Call Forth Darkness! (Inactive)

Game Master Aku Warashi

Battle Map; Loot;

Evil Lair; Dramatis Personae

Name-------------HP--------VP
Agrippa--------??/??-------2
Cedric----------??/??-------1
Eldred----------??/??-------2
Johan-----------??/??--------2
Grumble-------??/??

Villain Points


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Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

When Agrippa points it out, Wodin scratches at his beard. "Is like other throne? Maybe one on each of tower level?" he hypothesizes, looking to the others.


Sidious studies the art carefully, seeming to enjoy it in its completion.

Perception: 1d20 + 12 ⇒ (15) + 12 = 27

Rah? he echoes Agrippa but in question. A word is hidden here but he language is not known to me.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Inspecting the throne and saying the word don't cause anything different.

Johan, impatient to explore the place, urges the villains forward.

You end up in a hallway that seems to surround the temple.

There are several doors, but you stick into exploring the hallway first.

This long L-shaped corridor extends almost 220 feet. Every ten feet is a new mural carved in larger than life detail. Together these murals depict a detailed history of the Sons of the Pale Horseman. Some of the murals have been defaced, as if someone else started to deface it, and simply game up due to the size of the place.

Someone with a working knowledge of the Abyssal tongue and with patience could catalog every major event in the Sons’ history -- from their founding in a distant land, their expulsion, their search for a new home, their building of the Horn, the summoning of Vetra-Kali and then the many years of serving the daemon prince. It is actually an epic tale (though doubtless aggrandizing of the sons).

Agrippa:

You suspect that the murals does more than just simply tell a history. There are summoning rituals embed in the tales. Only it will take a hell lot of times trying to decipher them.

Days of work, to try a single test for one ritual.

On the other side of this hallway, the entryway to the second level is accessible via a small winding stairway that hugs the side of the Horn. This small stairway rises almost two hundred feet and is covered in places with thick ropy vines. The entire stairway counts as difficult terrain.

Once you arrive at the aperture, you are confronted with a forty foot long entryway that should be a death trap. Between the arrow slits (six on the right, six on the left), the pit trap and the half-wall at the corridor’s end, this should be a true defensive hard point of the Horn.

Now, it is anything but. No one mans this defensive hallway. The once concealed pit trap is open and obvious, a twenty foot wide chasm with a wooden plank put across it by one of the more adventurous boggards who once ventured up here.

The pit trap falls in the first floor below.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Forgot about something.
As you enter the place (second floor), you can feel a holy aura hindering your abilities.

Spellcraft DC 22:

This entire floor is under the effect of consecrate, plus hallow.
More than that, any magic, ability with any ties with evil doesn’t work here.

@Sidious
Abraxas refused to enter the floor, and it’s waiting at the stair.


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

Spellcraft: 1d20 + 14 ⇒ (3) + 14 = 17

Agrippa studies but cannot discern the nature of the magical aura preventing Abraxas from entering the Horn. He feels its presence like a menace ready to swallow him at a moments notice.

Agrippa makes note of the Murals and resolves to study them once he has had time to read the book.


Sidious feels the holy energies and understands their warding properties somewhat as he can cast similar spells. Aft first he thinks he has the magic puzzled out, but fails to quite put it all together. We should try to rid ourselves of this spell at some point. he notes, shuttering as he pushes into the aura.

Spellcraft: 1d20 + 3 ⇒ (18) + 3 = 21

Ties with evil? All Sidous' spells are granted from an evil deity. All his other powers as well. So none of his spells will work?


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

Maybe it conceals something - such a power of good concentrated here? Lets find out why...

Eldred takes out his sword, breaks out a sunrod and begins investigating, searching slowly. Perception 29 with take 20 but will take a looong time


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred takes his time searching the place, but finds nothing that can be the source of this divine intervention.
With no other option, the party decides to move forward, and keep exploring the place.

