
GM Aku |

@What trap are being rebuild? (And yes Argan, you can retrain, as explained before.)
@What measure of security are being implemented if any? (If no one says anything, I'll start the ritual right away.)
@What is being used (money) in reforming the place? (Traps/rituals/refurnishing and the list goes on)

Lilpinny Marfedelom |

The treant is guarding the front entrance 24/7. During the daylight hours the burning skeletons are with it, during the night hours they are circling the horn a few hundred feet out (within sight) so that if one is killed we will see it go out. The minotaur follows Lil as her personal bodyguard. Other than that, I'll leave security up to the rest until they ask something of me.

Argan Midnight |

I don't think Zoé is coming back, btw. The player is missing from the forums, it seems.
@Expenses:
- Added 550gp expense for the Heart Cog and Smith.
- 67 for the fire and 66 for the ice.
- 200 gp to restore the tavern.
- 1000gp to clean.
- 400gp to add furniture.
@Loot - Things that we actually HAVE to sell
C23 - Mixed Coinage 2300
C23 - Bag of Shiny Jewelry 1200
C9 - fossilized mammoth ivory tusk 500
Ring of Mind Shielding 4000
rod of elemental metamagic [acid], lesser 1500
600 lbs of similar golden items 30000
Six chests full of mixed coinage from dozens of nations worth 5,500 gp
Well, he have a total of 45k, taking away the things we're not gonna sell or that are actually money (as gems). So, we will use our first month to sell this first 25k gold, which will cover most of our expenses and Vlad's grandma hat. If we're buying magical components and stuff on Farhold, can't we pay it in gold items or other stuff to get rid of it???
I just realized we're still splitting the loot by 5, which is not actually fair, is it? I'll fix that soon, and we shall have much more gold each than it shows.
Organization actions:
Argan 1 - Capture Hydra
Argan 2 - Find out descendants of the Pale Horseman
Argan 3 - Vlad - up to you
Argan 4 - Lil - up to you
Kharn 1 - Kidnapping farmers (brain/hydra)
Kharn 2 - Trap building (Spiked camouflaged pit trap)
Kharn 3 - Trap Building (camouflaged acid pit trap)
Kharn 4

Kharn the Binder *Cleaned-Up* |

Kharn's final organization action will be Criminal Enterprise.

Vladamir Orlovsky |

Im still not sure the scoring works.. Since Vlad has a +5 charisma does his Loyalty stat at the max of +4? How does it go up or down?
Consulting the chart it seems Vlad 1 action per week.
Seeing as he is representing the Charisma side of Council I was looking for an action associated with it but the only one I see is Indoctrinate.. We dont have a neg score right now right? So thats not worth doing? What is Connections associated with>

Argan Midnight |

Let's gather info, I don't know. We also have the woman in town, remember that.

GM Aku |

@Vlad
Unless you take the leadership feat, you don't add your cha modifier. And your organizations actions are made with +0 bonus, since you are part of the organization.
Even if the chart gives you more actions, you have only one per week. As I said, I'm not allowing you to create a organization without the feat.
@Argan
You can use one of the organization's action to find a descendant.
Or if you are sure, you can take the baron.

Argan Midnight |

My personal problems with him can wait for a better moment to be settled. So let's use that action, and in case we don't find a proper descendant, then it's plan B ^_^ B as in Baron.

Vladamir Orlovsky |

Ok so I guess I dont understand then. You said because of the dominate thing he would add an organization action. If he can't use Cha what can he use? If its pure flavor thing thats fine as well just need to know.

Vladamir Orlovsky |

Ill just roll and someone can figure out what he does.. Its still confusing on what he can and cant do.
1d20 ⇒ 2

