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

এর পরে আপনি একটি বোকা. আপনি আমাকে অস্বীকার ? ডার্ক প্রিন্স একটি সবচেয়ে বিশেষ সুবিধাপ্রাপ্ত দাস অস্বীকার ? আপনার পুরস্কার এখানে. কিন্তু আপনি এটি করতে চান , তাহলে এই সমতল হেঁটে যাওয়ার বিনামূল্যে নির্ধারণ করা হবে, যা পরে এক বছর এবং এক দিন, আমাকে আপনার আনুগত্য শপথ করতে হবে.

Infernal:
Then you are a fool. You deny me? Deny a most favored servant of the Dark Prince? Your reward is here. But you must swear your loyalty to me for five days, after which you will be set free to walk this plane if you wish it. Or, you could stay as my loyal servant and help me in ruining this nation of Mitran believers.

The 5 days is the limit of the spell...after that I'm wanting to take the devil as a cohort.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Int Check: 1d20 - 1 ⇒ (14) - 1 = 13

"প্রথম আমার পুরস্কার দিন." the devil says.

Infernal:

"Give me first my reward."


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

এটি এখন পর্যন্ত আছে. আপনার শপথ করুন , আপনি আমাকে পরিবেশন করা হবে যে ডার্ক প্রিন্স নিজেকে দ্বারা শপথ. Agrippa gestures to the Helm.

Infernal:
There it is there. Make your oath, swear by the Dark Prince himself that you will serve 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

Upon returning to the Horn, Johan settles the two fey-elves into their new accommodations. He wastes little time getting to know them, even introducing them to the boggards, during which there is a lively discussion with Zikomo as to how many elves it would take to feed the whole tribe, and whether their fey blood would require any additional cook time to boil away.

Once returned to their cells, casually asks after their mistress, the Azata. How many more of them are out there? Where do they lair? What would their mistress do to get them back?
Intimidate: 1d20 + 19 ⇒ (14) + 19 = 33

The other order of business that Johan takes on is to tend to the animals they purchased to fuel the rituals depicted in the mural. On their last trip into town, he had purchased a warhorse and three vicious hunting dogs named after the Darius kings: Victor, Scholar and Zealot - ironic thought Johan, given the fate Agrippa had planned for them.

Finally, and in his mind most importantly, Johan tries to keep the other members of the knot on track. Reengineering traps and making sure that the men that were rebuilding the bar had sufficient female companionship and whatever strange midnight rituals Agrippa and Sidious were up to on the top floor were all well and good, but not the reason the cardinal had sent them here. He studied the book containing the Vetra-Kali summoning ritual as much as he could, sounding out the unnatural syllables slowly and deliberately. Once he understood the steps required, he gathered up the rest of the knot. We must begin, he said to them bluntly.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

আপনি মূর্খ! আপনি আমার তলব! যে আপনার কল উত্তর দেওয়ার জন্য আমার পেমেন্ট এর! আমি অস্বীকার করা হবে! আরো একবার এটা অস্বীকার করে এবং কোনো চুক্তি হতে হবে! the devil snaps at your answer.

Infernal:

"You fool! You summoned me! That’s my payment for answering your call! I’ll not be denied! Refuse it once more and there’ll be no deal!"


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Rituals:

An advice to any egocentrically wizard and priest.I DO advise you don’t concentrate the summons in a two characters only, because if you die, and rest assured, you’ll die, the ‘bound’ is broken and what is an ally turns into an enemy. Of course the wizard being smart as he is knows this, let’s just see what the player will do.

Arthephius:

The golem is not irreparable. It may yet be called into service in defense of the Horn. Eight things need to be done to restore this golem to complete functionality:

The Eye – Artephius even if activated would be blind. Its single glass lens has been shattered. The lens is entirely present however and so could be repaired using the make whole spell. Failing that, a new lens matching the exacting specifications of the schematics could be bought in Farholde. It would cost 1000 gp.

The Brain – Artephius needs a new human, dwarven, elven, half-orc or half-elven brain. No other race will do – they are not the right size and attunement. It need not be from a living person. Someone who died in the last twenty four hours from natural causes will do. Of course, murder is always an option. Finding a brain will likely not be a problem for our band of villains. The difficulty is installing it. A successful Craft (Alchemy) skill check (DC 20) is required to install the brain. You get two chances to a make this roll. If both of them fail, the brain has died and a new one must be sought.

The Heart Cog – Artephius’ mithral heart cog was stolen long ago, likely by one of the Victor’s retainers. Without this critical component, Artephius will not activate. A new cog will have to be made. Fortunately, the exact shape is described in the schematics. 500 gp worth of mithral will suffice to make the heart cog. A smith in Farholde would do the delicate work for 10% of the mithral’s value (50 gp). Regardless, a Craft (smith) skill check (DC 20) is required.

The Reservoir – Artephius needs a new glass reservoir where the four primal reagents can mingle and power the golem. The glass reservoir was smashed during the battle and now the pieces are missing so make whole is of no help. However, there is a spare reservoir amongst the smashed remains of the alchemist’s gear. A craft (alchemy) skill check (DC 20) will identify the reservoir for what it is. Once that is done, installation is a simple matter requiring no skill check. If the PCs fail to find the reservoir, they could always have a new one made. A glass blower will be able to follow the schematic and reproduce the reservoir for 100 gp.

The Reagent of Fire – Artephius needs ten doses of alchemist’s fire.