They continue the corridor, ending in a large courtyard with its forty foot tall dome. Maybe the death-priests of old would gather to debate the philosophical intricacies of pestilence, all the while plotting to unleash yet more virulent horrors upon the world. Those days are now long past. The only hint of this once powerful wicked society is the candelabra of three continual flame spells that burn an undying eerie green at the apex of the dome.

There is a magic fountain here that produces fresh water (it possesses a moderate transmutation aura). The fountain’s centerpiece is carved in the form of a trio of exultant hydrodaemons that vomit forth the water into the basin below. The great basin of the pool holds a hundred gallons of water and when it is depleted the basin is replenished at the rate of one gallon a round.

Despite the fountain’s sinister appearance and the fact it was created by a disease-loving daemonic death cult, the water is clean, fresh and potable.

Take a look at the map, several doors to explore. Tell me the order you want to search them.


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 very confused about the map...which map? The lower?

Agrippa waits for someone to pick a door, it doesn't much matter to him. However, to pass the time he casts detect magic and inspects around.


Agrippa, look at the battle map. I was confused too.

Sidous has no preference for doors. He waits to follow Eldred's lead.


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

Starting from the left most Eldred listens at, then searches for traps, then opens each


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Starting from the room near the water fountain, Eldred begins to search each room in the place.
4 - This barracks once quartered eight guardsmen. Now it is empty.

5 - This room once quartered the Horn’s Master of Beasts. This chamber was thoroughly ransacked and then set afire. It is now choked with ash and rubble. Still, after searching the place, there are three stout lengths of chain bound to iron collars with good locks (DC 30) large and strong enough to cage a wild beast. There is also an intact mural that shows the Master of Beast’s greatest triumph.

The mural shows two strange looking horned and clawed bear-like creatures being summoned from the nether planes and bound using plates of iron.

K:Planes DC 15:

Fairly obvious since you already saw them.
These creatures are Greater Ceustodaemons.

K:Arcane DC 25:

The plates of iron are inscribed with their true names. Alas the mural is not detailed enough to reveal the true names.
This mural depicts the binding of Hexor and Vexor. The iron plates are actually the fragmented amulets they wear about their necks.

6 - This chamber once housed the private chambers of the guard captain of the Horn of Abaddon. Though most of the valuables and furnishings are gone, his bed still remains. This impressive oak four-poster bed is a mammoth piece of wood and a masterpiece of craftsmanship. Maybe one of the knights under the Victor was so impressed by the furnishing that he ordered it preserved hoping to come back and claim it someday.

7 - Once the courtyard was decorated with statues of priests and daemons. The knights smashed the statues and piled them here.

Perception DC 20:
There is one extra stone head. A very detailed one.

8 - This barracks once quartered eight guardsmen. Now it is empty.

9 - This cage is directly above the entranceway to the third level. Unlike the other pit trap in the second floor, this trap is still in working order. It drops down into a cell with a good lock (DC 30). The lock current sits open with the key sticking out of it. Otherwise, this room is empty.

10 - This empty chamber once quarted a dozen temple guards charged with securing this level. Now it is empty, its contents and occupants long ago committed to a Mitran pyre.

Perception DC 20:

There is a small scrap of half-legible paper written in abyssal. It reads: ” Evacuate now...get to the throne...upper levels lost... stairs a deathtrap...only way out...Yah”

11 - This empty guard room has nothing of value in it.

Intentions?


Room 5
Know Planes: 1d20 + 4 ⇒ (6) + 4 = 10
Perception: 1d20 + 9 ⇒ (9) + 9 = 18

Room 7
Perception: 1d20 + 9 ⇒ (1) + 9 = 10

Room 10
Perception: 1d20 + 9 ⇒ (8) + 9 = 17

Derp... Derp

Eldred is somewhat cursory in his approach to each room.

He waits on each of his companions to complete their own inspections.


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

Know Planes: 1d20 + 7 ⇒ (11) + 7 = 18

Know Perception rm 7: 1d20 + 12 ⇒ (15) + 12 = 27

Know Perception rm 10: 1d20 + 12 ⇒ (9) + 12 = 21

Johan recognizes the two bear-deamons in the muralas the two they encountered upstairs.