GM Aku |

Vlad,
Here is a list of possible actions. You are not limited by it however.
Action List
This is a list of actions an evil organization can attempt. It is not comprehensive and with GM permission other actions may be permitted. Level always refers to the level of the highest level PC leader of the organiation.
Abduct Peasants (violent action): You need peasants (lvl 1-3 commoners) for your gruesome experiments or perhaps as monster chow. Roll a Ruthless Check.
Success: You abduct 2d6 Peasants
Failure: You abduct no one.
Natural 1: Failure and -1 to Secrecy.
Natural 20: Success and +1 Ruthless.
Assassination (violent action): Your minions attempt to kill someone. Roll a Ruthless Check. Important NPCs are often immune to this action.
Success: The target dies. -1 to Secrecy.
Failure: The target does not die.
Natural 1: The target does not die and minions are captured. -1 to Secrecy and Survivability.
Natural 20: The target dies and it looks like an accident. +1 to Ruthless.
Criminal Enterprise (violent action): Your organization uses crime to acquire funds. Roll a Ruthless Check.
Success: Levelx1d6x10 gp is acquired.
Failure: You are revealed. -1 to Secrecy
Natural 1: Failure and -1 to Survivability
Natural 20: Success and +1 to Ruthless
Frame Someone (espionage action): Your minions plant evidence to convince the law that someone is guilty of some unsavory crime. Roll an Espionage Check.
Success: It works!
Failure: It doesn’t work.
Natural 1: It doesn’t work and your minions get caught. -1 to Secrecy and Survivability.
Natural 20: Success and +1 to Espionage.
Gather Information (skilled action): Your organization tries to gather three random rumors (see page 9) or tries to answer three questions that might be know about town. Roll a Connections Check.
Success: The questions are answered.
Failure: You receive 1 random rumor.
Natural 1: You learn nothing.
Natural 20: Success plus +1 to Connections.
Grave-Robbing (skilled action): Your organization violates graves to acquire corpses and skeletons for you.
Success: 2d6 corpses or skeletons are acquired.
Failure: You are revealed. -1 to Secrecy
Natural 20: 4d6 are acquired instead.
Natural 1: As failure, but a number of minions are caught and hanged. -1 to Survivability.
Guard Duty: You assign your organization to guard a location for a week. This creates an encounter equal to a CR of the level of the highest level master -2.
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)
Indoctrinate: Your minions have grown quarrelous and forget their place. Teach them the meaning of obedience. Loyalty +1 up to a maximun of zero.
Lay Low: You organization keeps out of the spotlight for a while. Secrecy +1 up to a maximum of zero.
Legitimate Enterprise (skilled action): Your organization uses legitimate means to acquire funds.
Roll a Connections Check.
Success: Levelx(1d4-1)x10 gp is acquired.
Failure/Natural 1: no consequences
Natural 20: Success and +1 to Connections
Recover: Your organization stays out of danger and focuses on recruiting new members. Surivability +1 up to a maximum of zero.
Spread Disinformation (espionage action): You organization tries to convince the populace of something isn’t true.
Success: It works!
Failure: It doesn’t work.
Natural 1: Failure and -1 to Espionage.
Natural 20: It works! +1 to Espionage.
Torture Captives (violent action): Extract information from “guests” of your dungeon. Roll a Ruthless check.
Success: You receive answers to three questions.
Failure: No results.
Nat. 1: The prisoner dies(50%) or escapes(50%).
Natural 20: Success and +1 to Ruthless.
Training (skilled action): Increase Ruthless, Competence or Espionage by +1 up to a maximum of zero.
Trap Building (skilled action): Roll a Connections check to fix a trap.
Success: Spend the money to build the trap.
Failure: The traps are not built.
Natural 1: Failure and half the cost is wasted.
Natural 20: Success and Connections +1
Trap Repair (skilled action): Roll a Connections Action Check to fix three traps.
Success: Spend the money to fix the traps.
Failure: The traps are not fixed.
Natural 1: Failure and half the cost is wasted.
Natural 20: Success and Connections +1

Vladamir Orlovsky |

3d20 ⇒ (14, 9, 5) = 28
I suppose he would focus on adding new members to the organization.. I believe that would be Recover..
Before the 2nd week was up he would have his darkness hat and would be able to venture out in the day again..

Kharn the Binder *Cleaned-Up* |

Kharn's belt should probably be done at this point right?

Lilpinny Marfedelom |

Yeah, your belt is done.
Sounds good GM!
So my local friend (who plays a lot of necromances) just informed me that Ive made a mistake with my minions. Apparently variant templates only effect the casting of animate dead, not the total number of HD you can control. In other words, Lil's horde can have twice the HD it has now. Time to go shopping.

