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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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

Going through a difficult separation pending divorce atm - the main reason I've been sporadic and will be for the next view weeks. Bear with me.


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

Having gone through that some years ago, I feel for ya man.


Sorry to hear about that. I hope things get better for you as this progresses.


Question for the group - Sidious can now cast the spell Symbol of Healing. This is something that is prepared in advance and lasts until triggered. When triggered it bursts in a 30' radius centered on the symbol (likely on Sidious' armor) and heals EVERYTHING in the area for 2d8+my level (5 atm) healing. At the same time it would damage undead for that amount. to prepare this it requires diamond and opal dust worth a total of 500 gp.

At some point I think we will want this precaution. 500 gp is a lot of money though. Thoughts?

If we were going to do this, it makes good sense to buy the gems when the black onyx are purchased to help mask that purchase some and make it seem more like a general gem purchase to be able to transport wealth more easily.


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

Good luck with everything Heleman. Family court sucks, but hopefully things will be better for you once your through and past it.

Re Symbol of Healing: seems expensive for what it does, but I'm game to try it once. If everybody's cool with it we can pay for it from the group fund this time.

Re Agrippa's scrolls: I've deducted 270gp from the group fund to pay for the spell scribing - You can pay back to the fund from your next share. Also deducted 270 for creation of 3 scrolls. I'm fine with not paying that back if everyone else is. Like the symbol of healing, they're likely to be used to help the whole group out of a pinch.

And Aku: Thanks for pinning the loot list! :>


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 don't think any amount of intimidation will work for keeping the kidnapped family silent - especially for the daughter, who WORKS IN THE WATCHTOWER! If we let her go back she will eventually work up the courage to rat us out, or her Paladin boss will notice something is wrong. If she doesn't go back that puts our safe house at risk.

Also, I guess my post about bodies in the cellar was too vague - I wanted to kill the family on the spot.

Okay, how about this for a plan:

On Sunday we hit the inn. Kill the dwarves, burn the place to the ground and fake our own deaths. Move into the tunnel for a full week. We can move all the stores from the inns cellar, plus it connects to the unused store room in the tower, which had like a thousand days of rations or something.

Fet's got the arsenic. Great! But the tower is on lock down, so no stew this week. He plans to infiltrate and poison the NEXT stew night in one week's time after everyone has relaxed. That night is the night we come up from the tunnel and finish this thing!

Has the advantage of giving things a week to cool off, combined with the fact that they will think we are dead and the threat is gone. Heck they may even throw a party!


Sidious could leave his Imp with Fet to both watch over him and to notify us if something goes wrong. But will there be a way for the Imp to get to us or signal us?


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

Write it up Johan - perfect!


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

The imp with Fet is a great idea. He can turn into a raven yes? So he should be able to fly in and out of the burned out rookery without drawing attention, then straight down the tower invisibly to our trap door in the tower basement. We rendezvous with him there when we are ready to strike and he lets us know if Fet succeeded or not. He could have instructions to contact us early if something goes super wrong.


I like it. Yes, invisibility and raven form.


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

Can we kill the dwarves in person? I'm worried they'll just fling themselves out the second story windows to escape the fire.

Also, did we ever get the magical breastplate and greatsword IDed? Anybody carrying those? Might as well use them if we can.


Rolls were made. Agrippa rolled high enough that I assumed he had made the rolls so did not even roll for the Imp, who is actually decent at Spellcraft and can detect magic at will.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

If I'm not mistaken Eldred has the sword and Sidious the breastplate

-Posted with Wayfinder


Sidious already had a +1 breastplate.


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
Father Sidious wrote:
Sidious already had a +1 breastplate.

hence the need for a spellcraft check to see if it was cooler. I'm assuming by Aku's silence that it was in fact, not cooler?

And.. Yea or Nae on the up close and personal with the dwarves?


Sorry Johan, It was indeed a +1 breastplate, just normal one. :D


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

Dwarf pocket change: 20d6 ⇒ (6, 5, 3, 4, 4, 2, 5, 5, 3, 3, 1, 2, 1, 1, 5, 6, 2, 5, 6, 5) = 74

Anybody want that cloak of resistance?


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

Agrippa will wear it if no one else will.


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'm good with that. I think Agrippa's saves are in need of the most help overall ( though if we are doing things right, he's also the last one that should be getting targeted).


