Call Forth Darkness (Inactive)

Game Master Aku Warashi

You hear in his dying breath whisper “The shining sun has seen the wickedness you hide in hearts. And thus it will be the son who brings your doom.” then he dies.

Loot; Dramatis Personae; Battle Map

Evil Lair. Modifications


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M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Hound throws down a rope and pulls Nahia up.

Is there a way to get up on the outside? It has been a while so I forget.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Hound hauls Nahia outside the pit she’d fallen in. After some trick far away observation, they determine the “Diamonds” are nothing more than worthless crystals.

With that, the group finishes exploring the caves and finds no way into the horn above. Remember, you didn’t search the place.

Outside, from what the group remembers, there are two stairways which leads into the first and second floor.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

first floor first? This looks more...built. Could be traps and such. Let me lead
Mysty ascends the level one stairs, at half speed, looking for traps.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Of the conventional ways into the Horn, this is the easiest to get to. You simply walk up a wide set of stairs a hundred feet and arrive at the landing. Clearly, this area was supposed to be guarded. There are six arrow slits on both the east and west walls. Forty feet into the passage a solid stone half-wall rises that could provide cover to two medium-sized combatants. But all of these defensive preparations are now for naught because this entry is unattended.

Mysty:
This room has seen many battles. There are small nicks and traces of long dried blood everywhere in the stonework.

Map updated, intentions?


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Hound points to the south doors to check out and does so.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

careful hound. There been a big fight here, long ago.

Mysty moves along the hallway, to the t junction. She looks around the corner, and assuming no danger, then examines the door.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Nahia smiles at Hound once she manages to get out of the pit, giving a nod and a "Thanks! That was much easier than climbing out."

After a few moments to bandage herself up, Nahia carefully moves to inspect the crystal, cursing at spilling her blood for no real gain.

Ready to make a real discovery, Nahia offers no resistance as they move into the more man-made parts of this area, though at this point she is plenty willing to let Mysty and Hound take the lead.

Nodding at Mysty's remark, Nahia adds "And while no one is supposed to have been here in years... well, I wouldn't be surprised if something has managed to finds it's way here anyway... or to have survived all these years." as she scans the passageways, looking for magic auras.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Proceeding with extreme care, Mysty followed closely by Hound and not so closely by Nahia, opens the first door they come across.
The chamber they enter once must have been some sort of armory 1-17 but now it is empty holding little more than a few broken racks. The door inside, leads into the guardroom 1-2. A long stone bench built into the north wall and tell-tale broken bits of barrel wood hint that once guards holed up here, ready and provisioned to guard this entryway for prolonged periods. But now there is only emptiness and quiet.

Going outside and following to the next door in the corridor, it opens to what appear to once have been an alchemical laboratory 1-18 where the son’s poisons and pestilences were brewed and perfected. Wrecked during the Victor’s raid, broken glassware and alchemical equipment litter the floor.

Detect Magic:

Among the broken things, there are three ounces of stone salve.

There are several notes and sheets of paper tossed in the place and lying upon the stone slab in the center of the chamber is a broken, ruined former defender of the Horn, a golem.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Perhaps that golem can be repaired and used as a guardian.

After the others check out the room, Hound will go with Mysty through the east door

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Mysty picks up the stone salve and puts them safely away.
I wonder what type it is? says mysty, curiously looking at the golem.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose's brows went up at the strange metal creature on the slab. "I've heard of these. Never thought I'd see one though. If we can figure out how to put it back together and make it work again, I'm sure it would be very useful."


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Knowledge Arcana/Alchemy DC 17/22:

It is an alchemy golem. Without a complete inspection, it's impossible to determine if it can be restored, and even then, it's almost impossible without its original schema.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

know arcane: 1d20 + 5 ⇒ (17) + 5 = 22

An alchemy golem. I've heard of these.

reveal spoiler to party


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

I can make either with a take 10. We can inspect it later

Nahia nods at Mysty and adds "And it looks like it might be in pretty bad shape. Maybe later we can see if there is anything we can do with it?"

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

agreed. This thing us going no where.
Mysty looks around.
you know it is a bit strange, but i would have expected more plant or animal life in here. It's been, what, eight decades? I wonder what is stopping it?