Lilpinny Marfedelom |

Woody will guard where he guarded in life.
Undead Horde
Woody, bloody skeletal treant (12 hd)
Minotaur bloody skeleton (6 hd)
Burning skeleton x3 (3 hd)
New Undead
Kumada, bloody skeleton (3 hd)
Boggard bloody skeleton x3 (9 hd)
Bloody skeleton x9 (9 hd)
That will consume the rest of Lil's onyx gems and then some. DM, can we buy onyx gems in town through the Baron?
I am going to get a dedicated "Undead Horde" link together for easy tracking.

Argan Midnight |

Get better Carl!

Lilpinny Marfedelom |

Just wanting to clarify something before I make any changes.
1) The entire Horn is desecrated, correct? Does that extend outside the horn at all?
2) Does the Horn count as an altar, shrine, or other permanent fixture dedicated to a aligned higher power? I would imagine it does, but I want to double check first.
This spell imbues an area with negative energy. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area).

GM Aku |

1) The entire Horn is desecrated, correct? Does that extend outside the horn at all?
Yes. No.
2) Does the Horn count as an altar, shrine, or other permanent fixture dedicated to a aligned higher power? I would imagine it does, but I want to double check first.
Sort of, but in this case, no.
Desecrate wrote:This spell imbues an area with negative energy. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area).
The Third Eye, when placed in the eye socket of the statue, gives this effect.

Lilpinny Marfedelom |

Ok, only inside the Horn. That's what I thought.
Oh I thought that Vetra-Kali Eats-the-Eyes counted as a aligned higher power. I suppose since Thorn mentioned the daemon was powerful but possibly within our abilities that means it's not at epic status.
I'm thinking about having alternate stat sheets for most of my undead within the horn when they're effected by the desecrate. Obviously Woody would never benefit from it since he can't fit inside, but everything else can at one time or another.

GM Aku |

I really don't like the fact they transformed the paladin Divine Grace into a feat...
But thanks it got nerfed!
Page 144—In the Counterpunch feat’s last sentence in the Benefit section, add “this” after “for”. Change the Divine Protection feat’s Prerequisites section to “Prerequisites: Cha 13, Knowledge (religion) 5 ranks.” and change the Benefit section to “Benefit: Once per day as an immediate action before rolling a saving throw, you can add your Charisma modifier on that saving throw. As usual, this does not stack if you already apply your Charisma modifier to that saving throw. If you possess the charmed life class feature, you can instead apply Divine Protection’s bonus after rolling the saving throw but before the result is revealed.”

Lilpinny Marfedelom |

Oh I know! The cleric in my homebrew game had that feat and my first reaction was "Wow that is overpowered!" They were unhappy about it being nerfed, but I wasn't. Good errata.

Lilpinny Marfedelom |

It's really interesting playing a "save or suck" caster. Even with my jacked up DCs, it's basically "Well I hope they fail their save lol".
But on the other hand, if a cleric takes a -6 to wisdom they're basically going to be a very very bad fighter. With channeling.

Argan Midnight |

Google docs.
I second that. Put an extra sheet on the loot sheet and we're happy.

Lilpinny Marfedelom |

I don't care about what you can afford. Everybody make a wishlist for what they want should they have infinite money. You guys can 100% leave me to being the merchant and managing money and time; just tell me what you want. Frankly, I wouldn't mind giving some of my wealth to make Vlad more items. He scales off of magic items more than I do.
Make a wishlist regardless of how much money you have, I'll take care of prices and whatnot

Vladamir Orlovsky |

Belt of Str +2
Jingasa of the Fortunate Solider after that..
Honestly though I would put Vlad last on the list as he just got an expensive item..
Also we've yet to see the loot list from the group we just killed..

GM Aku |

I don't want to be the one getting in the way of your planning...
However I told it before that I don't allow magically transforming gold into magic itens, which implies the magic itens components or materials should be purchased, which in turn should observe the max amount of money Farhold is able to 'purchase' from you guys each month.
As for going farhold, you may decide it on your own. I'll not roll random encounters in the way to the city. It's a day 'ride' to arrive there, and if you aren't in a horse it's about two days time.
Which means wheneven you decide to go visiting farhold, you'll need at least five day.
That can be overcome using an organization action. The minions go there for you and make your purchases but I do expect some descriptions of that.
"Kharn walks over to his overly lazy followers, a scowl in his face and he yells at the thugs "Get your scurry ass over to Lil! The lady wants some purchases from farhold and you gonna do it or you'll regret!" the man snaps at his followers"