The Reagent of Ice – Artephius needs ten doses of alchemist’s ice (sometimes also called liquid ice).

The Reagent of Acid – Artephius needs ten doses of a potent acid. The acid that pools in the lower cavern (C2) has more than enough to do the trick. Or it could be bought in Farholde.

The Reagent of Electricity – Artephius needs a large supply of lightning elemental blood. Luckily there is such a beast within the Horn (in the Sanctum S-1). The elemental, of course, isn’t going to part with its blood voluntarily.

Once all the components have been assembled and the golem is repaired, Artephius will come to life by simply activating his heart pump. The heart cog begins to whirr and click and soon the pump distributes the four alchemical fluids throughout the automaton like blood. Electrical fluid bathes the brain floating in its case and sparks begin to dance around it. Artephius flickers with life. The construct will stand up and immediately address whoever is closest to him. “Master, command thy servant.”


Call Forth the Hounds:

If three guard dogs (25 gp each) are poisoned with a very specific preparation (costing 2400 gp in total) and then ritually slaughtered, they will rise as hell hounds in life-long service to whoever cut the guard dog’s throat.

Call Forth the Steed:

If a fine heavy warhorse (worth 300 gp) is slain and then set aflame with a very specific and exotic mixture of incense, powered gemstones and prayer strips (costing 3000 gp) then from the flame will emerge a nightmare who will serve whoever lit the pyre. The creature who emerges calls itself Carnitheria Rex and will serve faithfully for the life of its master.

Cauldron of the Earth:

This ritual must be performed over a pit of boiling mud (C8 above). A specially prepared concotion of rare earths and powered obsidian (worth 1200 gp) must be poured into the boiling mud while reciting a prayer to the Lord of Evil Earth Elementals. This calls forth four mudmen.

I do expect RP post for each of those rituals.


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

Agrippa picks up the Helm and says in the Common tongue With this payment, you agree to serve me. he then hands the Helm over to the little Devil.

There is a town, not far from here. In it are two humans.. you will watch them for four days and tell me all you find. On the Fourth day you will teleport back here and report back...then we will discuss your further payments and service.

Agrippa gives a description of the Baron and the other Knot's spellcaster

I'd make a longer post but my wife is wanting me to go with her to the store =/


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”It’ll be done.” he says taking the helm, to which it’s simply consumed in hellfire and the devils disappears soon after.

--

Johan, through nice talking and bone breaking, you discover that the celestial name is Calliaste Shanda (pronounced Call-ee-ah-stay SHAWN-dah) came to the prime material plane centuries ago on an errand for one of the Empyreal Lords, the Prince of the Moon. That errand took her deep within the Caer Bryr and there the passionate Calliaste fell in love. The errand long complete, the immortal lillend has tarried here for just a few centuries reveling in the splendor of this grand and unspoiled wilderness. For her, the forest has music of its own and she is enthralled by its ever renewing harmonies.

Unusually for a lillend, Calliaste is a shape changer, being able to alter self at will. She told her consosorts the tale of how the lycanthropic Moon Prince rewarded her with this gift she successfully served him. Her two preferred forms are an exquisitely beautiful black skinned elf with long flowing blonde hair and a dryad with skin of ebony wood and hair of long flowing green leaves.

In her form as a dryad, Calliaste befriended Jurak the Elder about a century ago, and it was about a couple of weeks when Jurak came to her lair half-dead, and from there, they organized the ambush you faced.

The elfs have no idea what she’ll do, but they most likely want to believe she’ll return to save them (But that you know is just wishful thinking, they are not sure of it.).


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

Eldred chortles over a beer when Johan recounts the story.

Eldred takes an inordinate amount of time focusing on the workers, and more particulary getting the makeshift tavern/bar set up.

Happy workers are hard working workers - and if that doesn't work? We'll break out the thumb screws he is often heard saying.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

You set out to rebuild the place, while Sidious and Agrippa begin to gather their flock.
Over the course of the next weeks, all the repairs are done, the place is cleaned, and using the silver and gold acquired from the horn, new furniture is brought.

As required, workers, experts, warriors arrives from Drowninton as Eldred had agreed with the manor.

NPCS Sent:

