Shelyn

Dark Angel's page

Organized Play Member. 8 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Still don't get where the baby features in Jessica's plans for world domination and why she should leave it there for us to find by the marquis body - is it simply an inconvenient byproduct of her seduction of the Marquis? I also didn't know the gestation of a demon baby was days - I mean she did not look pregnant a couple of weeks ago. I so want to test out how fire resistant succbus really are...
Has anyone else noticed that we seem to be collecting nemesis; the adventuring group we caught killing the mayor, the lich, necromaners and now the Jessica and friend. Perhaps we could arrange for them to kill each other off (hopefully before they decide to team up.
Anyone know of a feat that allows diplomacy as a standard action?


Well, it's been a long time between posts for all of us. Lots has happened. Tara has gone walk about, Cal is AWOL as is the Ninja that was with us for a few. I do hate it when reality kicks down the door of fantasy and hauls players off for its own nefarious purpose. The only long term (ish) members remaining are Raven the conflicted fighter and Angel. We have some new members: Thal a half orc Alchemist, Bal a gnome Paladin (with a Blink Dog steed) and Dion a Monk. The latter showed up just in time I must say... the last fight was looking pretty bad. We had found the body of the Marquis in the lower level of the keep (and a poorly designed one at that, never seen so many external doors). On top of the body was a baby, a live baby with some decidely fiendish features. Seems that the Marquis's squeeze, Jessica, was not all she seemed. This was of course no surprise to Angel who didn't like her from the off. Well (*gasp*)she was a succubus (with some levels). Angel was looking foward to teaching her a bit of a lesson, however the showdown came towards the end of the days exploration,and Jessica brought some friends. There were some wraiths and wights to cause real inconvenience, an Ooze demon (with an initiate roll of 28!), oh and a Nightcrawler - all CR16 or so of it. We were pretty screwed by the end of the first round. Thal decided to go all mutegen and melee the baddies but was taken in with 2 hits by the night crawler, Bal was trapped in the cavern unable to dim door (through some dimensioal anchor effect) and therefore losing his greatest advantage of mobility and the rest of us were cut off from them by various cloud effects. It didn't get much better the next round with Raven dominated, Justin (ever faithful cohort Cleric and baby holder) nauseated. Angel's summoned celestial diretiger got nailed shortly after that. Bal managed to lay hands on Thal but got hammered trying to get go while the blink dog was held, Justin was being suffocated by the Ooze demon. We had managed to get rid of most of the wraith and wights at that point. Thal managed to get out of the cavern by changing into a earth elemental. Angel then sealed off the exit with a wall of force leaving Jessica and the nightcrawler on the other side. Meanwhile the monk and Thal beat the Ooze demon off saving Justin. Angel then dispelled the dominate on Raven. Jessica and friend disappeared through a some portal threatening vengeance in true evil nemesis style.
The general consensus seems to be; head upstairs (away from the roiling mist covering the floor) heal up, rest up and head back down - if nothing else to nail the ooze, seal the portal and do what we can to cleanse the pace of some of the evil before we head back to Durbanford to return the body of the mMarquis to his father the Duke and give him the bad news about his prospective daughter in law Jessica. We can't decide however on what to tell him about the baby.....


Shadow GM wrote:

Raven

Oops, didn't check page 2. Diplomacy check for the boy. You'll get some bonuses with that money
You find the following posters:
An older poster asking for information leading to the return of certain jewellery stolen from Kanto Manor, a reward of 100gp offered.
A new poster for a blue skinned dwarf wanted for murder, with a possible female armoured accomplice.
A poster warning of possible zombie attacks at night and wanting any information about the cause.
A watch sargeant observes your interest. "looking to earn some coin, it's a dangerous business that round here."
Diplomacy check if you want to talk to him

Diplomacy +18

[dice]1d20+18


Shadow GM wrote:

Taramis

You head into the market to see what's available. Almost immediately a throng of ragged children surround you. An older boy in ragged clothing, perhaps 11, addresses you.
"Hello miss, spare some money for the children, a silver piece to feed us all?"

"Oh, you poor dears..." Angel replies "But where are your parents?" She flashes the children a sweet and flourishes a couple of silver pieces.


Taramis the Witch wrote:

It was only that several of the party are merchant-esc. Raven and Tara are both merchant type characters (well, a little bit with craft skills), and we would be very upset if Angel was upset with us :(

Those who craft or who perform or who create in other ways she holds in high regard. Real merchants are those who live by trading commodities be they crafts, livestock or people. If she comes across any of the latter it might pay for party members to evacuate the immediate area...
To others it might seem irrational and quite illogical but thats backstory for you. It will be fine as long as the merchants keep their hands to themselves and don't try any really dirty tricks. If they do it will be charm person followed by humiliation...


The mysterious case of the missing "d". It should read: she never met a merchant she liked, her father included. It means; she doesn't like merchants. Her father was a merchant and she didn't like him. Whether him being a merchant was the primary reason she didn't like him may be revealed later.
One might say that there is a certain irony in Angel trading like a merchant when she doesn't like them, and she is prepared to accept that. Anyone suggesting more than that better have someone with Raise Dead handy however. She prefers to think of it as beating them at their own game.
With Bluff and disguise Tara is most welcome. We can really make them pay!
Its also great that witches have their own support group, though I suppose it's probably not going ging to be a cup of tea and a talk while doing your knitting.
Wow that's a fair bit of income per day Tara can generate. We just need to find somewhere she can use as a lab - I suspect the Ox and Hammer would not approve....
What can Tara make that works against slimes/oozes and the sorts of creatures one usually gets in a sewer?
I should also mention that Angel is returning to the temple of Freya at the end of the week for the 2nd restoration


Are the powers listed for personal items in addition to the original power? e.g. Angels boots acted as Boots of Dimension Stride.


