the Way of the Wicked

Bring Down Balentyne! part 4

Schedule of slaughter

The party disguise themselves as Donnagin and the guards and ride hell for leather towards the tower, abandon the horses once they're out of sight, sneak unseen through the woods towards the path to the clearing, come out of the woods disguised as themselves looking puzzled, and start asking people if they know why Donnagin headed out of there so quickly.

Day 16 – Sam starts crafting a belt of strength

Creel sacrifices a big pile o' stuff to his god in thanks for making his mace more good-people-killingy.

Day 17 – Sam continues crafting a belt of strength

Fitch is gently persuaded not to talk to anyone. He spies on the fort, finding it to be closed up and guarded.

Day 18 – the villans infiltrate the tower to kill the mage (disguised as generic guards)

“Hold fast to courage, faith and fellowship and this tower shall never fall.” says the inscription on the statue of Markadian I, the Victor, which they pass on their way. (“Not fast enough” mutters Fitch)

Guards outside the mage's door notice these “guards” are not members of the garrison, but they are quickly silenced and cut down. Fitch leaps over one acrobatically and murders him from behind, the other is cut clean in half with a mighty swing of Adelea's sword.

Fitch unlocks the door to the mage's room while the silence lasts. The party buffs up and charges in. Tacitus is caught by surprise but somehow gets a wild slap in as Adelea runs past. Her ear is slightly stingy. She looks hard at him and says “you shouldn't have done that”.

Sam casts boredom but Tacitus's will is too strong.

The mage screams “help me, help me! Crush the intruders!”

An ice golem smashes through the door into the room and tries to smash Creel! This is a disquieting turn of events. Further disquieting to the party are muffled shouts that suggest guards above and below have heard sounds of a struggle and are coming to investigate.

Creel caves in the mage's skull with Gada Topang.

Sam gives a hurried but informative speech about the ice golem then zaps it with a scorching ray! Her first ever offensive spell is highly effective.


The golem takes heavy damage, then a tiny bit of extra damage from Fitch, shattering into a storm of icy fragments. Creel and Adelea take damage from this but successfully weather the ice storm.

Guards from the floors above and below come running, finding a locked door and two dead guards covered in ice shards (thrown by Creel just as Sam locked the door). A muffled voice shouts “stay back! I must get this experiment under control!”

The guards hammer on the door as the party, featherfalled, steps out of the window, floats down like particularly murderous gossamer, and then gleefully sneaks out via the tunnel, leaving a dead mage and a shattered golem in a locked room.

Day 19 – Stew day!

They successfully persuade Mama Guiseppe to include mushrooms in the stew, and successfully bluff her that “Susan” is an expert forager and the mushrooms are thus entirely safe. “Ruprecht”, their idiot brother, helps to stir (and slips arsenic into the stew when Mama Guiseppe is distracted).

This goes perfectly. Over the next 24 hours the combined effects of arsenic and mushrooms kills 12 men and sickens 30 more so badly they are utterly unfit for duty.

Day 20.

Sam has finished the belt. Fitch's arms are still like noodles – but stronger noodles!

They sneak in once again by the tunnel, this time with Grumblejack in tow, murder their way up the tower, and set fire to the arrow store.

Then they murder their way up the keep to Havelyn's room. Forewarned, he has buffed up and is a fairly terrifying opponent, especially after casting smite evil on Adelea. He also has more willpower than the famous Wilful Willy McWillpower, Wily Wazir of Will Saves, and shrugs off Sam's boredom spell with little effort. Adelea does savage amounts of damage to him, and he misses with his two power attacks in round one, but he connects twice in the next round and leaves her bleeding out on the floor.

Luckily Grumblejack smashes him to death with a mighty blow of his club, and Adelea is soon stablised and returned to health. As soon as she touches Havelyn's +1 Champion's Plate the shining steel darkens to black, with baroque engravings of evil deeds. She discovers, despite being considerably shorter than Havelyn and indeed a different sex, that this suit of +1 dastard's plate now fits her perfectly.

The entire leadership cadre of Tower Balentyne is now dead (or sent away in disgrace) and many of the guards and dead or poisoned. The few demoralised and leaderless grunts left stand little chance against the purposeful and relatively skilled villains, who have the advantage of their circlets letting them get the drop on confused defenders.

They slaughter their way to the gatehouse, and none can stand against them. They disable the war machines and murder holes, winch up the gate and let down the drawbridge, fortifying themselves against any attempt to take the gatehouse back. The invading army of bugbears, summoned by the signal rocket, encounter very little resistance – although some are killed by the lantern archons, which the party never encountered, and some find it quite time consuming and annoying to kill a bunch of acolytes who are healing each other.

