Priest of Asmodeus

Drogan, Dark Prince Incarnate's page

469 posts. Alias of Ashe.


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Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

ah, it was really slow but it was a long running game. Fun gaming everyone.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

I don't think there are any nice mansion type places in town, and we need coffins. We are going to have to get a covered wagon. For now the cemetery will work


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

That evening:

"Well that worked just as planned. Randu, Erodin. Vex and I will be gone the next couple days. Do or find out what you can. We will come back more powerful, but vulnerable to the sun. Vex will you accompany me to the cemetery."

We will go to the cemetery. Hopefully there will be a mausoleum so we don't have to dig to get coffins. We spend the next 3 days dead.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Just to be clear we are waiting on GM to tell us what happens with the captains, but after Vex and I will have to retire for the day as we dye to come back to life.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

HP: 1d4 + 4 ⇒ (3) + 4 = 7

Looks like we operate at night now. Vex and I need coffins.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"This is a conversation best to be had later my friend, but we our bound, we are one. We are a knot. I will see each of you rise as I. Your ambitions will be that of my own and I will help you achieve what you desire."


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Not sure. The shadow is a nice add but the I think the class is pretty week, but it is pretty cool. It is probably fine sine we will be vampires.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Yeah me too, good thing we have some time before the army shows up :)


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Cool, will level soon, a bit busy today at work.

Drogan whispers to his companion
"Take to the sky Zull find him we would like to know and see where he is storming off too. I suspect it will be the residence of captain Zack."

To the Knott:
"Come my friends let us go have a walk this fine morning."

We will take to the streets wondering waiting on Zull to find the captain and lead us that way.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Sorry, what are you asking? How we handle the tied up captain? I will leave that to Vex, he should probably die and you can get a pet later when we are not trying sack a fortress :)

Drogan spends the time before that evening preparing the note

Linguistics Forgery: 1d20 + 6 ⇒ (19) + 6 = 25

"Keep him here drinking my friends."

That night Drogan heads to the Mott house. He sends Zull in first through the chimney or whatever opening to verify she is home alone and check the door. If the door has a latch or lock of some kind Zull will undo it. Once done he assumes the form of Zack. Even picking some wild flowers if any can be found. He knocks once and enters. As he does he offers his lady a nod and a smile.

Disguise: 1d20 + 13 ⇒ (18) + 13 = 31

He shuts the door, and hold up a pendant. "I have a gift for you. I know you can not wear it, but at least wear it now with me. May I put it on?"

She will either turn and allow him her back or Zull will whisper to her to turn and kneel using his suggestion ability. As she does Drogan summons his abyssal furry and embraces the woman from behind and begins to choke the life out of her. With the pendant being nothing more then some cloth disguised as magic that is stuffed in her mouth to muffle the screams. Once all life has passed he uses rope, placing it around her neck he give a quick tug up to break the neck. Then Zull ties the an end up to the rafters of the roof. The woman is lifted and the rope secured and a chair placed toppled over at her feet. The final touch is the note placed on the ground as if it had fallen from her grasp.

The Note:

"I ask for forgiveness. I have dishonored my marriage by laying with another. I have been having an affair with Captain Zack. I can no longer live with the guilt or shame. I choose to end my life now and ask for the forgiveness from Mitra."

Once all is done Drogan sneaks out with the all clear from Zull and leaves the door standing open. Awaiting a passer by to find the scene.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Yes


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"You are gracious and have given me an idea for phase two. You know this wilderness well enough. Be so kind and tell my friend Randu here where he may look for a suitable poison. Vex while I don't mind you having toys this one is too much of a liability and we don't have the time for you to break him, but your seduction skills will be put to use. First we find Zack. After getting his appearance we go to the wife's house. I will enter disguised as him and subdue her. We will then hang her in her home. A letter will need to be forged how she could no longer live with the guilt of her affair, She had fallen out of love with Mott and was going to run away with Zack, but the guilt over took her. Seeing no way out she took herself out. We then watch the fall out of Mott and Zack, perhaps they will take care of one another. As the duel of fight takes place we alert the guard as dueling or murder is a cattail offense. We will take out both with one move. This leaves poisoning the stew, and the last captain. If his brother is the innkeeper then he may and use the tunnel we found. If this is the case the opportunity will present itself. After this is done we move on the dwarves before focusing our attention on the keep. Any questions or concerns? Do any of you have any points I have missed. Please let me know. Even you captain, you may yet be able to save your neck if there is more you haven't told us."


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"Interesting and does Mott know of these rumors? What of Zack where can we find him? I only need to see him a few moments to change to him. I feel we can do much with this information. Vex this is not the time to take on toys my dear. Are you sure there is nothing else you can tell us captain?"