1. Nichye: Male Half-elf Adept (hedge wizard), NG. Str 8, Dex 14, Con 9, Int 12, Wis 12, Cha 7. Nichye has red hair and light brown eyes. He wears modest garments and a silver holy symbol. Nichye suffers an acute fear of open water.
2. Gaida: Male Gnome Warrior (soldier), N. Str 13, Dex 13, Con 8, Int 15, Wis 11, Cha 8. Gaida has a narrow face, with braided gray hair and gray eyes. He wears hide armor and wields a halberd. Gaida compulsively sings.
3. Kathil: Female Human Commoner (scofflaw), N. Str 15, Dex 15, Con 7, Int 10, Wis 6, Cha 10. Kathil has straight gray hair and bright brown eyes, and prominent ears. She wears sturdy clothing and several small tools hang from her belt. Kathil is bold and hateful.
4. Anthol: Male Halfling Expert (master craftsman), NG. Str 9, Dex 10, Con 7, Int 13, Wis 13, Cha 9. Anthol has matted black hair and blue eyes, and a tangled beard. He wears modest garments and carries a fine stiletto. Anthol compulsively cracks his knuckles.
5. Wine: Male Human Warrior (soldier), LG. Str 17, Dex 12, Con 7, Int 8, Wis 7, Cha 10. Wine is willowy, with matted black hair and hazel eyes. He wears chainmail and wields a heavy flail. Wine has an animal companion, a tawny rat named Lice.
6. Jamas: Male Human Adept (priest), CE. Str 6, Dex 7, Con 13, Int 7, Wis 13, Cha 12. Jamas has thin blonde hair and bright amber eyes, and an unusual mark on his arm. He wears well-made clothing and a silver holy symbol. Jamas has an animal companion, a ginger ferret named Wulfa.
7. Joane: Female Halfling Commoner (craftsman), LE. Str 10, Dex 8, Con 12, Int 10, Wis 7, Cha 9. Joane is short, with straight silver hair and light green eyes. She wears worn clothing and an iron amulet. Joane has an animal companion, a ginger cat named Ralda.
8. Odan: Female Dwarf Warrior (soldier), NE. Str 12, Dex 10, Con 14, Int 13, Wis 11, Cha 9. Odan is beastly in appearance, with thick copper hair and dark hazel eyes. She wears hide armor and wields a longsword and heavy wooden shield. Odan is secretive and mercenary.
9. Zigil: Female Dwarf Expert (artist), LN. Str 15, Dex 9, Con 8, Int 11, Wis 6, Cha 15. Zigil is exceptionally beautiful, with straight brown hair and dark hazel eyes. She wears tailored clothing and a copper amulet.
10. Stana: Female Half-orc Warrior (soldier), LN. Str 12, Dex 10, Con 7, Int 10, Wis 12, Cha 11. Stana is rugged in appearance, with black hair and blue eyes. She wears chainmail and wields a heavy flail.

With the 'donation' made by Eldred, the npc's have been hired for two months. Also, there’s no need to worry about food, since the ‘organization’ is mostly self-sustained.

Four other ladies were sent as well, but they work with the same price hatting of the brothels in Drownington, 1gp a night, 3 sp a bell.


Ogre

Grumblejack is enjoying his new found powers.
Tagging along with Talks-to-frog the ogre takes pleasure in beating and frightening the frogs into submission and to perform the manual tasks as ordered.

”Un’s, we should begin.” the ogre says after some time ”To much planning and nothing will happen.”


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

After sending his diabolical spy out to gather information on his enemies, Agrippa determines that he should also conjure an Imp servant to assist him in spell research. Class ability from PrC

The Priest has one, why shouldn't I?

In a dark ritual performed over 24 hours that involves the sacrifice of dozens of beautiful songbirds, Agrippa conjures a being of dubious loyalty. Description says its loyal first to Hell and then to the Diabolist

As it is summoned onto this plane the Imp says Wizard, My name is Gulugur.I have been sent to serve you for a time. Do not displease my True Master. Whomever that is..maybe Tiadora!?

Agrippa nods at the Imp but thinks I'll teach this little thing...

Agrippa gathers a small contingent of Hell worshippers and begins instructing them on Arcane matters.

Organization Actions: 3 Weeks Worth
1: Gather information in Farholde Connections: 1d20 + 3 ⇒ (3) + 3 = 6
2: Gather information in Farholde Connections: 1d20 + 3 ⇒ (7) + 3 = 10
3: Gather information in Farholde Connections: 1d20 + 3 ⇒ (8) + 3 = 11


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 organizes the boggards into hunting parties and leads them out into the Caer Briar to hunt and capture beasts to be used in the defence of the Horn. He takes Grumblejack with him - mostly to keep the ogre occupied and out of the way while the others are working.

Week 1 -Hunt beasts: Ruthless: 1d20 ⇒ 12
Week 2 -Hunt beasts: Ruthless: 1d20 ⇒ 9
No idea what the DC is or whether Johan and Grumble grant bonuses

On week three Johan sets the boggards to guard the lower level and gathers the knot to start the 222 day ritual to summon Vetra Kali


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Agrippa

The first week, your minions have no real chance to notice anything, they are distracted with their new charge and their new master, however the other two weeks some interesting facts come to surface:


  • Those strange hills in the Briar are haunted no two ways about it. Anyone who goes there isn’t coming back!
  • Several people went into the Briar weeks ago! None came back! That place is cursed!
  • Before Lord Welshire left, he had a priest of Mitra conjure up an angel to guard the town. If anyone gives us trouble, that angel will show ‘em what for.
  • The kids at the Vandermir Orphanage are little more than thugs! I hear the corrupt old baron sometimes uses them for muscle.
  • Lord Welshire may have gone to war but at least Sir Valin still mans the Castle Farthyn. A knight of true noble blood, he is! Why, they say he is distant kin of the Victor himself!
  • The Knights of the Alerion have gone mad and are blaming the invasion on the temple of Asmodeus. They’re burning anyone with a black cat at the stake! It’s madness! There hasn’t been a cult of Asmodeus in Talingarde for twenty years. Someone’s organizing the bugbears, surely, but Asmodeans? Ha!


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

I believe we have need of a sacrifice yes Master Hale? Agrippa says once the Inquisitor calls the Knot together.


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

Indeed responds Johan ominously. Grumblejack, summon Halthus to the sanctum.

