Grymp's Way of the Wicked Campaign (Inactive)

Game Master Zahir ibn Mahmoud ibn Jothan

Cardinal Adrastus Thorn * Thiadora * Grumplejack * Silken veil * Talingarde * Lower Caverns * Main Levels

Party Loot Spreadsheet

no combat:

Combat!!

Round: 1

Malleck: UP!!
Xeram: UP!!
Meinhard:
Aleksand:
Gertrart:
Donnagin:
Mordecai:

Summary of Important Posts:
I wanted to take a quick timeout to link back to a couple important posts that have info in them that you are still working on.

First are the three large posts that describe the vast majority of the Horn

Lower Caverns

Levels 1 and 2

Much of level 3

Next is Cardinal Thorn’s post where he described the mission, which is essentially to get the Tears of Achlys from Vetra-Kali.

And then you had info on the ritual and the rebuilding of the alchemical golem.

The Ritual

The alchemical golem

Also recall the oozes that you were going to get back to.

You've still missed some rooms on level 3, although I think you've covered levels 1 and 2.


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half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

"Thanks. May your aid long be remembered by Dagon," the half-orc says to the healer.

After the chilling days of hunting seals, the rogue figures he can survive the room they are warned of as cold.
Stealth: 1d20 + 9 ⇒ (16) + 9 = 25 into C19


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Taeral attempts to identify the type of creatures that made the large pile of bones. In C18

Kn Arcana: 1d20 + 11 ⇒ (5) + 11 = 16
Kn Dungeoneering: 1d20 + 7 ⇒ (20) + 7 = 27
Kn Local: 1d20 + 8 ⇒ (15) + 8 = 23
Kn Nature: 1d20 + 7 ⇒ (13) + 7 = 20
Kn Planes: 1d20 + 7 ⇒ (20) + 7 = 27
Kn Religion: 1d20 + 4 ⇒ (15) + 4 = 19

Also I think we all may have missed this in your post. What is the helm? Is it magical? Will cast Detect Magic.
Spellcraft: 1d20 + 5 ⇒ (17) + 5 = 22

Grymp wrote:
C9 – Boggard village, A-F are boggard homes. G was Kumanda’s lair. His two consorts live here. Having defeated him, you have rights to them. You also have rights to two large chunks of flawed but valuable amethyst worth 150gp and 220 gp respectively. A fossilized mammoth tusk worth 500gp, and a helm

Lastly, I don't believe we have found a way to go higher in The Horn, unless there is a way in C13. So I guess we need to go back outside and try to find another way higher.


Roll20 Maps Loot

It is a helm of comprehend languages and read magic

There are Random: 100 + 2d6 ⇒ 100 + (2, 4) = 106 intact human, half-elven, elven, and dwarven skeletons in this pile that could be raised by animate dead into skeletal minions, should some enterprising necromancer decide to do this.

In looking it is not apparent that everyone made an attempt at the DC 30 perception check in C5. In fact, I'm pretty sure some folks did not try it, so swing away if you can!


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

taking 20=29 if it's a small object, 27 if not, so I didn't bother to roll. :p

"Brrr." the hiding rogue thinks.


Roll20 Maps Loot

So which of you are shacking up with the pair of boggard babes?


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Ah, a dump site of bodies.
An excellent resource pile if ever we need fodder.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Would 'shacking up' mean swimming through egg jelly? *ewww*


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Taeral could provide Gertrart with a +2 morale bonus form Heroism. The spell will last 1 hour, but I would think we would need to know which room we needed to be in, so Gertrart could take 20 and effectively use the bonus. Additionally I could provide +2 competence bonus for up to 19 rounds a day, but this would follow the same restrictions of knowing which room we need to make the perception check in. Alot of OOC information.

So I think our option is to find a way into The Horn by means of an outside portal. Unless someone else has an idea? Maybe we can re-search the area when we next level up.


