations have Secrecy. Secrecy is the ability to conceal your organization and its operations. If Secrecy ever reaches -5, your organization becomes a household name in Talingarde.
Where a PC has Constitution, Organizations have Survivability. Survivability is your organization’s ability to survive adversity. If Survivability ever hits -5, your
organization has ceased to exist.
Where a PC has Intelligence, Organizations have Connections. Connections is your ability to get nonviolent tasks done. If Connections ever hits -5, your organization can take no skilled actions.
Where a PC has Wisdom, Organizations have Espionage. Espionage is the ability to acquire information others don’t want you to have. If Espionage ever hits -5, your organization can take no espionage actions.
Where a PC has Charisma, Organizations have Loyalty. Loyalty is your minions devotion to their masters. If Loyalty ever hits -5, your organization falls apart.
--
@Hunting monsters
That can be done using organizations actions.
Hunt Beasts (violent action): You order the capture of wild beasts to guard your base. Roll A Ruthless Check.
Success: Roll 1d10. The minions catch:
1 – 1d3 Snakes, Venomous (CR 1)
2 – 1d3 Giant Spiders (CR 1)
3 – 1d2 Crocodiles (CR 2)
4 – 1d2 Snake, Constrictor (CR 2)
5 – 1d2 Giant Leeches (CR 2)
6 – 1d2 Giant Toads (CR 2)
7 – 1d2 Tatzlwyrms (CR 2)
8 – Giant Mantis (CR 3)
9 – Giant Scorpion (CR 3)
10 – Chupacabra (CR 3)
Failure: Minions catch nothing.
Natural 1: Monsters catch minions. Survivability -1.
Natural 20: They catch a hydra (CR 4)

Argan Midnight |

I have a question. I see the Trap Repair function, but I was wondering if I can do it too or it has to be the organization...
Argan will invest his points in Ruthless, Secrecy and Connections, in order to represent the strength of the group and minions, the need to keep it underground in Farhold, and the connections with the other Knot and the Duque.
His commands, this week, is definitely to Hunt Beasts, so they would start training it.
Ruthless!: 1d20 + 1 ⇒ (20) + 1 = 21
"Awesome catch! Did you need to use the master ball?"

GM Aku |

@Vlad
Nops.
It's not really mandatory to take leadership. It makes easy that some of the things the knot would need to do by themselves, they can delegate thru organization actions.
Also, bear in mind that inside the game, that like who gives the orders may be a little blurred. If Argan and Kharn don't mind, you could be one of the leaders as well, you just don't add anything to the organization, unless you take the feat.
@Argan
Wow, cool, got an hydra on the first roll. Gz!

Argan Midnight |

Yes, I'm awesome.
Secrecy involves not knowing exactly who is the leader too, and I don't mind having Vlad thinking he's the leader, or passing as one, since our enemies are gonna focus on him instead of me... ^_^
Vlad specially has that charm of his which might be useful. Common Vlad, leave your overpower aside and join The Way of the Minions!

Argan Midnight |

So I can rebuild the traps on my own?

Vladamir Orlovsky |

He plans on adding to the flock once he can create spawn.. He can can also dominate which helps. He certainly has a ruling personality so it will be hard for him to take orders.. Hes came to think of the Knot as a everyone is on equal terms kinda thing. Argan better watch it or he might find himself dominated.. Muahahahahahaaaaaaa...
Not real but still... BEWARE!!!

Lilpinny Marfedelom |

Argan and Kharn will simply be the ones giving the orders and managing the little things. I'm certain the rest of us can pitch ideas to them, we're probably welcome in their think tank.

GM Aku |

@Loot
Can someone fix the loot in the excel link? I don't think you guys divided the money you got from the Horn, which may be causing this issue with Vlad saying he may not have money to create the item he wants.
@Vlad
Most of the stuff will be done in the background, I'll not actively describe everything, and while moving out of the horn may be something that you are unable to do, I'm not planning on splitting the group again.

Argan Midnight |

I'll work with the loot.

GM Aku |

@Argan/Traps
Sure, if you have the skill you may roll it for yourself. The cost to build it is the same tho.
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.

GM Aku |

@Organizations
Talking about organizations actions, Argan get's one action per week, while Kharn get's nothing...
Anyway, the bogards adds a bonus action but it cannot be used to sophisticated actions.
So, peer week for now, the organization can have two actions.
Also, remember that the bogards can be used for labor as well, such as building pit traps and such.

Lilpinny Marfedelom |

Ah yes, the alchemical golem. For the foreseeable future, this is Lil's schedule.
Sleep - 8 hours per day
Craft magic items - 8 hours per day
Perform rituals - whenever necessary
Work on alchemical golem - whatever time is left (8 hours if no ritual needs to be performed by her)
Do we have a schedule made for performing the rituals? Also we should start working on the sacrifices we need for it.