Balentyne has fallen. The villains have achieved the impossible. The bugbears pour through the watchtower and slaughter the inhabitants of Aldencross. Soon they will march on the Southlands.

The party crack the seal they were given previously, and Tiadora soon appears and leads them to a waiting boat.

 

From a promontory, you can see the great bugbear horde
camped south of the Watch Wall. Balentyne yet burns behind you. Tiadora remarks, “I have seen no evidence of any army gathering to meet the horde. It seems Zadaria
has also succeeded at her mission and has assassinated the
commanders. Truly, a great achievement.
“Making matters worse for poor Talingarde, small bands
of creatures unaligned with Sakkarot approach the breach,
eager to take advantage of the chaos. How could these
beasts know already about this break in the Watch Wall?
Someone must have told them. Probably best to leave. This
region is about to become very dangerous.
“Still, this will not be enough. Balentyne may be broken but Talingarde is yet strong. Soon word will reach the south. The Heartland and the great cities of the Cambrian
Bay will marshal their armies. They will meet Sakkarot on
the feld and it will be far too close to a fair fight. We must
do something about that. “Come, my lords, your ship awaits. Try not to burn this
one.”


Lords. She called you lords. And lords you are. Lords
of death and destruction. Lords of evil. Do you remember Branderscar? Do you remember being held down and branded like animals? How far you have come and how
long yet the journey before you. Tiadora is right. This is only your first steps along the way of the wicked.

 

 

 

 

Comments

By the way, I know we didn’t roll for finishing off all the guards but we were short of time, and as noted they were leaderless, demoralised, and scared.

I figure the last organised resistance would have been a group assembled in response to the signal horn, trying to get part the blocked trap door as you made your way down the keep. I further assume you used a fireball through the trap door, slammed it, and stood back,thus ending all real opposition.

Bring Down Balentyne! part 4
 

Lots of fun! I do feel a bit dirty at having cast a damaging spell, but didn’t really see any alternative!

Bring Down Balentyne! part 4
 

That was fun!

And an important lesson in our lack of invulnerability!

Bring Down Balentyne! part 4
 

Levelled up Sam and Zach.

Zach:
Rolled a 2 for HPs
+1 to BAB and all saves
Fire domain feature – gain resist fire 10
Skill points: Heal and Sense Motive
Spells – Took Cure Serious Wounds (although could always go for a second prayer)
Save DC against channel energy increased by 1

Will now provide a breakdown of loot

Bring Down Balentyne! part 4
 

Shout if you want any of this stuff – otherwise its getting sold at the earliest opportunity!

I’ve split stuff into cash and sellables. The cash we can split now, so put it on your character sheets. Will just keep a list of the sellables to get rid of as soon as we’re somewhere we can do so. I’ve listed the values at sell price (so 1/2 value for weapons and stuff – full price for things that actually had a listed value)

Cash:
9900 gp (shall we say 2200 each, and 1100 for GJ? He’s going to need to start getting better gear soon!)

Stuff to sell:
Donnegin’s silver holy symbol (2gp)
dagger x6 (6gp)
sap (0.5gp)
composite longbow +4 str (250gp)
heavy steel shield x2 (20gp)
+1 chain shirt (625gp)
masterwork lance (155gp)
+1 halberd (1155gp)
diamond dust (500gp)
heart of all flame – spellbook. (1445gp)
mwk heavy steel shield (85gp)
mwk longsword (157.5gp)
heandband of alluring charisma +2 (4000gp)
mwk dagger (151gp)
samuel haveland – cardinal of mitra – gold (50gp)
medals (900gp)
eagles (500gp)
chalices (1050 gp)
2 x elixirs of truth (500gp)

Total: 11552 gp

Bring Down Balentyne! part 4
 

Doesn’t give a value in the book. Couple of gold?

Bring Down Balentyne! part 4
 

Thinking ahead a little (as usual) – and not to action now as we don’t officially ‘know’ this yet – but Steve said that the next bit is Dungeon Keeper-ish? No idea how we’ll end up with that kind of situation but it sounds awesome.

Fitch – can you dump some of your billionty skill points at the appropriate time into Craft Traps? We could have a right laugh coming up with devious devices to protect our lair!

http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/#TOC-Designing-a-Trap

You can handle the mechanical ones, and for magic traps we need a spellcaster (Sam or Zach) and someone with the Craft Wondrous Item Feat (Sam). So we can pretty much build anything.