As the group inspects the court yard Johan notes that there are more stone heads than statues. He takes the extra one - much more detailed than the others - and places it to one side for more consideration at a later date. ( long past time we picked up a bag of holding or some such!)

In one of the empty rooms he finds a scrap of paper with a message scrawled in a strange language. He hands it to Agrippa for translation with frustrated grunt.

He then moves to open the next door off the court yard ( closest to 4)


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

More scrawlings from dead men...this one says another word on the Throne. Yah. Agrippa tells Johan

Planes: 1d20 + 15 ⇒ (20) + 15 = 35 Arcane: 1d20 + 15 ⇒ (12) + 15 = 27

Agrippa busies himself studying the murals and attempting to glean any information on the binding of outsiders from it.


All checks made.

Sidous busies himself with staying alert.


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Wodin assists in checking the rooms, his plated boots echoing in the quiet rooms and halls of the fortress.


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 what now Agrippa? Up to the next level?

The Secret door in '16' is known to us right?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

12- This chamber has a human skeleton nailed to the western wall by a spear with a broken haft. Written above the impaled skeleton is the phrase: “The Master of Acolytes, stealer of children. Let all who would turn to darkness see his fate and return to the light.”
Other than this grim display, this room is empty.

13- Once this chamber housed the finery and furnishing of the Master of Acolytes. It was ransacked like everything else on this level. But in this case, the ransacking including smashing murals that showed the Master doing his wicked business and going amongst the people of Talingarde to steal children to serve the “Sons”.
The knights were so vigorous in smashing the murals, that there is now a sizeable hole in the western wall. Through this hole has come the agressive greenery of the Caer Bryr and now vines and creepers fill this chamber. The hole is clogged with foliage but still could allow someone of medium size to cut through and enter here.
Hide: 1d20 + 16 ⇒ (13) + 16 = 29

Perception
Agrippa: 1d20 + 6 ⇒ (10) + 6 = 16
Eldred: 1d20 + 9 ⇒ (14) + 9 = 23
Johan: 1d20 + 12 ⇒ (19) + 12 = 31
Sidious: 1d20 + 12 ⇒ (8) + 12 = 20
Wodin: 1d20 + 11 ⇒ (7) + 11 = 18

K:Dun(Johan): 1d20 + 10 ⇒ (12) + 10 = 22

However, before Eldred has the chance to enter the place, Johan stops him, pointing out two sickly green mass of protoplasm roughly 5 inches tall sprouting thick tangles of mossy roots and gnarled vegetation from its surface. He knows it to be Oozes, the ones know as Verdurous. And unless disturbed, he don’t think they’ll leave this place.
I’ll wait to see what you want to do with it.

14-These quarters once housed eight acolytes. They are now empty.

15-These large quarters once housed twenty acolytes. They are now empty.

16-These quarters once housed eight acolytes. They are now empty.

17-This chamber once housed four priests of the Pale Horseman. Now, it is largely empty with only a few remaining wrecked pieces of furniture remaining. Most of the furnishings here were dragged out of the Horn and burned in the great pyre alongside the dead priest’s corpses. There is nothing of any interest or value here.

18-After the raid upon the Horn, the Victor and his knights occupied the place for weeks. Largely the soldiery camped outside of the Horn, believing the place to be cursed. However a few knights stayed in the temple to assist in completing the purge of everything even vaguely associated with the Sons of the Pale Horseman. While they were staying here, those knights built a small ad hoc shrine to Mitra here in this chamber. The knights’ courage and their sincere prayers to Mitra consecrated the shrine and it became a beacon of good in what is otherwise a wretched pit of lingering corruption.
Little more than a plain wooden table where many candles have burned down to nubs, there is also the drawn image of the sun on the wall. An inscription has been carved below that reading “Mitra lucet omnibus, Mitra omnia regit” – “Mitra shines on everyone, Mitra rules everything.”

