Way of the Wicked - The fall of Andoran, Chapter II (Inactive)

Game Master increddibelly

After emerging victoriously from the Butchery of Balentyne, the villains travel to Farholde, for their second mission.
Andoran


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Male Humong Propmaster 13 / Meatgrinder 7

Ladies and gentlemen, you've seen it all. Every room of the Horn of Abaddon.

The most pressing thing on your list that I can think of, is that you have promised the Daemons that you'd start the ritual in 8 days from now. You still need to collect some things to be able to do that.

recap, Dirges of Apollyon describing the ritual::

The Dirges of Apollyon

Behold our shame that we, the Sons of the Pale Horseman, failed in our darkest hour to defend our prince the undying and ever malevolent Vetra-Kali Eats-the-Eyes. But I have seen it! I have seen the road to repentenance! 666 prayers. Three per day will break the hated Seal. With each prayer bathe the seal in unholy water and intone the dirge.

At the stroke of midnight each day call forth the Supplication to Darkness. Pray to the darkness so that we shall be forgiven. Upon the first midnight make the first sacrifice -- one of our own blood -- so that Vetra-Kali will know we are repentant.

At the first light of each dawn call forth the Cursing of the Light. Answer the spread of the shining lady’s light with our unyielding defiance.
Upon the 111th Curse make the second sacrifice -- a true believer of Sarenrae -- so that the cursed god of the invaders will know that we fear him not and that his power to hold our master at bay is ending.

At dusk as darkness returns each day cry forth the Call Across the Void. Recite the name of Vetra-Kali so that he may hear us and return. With the final Call offer the third sacrifice -- one of the Victor’s own blood. By the same blood that caged him so shall our master be freed.

Let ye with wisdom understand. Once the final prayer is uttered upon the 222nd dusk, Vetra-Kali will begin his long traverse across the great wheel. At the stroke of midnight on that day he will emerge into his Sanctum and the Seal shall shatter.

Blessed day! Be ready, my brothers. His eyes have been stolen from him. Return them and the Prince will honor ye with one task for each.

For the Eye of Vigilance ask only for his mercy upon we mortals and plead that he do ye and yours no harm. For his wroth will be great.

For the Eye of Hatred ask for his greatest gift -- the Tears of Achlys so that once more every corner of the world may know his mercy.

For the Eye of Withering ask what ye will for in his gratitude he must answer your charge.

And then behold, the Prince restored. All shall know his blessings of pestilence and despair.

-R.Kappelbrenner

Unholy water sprouts freely from the various fountains around the upper floors.

You have one of the three eyes in your posession; one is in the treasury, and another remains to be found.

To start the ritual, you need a sacrifice - I don't believe that you've assigned a volunteer yet.

Well.
You know what to do - even though the details are a little unclear. I leave the how and the when for you to decide.


Male Strix Magus (Bladebound) 9

A volunteer, fantastic. Any suggestions/ideas?

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Male Humong Propmaster 13 / Meatgrinder 7

I suggest 'one of our own'.


Male Human (Highborn) Administratum Seeker I Wounds 13 I Fate 4 I WS 36; BS 28; S 29; T 25; Ag 25; Int 35; Per 34; WP 35; Fel 40; Inf 34
Talon Dalkar wrote:
A volunteer, fantastic. Any suggestions/ideas?

Hmmmm... Headless stone statue of priest of Vetra Kali plus head of same plus stone salve -> our volunteer, for a given value of "voluntary".... Yes?

No need to bring him back to life just yet though; he'd only fret for the next 8 days...


Spoiler:
Hu (M) AnP 7; hp 58; F +10, R +9, W +9; AC 21, t 11, ff 20; Init +7; Per +9; CMD 22

He might know where the third eye can be found.

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Male Humong Propmaster 13 / Meatgrinder 7

He might.

For the record, I think your current solutions are rather neat - polite, even.
If you want to turn the evil up to 11 at some point, we're going to have to do worse than 3.

int DC15:

The ritual simply requires a beating heart to be placed on a receptacle. Nothing more, nothing less.

I hope the NSA isn't watching, btw. my phone messages and web searches of the last year will raise some flags. Well, I'm off to catch my beauty sleep and then spend the day hopefully completing a certain ritual at the table. AFK for 36h.