Halthus the Flayer joins them shortly. Halthus, it is time to begin the ritual to summon Vetra Kali. We thought it only fitting that you lead us in this first prayer

Halthus puffs with pride as Johan hands him the translated copy of the first supplication and bids him step forward to the alter. At the stroke of midnight he begins to read. Johan walks slowly around the statue of Vetra-Kali, anointing it with holy water collected from the fountain, then moves to stand behind Halthus' right shoulder.

He finishes the prayer, but his exultation and pride is replaced by sudden confusion as Johan's left arm snakes around his neck. Halthus struggled and kicked out. He was a strong man but the inquisitor of Asmodeus was stronger. Johan's voice whispered in his ear as the dagger slid into his back. You failed the Eater of Eyes once Halthus. It was the blood of your brethren that failed him before - its only fitting that its your blood now that calls him back.

The horned ogre was dragging him to the statue of his master now and as the world swam away from him he heard the inquistor's voice one last time before his knife fell again...Its only fitting...


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

Earlier...

Johan returns from his hunting trips with two new pets. He has the boggards build barricades to the passages leading into the caverns where the secret stairway is hidden. This becomes the giant scorpion's new home.Areas C5-C7

The giant constrictor becomes welcoming gift to anyone who blunders into their new pit trap (2-1 / 1-23)

Afterwards....
Feeling rather good about things after the Flayer's death and feeling there is nothing further to be gained from the elf prisoners, Johan plays the part of bountiful master and turns one of them of to the boggards - well fed minions are happy minions.

For the second captive, he consults with the rest of the knot. Are we going to honour our word and give captives to that wraith? I don't like the idea of him building his own incorporeal army up there. Perhaps we can spread out his progeny - a handful of them bound to the spiral staircase would be a formidable obstacle for example - then if it comes to it, we can deal with them piecemeal.


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

Great posts Johan!

I don't think trusting the Wraith is a grand idea Master Hale.

Agrippa isn't bothered by the sacrifice of Halthus..someone had to be the sacrifice. In fact, now that he thinks about it, he is rather pleased that the overweening whipsnapper was the one who bled on the altar.

Now we must continue the Ritual daily.


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

The following takes place during the three week span...

Agrippa takes the three dogs and has them prepared by the Followers of the Red Pentacle New name for Organization!!!

Agrippa feeds them the poisoned meat and waits for it to take effect.

Good, Gulugur. Lead them here. the tiny imp leads the shaking dogs to the circle where Agrippa slashes their throats and spreads their blood around, drawing three pentacles.

The air around the room begins to heat up and smell of brimstone, suddenly the corpses of the hounds catch fire and stand of their own accord. Their howls bring shivers to the assembled Followers and hired help from Drownington.

Summoned the Hounds. I'll update the sheet to show where they will be. I'll also add Johan's two critters to the sheet.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Johan set’s the ‘eyes’ in the statue as mentioned in the ritual preparation and convince Halthus to have the ‘honors’ to begin the ritual.

He finishes the prayer, but his exultation and pride is replaced by sudden confusion as Johan's left arm snakes around his neck. Halthus struggled and kicked out. He was a strong man but the inquisitor of Asmodeus was stronger. Johan's voice whispered in his ear as the dagger slid into his back. You failed the Eater of Eyes once Halthus. It was the blood of your brethren that failed him before - its only fitting that its your blood now that calls him back.

With a might trust, Johan cut open the man’s torax and removes the still beating heart and places it in the first bowl.

As soon as the death priest dies on the altar and his heart is placed in the first bowl, the Horn begins to burn. An alien voice of pure malice speaks in abyssal: “Kazara Vo”“I hear.” Like a great unholy beacon, ghostly green flame flares upward into the sky. All the greenery and overgrowth blending the stone spire into the Caer Bryr burns away in a single flash of dire radiance. The Horn is revealed in all its daemonic glory. Abyssal runes carved in the stonework glow furiously. Wraith spawn dance outside the Horn cackling in glee. The earth shakes and tremble.

The dead's man heart, continues beating inside the bowl.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

After a while, the pyrotechnics are over. The Horn still smolders with a residual green fire but it is no longer visible from a distance. Not that this matters. Every soul in Farholde saw the eruption. Everyone can point the way to the Horn. And by the morning every tongue wags: “Evil stirs in the Caer Bryr.”

K:Arcana DC 20:
The residual green fire is a natural magic barrier. None can teleport through or send a magical message. Teleportation and summoning works fine within the Horn, you just cannot enter while the ritual is ongoing.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The Eyes:

The Eye of Vigilance (the First Eye of Vetra-Kali)
Aura strong divination (evil); CL 15 th
Slot none; Weight –
DESCRIPTION
This jewel at first appears to be nothing more than an exquisite emerald worth at least 20,000 gp. Only if the jewel is steeped in the blood of a sentient creature does it reveal its true nature. The Eye of Vigilance was the magical focus used to create the Horn of Abaddon in the first place and so it is connected to every square inch of the structure. The bearer of this jewel may scry the Horn of Abaddon just as if he possessed a crystal ball. The Eye is also a critical component of the ritual to destroy the Silver Seal and return Vetra-Kali to the prime material plane.
If all three of the Eyes of Vetra-Kali are united in the statue of Vetra-Kali in the Sanctum, then the Eye of Vigilance functions as a crystal ball with true seeing again limited to the confines of the Horn itself.