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

Agrippa wholeheartedly agrees that you should be taking all the adversarial spells.

Added the cloak to Agrippa's sheet barring anyone speaking up.


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

Take it mate... every little bit helps.


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

Lets go guys! We are so close to finishing this!


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Missing only Sidious now, and we can move foward. :)


Here. Busy at work and home game last night. Finally caught up and posting to my games.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Father Sidious wrote:
Sidious can see in the dark...

When I was looking at your crunch I did not find anything about See in darkness.

Also, even that sidious might see in the dark Eldred, Johan and Aggripa cant.


oops. Wrong build. he sees better in dim light but does Not see in the dark. Will correct. He CAN conjure light.


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

I'm out of town for the weekend but I can post from my phone. Agrippa has one scroll of dark vision.


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, can you remind us where our prisoners said the lord commander's room was? We should go there first.

Definetley infiltrating at night, after the stew ( if Fet pulled that off) has had a chance to take effect.

We shouldn't need a light source - a fully manned fortress should have lanterns or torches burning. If not, Johan leads the way with a lantern in his shield hand ( floating glowing stone or light spell might attract too much curious looks.) Using our circlets to appear as guards ( Sideous hidden in middle of group).

Lets head straight up to tower level 2 ( 32). The plan was for the imp to meet us in the courtyard there to let us know about Fet.


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

Agreed on getting the familar and heading straight for the Lords room. I'll take the darkvision if its avail so I can sneak in and Coup de Grace the bastard


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

Invisibility sphere to get across the open yard (27) to the keep (32)?


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

Assume Agrippa casts any spell he has memorized whenever you ask him. Hard to post from my phone. You can check his spells in the link.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I had a really hard day. Sorry for being unable to give an earlier notice.

I’ll update in some minutes.


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

You and me both mate - the separation pending divorce is getting strained while work becomes uncertain AND my hard drive starts to go, forcing me to a old home backup Laptop that runs on hamster power. If posts are slow, please forgive me.


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

Well, the hamsters need exercise too I suppose. :>


I am impressed with the game posts. I wend to bed caught up and now have to go read 13 posts. :) This is a nice problem.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Once you are outside yeah. The imp can rejoin with you. Meaning, after this battle.

-Posted with Wayfinder


Was gonna have it use suggestion on the man outside the tower. Oh well. :)

What of the 4 skeletons that Sidious made? Can I arm and armor them as I see fit from the armory?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Oh sure. I'll post the dwarfs state block for you.

-Posted with Wayfinder


Dwarf expert 1/warrior 1
N Medium humanoid
Init+0; SensesPerception +5, Darkvision 60 ft.
DEFENSE
AC17 (+4 dodge vs. giants) ,10 touch, 17 flat-footed (+5 armor, +2
shield)
hp19 (2 HD; d8+d10+9)
Fort+5,Ref+0, Will+3
Defensive Abilitie: shardy: +2 racial bonus vs. poison, spells and
spell-like abilities
OFFENSE
Speed 20 ft.
Melee warhammer +3 (1d8+2/x3)
Ranged heavy crossbow +1 (1d10/19-20)
STATISTICS
Str14, Dex10, Con16, Int10, Wis12, Cha8
Base Atk+1, CMB+3, CMD13
Feats Toughness
Skills Craft (various) +4, Intimidate +3, Knowledge (dungeoneering +4), Knowledge (engineering) +4, Perception +5, Profession (engineer) +5, Sense Motive +5, Survival +5
Languages Common, Dwarven


I must admit that i am not totally sure how to convert these guys to skeletons. I'll have to look that up. Any ideas?


http://paizo.com/PRD/monsters/skeleton.html

Would be something like this:

N Medium humanoid (undead)
Init+4; Senses Perception +5, Darkvision 60 ft.
DEFENSE
AC20 ,10 touch, 17 flat-footed (+5 armor, +1 dex,+2
shield +2 NA)
hp10 (2 HD; 2d8)
Fort+6,Ref+1, Will+5

OFFENSE
Speed 20 ft.
Melee warhammer +3 (1d8+2/x3)
Ranged heavy crossbow +2 (1d10/19-20)
STATISTICS
Str14, Dex12, Con-, Int10, Wis10, Cha10
Base Atk+1, CMB+3, CMD13
Improved initiative

