
Caladwhen |

I've put Venorik Rah onto the dwarf, with a decent roll for their action. Maybe Sindran, Heitr can aid in getting the dwarf under our control so we can focus on the raiding party?
Edit: Actually, come to think of it... Heitr has a better ruthless score. Maybe Venorik Rah should do the sneaky interception work and locate him, while Heitr does the dirty work. You're minions are better at thuggish stuff then mine.

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there's also the fact that 5' steps aren't possible in difficult terrain.
Oh? I learned something today :) Thanks.
FYI I tend to replace your opponents' feats to make the challenge fit better - so you can go look up Lillend on d20pfsrd.com but that's most definitely not what you're fighting.
In this particular instance, it doesn't make sense for creatures native to a forest to be hindered by their natural habitat. Instead, they would naturally use their native environment to their advantage, much like the lillend has done now.
So it may seem like I'm fudging this, but I take it seriously; I'm not just a sour loser ;)

Morvius Zaan |

"Native environment"!?
"Natural habitat"?!
It's a frikkin' CELESTIAL - its "native environment" is the Plane of Holy Do-good Interfering WEAKLINGS!!!!!!!
And breathe...
OK - now the servers appear to be back to normal I will post my action and we can take it from there.

Caladwhen |

Holy cow guys, sorry I've been away... that wicked cold I had last week turned out to be strep throat, which laid waste to me earlier this week. For the record, January has been a terrible month so far for me!
Anyway, feeling much better today, so I thought I'd just chime in.

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rant
still, it's been taking care of this forest since most of the current juggernaught trees were saplings. Anything that lives here should have the benefit of the terrain. If I need to swap out a feat, I'll do it. If I need to make up a feat, I'll do it. It means they're good at moving through the forest, but with years and years of living in a secluded envrionment, they're sure to be behind on more modern tactics.

Morvius Zaan |

that wicked cold I had last week turned out to be strep throat
UNCLEAN! UNCLEAN!
Ahem. Hope you feel better - there's definitely something going round, nearly a third of the people at work are off sick or suffering at their desks. Winter.
Anyway. Enough sentiment. Let's get on with unleashing a plague of our own... Although the real question is whether you're still unwell enough that IB can get away with addressing you as "luv"

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I've had a tough week, but I'm getting back into the game now.
The point of this encounter, is to rub your nose in the fact that you should organize defenses, and that it's not an easy task; unfortunately, it has been taking us longer than I intended.
Most of you have mentioned that defenses should be organized better, and Morvius and Talon are already actively discussing plans before taking action.
I'd say: lesson learnt - let's move on; but first, let's finish these fey folks.