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Animals do flee from the undead any times. I suspect that followers of a god of disease have such creatures with them, and the taint remains.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Nahia adds "It is odd, and despite the... unusual feelings I get from here I would still have expected something to have taken roost. That eerie feeling in my intuition might just be on to something."


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The group moves forward to the next rooms and opens the door to a room which appears that guards were once stationed here. But now it is abandoned and empty save for a few broken pieces of furniture destroyed in the fighting and following ransack. 1-19

There are two doors, one ahead and other to their left.
Opening the door to the left 1-20, leads to an empty room, saves for another door.

Behind the following door1-22, the chamber contains a forge in an almost functional state. There are bellows, a forge-fire and an anvil here all in fine shape. There is a bin for storing coal here as well, but over the years the coal has gotten wet from leakage through small cracks in the wall. Thus the coal bin must be cleaned of the foul soupy mess that current pollutes it. If the coal bin was cleaned and restocked and a set of smith’s tools purchased in Farholde (5 gp or 55 gp for masterwork), this smithy would be perfectly functional once more.

With nothing left to explore, the band of villains move to the next room 1-21.

Once grisly trophies hung on the wall of various enemies that the “Sons of the Pale Horseman” had disposed of through the years. The actual trophies are gone, burned in the same pyre as the Sons themselves. However, the wall is still discolored where the trophies long hung and the plaques beneath the trophies still remain.
There are twelve inscriptions:

“Laedrissia the Beautiful who believed she need not honor her promises to us.”
“Markhan the Golden, the draconic protector of Lossewyn. He slept then and now he sleeps forever.”
“Kallister Feign, an illusionist too clever to keep his head.”
“Lazarus M. Who mourns for you now?”
“King Croc, 23 feet snout to tail, delicious on a spit”
“Iris of Ghastenhall, dead from a broken heart and a poison dagger.”
“The Great Serpent of Korokunga, slain for its venom”
“Lord Jurys Hallifax called the Just hid in his castle and hope we had forgotten. We hadn’t.”
“Snorri Five-Axe died on a sixth.”
“The ears of Lord Kelerrian. If only he had sense enough to listen.”
“Chief Gorgun Sakkathet, invincible in battle, careless in choosing his cup bearer.”
“Ergun Nigma, The third scion left in the House of the House Hyrhul, second greatest swordsman in the land, the first to die.”

“Iris of Ghastenhall” actually has a small silver ring mounted beneath the name. The same color as the plaque, the ring is easy to miss. This unimpressive piece of jewelry, clearly intended for a very small finger, has a tiny inscription ‘IoG’ beside an ornate rose. The ring is worth 5 gp for its delicate craftsmanship.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Hound nods at the east door at I-21 for Mysty to check.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose took a while to read the inscriptions. "This is why the sons fell. They left evidence and took responsibility for the things they had done. Enemies are best left forgotten. No inscription memorializing dead fools. No evidence of my deeds left behind. Just unmarked graves and unsolved mysteries."

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

You think that followers of our lord do less? You are measured against what you have achieved. Dead enemies are an achievement. I'm not saying yell it out on the high street, but once we have won, once we run this place, it is important for those that both support and oppose us know what happens to those who conflict with us. Monuments help that.
Mysty looks slyly at Rose
Or do you want all you have done, or will do, forgotten, brave Knight of Asmodeus?

If it is safe, Mysty will take the ring. Then she will look at the door hound suggested.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Nahia reads the inscriptions along with Rose but giggles at Mysty's comments. "Yes, there is nothing wrong with a bit of nostalgia. The Sons fell because they got powerful, and power is difficult to keep and hide. Clearly, their were just not powerful enough. Hopefully, we won't make that same mistake."


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose shrugs. "I'm not doing any of this for me. I really hadn't considered the question until now."


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Moving forward, the next door leads into chamber 1-23 which contains a cage made of stout iron bars that run from floor to ceiling. The cage was originally designed to capture those who blundered into the pit trap aboveit. Now, everything is in disrepair.

The metal faux-stone pit trap cover is gone (part of it is being used by the boggards as a door in C22) so now there simply is a chute in the ceiling that leads to level 2 above. The lock has been broken beyond repair and so now the door to the cage simply swings open.