Female Elf Necromancer 9
Stats:
HP 40/40 | Fort +4 / Ref +4 / Will +10 | AC 10 | CMD 13 | Init 0 | Perc +14

Sorry for my absence, I had a crazy week at work with some extra-curricular activities at school taking up all my spare time.

Intelligence Check: 1d20 + 5 ⇒ (12) + 5 = 17

A beating heart, eh? How very Indiana Jones and the Temple of Doom.

So, we still need our other two sacrifices assuming the Priest works for our first, and the third eye. I'd also like to find those plates, make the Daemon ours to control... it would put an end to the 8 day countdown too if we could.


Male Human (Highborn) Administratum Seeker I Wounds 13 I Fate 4 I WS 36; BS 28; S 29; T 25; Ag 25; Int 35; Per 34; WP 35; Fel 40; Inf 34
Caladwhen wrote:
So, we still need our other two sacrifices assuming the Priest works for our first

An (evil?) thought occurs - why not task Elise whatsername of the Seventh Knot with tracking the other two down? If she succeeds, then it's 'well done, minion' (emphasis on minion...)

If she fails and we have to step in and do it ourselves, then that puts her in her place (and possibly - depending on her Contract - puts her out of our misery altogether).

What do you think?

Oh and IB, Morvius prefers to think of himself as determined, rather than Evil... :)

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Male Humong Propmaster 13 / Meatgrinder 7

It was a Good day. I almost killed three of them....Which means you should get an even harder time now that I've had some practice. Dum de dum.


Male Oread Monk (Hungry Ghost/Monk of the Sacred Mountain) 8 [ HP 73/73 | AC 22/19/20 | Fort +8, Ref +7, Will +10 (+2 vs. enchantment) | Init +1 | Perception +15 ]

I'm going to be leaving to go on vacation this Friday, and will not be back home until Sunday, 11/24.

I will attempt to log in and post each day, but feel free to bot my character as needed to keep things moving.


Male Mystic Half-Orc Blackened Flame Planar Oracle of Hell 9
Quick Stats:
[HP 17/37 | AC 17/13/14; CMD 18; Fire 10 | Fort +14; Ref +18; Will +19| Init +5; Perception +8; Darkvision (60 ft); ]

Hehe. Sorry for my absence as well. I've been on a rollercoaster lately. Sindran will stay in his temporary room (meditation hall of the high priest) for today unless someone gets him.

If you peek at him:
Anyone peeking in will either see him muttering to himself or writing down something on a journal until disturbed, whereupon he hides his journal in his pathfinder pouch. Must be something important!

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Male Humong Propmaster 13 / Meatgrinder 7

a request to all - if you quote someone, please be prudent and only quote the bit you need? it is so much easier on the eyes...

have fun Oret! I'll set the charmers to work while you're away.


Spoiler:
Hu (M) AnP 7; hp 58; F +10, R +9, W +9; AC 21, t 11, ff 20; Init +7; Per +9; CMD 22

Nothing to add to the current scene. Just posting I'm here.

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Male Humong Propmaster 13 / Meatgrinder 7
Aerent Sephim wrote:
Nothing to add to the current scene.

Noted. I'll try to feed you something.


Spoiler:
Hu (M) AnP 7; hp 58; F +10, R +9, W +9; AC 21, t 11, ff 20; Init +7; Per +9; CMD 22

Thanks, but I'm good. I would have hopped in but I just didn't get a chance to post. Besides, I'm still trying to finish all the suggestions I've got for the Horn.

So definitely appreciated, but I'm fine. :)


Female Elf Necromancer 9
Stats:
HP 40/40 | Fort +4 / Ref +4 / Will +10 | AC 10 | CMD 13 | Init 0 | Perc +14

Cala's little "date" has revealed some very useful information. I'll post a response after work today.

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Male Humong Propmaster 13 / Meatgrinder 7

OK aerent, thanks.


Female Elf Necromancer 9
Stats:
HP 40/40 | Fort +4 / Ref +4 / Will +10 | AC 10 | CMD 13 | Init 0 | Perc +14

Sorry, my bad... got home later than I had anticipated (report cards were due today), so I'll post this evening.