==//==

The Eye of Hatred (the Second Eye of Vetra-Kali)
Aura strong divination (evil); CL 15 th
Slot none; Weight –
DESCRIPTION
This jewel at first appears to be nothing more than an exquisite emerald worth at least 20,000 gp. Only if the jewel is steeped in the blood of a sentient creature does it reveal its true nature. The Eye of Hatred was the magical focus used to dedicate the Horn of Abaddon to the Four Horsemen. It is thus sensitive to any outside interference. The Eye of Hatred pulses whenever any divine magic of Mitran origin is used within the Horn of Abaddon. The Eye is also a critical component of the ritual to destroy the Silver Seal and return Vetra-Kali to the prime material plane.
If all three of the Eyes of Vetra-Kali are united in the statue of Vetra-Kali in the Sanctum, then the Eye of Hatred not only pulses when such magic is used but immediately directs the Eye of Vigilance to show that magic being used.

==//==

The Withering Eye (the Third Eye of Vetra-Kali)
Aura strong evocation (evil); CL 15 th
Slot none; Weight –
DESCRIPTION
This jewel at first appears to be nothing more than an exquisite emerald worth at least 20,000 gp. Only if the jewel is steeped in the blood of a sentient creature does it reveal its true nature. The Withering Eye was the magical focus used to first summon Vetra-Kali from the lower planes to the prime material. It is thus attuned to Vetra-Kali and a powerful channel for daemonic energy. The Withering Eye when placed in the statue of Vetra-Kali descrecates (as the spell except it affects both undead and daemons) the entire Horn of Abaddon. The DC to resist negative channeled energy within this area gains a +6 profane bonus. Every undead or daemonic creature gains a +2 profane bonus on all attack rolls, damage rolls, and saving throws. An undead or daemonic creature created within or summoned into such an area gains +2 hit points per HD.
Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead. The Eye is also a critical component of the ritual to destroy the Silver Seal and return Vetra-Kali to the prime material plane.
If all three of the Eyes of Vetra-Kali are united in the statue of Vetra-Kali in the Sanctum, then the Withering Eye not only desecrates the Horn but also grants all daemons within fast healing 1.


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

Kn:Arcana: 1d20 + 17 ⇒ (14) + 17 = 31

We must prepare...the Mitrans will certainly seek to foil our plans now that we have begun. The magic of Vetra Kali aids our endeavor, none can teleport into the Horn nor can they scry upon our efforts. Agrippa thinks about the Lillend Azata....she will certainly seek to put a stop to the Knot's plans.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Agrippa:

@Elise
Elise spends all of her day, sitting in one of the local inn. Every now and then, someone come talk to her, they chat for some time, she writes down in her journal and then the other goes away and she continues in the same place, in the same Inn.
During the two days, there was nothing much besides this. She goes to sleep only after the Inn is closed, and she sleeps until almost noon, when she returns to the same spot and waits to chat with others.

@Baron
The half-elf spends his days talking with others. Talking, reading and writing. There’s a lot of writing and talking. He goes visit others and they talk and eat, drink, talk and eat some more.
If he is not visiting anyone, he is at his studio, reading or writing.


Ogre

Aside some smalls adjustments in what you’ll do, create, summon, bind, etc, etc I’ll move things forward. From now on, time on game will be measured in ‘weeks’ instead of day. I’ll not ask you to role-play the prayers because we’ll assume, unless otherwise noted, you were able to perform then one way or another. There are no worries about unholy water and the next sacrifice it’s still several weeks away.

Grumblejack seems to be besides of himself with Joy. He takes great pleasure in fly around, bossing the little un’s into submission. He knows to not actually kill any, he just like to see them piss and shit their pants.

Once Agrippa starts summoning and performing magic rituals, the ogre eyes him suspiciously until he calls Eldred and Johan for a ‘secret’ meeting.

’Are you sure about that magik un?’ the ogre asks bluntly ’Grumblejack fought with you un’s since the beginning. The ugly un’ left, the other magik un, the smiling one, you un’s said he tried to betray. Isn’t something that all magik un’s do?’ he says comparing Agrippa with Damien.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Four days after the beginning of the ritual, a horsed carrier arrives at the cave, and after some precarious moments you finally get the note he is carrying:

The note reads as follows:

A group of adventurers is headed your way. Local heroes. Poor equipment. Little experience. Plan to arrive in three days. The dwarf has been to the Horn before and said something about entering the caves. Prepare them a proper welcome, will you?—Z.

Hallack Amon – male human, retired watch sergeant, warrior with military experience, the leader
Sister Marta Dian – female human, priestess of Mitra, successfully destroyed a dozen zombies
Yorgun the Smith – male dwarf blacksmith, experience unknown, big hammer
James O’Toole – male human, large brawler, famed for taking on all comers at local faire
Bianca DeVallya – female half-elven, a local bard and singer, knows a little magic, very fond of Hallack

Intentions:


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

Agrippa listens to the "less than optimal" information given by the Accuser devil.

Do you think your service was worth reward? he asks the Devil his voice low and menacing.

Agrippa asks Johan and Eldred Do either of you wish to complete the Summoning Ritual for Carnifex Rex or the Mudmen. I'll prepare the ritual.


DM AKu, your posted the information about the 3 gems above. Does that mean that we know about the gem's power and can or even have seated the gems into the statue? It makes a difference for creating undead among other things. Thanks.

Sidious' first order of business is to remove the consecrated area in the temple. He will invite the others to watch/participate with his ritual of desecration. Once the taint is removed he will dedicate the place to his master and begin his church in unrest.