In the southern wall are set three heavy iron rings. These are perfect places to hang manacles to hold prisoners.

Following to the next room, 1-24 you finds nothing more than three other doors.

The door in the south direction, leads to must have been once the pride of the priesthood of the Pale Horseman, this torture 1-25 chamber is now in sore need of repair.

Wrecked by the Victor’s men, the chamber has remained a tangled pile of neglected metal and splintered wood for decades.

The wrecked torture equipment in this room, together, weighs approximately three tons (6000 lbs).

Leaving the torture room, the group heads to the stout iron door with a small barred window controls entry to this plain stone cell 1-26.

Finding nothing interesting, the knot moves to the last door, which leads to an empty chamber1-29. The open archways is covered by a ragged silk tapestry. The tapestry is so soiled, it is difficult to make out the great white horse skull that adorns it surrounded by a ring of jagged daemonic iconography that loosely translates, ‘All must ride with the Horsemen’.

From there, it opens in a massive open hall 1-27 with its vaulted ceilings dominates the first level. At the west wall, a single open archway feeds from the lower courtyard into this place of gathering and worship. Six huge columns support the place. Upon every surface are carved baroque scenes of daemons and their humanoid allies marching together to conquer in the name of the daemon prince Vetra-Kali.

There sits a large stone throne decorated with scenes of daemonic victory over angels.

Detect Magic:
The throne radiates moderate conjuration aura.

Perception DC 15 (Must know abyssal language):
At the throne’s base a small script is the nonsense word ‘Yah’ in Abyssal

The last chamber 1-28, is empty.

Intentions?


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose rolled her eyes at the scrap that used to be an impressive collection of suffering devices. "Tons and tons of broken torture equipment. Who knows how much money. I honestly never understood the point of those things. It is the simplest thing in the world to cause a person more pain than they can endure. Leveraging that properly can be difficult but it isn't made easier by a bunch of complicated equipment. It's about the connection, you know? It's really just another kind of seduction, just one where you make them think the reward is not pain rather than pleasure."

"There's nothing in any torture chamber anywhere that is more effective than the things found in the average smithy, and when you don't have someone you need to break, a smithy can actually be used for productive things rather than sitting around taking up space. Also, it's easy to explain why you have a smithy around. Torture rooms tend to be harder."


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

In the throne room Rose was less exasperated. "Now this I can work with."

"Did anyone see a way to get to the next floor up?"


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Aku probably has to adjust the map

Hound takes note of things that need to be repaired, such as the chute door, jail door, the clearing of the broken equipment and so on. He wonders if it will be possible to staff the guardrooms with Seren's walking dead since he doubts any mercenary would want to staff this place.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Take 10 on on perception would let me or Andros notice the writing.

Nahia looks over the broken instruments in the torture room, trying to judge which could be repaired by her magics and which were too heavy or bulky for her little tricks. Withing turning, she responds to Rose "Generally speaking, I agree. That said, I believe part of the purpose the torture implements are there to look scary. Sure, a torch to the crotch or nose is probably one of the most painful things around. But a multi-serrated blade with hooks and spikes and dried blood on it, that really gets someone's mind working. And like in seduction sometimes the presence of the accessories are crucial to get the mind going."

Giggling, she adds "Besides, the other reason for the instruments is to amuse the torturer. A pair of pliers is an amazingly effective tool... much better than a whip or cat-o-nine-tails... but the pliers aren't nearly as much fun... usually"

- - - - -

Her eyes opened wide as they entered the throne room.

This... I want something like this in my palace!

Examining the artwork on the walls and columns, her eyes are eventually drawn to the magic of the throne. She moves to get closer, when she hears a whisper in her ear:
There... at the base... do you see it? The hidden thing?

Her eyes are drawn to the word, but she spends several moments thinking of what it could mean. Nahia is confident in her knowledge of the demons tongue but despite it she can't draw a meaning from it.