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Male Humong Propmaster 13 / Meatgrinder 7

It's night already. Morning, for some.
Take your time. It's a game.


Male Human (Highborn) Administratum Seeker I Wounds 13 I Fate 4 I WS 36; BS 28; S 29; T 25; Ag 25; Int 35; Per 34; WP 35; Fel 40; Inf 34

Unfortunately, I have - at this dramatic juncture - been called away with work. I will be AFK until some time on Thursday.

IB said that we have 7 days remaining; in that time Morvius will do the following:

1. return to Farholde to collect his trunk and a few bits and pieces (some minor scrolls and reagents)

2. set up the alchemical lab and the smithy (he has equipment and masterwork tools for this). Offers of assistance in this are politely refused: Morvius stores his liquid reagents alphabetically and his crystal reagents by colour spectrum. (Anyone trying to read the labels may wish they hadn't.)

3. Work on the alchemical golem, restoring the acid, ice and fire (obtained from the pool/Farholde as appropriate) chambers and working to fix the other parts.

4. Kill the lightning elemental and collect its blood. Offers of assistance gratefully accepted. (Incidentally, "protection from energy" is a touch spell, so I think Morvius can drink the extract and then pass its benefit on to others, even though extracts can only be drunk by him.)

Morvius will either use Halthus' brain to power the golem (after the sacrifice) or pick up a victim in Farholde from the Baron.

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Male Humong Propmaster 13 / Meatgrinder 7

perhaps this is a good quest for the fighty folks - Do you have any ideas about how to deal with the dangerous lightning elemental that's hovering about the sanctum - thus making it pretty much impossible to perform the ritual?


Male Mystic Half-Orc Blackened Flame Planar Oracle of Hell 9
Quick Stats:
[HP 17/37 | AC 17/13/14; CMD 18; Fire 10 | Fort +14; Ref +18; Will +19| Init +5; Perception +8; Darkvision (60 ft); ]

We have Talon attempt diplomacy.

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Male Humong Propmaster 13 / Meatgrinder 7

That will cause sparks. I like it.


Male Strix Magus (Bladebound) 9

Lol, sparks.

Speaking of sparks, I need to get some damage going besides electricity. Oh well, at least I'll have time to prepare for the fight and I'll jump in all buffed up. I can probably just prepare some frigid touches and augment Rygat with any sort of energy other than electricity.

So, buffing up. I plan walking in with these spells active: shield, enlarge person, mirror image, and haste. Morivus, I would very much appreciate bulls strength and resist energy.

This is blowing a lot of expendables, but I think I should be able to take him down at this point. Although, I would like to see if I can upgrade my armor before doing this. Although wearing even MORE metal might not be too helpful against a lightning elemental.


Spoiler:
Hu (M) AnP 7; hp 58; F +10, R +9, W +9; AC 21, t 11, ff 20; Init +7; Per +9; CMD 22

If we've identified it, then we should know that elementals generally have pretty good fortitude and reflexes, but spells that affect their willpower are typically more effective. If we could hit it with a few of those, that might be enough to lock it down for a couple of rounds and prevent unnecessary damage, giving us enough time to destroy it.

-----

Last time we talked about our organizations, Sindran wanted to run his own, while Cala and I were going to go in together. Is that still the plan? If so, I would at least like to coordinate so we're not doing the same things each turn.


Male Mystic Half-Orc Blackened Flame Planar Oracle of Hell 9
Quick Stats:
[HP 17/37 | AC 17/13/14; CMD 18; Fire 10 | Fort +14; Ref +18; Will +19| Init +5; Perception +8; Darkvision (60 ft); ]

Indeedy do. I would actually like to enlist said lightning elemental to aid us but I'm fine with bringing it down or whatever.

@Morvius: Officially, all alchemist extracts can only affect the drinking alchemist, I'm afraid! Even if the spell in question is communal. If you have the Infusion discovery then whoever drinks the infusion is the 'caster' and only affects them. Unofficially, if you have infusion and want to share a spell meant to be split up between many targets if the GM is okay with it then why not?