Morvius Zaan |

As promised, a rough summary of the action - let me know what you think.
- We took down most of the adventuring party in just over 1 round, even though the ambush didn't quite come off
- We coped with running into an unexpected enemy
- We survived being split up and managed to work it to our advantage
- We captured the priestess of Sarenrae that we need for the next bit of the Ritual
- The bomb/pyrotechnics combination looks like a devastating debuff tactic
- The dimension door was a clever idea - on another day that might well have worked
- The rings really came into their own as a distress signal
- The initial ambush didn't surprise properly: the zombie treant alerted them to our presence
- One of the party escaped and may raise the alarm/cause us problems
- We have had to send minions to mop up when they might otherwise have done something else productive
- We were split up fairly rapidly with no real way of communicating (apart from the rings, which I agree were useful)
- We didn't have a plan beyond the initial ambush: if we had arranged for Oret and Talon to come in as a second wave attacking the group from the rear, for example (perhaps with invisibility cast on them?), then the fleeing dwarf would have run straight into them. They would also have not been hit by the fireball...
- We didn't co-ordinate our actions optimally: the summoned cheetah was used against us, the air elementals vanished into the ether, the fireball caught Talon and Oret in its blast; the dimension door (although a clever idea) was ultimately a level 4 spell wasted; the critical hits against the Lillend were also wasted for lack of backup
- We weren't (and aren't) equipped to deal well with invisible enemies: all the entrances to the Horn are open access
- We took quite a lot of damage quite quickly - with no healers around: if the celestial had pressed the advantage and attacked, rather than going into hiding (or the archers had been more concerned about inflicting damage rather than avoiding it), we might have been in trouble
- We didn't cope well with numbers - this was our first encounter with groups rather than a single enemy (treant, lightning elemental) and it showed. We got distracted and our efforts became more diluted
- Zombies are slooooow, so it's better if the enemy has to come to them: I suggest that we put the treant at the base of one of the stairways. Any enemy who wants to climb the stairs therefore has to deal with the treant on the way up - and then again on the way down, when they're fleeing and wounded...
- We do not want invisible enemies flying (or walking) in to the Horn... I suggest that we use Stone Shape (Sindran?) to close off some entrances - e.g. we can come and go from the second level (the one with the pit trap in the floor) and close the others off. From the second level, we can get to the top level by the thrones (I think - we still need to investigate this!) or the secret door in the pillar. No need to use the outside staircase to the third level - just trap it and have it lead to a stone-shaped dead end
- The entrance(s) we decide not to close off should definitely have a door - which should definitely have an alarm
- PLANNING: we can all do very different things very well, but for us to be effective they need to be done in some sort of order: fireballs/bombs before melee, for example, rather than into melee. Also, have a plan beyond the initial round (consider 2-wave, even 3-wave, attacks); have a reserve (summoned monster?) available at the rear to chase/mop-up/adapt. Approach melee from different directions. On which note:
- 3-dimensional combat: it would be really helpful if Oret (especially) and Sindran (ideally) could fly; either spells (Cala/Talon) or potions (Morvius). Spells are obviously free, but mean that two 3rd level spell slots are occupied. Potions aren't that expensive: A CL 5 level 3 potion costs 750 gold to buy, or 375 gold (and less than 1 day) to make
- 4-dimensional combat: a killer if we can get it to work. Alternatively, a fantastic way of escaping. Cala: how many people can you take with you using Dimension Door? Also, we need to be aware of others using this tactic against us - any thoughts on how to prevent this?
- COMMUNICATION:Familiars can sense link and exchange thoughts: if we split up, try to have Cala in one group and Lars in the other. Lars can talk, so Cala will be able to pass messages on to the group that she isn't in
- Someone (Nariel/Sindran) needs to be available in a hurry if we take damage. Neither is set up for melee - as far as I know - so we don't want them in the front line, but it's possible to cast cure spells without losing invisibility

Talon Dalkar |

Treant = No stealth missions again. Ever.
Need to have 1-2 people in the back prepared to cut off people who flee.
Need to watch for friendly fire. If it was anybody but Cala throwing that fireball Talon would have probably went on a rampage. As it is he's still pissed. Perhaps a battle map could help with this.
Need traps/sensors for invisible people. Traps that are triggered by the presence of magic perhaps? Or body heat?
Sindran can't be everywhere at once so we need more than one pocket of healing. Potions of cure spells could do the trick.
Large number of enemies: Need a map, hard to arbitrarily keep track of so many people.
I agree with closing off some entrances and putting alarm spells on the others.
Predict enemy tactics, plan for it.
Oret needs to fly, badly. Perhaps put that on Cala.
Cala can bring two people with her dimension door, not including her.
Make Nariel invisible and have her be our sneaky healer. I prefer her to Sindran, as Sindran is more valuable and can do a lot more damage if he goes on the offensive.
I believe Cala has a organization set up in Farholde, which is why we were so aware of the adventurers coming.

Sindran Eithe |

Sindran can fly for a minute for each oracle level per day (Wings of Fire). Also, excellent that you remembered about the ritual. Sindran is forgetful.
Sindran is set up as a multi-role oracle: blasting, battlefield control, healing. No melee for him and super squishy. One round can take him down and kill him dead at our current level if he doesn't have time to set-up or have something/someone to hide behind (the main reason I chose Grumblejack as a cohort is as a tank for Sindran). His optimal placement is as support behind front lines, locked in a battle of attrition, or against a mob of weak enemies. He can chase down and blast/disable fleeing targets as long as they're within range of him.
Farholde is Sindran's main concern, but he can't deal with every social aspect unfortunately. However, the whole purpose of the 7th Knot is to deal with adventurers in Farholde--that is to say, to delay them or inform us if some slip through their net. If you have problems with their method, you can bring it up to them! I think the one they outlined to us was using mass murder to incite paranoia and distract authorities but I also like the idea of more indirect methods such as a drug war. Talon's contact (whatever happened to his job?) is another good source.