Turning to the others she says "This throne is magical, with some kind of effect that will move or conjure things. Given more time I could try to figure out exactly what it does. And there is something written on it in Abyssal. The word is meaningless, at least as far as I can tell, but it might be a trigger word for the thrones magic, so I do not wish to speak it aloud. Instead it consists of the syllables 'Y' ... 'A' ... 'H'" She leaves time between the sounds and partial sounds of the abyssal word, lest it set off some unknown effect.

"As far as a way up, well, there are still parts of this place that we have not explored, but worst case come to worse, I can probably make my way up that shaft back in the dungeon room."


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

There might be concealed rooms or passages to find. I'll start a search with Mysty.

Take 10 on searches or even 20 when possible


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Moving forward? I’ve updated the map.

Hound/Mysty:
The one of the massive columns, marked as B in the map, is hollow.

Leaving the throne room, the knot happens on a large courtyard 1-16. Maybe this was once the central gathering place for the guards and servants who served the priests in the levels above. The courtyard buzzed with activity day and night. But those days are long gone. Now the place is empty, silent and dark.

The only hint of former glories is a magic fountain that still produces fresh water (it possesses a moderate transmutation aura). The fountain’s centerpiece is carved in the form of Charon on his skiff. When water is needed, the skeletal figure bleeds water like blood 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 pestilence-worshipping daemonic death cult, the water is clean, fresh and potable. The fountain is part of the floor of this room and cannot be removed.

There are several doors in the place.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Hound points out the hollow column and then the door directly north of him.Might as well chose that one and work our way around.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose shrugs, "Sure."

Onward.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

It's hollow...must be something here.
Mysty carefully examines the column


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Mysty:

The pillar indeed seems to be hollow, but you find no secret entrance or door.

As per Hound suggestion, the group starts to look at each room in turn.

The first room 1-13 seems to have been acolyte quarters but now are just as ransacked and abandoned as anywhere else.

Mysty/Nahia:

One of the acolytes, Brother Zander Trask, kept a journal. The journal is frankly rather dull and poorly written. Trask was no great thinker and mostly it is a repetitive and boring record of the day to day drudgery of being a lowly acolyte of the temple. If carefully read and studied for three hours though three interesting facts can be gleaned.

1. Trask believed there to be something unusual about the south eastern pillar in the lower temple (room 1-27). He suspected it was hollow and had a secret door into it.

2. Trask knew by rumor that two powerful daemons named Hexor and Vexor guarded the upper levels. He didn’t know precisely where they were stationed, but he desperately wanted to get a look at them some day.

3. Trask had seen a priest (who thought no one was present) sit upon the throne and mysteriously vanish. He didn’t know where the priest went but thought it very interesting.

Other than the lost journal, there is nothing of any interest or value here.

The following room 1-12 is another wrecked room where soldiers once were quartered. There is nothing of value here. And so is the next room 1-11 full of broken bunks and moldering personal effects. There is nothing of value there.

Continue investigating the place, the knot happens in a destroyed tavern. 1-9/1-10
This was once a tavern used to keep their guards and servants content. The tavern is actually not in terrible shape for a building that has been abandoned for eighty years. When the attack came, this place was abandoned by the guard so no battle was fought here. The Victor’s men did ransack it for all its gold, food and ale, but still it remains in passable shape if it was merely cleaned and restocked.
There is a fireplace in this part of the tavern that actually has a small vent that opens in the side of the Horn. This vent, though covered by a small metal grate, is actually another (very difficult and dangerous) way in.