Roll20 Maps Loot

Right, taking 20 against a "known unknown" could work, but not against a random secret door that you've no idea is there.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

I suppose i could make some rolls & hope for a 20. Random room perception with heroism & competence bonus.
1d20 + 7 + 2 + 2 ⇒ (11) + 7 + 2 + 2 = 22
1d20 + 7 + 2 + 2 ⇒ (12) + 7 + 2 + 2 = 23
1d20 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16
1d20 + 7 + 2 + 2 ⇒ (17) + 7 + 2 + 2 = 28
1d20 + 7 + 2 + 2d1d20 + 7 + 2 + 2 ⇒ (14) + 7 + 2 + (5, 12) + 7 + 2 + 2 = 51
1d20 + 7 + 2 + 2 ⇒ (19) + 7 + 2 + 2 = 30
1d20 + 7 + 2 + 2 ⇒ (19) + 7 + 2 + 2 = 30
1d20 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13
1d20 + 7 + 2 + 2 ⇒ (15) + 7 + 2 + 2 = 26
1d20 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16
1d20 + 7 + 2 + 2 ⇒ (11) + 7 + 2 + 2 = 22


Roll20 Maps Loot

So what's th plan then? Shack up a few days with the chick boggards before going back out and up?

Aren't there a space or two down here unexplored?


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

No way, these creatures are distsateful. :)

"Have we checked out everything down here?
For i have this hunch we've missed something as of yet."


Roll20 Maps Loot

You did nothing with C19, but that's ok. We can assault on up the Horn if you are ready!


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75
Gertrart aka Blood Desecrator wrote:
"Should we check out the freezer too?" He asks (c19).
Gertrart aka Blood Desecrator wrote:

After the chilling days of hunting seals, the rogue figures he can survive the room they are warned of as cold.

[dice=Stealth]1d20+9 into C19
Gertrart aka Blood Desecrator wrote:
"Brrr." the hiding rogue thinks.

I wouldn't say nothing...


Roll20 Maps Loot

I'm sorry Gertrart, so you did! I'll Post something for you.


Roll20 Maps Loot

Gertrart sneaks into the room. As he goes in the room begins to feel colder and colder. Along the far side of the room, Gertrart spies a bunch of diamonds glittering on the wall as if producing their own light. Because I am assuming Gertrart didn't haul in a light source.

As Gertrart starts moving across the room towards the diamonds, his senses warn him of impending danger, and he leaps backwards.

Perception: 1d20 + 9 ⇒ (20) + 9 = 29

A close inspection shows that there is a spot in the floor that is extremely thin, and likely would have caused Gertrart to fall through, to what he doesn't know, but through couldn't be good.

Having discovered the trapped area, Gertrart proceeds across the room to the "diamonds" only to discover that they are clear quartz with an unnatural glow coming from them.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Gertrart uses silent image [/] to outline the dangerous area before mining to the crystals. [I]"Well, what have we here?"
Knowledge check: 1d20 + 1d6 ⇒ (3) + (1) = 4
+9 (local), +8 (dungeoneering), +7 (engineering), +5 (all others), or spellcraft at +12.


Roll20 Maps Loot

Unfortunately Gertrart, the sum total of this room is a trap, with no treasure. The "diamonds" are worthless.

So, are we ready to move further up into the Horn?


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

ready. By the way... recently came up with a new character idea should Malleck perish. Duel character. Spirit summoner. One half CG the other CE. Or if i am forbidden to make a CG/CE character... LE/CE =^^=

-Posted with Wayfinder


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Ready.


Roll20 Maps Loot

Ok, I will point you towards this post and ask which of the routes of entrance do you wish to take.

You can easily have rested for a couple days. The boggards will provide you a secure base camp while you explore the Horn, but they know nothing about the upper levels.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Gertrart suggests the second entrance. "The easiest to reach means any inhabitants will have the best tested defenses. Someone depending on the terrain to protect them is likely to be more lax." It may not be sound logic, but it has a logic. The rogue's logic totally ignores the invisible scouts that could tell us a little more about either entrance.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Ready here

"I believe this is another perfect example of when we should send in the imps to scout a bit for us. I think the first level and work our way up and through." Taeral adds to the suggestion.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

Go ahead

"Yes, let the grunts do the work, they are here to serve, let them do their part. We've been at the front for far too long"


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Ready.

[Pats fingers together]

"Quite so, it'd be a waste to be cut from the task at hand, prematurely."


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

Ready here

"I doubt we have a means to fly, so I recommend starting from the lowest level. Bapho, scout ahead!"

One vote for 2nd level, two for 1st. Two unvoted. What, democracy in evil campaign...???


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Gertrart let's the imps scout ahead but gets as close to the first entrance as he can.
stealth: 1d20 + 9 ⇒ (3) + 9 = 12


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

as i said way at start. From bottom to top

-Posted with Wayfinder


Roll20 Maps Loot

Ok, so the Imps (3 now?) go up the steps into area 1-1:

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.

