Wicked? Really? (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Party Health
Agrippa--------33/33
Eldred----------44/51
Johan-----------32/50
Sidious---------20/41


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Male Human Alchemist / 4 - Initiative +2, AC: 16, HP 36, Fort: +6, Ref: +6, Will: +1

Brewed a bunch of potions and some alchemy devices (smoke sticks, tanglefoot bags, etc) and blew most of my remaining money. I kept around 320 banked for the time being in case the party needs me to whip up something special for a mission or diversion...


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
Heinrich wrote:
...He is far too proud to completely obliterate his noble nose however.

lol - loved this!


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Thanks


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Johan

About Malgrim loot:

So, with the 200 gp from Tiadora, I have 874 gp to spend... let's see.

I'm going to claim the poisoned whiskey, unless its price is debilitatingly high or the poison is too weak. (DM, mind reminding us of the effects and value?)

-Hanging on to that quarterstaff
-Masterwork light crossbow (335 gp) and ten bolts (1 gp)
-Witch's Kit (21 gp)
-Familliar satchel (25 gp)

Savings: 492 gold. (There is very little caster-relevant gear at low level.)

Other than that, he has the Iron Circlet.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Eldred

You get an animal companion this level?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
DM Aku wrote:

@Eldred

You get an animal companion this level?

Something even COOLER (at least for this character), the ability to use a Move action to tell everyone how to use 1/2 my favoured class bonus for rounds = to wis bonus.

Right now? Its meh but later? When taking Good outsiders as my +4 Foe? It could come in very handy. By that level, hopefully I'll have enough for a circlet of wisdom and just be awesome at disguise on my own OR even have the Cardinal merry devils do the enchantment work and I just pay the gold (4k I think for a +2) combining the two.

Anyways, something for the future. Right now I can take a move action and give everyone +1 hit and dmg vs humans. For 1 round. That works for bluff too so who knows, it may come in handy.

Makes me more of a team player I suppose.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

This broken pact thing is very flavourful but man, it is a pain in the arse and a waste of precious scheming/plotting/being evil time - and one that could be very dangerous to us if we fluff up some critical rolls at the wrong time.

Hoping we can steer the ship of evil past these shoals.

(See: My recently learned 1 rank in profession sailor has paid off)

I really should have invested in additional traits for Diplomacy stuff but there will be time for that later I suppose.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Ok... http://www.d20pfsrd.com/magic/all-spells/u/unbreakable-heart

I get a spell now - will this spell temporarily suppress the s@@& storm I am in under this curse?

Quote:
he target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage, or fear effects) or that would force him to harm an ally (such as confusion). If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. It does not affect mind-affecting effects based on positive emotions (such as good hope or the inspire courage bard ability). A creature can still be charmed or otherwise magically controlled while under this spell’s effects, but if such a creature ever receives a new saving throw against that effect as a result of being ordered to attempt to harm or otherwise oppose a true ally, he can roll that saving throw twice and take the better result as his actual roll.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:

Ok... http://www.d20pfsrd.com/magic/all-spells/u/unbreakable-heart

I get a spell now - will this spell temporarily suppress the s&&~ storm I am in under this curse?

Quote:
he target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage, or fear effects) or that would force him to harm an ally (such as confusion). If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. It does not affect mind-affecting effects based on positive emotions (such as good hope or the inspire courage bard ability). A creature can still be charmed or otherwise magically controlled while under this spell’s effects, but if such a creature ever receives a new saving throw against that effect as a result of being ordered to attempt to harm or otherwise oppose a true ally, he can roll that saving throw twice and take the better result as his actual roll.

Nops.

I know that -4 is a very harsh pen for low level chars, but as long you don't try to lie to one of the caps, you'll do fine. :)


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:
Do they sound drunker? Or is it just the DM having a few beers as he types?

Well, I don't know what you meant with your question!


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

The words seem slurred - its a joke not a slight on your running the game

Grand Lodge

Aww - looks like you edited the last bit and cleaned it up. It really fit the drinking theme as it was.


Oh, sorry, I tried to use some wrong words, changing some like: instead of hang to rang, but... I saw your post and thought it would be hard to understand. :P

I'll try better next time.

Grand Lodge

it was cool actually, i liked it.