By the way, it is the next day already? I'm not certain because the whole Halthus and Eye of Withering thing was the day before and you're all still on that. Sindran is periodically watching everything with that first Eye anyway so he knows everything that's going on and doesn't really need to be caught up. *cough, extremely convenient excuses, cough*

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Male Humong Propmaster 13 / Meatgrinder 7

Since a date usually takes place in the evening, and Cala is returned from her pleasant evening, I think it makes sense to continue the conversation the next morning.

But really, I'm just pushing time forward to keep the pressure on. For which I owe Cala my thanks, becasue she helped me greatly with that by turning on the anti-christmas-lights, so to speak.

To keep things focused - this is what I think is happening, and please correct me if I'm wrong.

  • Aerent is focused on preliminary defenses; mending trap doors, straightening cell bars, etc, with misc. appropriate bits and pieces found throughout the horn. This could be done a lot better with better equipment, but it's all you have right now and it's *a lot* better than nothing.
  • Cala and Morv spend some time on the Alchemical Golem; I think it's fair to say that together they can install the alchemist's fire and ice.
  • Morv will do a quick 1-day round-trip to Farholde, collecting his personal items and some misc items for Aerent to mend his traps with.
  • Oret, Sindran, Talon are preparing to assault the lightning elemental, making sure to collect some of its blood so we can later on power the Golem. I'd like to postpone the actual encounter until Oret returns from vacation, 25/11.
  • the Bane-Wog Goblins are hunting for a wild beast which is to be placed in a corner of the caves below.

    Things to do within the next 7 days, in random order:

  • collect third eye from treasury
  • smite the lightning elemental
  • start the ritual

    Things to do without particular time pressure:

  • setup defenses - with proper materials, proper traps
  • find Hexor & Vexor control plates
  • find a smith to create proper building materials (perhaps a cohort with skills?)
  • inform the Cardinal / the 7th Knot that It Is On? (you haven't decided yet, AFAIK)


  • Male Strix Magus (Bladebound) 9

    Preparing to assault the lightning elemental shouldn't take more than a few minutes before the actual fighting. I'd like to fly around the perimeter a few times and do some scouting around the forest so maybe we can have a heads up if some adventurer's get the idea of coming to stop our operation. Besides that I'd like to help Aerent set up some traps.

    The double pit trap. A pit trap of moderate design with about a 10 foot diameter, spikes or other unpleasantness at the bottom. The trick is that when about 300 pounds is on the surrounding area, a second pit trap twice as large opens up and brings down anybody trying to help the first victim.


    Female Elf Necromancer 9
    Stats:
    HP 40/40 | Fort +4 / Ref +4 / Will +10 | AC 10 | CMD 13 | Init 0 | Perc +14

    That's a big to do list. Anyway, some of us will have cohorts shortly to help with the rituals too. I'm assuming they would make suitable replacements in a pinch.

    Aerent Sephim wrote:
    Last time we talked about our organizations, Sindran wanted to run his own, while Cala and I were going to go in together. Is that still the plan? If so, I would at least like to coordinate so we're not doing the same things each turn.

    Yeah, it was the plan last time we talked. I know Sindran wanted to go it alone, but looking at the pooling rules, having one big Evil Organization seems more efficient than one. Having said that, my vision for an evil society run by Caladwhen would be a very secretive society that is really good at sneaky and underhanded actions... a larger group might be very different than that one.

    Speaking of cohorts, I've decided that Caladwhen's will be a Lawful Evil Female Half-Elven Cleric of Urgathoa. Negative energy burst baby! She'll be able to heal Cala's army of the dead, very nice. Stats follow:

    Rolls:
    Strength: 1d10 + 7 ⇒ (1) + 7 = 8
    Dexterity: 1d10 + 7 ⇒ (8) + 7 = 15
    Foible: 8 Con (using +2 racial bonus to bring it to 10)
    Intelligence: 1d10 + 7 ⇒ (9) + 7 = 16
    Focus: 18 Wisdom
    Charisma: 1d10 + 7 ⇒ (8) + 7 = 15 (add +1 bonus for level 4 to bring to 16)

    Final:

    Str: 8
    Dex: 15
    Con: 10
    Int: 16
    Wis: 18
    Chr: 16

    Not bad at all actually. Normally I'd ask if I could move the stats around, but I don't think Focus/Foible allows you to do that, nor do I actually need to looking how those turned out... she'll only be slightly less brilliant than Cala herself, scary.