Perception DC 20:
There have clearly been many battles fought here, but not for some time.

From this point the passageway turns to the right. 40’ further there is a passageway to the left, and a large wooden door to the right. The passage continues a further 40’ down passing a second door on the right, and ending at a door.

The imps decide to not check any of the doors as yet, and instead they go up the north passageway that turned to the left. 30’ up the passageway it opens into a long room, a courtyard with numerous doors along either side goes west, and a fountain full of water. The fountain has a centerpiece in the form of Charon and his skiff. To the east, the room necks down and then reopens into a large vaulted space. Upon every surface there are carved baroque scenes of daemons and their humanoid allies marching together to conquer in the name of the daemon prince Vetra-Kali. At the far east end of that room is a dais, with a throne at the top. To the north and south are arches that lead into two rooms. The arches have ragged silk tapestries hanging in their openings, so the imps cannot see into the rooms without moving the tapestries.

They imps return to the party and report what they have found. They have been everywhere they could go without opening doors or moving tapestries aside.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

"I guess it is time to find out who our upstairs neighbors are." Tearal says with a chuckle.

Perception: 1d20 + 1 ⇒ (10) + 1 = 11

He peers through the arrow slits on both side of the hallway in turn.
Eastside Arrow Slits: 1d20 + 1 ⇒ (4) + 1 = 5
Westside Arrow Slits: 1d20 + 1 ⇒ (19) + 1 = 20

We are trying to take over the horn and secure for a period of time, correct? Is there any type skill we can use to identify potential security modifications. With the imps flying around invisible , I am not sure if guard are being overlooked or if there are no guards so far.


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

Once the imps have scouted the area, and tell it's safe, Mordecai follows them upstairs.
perception: 1d20 + 10 ⇒ (6) + 10 = 16

"Very quiet. Is it even too quiet?"


Imp | HP 32/32 | AC 21/16/16 | Saves F:+4 R: +6 W: +8 | CMB +3 CMD 14 | Init -1 | Perception +7 SM: +1 | Darkvision 60ft

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

"I told you there was no one here. Buuut, check here, mortals: Many battles have been fought here! But I guess it's a long time ago"


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Perception: 1d20 + 8 ⇒ (10) + 8 = 18

"That matters not, it is deserted now and fit for an undisturbed investigating."


Roll20 Maps Loot
Taeral wrote:
We are trying to take over the horn and secure for a period of time, correct? Is there any type skill we can use to identify potential security modifications. With the imps flying around invisible , I am not sure if guard are being overlooked or if there are no guards so far.

222 days, to be precise.

Remember the "mechanic" used to determine when you had done enough sabotage to the keep in the last module? This module has a similar mechanic. Once you have taken over, you will have figured out what resources you have to station around the overall Horn and the dungeon to guard it. For example, the members of the boggard tribe are one such resource. The acid in the acid pool are another such resource. Places like this entrance, with its knee-wall and arrow slits on the sides too. Yes, there is a points system, and then at specific points in the 222 days, the outside world will make various attempts to break in and disrupt your ritual. Based on how well you guys have fortified, will depend on how much of the good guys get through for you to deal with and such, and in what shape.

Consider every dungeon stronghold you have ever broken into as the good guys in other modules and APs, and you wondered who set up the traps and guards and such? Well, in this adventure, that will be you!

You can well imagine some group of young goodie goodie PCs out there somewhere given the mission "three days ago, we got word that the Horn of Abaddon had been taken over by the forces of evil, and a terrible ritual has been started. We fear the successful resolution of that ritual, so you guys need to go out there and see that they bad guys fail."

Of course, you're just on the opposite side of it this time!


Roll20 Maps Loot

Peering through the arrow slits you can see guardrooms behind the arrow slits, empty guard rooms that would almost certainly gain a "Security Point" if there were guards here with missile weapons.

There are locations in the lower caverns where "Security Point" options exist, but I am not going to just tell you where they are, but the question having just been asked, and these two spots being so obvious, I wanted to show you how the mechanic works.

I would be comfortable giving a Profession(soldier) check if someone was good at that skill at various locations to determine if they were good spots, or not. I'm not sure what other skills might apply, maybe knowledge(architecture)?

There will be a number of "interesting" things in this "dungeon" that can be used as guards or traps, etc.


Roll20 Maps Loot

Please note the link I posted above for the "Main Levels"

If you read the description I gave above, you can follow where you came in from 1-1.