Argan Midnight |

Has anyone heard from Zoe?
Damn, it's very hard to do this on pbp...
@Kharn Are you keeping the helm for 2600 gp?
@GM
- We purchased a MW Forge Kit already;
- We purchased a two superior locks - Room 2-5 is already working, so we don't need to worry about that. We will use them for I-23 and I-26, unless the locks on 3-10 are not good as mentioned in the description...
What are our options to reach the sanctum? As far as I remember there is only the staircase going up from the caverns, is that right? Isn't any other entrance (without flight, I mean)?
@Party
What are we gonna do with the following:
- a ring clearly intended for a very small finger, has a tiny inscription ‘IoG’ beside an ornate rose. It is worth 5 gp for its delicate craftsmanship
- Manacles of Cooperation
- Two iron plates both carved in abyssal that read “Aticus” and “Andian” (I think they are related to Hextor and Vector)
I say yes to the tavern, the camouflaged pit trap, the golem repair, the cleaning and furniture (can we do this with the minions to save money gm?), but I don't think the summons are a good use for our money now, unless you want the Nightmare to patrol the surrounding areas (I don't think he would be a good option for obvious reasons, of course). What about you guys?
@GM I asked to retrain some skill points so I could reach the DC 30 for Craft(traps), but I don't think you saw that, did you?

Argan Midnight |

Do we have a schedule made for performing the rituals? Also we should start working on the sacrifices we need for it.
I stated that we would start it in a few days, but we need the sacrifices as you mentioned, and the other stuff the ritual needs.

Argan Midnight |

@Villains
Here's the ritual. First thing we need is a sacrifice of one of our own blood. Who exactly qualifies for that, gm? Is that Seth's goal on the letter Thorn sent him?
Once we sacrifice the guy, can you dead people raise him?

GM Aku |

@Argan
About the skills, yep you are correct, I didn't saw it.
Can you reach 30 with a masterwork trap kit? I not that fond of retraining, but if it's absolutely needed, you can do it.
@Ritual
'Sacrifice of our own blood.' That means someone that worshiped Vetra-Kali, not the knot.
@Seth
The letter was to remove him from game, something about new orders, but if you are taking him as cohort, it'll be something else.

Argan Midnight |

@Argan
About the skills, yep you are correct, I didn't saw it.
Can you reach 30 with a masterwork trap kit? I not that fond of retraining, but if it's absolutely needed, you can do it.
Here it is. Is it ok?
@Ritual
'Sacrifice of our own blood.' That means someone that worshiped Vetra-Kali, not the knot.
Weird, I felt like windows 8 for a couple seconds.... So, do we have to resurrect someone or anyone will do?
@Cleaning
Do we need to spend the organization actions with that and spend the money? From two weeks?