Bring Down Balentyne! part 4
 

Presumably the ship we are on can take us to a town where we can sell this all – so can we consider it “sold” ?

Also, how many days do we have before our next mission?

I know we wont know, but when it happens we will know how many days/weeks we had – and we can plan things that happened during downtime?

For example, do we have enough days for Sam to slave away and make us all belts funded by sale of other belts?

Bring Down Balentyne! part 4
 

No clue where the ship is going. I think we can only consider it sold once we get somewhere to sell it.

I certainly plan on slaving away at making belts with every day spent on the boat. When/if we get there, we can see how many items we have for sale. We have enough cash now to make belts for everyone. I’ll make a couple of extra belts for selling before moving onto Tunics. All depends how much time we get, and whether we think we’re better off short term using the belts or selling em.

Bring Down Balentyne! part 4
 

What was the thing about Thorne being Havelyn’s brother? Did I imagine that? I had had a few beers by that point. And it’s not in the write up. So entirely possible I did imagine it.

Bring Down Balentyne! part 4
 

No, that was a thing.

The erased name from the book.

I don’t think we had any definite evidence about it, other than from Steve.

Bring Down Balentyne! part 4
 

Did Sakkarot tell you much about Thorne, or were you not sharey-informationy enough with him?

But yes, in the family holy book you found there was a family tree, with Samuel Havelyn, Cardinal of Mitra thoroughly scratched out but still discernible. Whoever this Samuel may have been and whyever he was scratched so thoroughly from family history, he appears to have been Lord Thomas Havelyn’s brother.

Bring Down Balentyne! part 4
 

I’ll have a look at the skill to craft traps.

Also, I’ll have that masterwork dagger please.

Bring Down Balentyne! part 4
 

update on sellables:

Fitch is taking the mwk dagger.
I’m gonna hold onto the holy symbol. For 2gp, it could well be more useful as is.
We also have a headband of CHA+2 – which we can use as it takes a different slot to the circlet of disguise. So we should.

Would suggest it either goes to Fitch for his perform/disguise skills (not Bluff cos he isnt allowed to talk to anyone anyway), or Zach, as it would increase the DC to save against his channel energy?

Stuff to sell:
dagger x6 (6gp)
sap (0.5gp)
composite longbow +4 str (250gp)
heavy steel shield x2 (20gp)
+1 chain shirt (625gp)
masterwork lance (155gp)
+1 halberd (1155gp)
diamond dust (500gp)
heart of all flame – spellbook. (1445gp)
mwk heavy steel shield (85gp)
mwk longsword (157.5gp)
headband of alluring charisma +2 – Fitch or Creel
mwk dagger – Fitch
Book – family tree – samuel havelyn – cardinal of mitra – gold (50gp)
medals (900gp)
eagles (500gp)
chalices (1050 gp)
2 x elixirs of truth (500gp)

Total: 7399 gp

Bring Down Balentyne! part 4
 

How can it take a different slot?

Bring Down Balentyne! part 4
 

headband and head are separate slots.

headband takes headband slot. Circlet takes head slot.

Bring Down Balentyne! part 4
 

Head: This slot consists of circlets, crowns, hats, helms, hoods, masks, and other items that can be worn on the head.

Headband: This slot consists of bands, headbands, laurels, phylacteries, and other non-head slot items that can be worn around the forehead.

Bring Down Balentyne! part 4
 

oooh, I think Sam could go some laurels! Very Caesarish

Bring Down Balentyne! part 4
 

Does Martin’s armour get a handout? I feel it should! :)

Bring Down Balentyne! part 4
 

I’ve been trawling through the vast list of wondrous items and earmarking a few that I want to make for myself at some point.

Dunno how much you guys have looked at the list, but a few caught my eye that you guys might like/use – but you would know better than me:

Zach:
Candle of invocation
Incense of meditation
Phylactery of channeling
Mantle of faith
Horn of goodness/evil

Adelea:
Scabbard of keen edges
Amulet of natural armor (+X)
Cloak of displacement
Gloves of dueling
Boots of striding and springing

Fitch:
Eyes of the eagle
Stalker’s mask
Boots of striding and springing
Handy haversack
Cloak of elvenkind

Any of these appeal?

Bring Down Balentyne! part 4
 

Gloves of Dueling and Amulet of Natural Armor appeal!

The scabbard is nice too – for those occassions when you dont have the Keen property on the weapon itself.

Bring Down Balentyne! part 4
Thrudd0001

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