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

nope, go for it, my doggy hurt his foot and needed surgery so I'm away from the computer. Just checking in. Should be able to catch up tomorrow. Sorry.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"So you do have a family. Thank you. See offering free information, doesn't it make you feel good. The more you share the safer they will be. I offer you a peace of mind to take with you. That is more than you would get falling in battle. Now tell us of the keep and the other captains. Would you?"

Drogan is going for the cool calm evil. The one that scares you for how calculating and cruel he is.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

I have no idea, just going on the assumption he has loved ones he would like to see unharmed.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"you haven't heard. I am disappointed. Oh well. So captain you have seen we gathered plenty of information on you and your men as well as others. The proposition here is simple. You will share what you know in hopes that it keeps those you care about safe."

Drogan changes appearance in front of the captain to appear as the captain.

"You see we need not torture you. My lady friend and I can simply use our magic to learn of the secrets of Balantyne. If you tell us now though it saves us much trouble, and perhaps we will give you a quick release. What do you say captain?"

Intimidate: 1d20 + 12 ⇒ (20) + 12 = 32


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Sounds good.

After he is unconscious Drogan will assist Randu on binding and hogtying him.

"Now lets wake him up an see if he is willing to negotiate information."

Drogan creates water over his head attempting to wake him.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Drogan gives the nod and Randu and Erodin take to beating the man. He is beaten into unconsciousness. From there we bind and hog tie him up. Placing him on his knees arched toward the sky for when he awakes he can look into our eyes.

It's kind of a grey area for the rules. Basically coup de grace but doing Non-Lethal damage. My home GM lets us do this and still has them save but instead of against death it is against being knocked out. What do you think?


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Cool, Alright Zull will attempt to tangle up the legs then I will try and hold person him and let Erodin and Randu start the beating.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Yeah Zull is just doing that first. Then we will try and bind him up further or we could just try and knock him out. What do you guys think. Unarmed he shouldn't be too much trouble.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Don't know the trick is Zull is trying to bind up his feat first invisible. So you have to decide if it is an attack that would make him visible. If not then no one is threatening him just a rope wrapping up his legs while fascinated.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Zull can at least wrap his legs up with rope enough to entangle him if we think the others will break the enchantment.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

After he is relieved of his weapons Drogan ask Erodin and Randu to bind him up. Ready to hold him in place if it becomes too threatening for the fascination.

"While I expect we will kill him, it would be in our benefit to learn what he may know. We now have gear and a face to replicate a disguise as well as his men."


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"Wait for Zull to pick him clean guys."


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"Zull quickly turn invisible and relieve the captain of all his weapons and possessions. I don't know how long Vex's performance will enthrall him. Vex can we tie him up or will that break your enchantment?"


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Nothing it does nothing to neutral characters.

"No one escapes. You stop there."

Drogan cast Forbid Action DC 15, Can't move on the ranger trying to get away.
If he stops moving Zull attacks, if not Zull suggest he comes to us.

Zull uses suggestion DC 15 asking the man to walk to his master.

"Zull fly after him."

Attack if Forbid Action worked: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d4 ⇒ 3 DC 13 fort or 1d2 ⇒ 2 Dex damage.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Flying above the held ranger Zull plunges the spear down into the mans chest.

CDG: 3d8 ⇒ (4, 1, 6) = 11

Drogan test the men's faith and conviction and channels evil out healing himself and Erodin.

Channel: 2d4 ⇒ (2, 4) = 6 Heals all evil, damages good DC 16 if good and fail save they are sickened for 1d4 ⇒ 4 Rounds


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Sorry away for the weekend.

Surprise Round: Drogan cast hold on the awakened ranger. Zull moves into position to CDG if the hold works.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

They don't get a surprise round.

When a combats starts and you are not aware of your opponents and they are aware of you, you are surprised.

You are giving them actions they don't have.

I will concede on they heard us. Passive perception they hear an noise. Noise wakes them up. You don't know what noise is. You wake up look around. We were ready to strike. Surprise round goes off, I try to hold one, the others move into place for CDG. Initiative. They should be rolled separate. If one goes before us then sure they will awake the others. There is no way to stop two of them being awake, but only one would have made the check. The other got a 23-10=13. The stealth roll is made when I start sneaking I assume I was 10' away but there is no map so only one would have awaken.

No matter you seem set in not using the rules and letting the encounter unfold so lets just do this.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

So here is how it should go.