You guys are great about OOC knowledge. I'll try and post info tomorrow about the rooms, in the usual way, leaving the areas that have something "interesting" for us to "explore"

Sound good?


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Perceive: 1d20 + 7 ⇒ (15) + 7 = 22 "There have been many battle here," Gertrart says looking at the scuffs, scratches and blood stains on the stones. "Though not for quite some time."

Only two imps, the third was a bluff with a silent image.

The blood desecrator leads the way around the corner after peering through the slits with Taeral. He moves as quietly as possible and listens to the three doors in the first hallway.
Stealth: 1d20 + 9 ⇒ (5) + 9 = 14
P I 17: 1d20 + 7 ⇒ (8) + 7 = 15
P I 18: 1d20 + 7 ⇒ (6) + 7 = 13
P I 19: 1d20 + 7 ⇒ (12) + 7 = 19

Gertart spent his time with the dwarves learning about various defenses of the last keep. Kn (engineering) +7, probably roll them later?


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Roll20 Maps Loot

Ok, so my intent is to provide you with what you can have discovered in the many rooms that are easy to scout. We can then worry about any “interesting” rooms. I provide you levels 1 and 2. I want to wait and discuss these levels before you go to level 3, as there is info on these levels that will help on level 3. There are places where I ask for skill checks, and some where I don’t and just gave you the info. I doubt I was consistent. If you think you’d be apt to take 20 searching certain spots and such, then by all means, do so and read the spoilers.
Level 1

1-1 The Left Eye:
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.

1-2 Eastern Guardroom:
This chamber is empty. 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.

1-3 Western Guardroom:
This is another empty guardroom adorned only by an L-shaped stone bench in the southwestern corner.

1-4 Lower Storeroom:
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. Pinned against the wall by a spear is the body of a minotaur (location A). He is amazingly well preserved, looking as if he died yesterday.

1-5 Pillaged Quarters:
This ransacked room once quartered a dozen temple guards (with their officer enjoying the privacy of 1-6). 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.

1-6 Blasted Room:
This room was once the quarters of a temple guard captain. This chamber gave him some privacy yet kept him close to his men. Now there is little evidence of this room’s original purpose. There is nothing here but ash, blast marks and few burned bits of refuse. 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.

1-7 Pillaged Quarters:
Once eight temple guards were quartered here. Now it remains ransacked, tossed into disarray and left to cobwebs.

Perception DC 20:
Within room 1-7 you can find a small coin purse with 31gp and an elixir of truth

1-8 Stone Cutter’s Quarters:
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.

1-9 The Death’s Head Tavern (west wing):
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. If you bought 200 gp worth of common items in Farholde, this could again be a working tavern.

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. If someone climbed two hundred feet (Climb skill checks DC 15) and pried off the grate (Strength check DC 12), they could climb down the flue and into the fireplace. Only medium sized are smaller individuals could fit through these tight spaces.

1-10 The Death’s Head Tavern (north wing):
This is the second part of the Death’s Head Tavern connected to 1-9 by an open archway. The 200 gp noted above would also repair and refit this place as well.

A There is a bar here and a small grill.

1-11 Servants’ Quarters:
This wrecked room once housed a dozen servants of the temple. Now it is full of broken bunks and moldering personal effects. There is nothing of value here.

1-12 Guard’s Barracks:
Another wrecked room where soldiers once were quartered. There is nothing of value here.

1-13 Acolyte’s Quarters (north):
Once acolytes of the lower temple were quartered here. Their quarters are now just as ransacked and abandoned as anywhere else.

Perception DC 20:
There is one thing in this room that is remarkable and it can be found if the room is searched – Brother Trask’s journal.

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 (room 1-27) and mysteriously vanish. He didn’t know where the priest went but thought it very interesting.

1-14 Acolyte’s Quarters (south):
Acolytes of the lower temple were quartered here. There is nothing of an interest or value here.

1-15 Servant’s Quarters:
This wrecked room once housed a dozen servants of the temple. Now it is full of broken bunks and moldering personal effects.

1-16 Lower Courtyard:
This large courtyard 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.

1-17 Armory:
This chamber once stored the weapons and armor of the guards of the temple. Now it is empty holding little more than a few broken racks.