K:Religion DC 15:

This is one of the mottos of the Knights of the Alerion rendered in an old holy tongue.

K:Religion DC 15:

As long as this shrine remains consecrated any spell/ability with the evil descriptor or evil source is impeded on this level. To cast an impeded spell, the caster must make a concentration check (DC 20 + the level of the spell) or a will DC 25. If the check fails, the spell does not function but is still lost as a prepared spell or spell slot and the ability is used for the day even if it does not work. If the check succeeds, it functions normally. Desecrating the shrine is not difficult. The cleric spell desecrate, defacing the shrine and offering a living sacrifice to Asmodeus or any other evil deity here (an animal will suffice).

19-These quarters once housed six acolytes. But now all that remains is broken, headless statue. Even a cursory glance reveals that the statue is very detailed.

If Detect magic is used:
A detect magic reveals that the statue’s belt pouch detects strong evocation magic.

Johan only: Perception DC 20:

The head you found, it matches the body.

K:Arcana DC 23:

This is not a statue; someone was affected by a flesh to stone spell.
You found, in the golem chamber some of Stone Salve, but I don’t think you guys noticed it from the description.

20- This empty guard room connects to the Temple of the Priests 1 by the only obvious door. It is otherwise empty.

Perception DC 25:

There’s a secret door that leads into the entrance from this place.


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

18 - Religion: 1d20 + 4 ⇒ (16) + 4 = 20 and Religion: 1d20 + 4 ⇒ (8) + 4 = 12
Eldred can read the writing but not understand the deeper significance.
20 - Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Eldred fails to notice anything - typical of his entire time in the spire.


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

Outside the room with the oozes: No sense in inviting trouble. These things seem content to stay here and offer something of a defence to that hole in the outer wall. I say we bar this door and leave well enough alone for now[b] he says as he scans the room for signs of magic [(ooc]detect magic)[/ooc]

K:religeon: 1d20 + 7 ⇒ (4) + 7 = 11
K:religeon: 1d20 + 7 ⇒ (6) + 7 = 13
...Johan cannot read the inscription on the ad hoc shrine

Perception: 1d20 + 12 ⇒ (17) + 12 = 29
K:arcana: 1d20 + 7 ⇒ (17) + 7 = 24
... Something about the headless statue piques Johan's curiosity, and on a hunch he pulls out the stone head he recovered from the lower level. The two pieces seem to match up perfectly. Johan recalls stories of powerful magic that could turn a man to stone and wonders again at the life-like features of the statue. [b] Do we have anyway to mend this break in this staute?
he asks of his more magically inclined companions as he explains his suspicion about the statue. restoring this fellow to life could answer a few questions about what went on here, if he were a cultist.

Perception: 1d20 + 12 ⇒ (7) + 12 = 19
...Johan sees nothing of interest in the guard room. A whole lot of empty in this place.


Sidious strains to see the oozes and finally catches a glimpse of them in the foliage after Johan points them out. Agrippa, do you see them? What are they? Might they somehow be useful?

Knowledge Religion: 1d20 + 3 ⇒ (10) + 3 = 13

Knowledge Religion: 1d20 + 3 ⇒ (14) + 3 = 17

Studying the shrine Sidious concludes This simple shrine is the source of the holy consecration. I can remove it with a spell in the morning by casting Desecrate if we have the material components. Silver dust and Unholy water. Or we can deface the shrine and offering a living sacrifice to our master, Asmodeus.

Perception: 1d20 + 14 ⇒ (3) + 14 = 17


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Wodin nods at Johan's suggestion to leave the oozes be. "Dangerous things. Making of much trouble in caves of home. Best leave be," he agrees.

===

Knowledge (religion): 1d20 + 10 ⇒ (20) + 10 = 30
Knowledge (religion): 1d20 + 10 ⇒ (16) + 10 = 26

Wodin reads over the runes that everyone else can't seem to decipher, recognizing the words and their meaning with a deep frown on his face. "Is motto of thrice damned knights. Written in old tongue," he explains, before turning to Sidious. "Prefer of defacing. Rather breaking shrine than letting of sit in this place."