1-8 This wrecked room once housed a dozen stonecutters who labored tirelessly in this wicked place. Now it is full of broken bunks and moldering personal effects. There is nothing of value here.
1-7 Once eight temple guards were quartered here. Now it remains ransacked, tossed into disarray and left to cobwebs. There is actually a small coin purse that was missed in the ransack. It holds 31 gp and an elixir of truth. Othewise the room is unremarkable.
1-6 A fireball or some other equally disastrous spell went off here eighty years ago as the Victor’s retinue stormed the Horn. The blast annihilated a small group of acolytes taking refuge here. Now eighty years later, only barely identifiable shards of bone and ash remain in this blasted room to mark their demise.
1-5 This ransacked room once quartered a dozen temple guards. When the temple fell, this room was ransacked and for the last eighty years it has changed little since that time besides gaining a coat of dust and countless cobwebs. There is nothing of great value here, but with a little work and some new bedding, this room could again comfortably quarter a dozen men.
1-4 This room once held many months of provisions for the residents of the Horn, if perchance their temple was ever besieged. When the attack upon the Horn came, it happened so quickly no such stocks were needed. A temple guardian, a minotaur, retreated in here during the Victor’s assault and fought to the last. This minotaur had the honor of being impaled by the Victor himself using a spear taken from a fallen comrade. So powerful was the Victor’s strike that the minotaur was pinned to the floor. There he remains to this day (location A), looking as if he died yesterday. He bears upon his arm a tattoo of a white horse skull with three burning green eyes. This is the symbol of the servants of Vetra-Kali.
As far as provisions, this room is empty, with anything not claimed by the Victor’s men long ago stolen. However, a faint aura of transmutation magic does remain. Any food or drink stored here will not spoil. It is this magical effect that explains why the minotaur’s corpse is in such excellent condition.
1-3 This is another empty guardroom adorned only by an L-shaped stone bench in the southwestern corner.

First level completed, staying? Moving to the next level?


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

"I think I'm going to keep it." Rose said approvingly as she looked around the ruin.

Next level is fine with me.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Hound tromps along.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Mysty leads the way, as before full anti trap mode.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Sorry to seem to just leaving all of this to dump on you Aku, but it seems most prudent currently. I have a feeling all of this information is going to be quite handy soon.

Nahia nods at Rose and adds with a giggle "It is quite grand isn't it? With some cleaning and a fresh sprinkling of new religious iconography, it could be quite a lovely antebellum home."


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Nahia, don’t worry. Also I apologize for being distant. These last couples of weeks haven’t been easy. Work/University if robbing me of almost all my free time.
The group decides to explore the second floor. For that, they must first exit the first one and then moves to the next, climbing another set of stairs.

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 stair way 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 room 1-23 below.

You need a Acrobatics DC 20 to jump over the trap


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Hound will determine if a table can be brought from the tavern and used to cover the pit and do so.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

have to be a big table, and carrying up that stair won't be fun
Mysty looks at the plank. Is it stable? And safe?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Hound, you don’t remember anything big enough on the lower floors that could help you jump over the pit.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

I can get across easier without my armor and then help catch people as they jump across, unless some of us can fly.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose looks over at Nahia. "Pretty sure some of us can."


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Nahia smiles at Rose, nods, and says "Yep. No problem there. What do you want me to do to help the rest of you cross through? Some rope or chain?" She looks Hound up and down as she adds "Cause I really don't think I can carry... some of you."

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Well, maybe you could carry me. Or we could use the plank of wood here. If it's safe, of course.
She looks down.
I wonder if there is anything down there.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Mysty wrote:

She looks down.

I wonder if there is anything down there.

A reminder: The pit trap falls in room 1-23 below.

"Moving forward, the next door leads into chamber 1-23 which contains a cage made of stout iron bars that run from floor to ceiling. The cage was originally designed to capture those who blundered into the pit trap aboveit. Now, everything is in disrepair.
The metal faux-stone pit trap cover is gone (part of it is being used by the boggards as a door in C22) so now there simply is a chute in the ceiling that leads to level 2 above. The lock has been broken beyond repair and so now the door to the cage simply swings open."

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

cooll. thanks Aku

Of course, this leads to that cage below Mysty says, slapping herself. If we do move in, we could repair the pit, and the lock on the cage below. Might be handy.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Mysty wrote:
Or we could use the plank of wood here. If it's safe, of course.

Checking the wood plank, if someone is able to cross to the other side and fix it there, it's most likely safe to cross using it.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose dropped her pack and retrieved a piton and a metal ring with a piton bite. "This is a rope anchor ring. Can you go up there and hammer the spike through the ring and into the ceiling?"

Around her waist Rose wore a heavy length of chain that hung looped back and forth across her hips, attached to her weapons belt by an ovoid clasp. She unclipped the clasp and the chain came free, the majority of it spooling to the floor with a metallic rasp.

She held the clasp out and said "Then we just clip this to the rope anchor and swing across."

I've been hoping the chain-belt thing would come up at some point.

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