    Male Human (Highborn) Administratum Seeker I Wounds 13 I Fate 4 I WS 36; BS 28; S 29; T 25; Ag 25; Int 35; Per 34; WP 35; Fel 40; Inf 34

    Hi all, just got back and am jet-lagged but checking in

    Sindran Eithe wrote:
    Indeedy do. I would actually like to enlist said lightning elemental to aid us but I'm fine with bringing it down or whatever.

    I need its blood for the golem - and I've no idea how one reasons with an elemental, given that it is essentially primal nature given life. They're not found at ambassadors' parties eating expensive chocolates; they're not seen at the most exclusive parties or shopping in the most expensive districts. I suspect this is for a reason...

    Sindran Eithe wrote:
    @Morvius: Officially, all alchemist extracts can only affect the drinking alchemist, I'm afraid! Even if the spell in question is communal.

    Thanks for the link to that FAQ; I maintain that it's odd to have "communal" spells on the alchemist's list if they can't in fact be shared, but hey. Morvius is a selfish so-and-so (although - hopefully - learning how to work in a group) so we'll play it like that.

    Incredibelly wrote:

    Things to do without particular time pressure:

    • setup defenses - with proper materials, proper traps
    • find a smith to create proper building materials (perhaps a cohort with skills?)

    Morvius can craft traps and weapons & armour - AND magical weapons and armour; you will need to form an orderly queue behind Talon, as pushing in front of him may result in a critical Spellstrike shocking grasp....

    Apologies for any incoherence, I will post more tomorrow


    Male Strix Magus (Bladebound) 9
    Morvius Zaan wrote:
    Morvius can craft traps and weapons & armour - AND magical weapons and armour; you will need to form an orderly queue behind Talon, as pushing in front of him may result in a critical Spellstrike shocking grasp....

    Lol.

    So I've been glancing through the magical armor and really can't find any sort of special ability that jumps out at me. I'd say just slap a flat bonus on some heavy armor and be done with it. Maybe a +2?

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    Male Humong Propmaster 13 / Meatgrinder 7

    if you can pay for the materials, and someone can make it, make it.
    How much time does it take to craft? roll x 10gp? meh.
    (someone please find the rules? I'm in a classroom now)


    Male Strix Magus (Bladebound) 9

    8 hours of work per 1,000 gold of its base price

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    Male Humong Propmaster 13 / Meatgrinder 7

    I'm going to need a clickable source for that - sorry :) I'm leaving a little bit of my work to you all, so I can focus on telling the story of the campaign. I know you won't mind browsing stuff and it helps me *lots*. This will get a little worse as we reach higher levels, but I'm absolutely sure we'll find a way that leave me some time to spend with the kids (ZOMG they're awesome) and gets you whatever the F*K you want

    What I found was over yonder and it involves much rolling. Which is meh. So. I will now flood you with the houserules I've hacked for my tabletop game.

    Since we'll be here for 6 months - 31 weeks, 222 days of rollings dice... I think now would be an excellent time to take 10; if not simply for speeding things up, then just for the matter of rolling 222 times and taking ten anyway by way of Basic Statistics 101. There's just no way that your rolls are going to matter if you roll 222 times in a row.

    So. Whoever crafts whatever, will have to take-10 on their roll; no exceptions - unless you think something very important should be done very quickly AND you manage to make me believe it (which can be done, although it probably involves chocolate).

    to set expectations, here's the grit:

  • 10 + [craft skill] determines the count of silver pieces one minion can produce per day. That number * 7 is average minion work per week.
  • DC for mundane items = 10
  • DC for armor = 10+armor bonus
  • DC for for masterwork items = 15

    For the record: any take-10 roll that exceeds DC by + 5 or more, counts as x2 the result of the normal work. +10 = x3, +15 = x4 etc.
    But since you're likely to create high DC items (MWK items so you can turn them into magic items) that doesn't matter much.