===

Wodin watches as Johan puts the head back on the shoulders of the statue, and whistles appreciatively. "Is magic that can do of those things, yes?" he asks, looking to Agrippa and Sidious.

===

Perception: 1d20 + 11 ⇒ (4) + 11 = 15

Wodin doesn't seen anything out of the ordinary in the room 20, either.


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

Wow. Alot happened today.

Room 13
Agrippa noticing the Oozes attempts to identify them Kn:Dungeoneering: 1d20 + 11 ⇒ (18) + 11 = 29 If he can, and he thinks that the Oozes might prove useful he recommends leaving them here as guardians, especially if he can find some way to control them.

Room 18
Kn:Religion1: 1d20 + 11 ⇒ (20) + 11 = 31
Kn:Religion2: 1d20 + 11 ⇒ (20) + 11 = 31
Agrippa notes the way in which the consecration can be dispelled. Perhaps even reversed to make evil spells more powerful? Permanent desecration maybe?

Room 19

This room catches Agrippa's attention immediately and he notes the aura of magic upon the statue? Kn:Arcana: 1d20 + 15 ⇒ (16) + 15 = 31 Place that head there Master Hale. Agrippa says and if the big man complies he uses the Stone Salve on the "statue".


Human Hero Killer1 / Holy Assassin1 / Deceiver2

As Agrippa and Johan expected, the statue transform into an actual person, and to no one else surprise, the scream that was dead from decades explores as soon the salve has its effect ”…not taking me alive!!” he screams as he looks around, and surprised he exclaims ”Who the f@&~ are you? What the f+** happened? Where's the Victor? And Vectra Kali? Is he trully dead?”


Dressed as a mitrian?


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

Inferring from the man's statement that he was on the losing side of the battle, Johan reaches out a calming hand to him. Easy there friend. The battle is over and the Victor is dead. What's your name? What happened here?


Sidous also speaks, trying to calm the man. We have revived you brother, and are here for vengeance against the Mitraites. I am Father Sidious, a man of god, but I assure you it is not "their" god I kneel to.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

"Damn!" exclaims the cultist "I hope the Horseman putrefy the bastard f+&%ing soul with pestilence and diseases!" he curses.

"Halthus the Flayer, they call me." he says "Are you here to form a new brotherhood? I have one the the eyes!" he exclaims, searching his belt pouch and removing a emerald exactly as the same you found in the caverns "The Withering Eye" he says with reverence and adoration.


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

"Have need of Vectra Kali. Will bringing of plague to fool Mitrans," Wodin states, relaxing a little now that the cultist has shown himself to be a likely ally.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Johan Hale wrote:
What happened here?

Since everyone got quiet and did not answer his questions, Halthus stopped pretending he did not heard Johan’s question. ”Not much to tell. With no warning at all, the Victor army fell over us. By the time they got here, word said Vectra-Kali had fallen already. Some high ranking priest died in front of me, and he was carrying this.” he says pointing to the eye in his hand ”When he fell I saw the jewel lying loose. I grabbed it and ran. Didn’t ran far or faster enough.” he says simply as he continues ”Then, I’m looking at you, and this place is all changed.”


Sidious nods. We need good men. You can work for us now. We can at least feed you. We have already restored you. We can also likely arm you and keep your wounds closed. We need good men. What do you say? We also need sacrifices, so think hard about your response.

Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23

Tell us more about yourself. What are your skills? How do you fight? Sidious urges.


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

Aid another 1d20 + 5 ⇒ (19) + 5 = 24 We are committed to bringing back your Daemon Lord but you must serve us that we may serve the larger purpose of his restoration.


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Aid Another (Diplomacy @Sidious): 1d20 - 1 ⇒ (8) - 1 = 7

Wodin nods deeply. "Join. We burn Talingarde to ground, build great country on ashes," the dwarf states, a grin on his face.