Talon Dalkar |

Every time Sindran tries to be diplomatic.
Knock knock, you guys there? :)

Sindran Eithe |

Every time Sindran tries to be diplomatic.
You have no idea how appropriate that is.

Morvius Zaan |

Sorry, crazy busy start to the week. I'm still here. Posting in the game thread now. Keep needling.
EDIT: also, good to know that you can fly if needed, Sindran - that just leaves Oret to sort out. Cala - do you have a slot spare for another fly spell?

Caladwhen |

Wow, it has been a maddening week; in addition to teaching new courses this past week, I was up north without computer access this weekend, only to continue having no access earlier this week when I got home due to renovations.
The next few weeks are going to be like this for me, probably until March Break, and for that I apologize. Once the craziness dies down, I'll be back to posting more regularly.
As an aside, the Treant thing was my bad; I thought a giant tree creature that looks like a tree would blend in well with the surroundings, but mistook the whole noise factor.
To the Fly spell, I believe Cala has in the order of five slots available for 3rd level spells. We also need to pool our resources for scrolls; that is a cost effective way of getting additional spells like Fly for situations like this.

Talon Dalkar |

you mentioned you'd like to visit the Lillend in its lair; let me know when you think is a good time. Until then, the world will go on.
Until we're through with it.
I think Talon should avoid any talking at all with anybody if he can avoid it. The only thing he's good at is reading books and killing people, and he can't even use the second one to intimidate because he sucks at that too. More reading books and moving rocks!

Morvius Zaan |

Sindran - I'm impressed (and slightly disconcerted!) by your detailed interrogation outline.
My only thoughts are about the cover story: it contains more outright lies than I'm comfortable with as a Lawful (if Sindran isn't Lawful, this obviously doesn't matter). I also don't think that you could convince anyone who hasn't been lobotomised that the goblins are Chaotic Good (Morvius is on hand to perform any required lobotomy).
The seal is weakening and this has caused the lights and the Deconsecrate effect. We have discovered a ritual and are trying it out, but have had no success in strengthening the seal.
We don't want anyone else coming near the seal as they might try to use it for their own purposes.
We need her assistance but are not about to release her unless we know we can trust her.
The goblins only obey us because we killed their leader; they're not allies we would have chosen and we don't entirely trust them, but when dealing with daemons you can't be too picky about your helpers.
Our auras might well read as evil - does she know what her own aura looks like right now? The weakening of the seal is having odd magical effects.
Also, is she assuming that you are evil just because you're a half orc? Does she have any idea how hurtful that is...?
Half-truths and unrelated truths in juxtaposition - as Oret said earlier (and I'm shamelessly stealing!), the tools of the truly evil...

Sindran Eithe |

Why, thank you, Morvius. Sindran worked as a 'Debt Collector' before and some habits are hard to break.
I may have rushed the story a bit, so I'm quite thankful for your suggestions. Definitely agree on your points.

Sindran Eithe |

And while I was scouring the document for cells, here are some things I'd like to bring into attention:
1-9 Tavern (200 gp) <-- There's another entrance here that I missed, so I suggest the bartender be an individual that can hold up their own. Sindran would suggest it to boost morale and so he can have someone listen to rumors within our expanding staff. Plus, alcohol!
1-22 Smithy (55 gp for masterwork) <-- our own smithy if we can find a smith!
1-25 Torture Chamber (1,300 gp up to 6 times) <-- I don't think we quite need this just yet, especially seeing its pricetag. However, Sindran does like playtime....
Locks to buy:
Cell in 1-23, 1 lock
Holding Cell in 1-26, 1 lock
1-23 A , 3 sets of manacles and locks
We also found 3 iron collars bound to lengths of chain with good locks (DC 30), presumably for beasts since it was found in the Beastmaster's room, but I'm sure we can adjust them for humanoids if we so desired.
Note: really need to investigate the purpose of those thrones.
It also seems we haven't investigated the Hall of Murals. We skipped its graffiti though Halthus commented on it containing things of interest.
Talon, since you're rebuilding the Library (3-3), mind cleaning up the Blasted Chamber (3-2)? There's a not-so-secret door there which leads to the Library which can be fixed.
And I just realized that Sindran is keeping prisoners in the Horn where there is bloody Ezra and Hexor and Vexor able to pop anywhere at any moment to speak with or otherwise bother them. Sindran feels that . . . stressful.