He will then begin to create his undead, raising first some advanced skeletons and then the Minotaur as an advanced zombie.

Once a good number of undead are raised up (Hopefully bolstered by the third eye) he will memorize and cast Make Whole to repair the Golem's eye. The cleric also lends a hand in the cleaning up and construction any new fortifications by casting Stone Shape and Summon Monster III (Earth Elementals). Are there any entrances we should try to close off completely? Finally he casts a number of Glyphs of Warding at critical places (need help identifying places). Some do sonic damage and act as an alarm while others curse the intruders (50% chance to loose an action).

Sidious would like to complete the summoning ritual for the Nightmare if it is not instrumental in someone else's plan.

I could have Abraxas to out and check on the progress of this adventuring party that is headed our way. Shall we allow them to enter, or deal with them outside the horn?


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

Should we arrange a meeting outside the Horn? a remote ambush in the woods? I don't want them coming in and slaughtering our useful frogs - we can use them as a barrier for more competent foes - we could bring our hell hounds with us to chase down any who escape our initial ambush


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

Earlier...

Johan was in a foul mood. Agrippa killed his dogs. Rationally he knew they weren't his dogs, and that they were always meant to be killed. But still, he had grown kind of fond of the stupid, mean spirited mutts and the fact that Agrippa had conducted the sacrifices while Johan was out hunting with the boggards irked him.

So when Agrippa's twisted little fly-baby thing came buzzing about their makeshift stable for Damien, he shooed it away with an angry bellow. Johan had named the war horse after the dead witch that had betrayed him and Eldred last spring. He had liked the idea of being able to kill the traitor a second time - if only symbolically. But now, like the dogs, the idea of killing it disquieted him. He had earned a respect for the huge charger when it had almost killed several boggards that tried to eat it its first day at the horn, and had even taken it out on a couple of rides through the wood while hunting.

But he was nothing if not practical, and so he led Damien out to Agrippa's summoning circle himself, and when it was time it was Johan who wielded the knife and lit the pyre....

Now...

Johan listens as Eldred reads the note from the seventh knot describing the group of "adventurers" heading their way. Hero of the county fair, local blacksmith, and a tavern wench? This will be fun/ He arches his eyebrow and grins at the mention of the Mitran priestess. Well, it looks like the Dark Father provides. I think we have found our next sacrifice.

While I'm curious to see how the preparations and improvements we have made to this place hold up, I agree with Eldred. No point in squandering resources if we don't have to. We could set an ambush at the site of Jurak's corpse - that seems to be the most direct path to the horn from Farholde and would likely catch their attention. The risk is that they take a different path and bypass us entirely. They would be assaulting the horn while we twiddle our thumbs in the forest.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Heinrich Cornelius Agrippa wrote:
Do you think your service was worth reward? he asks the Devil his voice low and menacing.

”It is.” the devil answers ”If you want better information, choose better targets.” it continues.

”The service was performed as we agreed on our contract.” at once, you feel it trying to force something in your mind.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Deciding it’s better to ambush the wannabe heroes outside the horn, the group of villains hide among the trees in the guardian glade, in what they judge to be the most direct route to the place.
In the third day, some hours before sunset, the heroes approach the clearing, as the villains judged they would.
Assuming here you took 20 on stealth. Also, any long term preparation? Map Updated.


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

Mage Armor, Protection from Arrows, Fly all cast prior to the fight

I can open with a conjuration of Black Tentacles or by sending Celerity into your bodies? Agrippa asks his allies, feeling magnanimous
========================================================================

Earlier

Do you think that this useless drivel is what I sent you to find? You are a Devil who gathers secrets, and when you spy on the Lord of a City you....find nothing? He has no secrets? You spy on the secret follower of Lord Asmodeus in a place where she is outlawed and you find no secrets?! You are the worst example of your kind! Begone from my sight.

Yeah Agrippa is rethinking having a Hellhound as a cohort right about now..


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

Try the black tentacles this time. And remember, we want that priestess alive.

Cast divine favour, expeditious retreat, chastising lash in advance


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

Earlier with the Zebub Totally forgot about the infernal eye ability

Agrippa accepts the Zebub's Infernal Eye with an arched eyebrow and a sour face.


EarlierDo we want all of them alive, or just the priest?[/b] Sidous asks. I could use a sacrifice or two myself.

At the ambush point Sidious will cast Bless and Communal Protection from Good on the group. He will cast Shield of Faith, Nondetetion, and Copycat (1 mirror Image) on himself. He will be ready to cast Terrible Remorse (if close enough), Unholy blight (if the enemy is very close together) on the enemy group, or Prayer on his group (if the enemy is spread out and too far away.)


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 are we meeting them on route? Say Juraks site? The tracks of a ruddy great tree moving around should draw them and we have the frogs ready to beat hollow logs in case of them getting around us or do we just want to meet them outside the horn and just force on force them?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Initiative:

Agrippa: 1d20 + 2 ⇒ (5) + 2 = 7
Eldred: 1d20 + 6 ⇒ (4) + 6 = 10
Johan: 1d20 + 6 ⇒ (11) + 6 = 17
Sidious: 1d20 + 1 ⇒ (19) + 1 = 20
Grumblejack: 1d20 ⇒ 20

Heros: 1d20 + 3 ⇒ (12) + 3 = 15

A propper Ambush

Round 1-

Ordered Initiative-

Sidious: 1d20 + 1 ⇒ (19) + 1 = 20
Grumblejack: 1d20 ⇒ 20
Johan: 1d20 + 6 ⇒ (11) + 6 = 17

--

Heroes: 1d20 + 3 ⇒ (12) + 3 = 15

--
Agrippa: 1d20 + 2 ⇒ (5) + 2 = 7
Eldred: 1d20 + 6 ⇒ (4) + 6 = 10

Active Effects-

With your action, post your active effects.