1-18 Alchemist’s Laboratory:
This was once the “Sons” alchemical laboratory where their many poisons and pestilences were brewed and perfected. Wrecked during the Victor’s raid, broken glassware and alchemical equipment litter the floor. There are items of interest among the junk: schematics for an alchemical golem, three ounces of stone salve, an intact glass reservoir, and the broken remains of an alchemical golem.

1-19 Guardroom:
Guards were once stationed here who controlled access to the holding cells and torture chambers beyond this point. But now it is abandoned and empty save for a few broken pieces of furniture destroyed in the fighting and following ransack.

1-20 Sergeant of the Guard’s Chamber:
Once the sergeant of the guard, an unpleasant fellow named Bargus Thrax reigned over this block of the temple from his post here. Now it is empty.

1-21 The Trophy Room:
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.”

None of the names are familiar to our villains save for the city of Ghastenhall is mentioned in the sixth inscription.

DC 15 Perception:
If the panels are closely inspected, ten of them are unremarkable. However, a DC 15 Perception skill check reveals that “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.

DC 30 Perception:
The name plate of ‘Ergun Nigma’ or E.Nigma is actually a fake nameplate.

If DC 30 Perception was made, then try DC 30 Disable Device, take 30 is acceptable:
If the nameplate is pulled it pops out. If it is turned three times to the left, twice to the right and once again to the left, a finely made secret safe opens. Inside are 55 pp, a ruby worth 350 gp, and a set of manacles of cooperation.

1-22 Smithy:
This 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.

If a skilled smith were in residence, this would make work to repair traps and fix torture implements much simpler. Instead of going to Farholde for every little thing, common items could be quickly made here.

1-23 Capture Cell:
This chamber contains a cage made of stout iron bars that run from floor to ceiling. The lock has been broken beyond repair and so now the door to the cage simply swings open.[/spoiler=

[spoiler=1-23A]In the southern wall are set three heavy iron rings. These are perfect places to hang manacles to hold prisoners. Of course, manacles and locks could be purchased in Farholde.

1-24 Prison Guardroom:
This room, once used as a guardroom, is now empty. There is a long dried spray of blood in the south eastern corner. This is where one of the Victor’s knights ran through a soldier in service to the Sons of the Pale Horseman eighty years ago.

1-25 Torture Chamber:
Once the pride of the priesthood of the Pale Horseman, this torture 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.

Still, it could be repaired. If 1,300 gp is spent here, this room will grant a +5 competence bonus to intimidation checks against anyone who spends more than ten minutes “sampling the wares”. It will further grant a +2 circumstance bonus to Profession (torturer) skill checks. This initial skill check often does not involve any actual torture. Instead, it is simply necessary to strap someone in and show them what could happen. This alone will loosen the tongues of most.

For some though, threats are not enough. Actual torture is needed to extract information. A session of torture takes at least an hour and two skill checks must be made: Intimidate and Profession (torturer). The Intimidate skill check determines if information is extracted and the DC is determined normally (see the Core Rulebook entry on Intimidate; don’t forget the +5 competence bonus for the repaired torture gear).

The Profession (torturer) skill check is to avoid mishaps. A DC 15 skill check must be made for every torture session. A failed skill check means the victim passes out from pain, takes 4d6 damage (possibly dying) and reveals no information regardless of the results of the intimidation skill check. A natural one on this skill check means the victim has broken free and grabbed either an improvised weapon or one of the torturer’s weapons (50% chance of either). Regardless, failure means the session is wasted. Every successive session without allowing the victim an eight hour rest increases the DC by two. If the torturer makes the skill check, they can choose to inflict damage (anywhere from 1d6 to 8d6 points of damage – the torturer’s choice).

The 1,300 gp can expended up to six times. Every time the money is spent, the number of “guests” this chamber can serve increases by one. This room is not large enough to torture more than six victims concurrently. The torture equipment in this room (whether wrecked or repaired), together, weighs approximately three tons (6000 lbs).

1-26 Holding Cell:
A stout iron door with a small barred window controls entry to this plain stone cell. The door once had a fine lock but that was smashed when the door was kicked in by a Darian knight. A replacement lock could be bought in Farholde: either a simple (DC 20; 20 gp), average (DC 25; 40 gp), good (DC 30; 80 gp) or superior (DC 40; 150 gp) lock. Inside the room are metal rings set in the wall that could secure manacles enough to restrain either fourteen medium size prisoners or ten medium sized prisoners and one large sized prisoner.