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

Agrippa, hoping to get a sense of what the Gem does says Hand me that Gem. and if the man complies he inspects in for magical dweomers.

Spellcraft to Identify: 1d20 + 14 ⇒ (17) + 14 = 31


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

Johan measures the man's response as the others try to woo him to their cause.

If he assents, Johan asks bluntly, What was your role within the old cult? How can you help us now?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”Me? I am the master of the prisoners!” he says while handling the gem to Agrippa ”I would oversee their education, punishment and interrogation.” he says with a hint of pride, but is clear as day that he is lying about his post. He was the one that carried the commands, not the one that ordered it.

Halthus the Flayer:

Halthus the Flayer

Male Human expert 5/fighter 2
NE Medium humanoid
Init +1; Senses Perception +11
DEFENSE
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 54 (2d10+5d8+21)
Fort +6, Ref +2, Will +5; +1 vs. fear
Defensive Abilities bravery +1
OFFENSE
Speed 20 ft.
Melee heavy flail +10 (1d10+6/19-20) or
mwk whip +11 (1d3+4 nonlethal)
Reach 5 ft. (15 ft. with whip)
TACTICS
During Combat Halthus loves to take prisoners for torturing later. This sadist considers simply killing an opponent to be a waste. Morale Halthus is a born backstabber who would sell his mother for a masterwork set of torturer’s tools. He flees at 26 hit points.
STATISTICS
Str 18, Dex 13, Con 14, Int 8, Wis 12, Cha 10
Base Atk +5; CMD +9; CMB 20
Feats Exotic Weapon Proficiency (whip), Intimidating Prowess, Persuasive, Skill Focus (Profession[torturer]), Toughness, Weapon Focus (flail), Weapon Focus (whip) Skills Craft (traps) +4, Diplomacy +6, Heal +6, Intimidate +16, Knowledge (religion) +3, Perception +11, Profession (torturer) +19, Sense Motive +11
Languages Common
Gear banded mail, masterwork whip,

After inspecting the gem Agrippa is unable to determine what it does. As if it’s magical powers were somewhat sealed.


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

You would pledge yourself to the cause of Asmodeus? We seek to return Vetra Kali to this world, on behalf of our Master.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”If this Asmodeus is the one trying to bring Vektra-Kali back, I’ll gladly follow.” he looks around and continues ”This place is a mess. The new brotherhood can’t keep using as it is. I’m sure you’ll be in charge of repairing the place, right?”


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Wodin nods. "Must clear infestation, then rebuild. Ritual of summoning Vektra-Kali long. Involved. Require much of time and sweat. Will making of new fortress to First here."


Human Hero Killer1 / Holy Assassin1 / Deceiver2

After talkin with Halthus, giving him some general instruction and interrogating him about the place, he is able to tell you several facts about the horn.

”The thrones are teleporters. It was often used by the priests to move between the place, but I don’t know how it works. ” he continues a bit ”There’s a hidden staircase called ‘The Spiral’ that ascends to the Sanctum of Vetra-Kali. Usually when the priest had any urgent business, they would head into the caves.”

”The murals in this floor, describe rituals for summoning creatures from the lower planes to serve. Not daemons though. Summoning daemons was always something special.”

After your small chat, and talking with the flayer, you notice that there’s no direct path to the third level. Apparently, the only way would be climbing the horn, from outside, or flying from the second level entrance to the third one.
Intentions?


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

The bit about summoning creatures from the lower planes to serve sticks with Agrippa Interesting. he resolves to study the murals extensively once he has time.

Third Level means up right? So we need to find the staircase? Otherwise I can cast fly on Eldred and let him go find the place. I have three scrolls of Fly.


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

Master Crofter, would you like to fly up there and find us a way in? I can ensorcell you and Master Hale.


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 second level entrance... is that the one guarded by the oozes we barricaded in? Might be better to back track down to the main entrance to the caves and fly up from there if that's the case.