Map-

Link

Notes-

Everyone, post your surprise action and Johan/Sidious post their Round one Action

Action-

The wannabe heroes, distracted with the possibility of fortune and fame exploring the fabled horn, walks right into the villains slaughter site.


Surprise Round

Medium Range and my allies are scattered so;

Sidious casts Unholy Blight to strike the group of enemies.

Unholy Blight: 3d8 ⇒ (6, 6, 1) = 13

Rounds Sickened: 1d4 ⇒ 3

20' Radius spread to catch them all. DC 17 Will save to halve the damage and a avoid the sickened condition.


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

From his hidden position Agrippa casts a spell he hasn't ever shown the aptitude for until now.

Black Tentacles sprout from the ground and begin grabbing each of the would be heroes.

Excellent.

His Impish servant Gulugur cackles with glee and waves the nearly depleted wand of Fireballs Not yet Gulugur, not yet.

CMB Roll1: 1d20 + 12 ⇒ (12) + 12 = 24 Damage: 1d6 + 4 ⇒ (6) + 4 = 10
CMB Roll2: 1d20 + 12 ⇒ (8) + 12 = 20 Damage: 1d6 + 4 ⇒ (5) + 4 = 9
CMB Roll3: 1d20 + 12 ⇒ (1) + 12 = 13 Damage: 1d6 + 4 ⇒ (1) + 4 = 5
CMB Roll4: 1d20 + 12 ⇒ (19) + 12 = 31 Damage: 1d6 + 4 ⇒ (3) + 4 = 7
CMB Roll5: 1d20 + 12 ⇒ (15) + 12 = 27 Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Success depends on the CMD of the individual. If the CMB roll beats it they are grappled and dealt damage. Spell description is here

Active Effects:

Black Tentacles 6/7 rounds
Protection from Arrows DR 10/magic vs ranged 70PT maximum
Mage Armor +4AC
Fly 60' Flight


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 charges out of the undergrowth as if he were bursting forth from the very gates of hell itself. He urges his steed to circle around behind the adventurers as Agrippa and Sidious bombard the hapless fools with magic. He canters closer and raised a fiery whip of segmented vertebrae. Feel the wrath of the Dark Prince!

Surprise round: move action 90 ft
Rnd 1: move action to current location;
Standard Action: Blistering Invective: 1d20 + 19 ⇒ (9) + 19 = 28 VS DC 10+HD +wis mod. Failure = demoralized and fire dmg: 1d10 ⇒ 9 and reflex save vs DC15 or catch fire. 30ft range should catch them all.
Swift Action: activate Judgement(+2 to hit)

Goal here is to panic them and drive them into the rest of the party... if anyone closes with Johan, he uses his chastising lash to make an AoO (15'reach)
AoO: 1d20 + 13 ⇒ (14) + 13 = 27; Dmg: 1d6 + 9 ⇒ (4) + 9 = 13

Active effects:
Shield of Faith (+2 AC)
expeditious retreat
Chastising Lash ( target struck makes DC16 will save or suffer -1 to hit for one round)
Judgement (+2 to hit)


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

Pre-emptively acting in case work delays me - casts gravity bow before combat

Eldred picks the least armoured target and lets fly twice with rapid shot before using a third arrow.

1 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17 for 2d6 + 5 ⇒ (3, 4) + 5 = 12
2 1d20 + 14 - 2 ⇒ (17) + 14 - 2 = 29 for 2d6 + 5 ⇒ (5, 1) + 5 = 11
3 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9 for 2d6 + 5 ⇒ (6, 4) + 5 = 15

Hoping the Black tentacles screws up their AC - some pretty dud rolls here


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Recounting for Surprise Round

Eldred casts Gravity bow on himself.
Agrippa over the wannabe heroes, and each of them, except the big brawler human, falls for the magical effect.
Sidious takes the opportunity to cast a evil spell over the party 5d20 ⇒ (20, 10, 3, 7, 19) = 59 and for some strange reason, only the females fell prey to his spell. The others were able to resist most of it.
Johan Charges forward cutting any unlikely retreat and burning every single one of them heroes, with a tirade of vicious and spiteful evil infused insults.
5d20 ⇒ (13, 9, 3, 3, 18) = 46 and once again, only the females caught on fire.

Now, waiting Siduous post again. @Agrippa, if you think it's possible, post what would be your action after the heroes. This way I can end the round and start the other one when Sidous post his action.


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

Agrippa, seeing his magic taking effect and feeling that his job here is almost finished, decides not to use any more magic. He moves forward a little to get a better view of his minion's the Knot's victory.

Move action to move forward a little, Gulugur did the same. Indicated by arrows on the map. No other actions...@GM, Why not take Sidious's actions posted in discussion...he did give two actions he would take


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sidious doubles move to where? Update the map please to get near his enemies.

==//==

Unprepared for what waited for them, Hallack’s crew fell prey to the vicious and calculated ambush.
They took a long time to react, and that may as well be the reason they were in that dire trouble.