Male Human Alchemist / 4 - Initiative +2, AC: 16, HP 36, Fort: +6, Ref: +6, Will: +1

That farmer seems a good choice for the sacrifice, him or his daughter.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Yep. We need a way for him to disappear realistically - so much to do... Speaking if which, as an alchemist you may be the right man to try to poison the troops. We'll need to look into the best way of doing that later... Might also see if we can poison the officers or resident Mage (low fort saves are the rule of thumb for wizards) as well.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Yes, farmer seems a good choice, but we'd have to kidnap him and take him to the site, rather than him coming on his own.

Try "need to hire a pious man with a wagon to take us out to Lake Tarik to scatter my fathers ashes" or something. Maybe the farmer will be up for the job.

And remember we want to use disposable alias' for this. We're going to come back into town as new people with no connection to the events of tonight.

@AKU: Thanks, updating loot now.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Johan Hale wrote:
@AKU: Thanks, updating loot now.

Oh, well. Said Malgrim but it was Damien :D


Male Human Alchemist / 4 - Initiative +2, AC: 16, HP 36, Fort: +6, Ref: +6, Will: +1

Maybe we can win a contract for delivering food, ale, or water to the garrison. Doing so and contaminating it with poison could be a clever way to help out with our task. Even if the poison wasn't lethal, anything that sickened a garrison could work to our advantage.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

An idea to file away for later: You guys have established that the chaplain of the whole fortress makes house calls to sick farm kids. Good way to stage an assassination and cut off the head of their divine support.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

@AKU: erm...can we sell the extra iron circlet?
@ party: Should we sell the iron circlet? We could probably put it to betterd use with Grumblejack (If we ever get to take him out to play


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Keep it - you never know


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
Heinrich Cornelius Agrippa wrote:
Well that depends Master Hale, on the divine...and on the mind. Divine power is a fickle thing...it relies on the benevolence of some unknown power. answers Agrippa cautiously.

Quite possibly one of the coolest wizard answers on divine magic I've come across.


Male Human Alchemist / 4 - Initiative +2, AC: 16, HP 36, Fort: +6, Ref: +6, Will: +1

I think definitely hold onto the circlet. No telling whose hands it might fall into otherwise and could potentially compromise our own disguises.

Sovereign Court

As I recall they are very clearly marked as Asmodean items? We really have to stop even considering selling clearly marked items every time loot drops.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

I agree that we should keep the circlet. I went back and checked the original description the GM posted of the circlets - they are not described as overtly Asmodean.


Male Human Alchemist / 4 - Initiative +2, AC: 16, HP 36, Fort: +6, Ref: +6, Will: +1

So how should we proceed from here? I am of the opinion that we should maybe buy a round or two extra for the good pious farmer to celebrate his good fortune and then follow him home and abduct him.

Once we get the curse removed from the lot of you the better off we will be as a cohesive unit of villainy.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Seems like the farmer is your only "mark" at this point . . .

If his farm house is remote enough it might make a good base of operations.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

A bit sick atm - bat on as best you can and Fet or Johan can post for me


Male Hobgoblin Cavalier 1 (Fell Rider)

I bear no OOC ill will, but IC Agrippa is not exactly making this easy- especially with a betrayal from another arcane caster fresh in mind. The overly arrogant/condescending Wizard trope is not especially suitable to our group dynamic.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Sure dude you win, since I was the one who started it and all.


Male Hobgoblin Cavalier 1 (Fell Rider)

You kinda did :/. You bring a new character in with a horrible attitude of superiority, to a recently established group reeling from the betrayal of the only arcane magic user they have ever known. We had a nice IC moment of tension at first meeting and that could have been all but you've literally been IC goading ever since.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

I think its great. Its pretty unrealistic to consider that Agrippa or Malgrim would change their attitude so quickly (Agrippa's formed by a lifetime of entitlement and privilege, Malgrim's by very recent and deep betrayal). Bear in mind that while we've been at this a couple weeks now, it is literally only been less than a day since all these characters met for the first time, and all of them are by nature rather mistrustful.

I think as long as everyone agrees that we are moving towards the same place, playing out that slow and painful growing of trust between these villains is an awesome RP opportunity. Just gotta keep the ooc and gameplay lines clearly drawn.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Yeah - with Johan. In game conflict is good RP. Lets keep the conflict to RP only.

My guy has taken a little to Fet (who seems to be more personable AND who caught Eldred on the backfoot with that friendly greeting and handshake - I thought that was an interesting move so I am taking that as a RP moment). Agrippa may or may not grow on me but I am sure that Eldred will respect him in due course.