There are a number of threads and tasks now that we are settled in town. In general order they are:
Gather info
The first port of call for Angel is to hire Shubry the Loud for a 6 hour guided tour of the town (say 20gp). Aside from finding out about the physical layout of the town she intends to find out as much rumour and gossip as she can about the inhabitants, especially the key people and the various merchants (she’s never met a merchant she like – her father included), then info about the sewers, the vines that seem to be strangling the town, the local area outside the town; abandoned, haunted farms or manors for example.
Cal will also be an important source of info about the same; possible bases (walled farm or manor, townhouse or state), info about the local geography and politics, the markets and services available and about the order of ancient mysteries. He might be able to find out what commissions they might have for us.
There’s plenty that others can do; once we find out about the Lake Druid, Ba’thorn could pay a visit. He could also use his wild shape ability to scout the surrounding lands.
Similarly the rest of the group could find out info using any relevant skills e.g. diplomacy, sense motive, perception, profession skills etc., not to mention any spells or devices (crystal ball for instance) .

Selling and buying
I would suggest the Angel and Cal would be best for this; Cal for his local knowledge and known connection to the ancient order (and bluff or diplomacy if he has those skills), Angel because of her Diplomacy skill (+18 & take 10 or charm person). It might also be handy to have Raven along because of his knowledge of arms and armour – and some protection wouldn’t go amiss. Others of course free to tag along.
Angel would want to time it for after the info gathering; both to identify the best merchants to deal with and to arm her with info she could use if any one of them decided to try anything unpleasant (did I mention that she really doesn’t like merchants).
Given the 1000gp limit for the merchants we'll get rid of the mundane stuff first as that's taking up space and costing us to store. I am treating the base sale price as 50% purchase price. This will then be modified by diplomacy skill (Angel’s will be 28 if she takes 10). If the merchant is particularly slimy his ability to reproduce could be seriously compromised – and if he is very lucky her wrath may be sated with that.
Items to sell:
20 x bronze swords; base 5gp ea? Base total 100gp?
40 x short spears; base total 20gp
37 x spears; base total 37gp
140 x Lt xbow bolts; base total 7gp
4 x small steel shields; base total 18gp
20 x leather; base total 100gp
4 x large greataxes; base total 80gp
1 x master wk dagger; base 151gp
1 x masterwk large great axe; base 170gp
1 x masterwk greatsword; base 175gp
1 x masterwork scale; base 100gp
Base total: 958gp

Magic items.
The 1000gp limit will work against us here, we may need to try and sell something to the Ancient order or try a bigger city if we can’t off load stuff. Working on the same premise of 50% of purchase price is the base price we should be able to sell:
Feather Token Anchor: 25gp
2 x +1 Longspears; 2000gp
1 x +1 greatsword; 1000gp
cape of viper; 1000gp

The following will be more difficult, if we can sell them in Durbanford at all:
+2 spike chain; 4000gp
+2 greataxe; 4000gp
rod of wonder; 6000gp
2 x guantlets of throwing; 2000gp
+2 greataxe of human bane; 9000gp
Thirster +1 Intelligent longsword; my best guess is 6000gp plus,

total: 35,025gp+ modified by haggling for good or ill.
Of course if anyone has anything else they want to sell then they can chuck it into the pot.

Buying
We'll look at this once we know how we've done selling; again Cal and Angel would probably be the best people for this.
A suggestion has been made that b4 any split, the party may wish to invest in a bag of holding and wand of cure light. It seems eminently sensible to me if we can get them. The wand we should be able to purchase in Durbanford (at base price 750gp), however the Bag of Holding will be more difficult and expensive at base 2500gp for type I.

Interviewing Justine the priest
Angel is looking for someone enthusiastic, adventuresome and keen to promote the cause of Freya, the latter being linked of course to protecting Angel (as one of the chosen of Freya). Decent spell casting and channelling essential and reasonable defensive/ offense ability are desirable. Justine will hopefully be suitable - he can't be much crazier than us. She will leave the task of seeking followers until we have a base, though of course some may be attracted to her service anyway.

Clearing out/ fixing up/ outfitting the base
Once we have located a possible base all the party should be able contribute to setting it up. It may well be an adventure in itself…

Performing
Angel seeks out a competent bard to double bill with once per week at the Ox and Hammer. Angel will dance (Perform: dance +12), though nothing too provocative. It’s really an opportunity to practice and maybe earn a little money.

Adventures
Clearing out our future base maybe one.
Another obvious possibility is the sewers, a dirty, smelly and very dangerous job but possibly a lucrative one. We may be able to garner some small sponsorship to cover the costs of this public service. Success would make Durbanford more attractive and pleasant place, reduce the outbreaks of disease and reduce pollution of the river and lake.
Cal can also hopefully find out if the The Order of Ancient Mysteries will sponsor some expeditions.