Johan didn't like the idea of not having his feet firmly planted on the ground, but wasn't about to show weakness in front of the rest of the knot. Instead he said, Fly. Up there. Yes. Good thinking Agrippa.


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'm game and we can lower a rope to pull you others up


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Johan Hale wrote:
The second level entrance... is that the one guarded by the oozes we barricaded in? Might be better to back track down to the main entrance to the caves and fly up from there if that's the case.

That would be the un-official entrance. The main entrance is between 11 and 22, the hallway with the disable trap.

No stairs rise to this grand archway. Instead, to enter here you must either fly or climb. To climb is no simple feat. This entranceway rises more than two hundred feet above the cavernous entry far below. The easiest way is to climb from the entrance to level 2 – the right eye. This still involves a ninety foot angled ascent (adequate handholds, DC 15 Climb skill check). It is far easier to fly or levitate to the entrance. The landing platform is baroquely adorned with every surface decorated with countless daemons tormenting and triumphing over mortals foolish enough to oppose them. Prominent among these decorations to the left of archway is a bas relief of Vetra-Kali sitting cross-legged. His three eyes have the same shape as the two gems you found before. The eyes are not missing the in bass relief, I’m just mentioning the similarity.
Perception: 1d20 + 12 ⇒ (19) + 12 = 31

Before stepping in the hallway, Eldred trained eyes notice the trap, still active in the door.

DD: 1d20 + 17 ⇒ (2) + 17 = 19

Believing to have disabled the trap, Eldred steps in, only to fall or it.

Reflx DC 20: 1d20 + 8 ⇒ (2) + 8 = 10

His superior reflex was unable to help him this time, but instead of falling down, he just stood there, flying above the trap.

==//==

A quick inspection of the place, it’s easy to determine how it works. The bas relief of Vetra-Kali sitting cross-legged. His three eyes are buttons that if pressed simultaneously deactivate the pit trap that wards the entrance.

The pit remains deactivated until an identical bas relief on the other side of the wall is similarly pressed.

Once inside, the entranceway is a large hallway with five doors. The baroque decoration continues and everywhere is found bas relief carving showing the doings of daemons. There is a great deal of abyssal writing here as well.

K:Planes DC 25 +5 bonus if the character understands the abyssal tongue:

This hallway tells the tale of the ascension of the daemon prince Vetra-Kali Eats-the-Eyes.
It reveals that Vetra-Kali is a leukodaemon who through his savagery and remorseless cruelty rose from the ranks to be appointed an Archdeacon of Pestilence in service to the Pale Horseman. This hallway exalts and praises the many ruthless deeds done by Vetra-Kali to gain this prominence.

Six green ominous flickering continual flames (one beside each of the single doors and two beside the double doors at the end of the hall) light this hall.

Sorry about the sloopy trap description. I had it all written and was about to post, when I remembered that Eldred was flying. I was just too lazy to write it all again.


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

Properly chastised Eldred checks for traps on the door


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

Agrippa, casting two of his three scrolls of fly, resolves to scribe more scrolls of this very useful dweomer in the future. This only serves to fuel his ego and his belief that he is the most important and useful member of the Knot.

Don't let the Daemons eat you.

Agrippa, once hearing from Eldred and Johan that the coast is clear up there, uses his final scroll of Fly to move himself up....he will not suffer through the indignities of being hauled up bodily.

Kn:Planes: 1d20 + 20 ⇒ (12) + 20 = 32

A leukodaemon, interesting, best to prepare my defenses now against such a being.


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

Johan drops ropes down the side of the horn and hauls Sidious and Wodin unceremoniously up the side. Bloody hells dwarf! he exclaims as he strains against the combined weight of Wodin and his armor. What do they feed you in those strongholds across the sea!?


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Wodin does his best to help Johan as he is unceremoniously pulled up the side of the Horn. "Climbing of mountain face is not of usually straight up," the dwarf quips. "Uncomfortable when ground is not flat." He purposefully ignores the question about what he eats, and doesn't deign it necessary to mention that his powers are slowly turning him from flesh to living stone.

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