I'm just loving it! :D

Tell me when you are ready to move on.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Hit us with the Ceremony nitty gritty boss man - give the new Wizard his spot light time to shine.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Gotcha!
Niles, roll for me a Religion check! (no fail chance here, but the more you get, the better.)

Sovereign Court

Johan Hale wrote:

Just gotta keep the ooc and gameplay lines clearly drawn.

This. I loathe OOC conflict.

I did a double take when I saw Russian being used for Infernal :D. With the way things are going over there, pretty appropriate though.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

It's Macedonian, at least thats what google translate said.

Sovereign Court

Ah that would explain it. Same Cyrilic base.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Yeah I chose it for the different looking alphabet. Adds immersion, at least imho.


Awsome! Our very own dail-a-devil!

AKU: Touche! I was not expecting Damien's betrayal at all and at the time I thought, "oh man, can we at least have one of our plans to resolve an encounter without combat work? Just once?" But it turned into a memorable and defining moment for the group. Then you follow it up with the curse and ritual, and again, I'm thinking "ugh, side quest." But its been a lot of fun and capping it off like this is just icing on my RPG cake!


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Summoning Devils and binding them is going to be Agrippa's mainstay...think abut how excited he is right now...one more step down the path of power for him. And now he has a name to go with...probably not a True Name but a name none the less. Libraries here he comes!


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Yep, ditto for Johan. He's like a kid that just found out super heroes are real :>

An yes, I realize that Tiadora is probably some sort of infernal monstrosity, but Johan tries to think about her as little as possible <shudder>.

So what do we do now? The Commander, the wizard and the chaplin are probably the biggest guns in town. It would be great to lure one of them out and have our new friend deal with them. The chaplin seems like the most likely, since we know he visits the locals. We could send our best bluffer to the fortress as an out of breath and panicked farmer with a story about Tep's daughter taken ill again or injured, please come quick!, then ambush at Tep's farm house.

The problem I see is that everyone is going to get suspicious fast if one of these prominent figures goes missing.


Male Hobgoblin Cavalier 1 (Fell Rider)

We should work the affair angle fairly soon. Could potentially eliminate two prominent figures.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

The devil can greater teleport....I see many uses for that ability.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

So I think we need to do this in phases, the set up, then the hammer.

I figure I try two things. 1/Get as much data as possible b/ Create minor dissatisfaction and morale issues with the troops and c/ frame the captain who screwing the other captains wife for murder by murdering the cuckold. - Removes 2 leaders with minimal suspicion.

Johan and I can get a 'secret inquisition' con running as well - Johan doesn't need a bluff roll for that. He KNOWS the part. We subborn a few guards to our cause with cash, 100 gp should do it each, and the promise of reward from the church for their support.

We can then use these guards to do more or less whatever we want INCLUDING leaving key corridors unguarded when it comes time to off the leadership and carrier pigeons in the rookery. Hell, we can even try to set up the big captain for some sort of crime - or at least have his troops muttering about him. One thing that may be really cool? Is have the converted guards escort us right to his very room. Two (or more) on one? I think we can win that fight.

Fet can look into buying or making large amounts of poison. We find their major mess time - when most of the guards are going to be eating. The day of the attack, we poison them.

Our Wizard friend can have a devil or three pop up within the walls on the day of the attack and I positive he can summon up help for information as well + invis spells and charm persons? they can get us a lot of the other stuff we need. Maybe subvert the inn owner with charm spells. Gives us a more save base of operations AND another vector for poisoning as we also poison the beer for the OFF duty guards the day of the attack.

Any other ideals? Basically I want to set them up for the big punch. If we do it right we can poison the on and off duty guards, remove both the under captains, discredit or kill the over captain, have the corridors free to allow us access to other leadership all on one day.

It just takes some legwork and subtlety.

We can set off the firework and then wander the halls ala Brandescar, targeting the gate guards first and probably knock off 10-20 guards our selves.

Any other ideas?


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

With greater teleport....Johan and I can walk right up to the main players and slay them all. Fet and Eldred can work the poison angle. We have 1 day with the Devil, lets use it to kill at least one of the leaders, if not two.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Do we have to use the service today? Bugbears wont be in position for 2 weeks and I want to use this frame angle - removes two officers with zero suspicion and really no fight at all + it lowers troop morale.

Also if we strike too early the guards may be able to signal for reinforcements and buff up the defenses and the numbers.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I like the differences in styles = I am coming at it from a long con angle. Aggripa is 'we have power - use it in the most direct and efficient means possible'

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