Morvius Zaan |

I've already done the smithy- I came equipped with masterwork tools. It's where I made Talon's shiny new magic armour...
I spotted the entrance into the tavern, too - it's on my list of traps to make.

Caladwhen |

Holy cow I'm behind... where to begin?
Sindran, raising the dead is a fairly simple matter in the Horn so yeah, it can be raised anytime.
To make matters simple for my absence over the past two weeks, assume Caladwhen is away hard at work in her laboratory creating the magic items required.
I'm going to try and post more regularly this week, but things are going to continue like this until about March Break, when both the renovation and my current contract continue.
I appreciate your patience in all of this! I love this PbP, and I hate to be so quiet, but as far as being busy, this too shall pass.

Sindran Eithe |

Oh no, I'm expecting somebody to show up. This is actually going to be more of a character/character development. Plus I hope you guys wouldn't let me burn down half the Horn lol.

Sindran Eithe |

Sindran Eithe wrote:Oh, and the natural 20 means I get a +1 to Ruthless! Huzzah.Oh? Does it..? Would you be so kind to quote that rule to me?
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 to Ruthless.
Regarding the cells:
The 2-5 Capture Pen and the C22 Holding Pen with the goblins (I think Aerent improved upon it so it should be safe enough) are functional.
For the others, a simple purchase for the following will suffice:
Cell in 1-23, 1 lock
Holding Cell in 1-26, 1 lock
Lock
good (DC 30) - 80 gp
superior (DC 40) - 150 gp
For two locks of superior quality, that's 300 GP. I also recommend purchasing an extra one to swap the lock at the 2-5 Capture Pen with (It's only good, so we'll have an extra one just in case.)
There are rings there for manacles, which we can lock our prisoners in, so I recommend purchasing these:
Manacles
common (DC 30 Escape Artist, DC 26 Strength Check) - 15 gp
masterwork (DC 35 Escape ARtist, DC 28 Strength Check) - 50 gp
Common would suffice, so:
5 small size manacles - 75 gp
20 medium size manacles - 300 gp
1 large size manacles - 150 gp
This comes to a total of:
450 gp - 3 superior locks
525 gp - 26 common manacles (assorted sizes)
---
975 gp
That is if we purchase these. If we have enlisted our Smith, he can probably make these for cheaper, but that would take time from his work on the golem.
There is also the question of repair for 1-23 Pit Trap which I recommend to be done soon, though I'm not sure of the price.
Additionally, Talon still has the Manacles of Cooperation which we can use for special guests.

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Locks and manacles are free - the new smith brought some kit with him and he is eager to prove his worth.
And useful he is indeed...
I'll register them on the sheet.
prisoner count:
you've got a nun upstairs with a guard close by, and a bunch: 2d6 ⇒ (5, 6) = 11 of nobody's in the properly-locked cells.
*edit* whoop-de-doo, 2d6 = 11! Lucky you...That means some folks will need to share cells ;)

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important notice.
Looking ahead, things won't be so calm anymore.
On the table, I'd ask each player what issues they were not entirely clear on and what they would love to do most to prepare for ...action.
That doesn't work that well here - but I'll ask you just the same, because if we handle all the questions now, everyone is on the same page, and we won't get distracted later when I go all Medieval on you.
So,
1) please ask any question you may have *now* - I will answer each one.
2) Cala is crafting - you need to figure out who gets what.
the schedule said that Oret gets an Amulet of Mighty Fists +1 in week 3 - I know of no queued crafting items. Sindran and Morpheus haven't had any new toys yet AFAIK, but despite keeping notes I somehow still insist to do everything from memory, so correct me if I'm wrong.
3) if you feel there's anything missing from your defense, speak up **now** or forever be scorned by your party members.
Unless you bring up something, I'm planning to move forward to week 5 by Sunday.

Talon Dalkar |

I'm going to make sure I reset any of the traps in the wilderness, work on that cell Aerent was working on, but beyond that it's wherever the others feel Talon is necessary. High STR and high INT with no trained skills to help, so use him however you think would help.