Lilpinny Marfedelom |

@Party
What are we gonna do with the following:
- a ring clearly intended for a very small finger, has a tiny inscription ‘IoG’ beside an ornate rose. It is worth 5 gp for its delicate craftsmanship
- Manacles of Cooperation
- Two iron plates both carved in abyssal that read “Aticus” and “Andian” (I think they are related to Hextor and Vector)
I'll take the ring. Why not.
The manacles would be good to keep around for prisoners. Especially since we intend to have sacrifices that we may need to keep for a while.
The iron plates...let's scan those with detect magic and try to learn their function.
~~~
We have to get a worshiper of Vetra, which is not going to be easy. Unfortunately I'm going to stay quiet on the subject unless we get very stuck due to metagame reasons.

Kharn the Binder *Cleaned-Up* |

Kharn will invest both of his points in Survivaliblity.
@helm question: Kharn would like to keep the helm for now until he learns the boggard language.

Argan Midnight |

You're such party-poopers... You leave me no other option, I'll have to metagame it!

Vladamir Orlovsky |

Why not instead have someone with a positive Charisma score take leadership.. Having a negative one doesnt even get u many followers and a much lower level cohort.. It makes no sense to take the feat with an 8 charisma..

GM Aku |

@Leadership.
I'm using a alternative rule for leadership.
Instead of using charisma, Kharn is using half of his str modifier. Which at the present moment is +2.
Since Argan cha modifier is higher than his Str, he is using Cha as usual.
Raising Kharn Cha will not help him. However raising his Str is a different matter. :)

Argan Midnight |

For some reason I thought Kharn's charisma was +2 (probably because of Sir Reginold), but now I see I'm wrong, sorry.
Anyway, I have a Belt of Strength +2 to lend, but that won't make a difference also, will it?

Kharn the Binder *Cleaned-Up* |

Kharn is actually using his con instead of cha for leadership, so feel free to keep the belt of strength.
@Argan: What you don't know is that Sir Reginold has a charisma of 20.

GM Aku |

@Cleaning
Do we need to spend the organization actions with that and spend the money? From two weeks?
For cleaning, let's just assume that organization actions aren't needed. Any other modification instead of cleaning will require organization actions or the direct involvement of the char.
Also, the money being expend is to by new furniture and bring it from Farhold to the horn. Without that, you can't really sustain life and an organization in the place.

GM Aku |

One other thing:
I'm setting up a 'One month time' for preparations before the ritual starts.
With that, there's a total of 8 organizations actions that can be performed. (Remember Argan already used one to hunt down the hydra.)
For the sacrifice, any blood descendant should suffice. It's not hard to find someone in farhold with blood ties with the death cult, so there's no real issue with the first ritual.
--
Now, I need to know what you guys will do in that one time month before the ritual starts.
Please post here in discussion what will be done, and I'll help you guys walk through it.

Lilpinny Marfedelom |

Lil will spend 8 hours a day working on the alchemical golem to get it running (don't know what check is needed for that). The other 8 hours will be spent crafting. Currently the item being worked on is Vlad's item to protect him from sunlight. Lil will take 10 on spellcraft for a 25 and she will make the item in half the time. Vlad says the item will take 9k to make (I'm assuming that's the crafting cost, not the item cost), so that will take her 9 days worth of work. Also due to her trait it will only cost 8550gp to make.

GM Aku |

To fix the golem this is what is needed:
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.
I need a spellcraft DC 20 to recognize the lens fragments among all the junk in the laboratory. If you fail, you can ask one to be created in farhold using the golem schematics and spending 1000gp.
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 you fail to find the reservoir, you 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.

GM Aku |

@Magic item: Grandma Big hat of Penumbra Protection
Base DC: 8 | 5+ CL(3)
Accelerated crafting: +5 DC
Don't have the spell: +5 DC
Total DC: 18
Time spent: 9 days.
---

GM Aku |

@Loot
Argan fixed the values in the loot link.
--
Things I want to know:

Lilpinny Marfedelom |

The Eye A make whole spell? We have a cleric in the party, easily done.
Spellcraft: 1d20 + 15 ⇒ (6) + 15 = 21
The Brain I'll handle this in character in the gameplay thread momentarily.
The Heart Cog Hmm, I think we'll just have to pony up the cash for this one.
The Reservoir
Craft (alchemy): 1d20 + 20 ⇒ (16) + 20 = 36
Nice. This is what Lil will start out with since it's already there and requires no outside help.
The Reagent of Fire I'll start crafting those right away. 20gp each x10 = 200gp / 3 = 67 gp (rounding up).
The Reagent of Ice Same thing as above. Let's round down this time to even things out for 66 gp.
The Reagent of Acid Easily done with the pool, as you say.
The Reagent of Electricity Uhhhh...let's put that on hold for now.
Lil needs 683 gold for crafting and mithril building.

Lilpinny Marfedelom |

@Magic item: Grandma Big hat of Penumbra Protection
Base DC: 8 | 5+ CL(3)
Accelerated crafting: +5 DC
Don't have the spell: +5 DCTotal DC: 18
Time spent: 9 days.
Perfect! Lil will get started on that right after the alchemist's fire and alchemist's ice are done. I'll cover the leftover cost for Vlad for the item since it's only a few hundred.

Lilpinny Marfedelom |

Vladamir Orlovsky |

Vlad hasn't been killing the whores, just feeding.. He was putting them on a rotation and using Dominate to not cause a fuss..
That said we need a bloodline person from Farholde for the first sacrifice.. Using the brain afterwards should work fine.
As far as compnents go could we not use the Baron's connections to get more crafting supplies? There's the black market as well right?
As far as money goes can someone lend me the rest.. Looks like i need 2k.. I can pay it back when we get it.

Lilpinny Marfedelom |

Ehh, just in case the sacrifice somehow damages them or takes them, that might not be the safest route. For now Lil will work on the rest of the golem, saving the brain for last. Those expire after all.
Vlad you have about 8.1k and the item costs 8550 to make, so I'll cover the rest.

Lilpinny Marfedelom |

Ah. In that case just the 634 gold will be taken off for now. I'm willing to chip in to help Vlad, but 2k is quite a bit. Does anybody else want to throw in some money?
Also, Kharn had a crapload of money and should really start putting orders in.

Kharn the Binder *Cleaned-Up* |

Kharn can lend the 2k. for Vlad to finally be useful again. Also, Kharn would like to put in an order for a belt of Constituion +4 (8k) from Lil if that would be okay. Besides that and Kharn's hammer he will use his money towards replacing or getting the items for the Horn.
1 organization action Kharn suggests is kidnapping farmers for the brain needed and to feed the hydra. The other organization actions I suggest be used to create and fix the traps unless someone needs something else.
Kharn will also head out to start making contact with the intelligent monsters in the Briar.

GM Aku |

@Argan/Kharn
You still have seven more organization actions. What are you using them for?
@Lil
That crafting list?
@Vlad
If you want to use your dominate's to maintain a cadre of thralls, we can count them as 'minions' and you get organization actions as well.
@All
From that: To do List
Tell me what's is being done, I'll update the excel file and move the month and start the ritual.

Vladamir Orlovsky |

I had planed on doing that yes.. In addition when I get the ability to actually created vamp spawn ill have twice his HD in those..