We sneak up.
Ranger makes passive perception and wakes up.
Surprise Round We act, Move or Standard action.
Then Initiative. Everyone rolls.
If ranger goes before us he can call out as its a free action but still takes and action and he needs a turn for it. He can then do anything else he has actions for. If we win initiative over him though The other 3 will get to CDG still as they would have moved in with their move action on the surprise round. Giving them a group initiative is fine in normal situations but doing it here destroys all plans. If he beats us in initiative then so be it, but it would not matter. As for my surprise action I would hold person him as he is the one that awoke. If he saves I would try again if I beat him in initiative. If this is the way things will be done we have little chance of taking down the keep as we can't do tactical plans for fear of GM fiat out of it.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

there is no reason for us to form a tactical plans if your going to gloss over the rules and run things like this. Hearing a noise wakes you. It is dark you still have to perceive what is going on. Two of them may wake but they need to roll initiative to see if they can alert the others before things go off. If you wanted them to fight us openly then you should of just had them charge us to start all of this. By ignoring the rules and how the game mechanics work you have made us waste our time and planning.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

This is being handled the wrong way. Perception is +1 per 10' away and a +10 for them being asleep. The captain doesn't matter as he is fascinated. Even if the one Drogan gets close to happens to wake up. The others will get the CDG. The perception is just he heard a noise. He would still need to look around and find me and see what made the noise. This would be an active perception check and take a move action. So Initiative would only be between Us and one ranger. So there initiative needs to be rolled separate as well. So most likely 3 would still be CDG from Zull, Randu, and Erodin. I will wait until this is corrected.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Sorry busy few days.

Drogan offers a nod to Zull. He then stands.

"Zull take the spear go kill one as the others move into position."

Stealth: 1d20 + 1 ⇒ (12) + 1 = 13

CDG Drogan: 2d8 + 14 ⇒ (2, 5) + 14 = 21

CDG Zull: 3d8 ⇒ (8, 6, 8) = 22

Assuming Randu moves into position as well that should take out all four. There were four. Knowing the fascination will end if he is threatened Drogan attempts to hold the captain.

Cast Hold Person DC 16.

"Erodin move in quick and take his head before he breaks free of the spell"


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Drogan tells stories and laughs with the others until night comes. He slips off for a moment to relieve himself where he relays to Zull the plan.

"Vex will be taking watch with the captain. I will go to sleep as the others do. Wake me when Vex and the captain take watch as that is when we will make our move."

He then goes to sleep with the others as night comes.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"Yes we wish to make names for ourselves. We thought a great warrior of renown like yourself could show or tell us where to start."


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"Is this not your usual camp site my lord captain. Your scout told us such. We were told of your tales beyond the wall. We too seek glory so we set out, but gathered what information we could before hand. He told us you camp here on the third day. You don't have to grip your blade so tight. Come join the camp. It is yours."

Diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23

Think I managed not to lie any there.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Nicely done. Face palm :)


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Waiting on Vex to talk as I don't have bluff as a skill yet.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"Zull scout around to let us know when they approach. We will set up camp as the adventure party we are. Vex will be our temptress flirty bard. I will keep my disguise as a soldier wishing to become a knight in service to the blasted sun god. When they approach Vex and I will do the talking. We will tell them we were told of this place by the scout in town. We were to come here if we ran into too much trouble. Zull if they put down there weapons at anytime to wash or relieve themselves in the woods or whatever, you will steal them. Once we gain the advantage we attack. If this goes into the night Vex will try to use her charms to bed the captain and kill him. We will deal with the others. Any questions?


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

I should have prepared Alter Self, I could have joined you giving the commander a night of fun :)


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

It is higher risk for sure. either way if they suspect or find us out we will already be among them. Zull will be flying around invisible ready to support us.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

So either we set up an ambush or we test Vex's skills. We can approach as the adventurers we are and seek to share there fire once they are set up. Vex can persuade the captain to share his bed, and when she deals with him we can deal with the rest. I'm good with either plan.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

We entered the town under the disguise as an adventuring group so I think we go through the gates looking to make a name for ourselves.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"Perfect. We now have some direction. Randu can you find this place? We should set out. Is everyone ready?"


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"One of the captains is out hunting beyond the wall. We should find them and see to it he has an accident. Perhaps they use a camping spot while there. I'm sure some know a way to contact him. Let us see what we can gather so Randu can track them down. We will approach as guards sent to find him for some urgent matter. This will get us close enough to spring our assault I think."

Drogan finishes his meal and starts asking around town of the captain and where he likes to camp with his men.

Gather Information: 1d20 + 11 ⇒ (4) + 11 = 15 With Guidance, doesn't matter when you roll so poor. :(


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

roll half your hit die + the other half and then normal modifiers.

I am leveled and ready to go. Will be spending the night with Vex so when Erodin and Randu finish the night we can move to the next day.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

HP: 1d4 + 4 ⇒ (4) + 4 = 8


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

If you want to sure, he has no secrets. You can ask and he will tell you. You should look back to when we signed the contract and what I told the Cardinal.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Drogan would happily take the invitation. You would find that he truely believes to be an incarnation of Asmodeus and his will is what Asmodeus wants.

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