  • Male Strix Magus (Bladebound) 9

    6th paragraph I believe

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    Male Humong Propmaster 13 / Meatgrinder 7

    Super. Thanks Talon.

    A dedicated crafter can create 6k worth of magic items in a week, allowing 1 day for rest or interruption.
    No rolls required. That is useful.

    Is that 6k related to the store price, or craft price (half price, or double craft speed)..?


    Male Strix Magus (Bladebound) 9

    I believe the specific wording was "base price", which is equivalent to store price.


    Female Elf Necromancer 9
    Stats:
    HP 40/40 | Fort +4 / Ref +4 / Will +10 | AC 10 | CMD 13 | Init 0 | Perc +14

    How much do we have in terms of funding for gear for each character? I'd like to know, so I can start planning out some gear creations.

    Morvius will be your go to guy for making magic weapons and armor, Caladwhen can produce wondrous items. Between the two of them, we should be able to craft a good deal worth of things for the party. My next magic item feat will probably be rings, but that'll be awhile.


    Male Human (Highborn) Administratum Seeker I Wounds 13 I Fate 4 I WS 36; BS 28; S 29; T 25; Ag 25; Int 35; Per 34; WP 35; Fel 40; Inf 34

    That is a great question - who is the party treasurer? I have 7,000 to add to the stash (this is the cash I rolled on character creation minus gear acquired).


    Male Strix Magus (Bladebound) 9

    Do we intend to have personal wealth or party wealth?


    Male Human (Highborn) Administratum Seeker I Wounds 13 I Fate 4 I WS 36; BS 28; S 29; T 25; Ag 25; Int 35; Per 34; WP 35; Fel 40; Inf 34

    Party wealth might be easier - we'd then just have one lump sum to keep track of that we could divide up as needed.

    But I'm good with whatever system you have in place...

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    Male Humong Propmaster 13 / Meatgrinder 7

    party loot - as per the contract.

    about creating traps:

    Once the ritual starts, we'll move in a weekly timescale; as in, one round lasts one week**. You can simply state what projects you'd like to work on during that week. If you can somehow get the required materials and meet any other prerequisites, anything is possible.

    Some magic items may take longer than one week to create and in those cases, simply mark the number of days spent on the project in your weekly post'.

    **Of course, sometimes stuff happens which requires your personal attention for a while, and we'll deal with those encounters in normal time (one round lasts 6 seconds). The weekly task list helps focus on the tasks at hand - there will of course be plenty of distractions, otherwise this would be rather boring.

    I'll go over this in more detail when whe get there; starting the ritual is a big deal. It affects much of how the game will run.

    I think Oret is back - shall we go get rid of the Elemental like you wanted?


    Male Strix Magus (Bladebound) 9

    Let's go spill some yellow blood.

    Morvius, could I get those two buffs as per request?


    Female Elf Necromancer 9
    Stats:
    HP 40/40 | Fort +4 / Ref +4 / Will +10 | AC 10 | CMD 13 | Init 0 | Perc +14
    increddibelly wrote:
    party loot - as per the contract.

    Okay, sounds good.

    What is the party loot pool at anyway? I've entirely lost track.

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    Male Humong Propmaster 13 / Meatgrinder 7

    current loot pool is at insignificant levels compared to what's in the treasury.
    We have a few armors, couple of mundane swords. I'll give you 5k for the lot and we'll never speak of it again.

    Current cash pool is significant, though; if someone wants to do a search for 'gp' or 'gold' in this gameplay thread AND the last page of the old thread... I would be so happy that I might not kill their character first chance I get.
    j/k, I'm just being obnoxious.

    Spoiler:
    of course I'd kill you. gna gna gna.


    Male Human (Highborn) Administratum Seeker I Wounds 13 I Fate 4 I WS 36; BS 28; S 29; T 25; Ag 25; Int 35; Per 34; WP 35; Fel 40; Inf 34

    Talon - unfortunately I don't think that I can buff others with my extracts, based on the FAQ Sindran has found (see above).