Hallack the human warrior, yells in confusion as he tries to free himself from the tentacles ”What madness is this?” 1d20 ⇒ 15
Johan, you have an AoO, and if you pass a ride DC10, you can have an AoO with the Nightmare as well.

==//==

James O'Toole had always fancied himself a hero, so when Hallack put this band together, he was sure that glory and riches waited them, but the happiness was short lived, now, all he knew was despair. Being the only one not grabbed by the tentacles, he moves forward, to protect his allies from any incoming danger. ”Ye won’t be passing me!” he yells to no one in particular, cracking his knuckles together, ready to hit the first one brave enough to approach him.

==//==
1d20 ⇒ 13
1d6 ⇒ 2

Bianca DeVallya have had a crush on the sergeant for like, forever! So when the man started talking about creating an adventuring party, she practically begged to join. It was her chance to leave this town and earn some feelings from the man she liked. Being able to escape from the flame burning her, she struggles to break free from the tentacles 1d20 ⇒ 14, but it’s way too much for her, now desperation and fear sinking in the woman’s heart. ”Hallack? What’s happening?”

==//==

1d20 ⇒ 13
1d6 ⇒ 3
When evil stirred in the briar, Sister Marta Dian knew it was her call. More when the late sergeant invited her to be guide and spiritual support of this endeavor. Being able to successful able to destroy some wicked looking zombies with her prayers, she felt ready for whatever evil had to throw at her…
Grappled, burning, and hurt instead of trying to break from her bonds, the woman calls a divine prayer to help her friends ”Mitra! Give us your blessing and protect us from evil!” she chants as a burst of holy energy fills the area. 3d6 ⇒ (1, 5, 3) = 9 +4 = 13

==//==

Yorgun the Smith Hallack’s best friend was the first one to agree to this whole thing! In fact, in a certain way, he was the one that suggested exploring the place, since he already had been here. In his first coming, he talked at length with the guardian of the place, the talking tree and even tho he couldn’t say they were friends, he could say they reached an agreement. So taking this route was his idea as well. If something was stirring inside the place, the dwarf was sure they would be able to join forces with the treant and fight anything inside…
Now, he tries to break free from his bonds 1d20 ⇒ 14 but his efforts just isn’t enough to make a escape ”Yer durned cowards! Fight like a dog! Come’re and I’ll crack yer thick skull!” he yells in anger, not being able to do anything else.


Ogre

I had already written almost all of the post when I remembered Grumblejack actually acts first. Sorry I got lazy to compare all the rolls and create new descriptions, please bear with me this time.
The half fiend ogre, was observing everything from his hiding spot… for a moment he considers flying and dropping in the middle of the un’s attacking and killing, but he had a better trick this time.

Yelling to call Sidious attention, the ogre says ”Hoody un’, Grumblejack can do that too.” he laugh throwing his hands up in the air, calling the daemonic cursed energy in his blood, and creating an area of unholy blight to plague the heroes.

Moving and casting Unholy Blight 2d8 ⇒ (5, 1) = 6

4d20 ⇒ (13, 7, 6, 12) = 38


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred, from his hiding place, shoot tree arrows and spuriously two of them find its mark on the big unarmored human, near Grumblejack.
I’m adding to each attack +4 to hit and Dmg for fav enemy human.
It pierces the man naked chest, but it isn’t enough to bring him down.

Agrippa steps forward to contemplate the scene. It was good, but it would be perfect if there was a comfortable chair to sit, a dark diary to read and maybe a hot tea, to drink, while he watched to good-doers die.

CMB: 1d20 + 17 ⇒ (1) + 17 = 18
1d6 + 4 ⇒ (1) + 4 = 5

While his minions and tentacles did their job.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

A propper Ambush

Round 2-

Ordered Initiative-

Sidious: 1d20 + 1 ⇒ (19) + 1 = 20
Grumblejack: 1d20 ⇒ 20
Johan: 1d20 + 6 ⇒ (11) + 6 = 17

--

Heroes: 1d20 + 3 ⇒ (12) + 3 = 15

--
Agrippa: 1d20 + 2 ⇒ (5) + 2 = 7
Eldred: 1d20 + 6 ⇒ (4) + 6 = 10

Active Effects-

With your action, post your active effects. Please observe this.

Map-

Link

Notes-

Map updated

Action-

Johan and Sidious, you may post your Round Two actions


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Enemies(check it to improve your description):

A DM from a recently TPK’ed game introduced me to this concept. While I still don’t feel comfortable with it, because in some ways it makes me unable to ‘tone down things if I notice it’s too hard’, I’ll try this up.
The meaning of giving you guys this information is for description purpose only! You can check and compare what your attacks/spells/abilities did and if they worked and if you were able to bring down your enemy.

If you use this for metagame actions, there’ll be punishment for the character which ‘exploit’ this knowledge.

You have been warned.

Hallack, HP [20/45], AC[21], Saves[7/4/3], CMD[21]
James, HP [9/54], AC[17], Saves[8/10/8], CMD[22]
Marta, HP [15/39], AC[19], Saves[7/2/8], CMD[16]
Bianca, HP [9/33], AC[16], Saves[2/7/7], CMD[17]
Yorgun, HP [34/59], AC[15], Saves[5/6/6], CMD[21]


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

Gonna wait until my turn this time around

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