1-27 Lower Temple:
This massive open hall with its vaulted ceilings dominates the first level. At the west wall, a single open archway feeds from the lower courtyard (1-16) 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.

1-27A Throne of the High Priest:
Here sits a large stone throne decorated with scenes of daemonic victory over angels. It radiates a moderate conjuration aura.

Perception DC 15:
At its base in small script is the nonsense word ‘Yah’ in Abyssal

DC 20 Perception:
Column 1-27B Is hollow although there is no apparent opening.

1-28 Acolytes Preparation Chamber:
The priests and acolytes used this chamber to don their vestments and prepare for the horrific rituals performed in the Lower Temple. It is now empty.

1-29 Sacrifice Holding Chamber:
Once this was where sacrifices intended for the grisly rites of the Lower Temple were held. Now, it is merely an empty chamber. 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’

Level 2

2-1 The Right Eye:
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 across it.

The pit trap falls in room 1-23 below.

2-2 Eastern Guardroom:
This empty guard room connects to the Temple of the Priests (2-20) by the only obvious door and to the entrance hallway by a secret door (DC 25 to detect). It is otherwise empty.

2-3 Western Guardroom:
This empty guard room has nothing of value in it.

2-4 Barracks:
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.

DC 20 Perception:
Within 2-4 you find 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.”

2-5 Capture Pen:
This cage is directly above (below?) the entranceway to the third level (3-1). Unlike the other pit trap in 2-1, 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.

2-6 Barracks:
This barracks once quartered eight guardsmen. Now it is empty.

2-7 Statuary Graveyard:
Once the courtyard (2-16) was decorated with statues of priests and daemons. The knights smashed the statues and piled them here

DC 20 Perception:
You will note there is one extra stone head.

2-8 Captain’s Quarters:
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. One of the knights under the Victor was so impressed by the furnishing he ordered it preserved hoping to come back and claim it someday.

The knight died assaulting the Sanctum above but his order was obeyed even when everyone had forgotten exactly why he had given it. And so the bed sits here. The finely varnished wood shows no sign of wear. The beddings are rotten and moldering but if they are replaced, this is a magnificent bed. It is worth 2500 gp but getting it out of the Horn back to Farholde would be a great labor.

2-9 The Beastmaster’s Quarters:
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, if searched and cleared, 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.

DC 25 knowledge(planes):
These creatures are Greater Ceustodaemons.

DC 25 knowledge (arcane):
The plates of iron are inscribed with their true names. Alas the mural is not detailed enough to reveal the true names.

2-10 Barracks:
This barracks once quartered eight guardsmen. Now it is empty.

2-11 Antechamber of the Master of Acolytes:
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.

2-12 Master of Acolytes’ Private Chambers:
Hit me up when you are ready to tackle this room.

2-13 Acolyte’s Quarters:
These quarters once housed eight acolytes. They are now empty.

2-14 Acolyte’s Quarters:
These quarters once housed eight acolytes. They are now empty.

2-15 Acolyte’s Quarters:
These quarters once housed eight acolytes. They are now empty.

2-16 Upper Courtyard:
This large courtyard with its forty foot tall dome was once a center of social life here in the Horn. The deathpriests 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. The fountain is part of the floor of this room and cannot be removed.

2-17 Priests’ Quarters:
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.

2-18 The Knights’ Shrine:
you have a feeling of terrible goodness here. This whole shrine is consecrated to Mitra (yuck!)

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.” This is one of the mottos of the Knights of the Alerion rendered in an old holy tongue. A successful Knowledge (religion) skill test (DC 15) will know this.

2-19 The Broken Statue:
These quarters once housed six acolytes. But now all that remains is a broken, headless statue. Even a cursory glance reveals that the statue is very detailed. A detect magic reveals that the statue’s belt pouch detects strong evocation magic.

2-20 Temple of the Priests:
This is the smaller of the two temples (see 1-27) but is by far the grander. Six stately pillars rise to high vaulted ceilings. Images of winged carrion birds circle high above set into the stonework. stunningly beautiful, intricate murals cover every inch of the walls and floor of this place. At first glance, the murals appear quite lovely showing vast armies of supplicants, each exquisitely rendered in bas relief, walking arms outspread towards some unseen goal.