    I'm not minded to ask IB to overturn the ruling, since firstly it looks as though the game designers really did intend to make the extracts personal use only (despite having "communal" versions of spells in the alchemist spell list - go figure...) - and secondly because from a role-play/storytelling perspective it works: Morvius has been a loner and is only just working out how to fit into a group. There's just no reason that he would have researched how to make his extracts work for others (yet).

    What I think I can do however is tank: my melee damage is pretty feeble but I've got over 50 hit points and I can get my AC up to about 25 or so without much difficulty. Add that to 20 points of electricity resistance (plus maybe a displacement effect) and you're looking at something pretty hard to hurt (I hope...). I'm happy to attract its attention while everyone else dishes out the damage. If anyone in the group can cast haste, then so much the better.

    Oret - if you're back, is that going to be of use? What strategy do you and Aerent suggest - I gather you're the resident tacticians?

    Treasure count, my assessment:

    I have 7000 gp to add, plus the following:

    In addition to the

    Incredibelly wrote:
    I'll give you 5k for the lot and we'll never speak of it again.

    At the very end of the last adventure, the party was given

    Incredibelly wrote:

    A small but heavy wooden box contains 10lbs of platinum ingots worth the small fortune of 5000gp.

    In the BaneWog lair, you found:

    Incredibelly wrote:


    There are two large chunks of flawed but valuable amethyst worth 150 gp and 220 gp respectively; a fossilized mammoth ivory tusk worth 500 gp; and a helm of comprehend languages and read magic.

    Sindran has appropriated the Helm

    And.... in the main treasury:

    Incredibelly wrote:

    About a ton (yes, 2000 lbs) of solid silver furnishings --
    plates, silverware, goblets, candelabra, cirlets, jewelry and
    the like worth 10,000 gp total

    600 lbs of similar golden items -- worth 30,000 gp

    Six chests full of mixed coinage from dozens of nations worth 5,500 gp total (approximately 550 lbs of coin)

    A carefully packed crate holding a dozen potions of cure moderate wounds (labelled as such in abyssal)

    Ornate silver belt studded with obsidian

    A plain golden ring

    An ornate teak wood box

    A walking stick of hard black wood adorned with silver fixtures and green semi-precious stones

    Let me know if you think I've missed anything; Morvius would quite like the walking stick, it would add to his self-image greatly... :)


    Male Strix Magus (Bladebound) 9

    I can cast haste. Alright than

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    Male Humong Propmaster 13 / Meatgrinder 7

    Thanks for the count, morvius.
    the stuff from the treasury needs to be sold in farholde, but there's only so much money there...It's a small city, not a metropolis.
    Maybe Sindran's contact with the black market can help with selling the surplus - but they take a 20% cut.

    The total treasury is about 50k, give or take a few, to allow for some negotiating in order to get things turned into money.
    That seems a nice round number to start with. You can always make more through the organisation, by putting your minions to work in various legal or illegal opportunities.

    Now, about that elemental. Let me know when you're ready?


    Male Strix Magus (Bladebound) 9

    I really would like to run in their with some electricity resistance. It will probably make the difference between a near death experience and a moderate fight


    Male Oread Monk (Hungry Ghost/Monk of the Sacred Mountain) 8 [ HP 73/73 | AC 22/19/20 | Fort +8, Ref +7, Will +10 (+2 vs. enchantment) | Init +1 | Perception +15 ]

    Yes, Oret's back, sorry for the delay. I second the desire for electricity resistance. As we learned with the treant, our enemies will attack what is attacking them most effectively; there's no way to guarantee that Morvius will be the target once the elemental receives any damage, and maybe not even then.

    If we're going after it now, then let's just go and try to overwhelm it. Let Oret run to it first, so that he can use Crane Wing on the AoO to get in melee range. If it doesn't have Combat Reflexes, the other melee folks can get in there without any damage.

    It's likely fairly large, so Morvius should be able to bomb it with no danger of catching us in the blast (I hope).

    If it's lightning incarnate, then it's probably got a heck of a reflex save - Sindran, if you've got something else in your bag of tricks, now's the time.

    Cala - I'd say max out your animate dead HD, bring your creations along. The faster we take it out (and the more targets we give it), the better.

    Aerent, Talon, and Oret can do melee damage - haste and other buffs will be very helpful.

    That about cover it?

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