Undead immunities.
Immune to cold.


close, but they lose their class levels, so they'd only be 1HD:

N Medium humanoid (undead)
Init+5; Senses Perception +0, Darkvision 60 ft.
DEFENSE
AC 20 ,10 touch, 17 flat-footed (+5 armor, +1 dex,+2
shield +2 NA)
hp 5 (1 HD; 2d8)
Fort+0,Ref+1, Will+2
DR 5/bludgeoning, Immune to cold, Undead immunities

OFFENSE
Speed 20 ft.
Melee warhammer +2 (1d8+2/x3)
Ranged heavy crossbow +1 (1d10/19-20)
STATISTICS
Str14, Dex12, Con-, Int10, Wis10, Cha10
Base Atk+0, CMB+2, CMD13
Improved initiative

I'm not sure if they keep their darkvison


Thanks Aku and Johan. I think Johan has it spot on, except 1d8 for hit dice and Int is also -. There are rule under the Skeleton entry to add the skeleton template.

Here are the steps:

1) Change alignment to Neutral Evil.
2) Type to Undead
3) Add NA of +2 for Medium creature
4) Change hit die to d8s and drop class level hit die. Ue Chr for bonus hp but see below
5) Base saves become +0, +0, +2
6) Add DR 5/Bludgeoning and immunity to cold. Add undead grates.
7) Retain all attacks and gain two claw attacks at full bonus.
8) Increase Dex by 2. Con and int become - Wis and Chr become 10.
9) Loose all skills and feats but gain improve init.

So new stat block should be:

N Medium humanoid (undead)
Init+5; Senses Perception +0, Darkvision 60 ft.

DEFENSE
AC 20 ,10 touch, 17 flat-footed (+5 armor, +1 dex,+2 shield +2 NA)
hp 5 (1 HD; 1d8)
Fort+0,Ref+1, Will+2
DR 5/bludgeoning, Immune to cold, Undead immunities

OFFENSE
Speed 20 ft.
Melee warhammer +2 (1d8+2/x3)
Ranged heavy crossbow +1 (1d10/19-20)
STATISTICS
Str14, Dex12, Con-, Int-, Wis10, Cha10
Base Atk+0, CMB+2, CMD13
Improved initiative


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
DM Aku wrote:

After torturing the poor soldier, Johan discovers there’s no more password.

The Fort is on Lockdown. Only with the magister or the Lord personal seal they can move outside their designed post.

awesome... I got nothing. We still have the portable window from the veil of useful items, maybe we could use it to create an entrance in the side of the keep? Bull rush the main gate? Anything we do will be discovered by one of the patrols within minutes. Do we try to take out ALL the sentries?

We could backtrack down a level (area 2) but there doesn't seem to be any other way up from the main level to the keep except through the tower, unless that fire place in area 10 connects to area 31. Maybe we should try to capture the guard house first.


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

Lets just go straight at the keep...Agrippa will summon a beastie to keep out the riffraff for a few rounds while we make our way to the Lord and Magister...Sakkarot is attacking tonight right?


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

Use that portable window - once we take The Lord of the keep down there is no more leadership


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

Whatever we decide to do, we should jam the door from the tower to the barricks first. That will force anyone responding to an alarm to go the long way through the gate house to get to us


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Once you decide what to do, I'll move the game foward.


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

I think it is safe to assume that we head to the Keep, disguised as guards and attempt entry into the Keep. If we can do what Johan suggests then one of us does that. Agrippa is staying invisible for as long as possible.

Sidious can send his undead minions to cause a disturbance on the other side of the fortress.

I drew some lines and stuff on the map, lets get this party started.

Dark Archive

So there is no way from Level 1 into the keep?

I fear that no amount of trickery or brute force might be able to get the keep doors open. While I am willing to "spend" the skeletons for a distraction, once that is done the general alarm will sound and things will get even tighter.

What if we went to the Tower Level 4 and could fly over? I can summon a Fiendish Dire Bat but with the duration restriction I think we could expect it to carry two of us over, and likely the lighter two.

The Imp could string a rope either across to the tower or to the ground and we could cross/climb up that way?

Mostly brain storming. I really do not want to commit suicide by keep if I do not have to.

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