Only as you progress towards the throne and the eastern wall does the message of the murals becomes clear. The figures become more and more emaciated, worn and diseased. Around the throne can be seen cackling daemons herding them like sheep. Nearer the wall they are no longer supplicants but instead shambling undead marching in great legions. And on the eastern walls is the supplicant’s destination -- a throne carved in the likeness of a great skull and above it reads (in abyssal) “Lead the flock into the arms of blessed Death.”

Dc 15 Perception:
If the throne (A) is searched carefully there is an easy to miss inscription here in abyssal
-- “Rah

2-21 Hall of Murals:
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, but there is simply so much adornment throughout the Horn that after a while the knights in the Victor’s service simply could not deface it all. They instead contented themselves with annihilating its defenders.

Someone with a working knowledge of the Abyssal tongue and with patience could catalogue 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). But there is more here than simple history.

Anyone who takes the time to carefully read the murals will realize that there are detailed rituals described here. Transcribing them into useable forms is time consuming. For every day of labor, the transcriber can make one Knowledge (arcane), Knowledge (religion) or Knowledge (planes) skill check (DC 25).


Roll20 Maps Loot

Hmmm, ok, upon further review, I am comfortable giving you MOST of level 3 at this time. You've not discovered the ways to 3-12 and 3-13 yet, and the secret doors to 3-3 and 3-6 are to be found below.

Level 3

3-1 The Center Eye:
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 (C1) far below. The easiest way is to climb from the entrance to level 2 – the right eye (2-1). 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 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. This mechanism can be found with a Perception skill check (DC 25). A Knowledge (engineering) skill test will reveal how the mechanism works.

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. If a Knowledge (planes) skill check is made (DC 25;
award a +5 bonus if the character understands the abyssal tongue) it can be understood that this hallway tells the tale of the ascension of the daemon prince Vetra-Kali Eats-the-Eyes.

It is revealed 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.

3-2 Blasted Chamber of the High Priest:
This was once the personal chamber of the mortal leader of the Sons of the Pale Horseman. The last high priest then known as Ezra Twice-Damned dwelled here. Now it is empty save for ash and splinters. The chamber was wrecked by a tremendous explosion such as a fireball.

A DC 15 Perception check finds the secret door to 3-3.

3-4 Guardroom:
This empty chamber once housed guards of the upper temple. Now it is empty and holds nothing of value.

3-5 Fane of the Three Eyed Prince:
As ornate and baroque as the entryway hall (3-1) is it pales before this expansive and vaulted chamber. This is the Horn’s third temple -- reserved only for the High Priest and his elite retinue. Most of the Sons of the Pale Horseman never entered this temple and never experienced the strange rites conducted within. The fane is adorned with a riot of lurid color. Brilliant bas reliefs depict daemons of every sort engaged in countless acts of wanton evil, callous destruction and inhuman savagery. Rows of pews allow a congregation of the chosen to gather. The podium is doubtless where foul sermons of Abaddon’s wisdom and bile were delivered to those gatherings.

At the front of the chamber are four shrines (A-D).

A – A white shrine decorated with bas relief depictions of open pits of the dead and lepers crying in anguish.

B – A shrine of red stone decorated with cruel iron weaponry and scenes of slaughter. C –A shrine of black stone decorated with images of mortals wasting away from hunger and starvation.

D – A shrine of pale green stone adorned with a skull with two coins over its eyes and an inscription of jagged abyssal writing which reads “Behold a pale horse. Its rider is Death and all shall follow him.”

E – A large bas-relief image of Vetra-Kali sitting crosslegged holding his greatest work, his masterpiece, a vial of some sort. Below the vial is inscribed a name ‘The Tears of Achlys.’ Vetra-Kali also holds three blades and a strange jagged key with an Abyssal inscription “Hail Vetra-Kali”. The three eyed daemon prince pays homage to the four shrines, but there is no doubt that this fane is built primarily to honor him.

On all the other walls are litanies of the deeds of this monster. It was Vetra-Kali who crossed the great void and came to the prime material plane to establish the Sons of the Pale Horseman. It was he who oversaw the construction of the Horn of Abaddon and it is because of this that the Horn superficially resembles this horror from another world.

If checked with detect magic, a door shaped area on the east wall radiates strong conjuration magic. A DC 30 Perception check finds the secret door to 3-6.

3-7 Antechamber:
Priests once waited here to greet visitors. Now it is empty and devoid of anything interesting or valuable.

3-8 The Lightning Scarred Room:
A great magical battle was fought here between the wizards of the “Sons” and the priests of Mitra. The deep gouges cut into the stonework reveal where powerful spells once blasted out again and again. Now, other than its scars, this room is empty and unremarkable.

3-9 Meditation Hall of the High Priest:
This room has no furnishings. The walls and floor of this chamber are covered in abyssal script. The phrase “Receive the wisdom of Abaddon” is written prominently on the curved northern wall. There is a circle of such script in the center of the floor that is the nonsense word “nen” repeated over and over again in Abyssal.

3-10 Sacrifice Holding Cells:
This long row of six cells (A-F) having stout steel doors and good locks (DC 30). Here the “Sons” kept their sacrificial victims and playthings until the moment was right to offer them to their daemon gods. Now it is empty.

3-11 Chamber of Delights:
Once this was the great brothel chamber of the high priesthood. The rewards for serving Vetra-Kali were doled out here in sumptious excess. When the Victor raided this hall, he ordered the erotic murals defaced and the great chamber purged of any hint of its original purpose. Now it is simply a gigantic empty room. The only hint of its former uses are a few defaced murals. A close examination (DC 20 Perception check) will reveal hints of the wanton excesses once depicted here. Most disturbing are the hints that not everyone who visited the brothel was human or even humanoid.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

lot to digest, may have nothing until tomorrow. I will follow other's lead though :)


Roll20 Maps Loot

Apologies for the data dump, but it's better than, "we turn left and go 15 feet" I hope you agree.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

I do agree & thank you. I just wanted to make my daily post so you'd know I'm still here. :)

Sovereign Court

Male Human (Ranger 1) | HP 12/12 | AC 16 (FF 13, T 13) | Fort +3, Ref +5, Will +1 | Init +5 | Perception +5

whoa, that's a lot of information... I'm making some notes on what rooms to investigate more, but it'll take some time. I'm assuming we take 20 always to search the rooms, since we're not in particular hurry. BTW, how far was the city? Some rooms suggest we'd buy supplies from there.


Roll20 Maps Loot

"A skilled rider could ride there in less than a day"


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

And a good gate spell could do so too.....[sigh at lack of spell]


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75
Grymp wrote:
"A skilled rider could ride there in less than a day"

"We'll have to fix that. "


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Gertrat would like to investigate these further:
1-3 bench, 1-4 minotaur, 1-9/10 general, 1-18 alchemical stuff, 1-29 because it looks like something the blood desecrator would use >:)

"I got these from the dwarves, the master smith says holding up a satchel of tools.

Listed Perception checks:
1.7: 1d20 + 7 ⇒ (7) + 7 = 14
1.13: 1d20 + 7 ⇒ (15) + 7 = 22
1.21: 1d20 + 7 ⇒ (9) + 7 = 16
1.27: 1d20 + 7 ⇒ (12) + 7 = 19


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

For your reply & rolling convenience (correct the modifier & close the last brackets:)

Listed Perception checks:
[Dice=1.7]1d20+x[/dice
[Dice=1.13]1d20+[/dice
[Dice=1.21]1d20+[/dice
[Dice=1.27]1d20+[/dice


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Yes, a lot of information to digest.
I made a new tab on the party loot sheet, for possible security enhancements.

Listed Perception checks:
1.7: 1d20 + 1 ⇒ (10) + 1 = 11
1.13: 1d20 + 1 ⇒ (17) + 1 = 18
1.21: 1d20 + 1 ⇒ (3) + 1 = 4
1.27a: 1d20 + 1 ⇒ (20) + 1 = 21


Roll20 Maps Loot

@Gertrart –
1-3 Nothing to see here, no magic auras, no traps or secret doors

1-4 The minotaur is amazingly well preserved. 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. I don’t believe you have any arcane or divine methods to determine more here, so that’s about all you will notice.

1-9/10 – It is pretty much just what I described, no traps, secret doors, or auras here.

1-18 – my apologies the stone salve should have been in italics. Excellent eye my friend, so the alchemical golem is broken, but not beyond repair, and the schematics are right here in the room.

Fixing the alchemical Golem:


  • 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 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. 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.

Once all the components have been assembled and the golem is repaired, Artephius will come to life by simply activating his heart pump.

Hints:
So, some items it should be apparent can be easily acquired for a built of gold back in Farholde. Some items could be made out of things you have (the heart cog, you have that mithral right?), some seem difficult to find, but I'm sure the module has ensured they are available for the fortunate adventurer.

1-29 – Nothing more to be learned here, nothing hidden

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