-Mordecai- |
The stairs in 2-20 are encased within the pillar. They can only be reached by going down into the lower levels, and then coming back up. And then they come up to 3-12.
There is a portal chair in 2-20 and a destination/circle in 3-9 if going up a level is the goal.
Whoops, my memory failed me about the routes. So instead he goes to check 3-9..
The invisible Bapho lands on the portal chair, and whispers the command word - teleporting to the third floor.
Grymp |
Alright, so some folks are going down to go up, and some teleported to 3-9, you can all figure out just where you happen to be.
For those that moved to 3-9, you can hear through the door to the east that all hell is breaking loose out in 3-1.
The rest of you continue to move wherever you were headed. If you had another way to get to level 3, then you can hear mayhem coming from the direction of 3-1.
Gertrart aka Blood Desecrator |
Hearing the commotion through the door, Gertart heads towards the front of the horn, the into the entry room as quietly as he can.
Stealth: 1d20 + 11 ⇒ (10) + 11 = 21
Taking chair to 3-9, south through 3-7 & 8, then 3-1. It will take a little longer, but I don't want try to get through the same door as everyone else, & coming from the other side is kind-of useful to the rogue.
Malleck of Alerion |
Malleck will just go to the source as fast as possible.
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Grymp |
Ok then, so when they open the door to 3-9, Malleck and Mordecai see a large magical beast like something out of a nightmare. It has three heads and wings.
The center head is that of a large lion. The creature's right head is that of a green dragon. And the third head is that of a metallic bull. The combination of tawny lion skin, rough scaly green, and the silver metallic is just surreal.
Malleck? Mordecai? Knowledge(arcana) if you choose, otherwise, what's your plan?
If you others are there, chime in, but I think Gertrart is a couple rounds out from getting there, and Taeral and Xeram are off checking other areas.
-Mordecai- |
Knowledge (Arcana): 1d20 + 5 ⇒ (15) + 5 = 20
"Magnificient beast," Mordecai whispers."I wonder if we could keep it.."
Waiting to see if Mordecai knows what the creature is
Malleck of Alerion |
"If it is compitent. Yes. It would make a fine ally" he smirks. Non the less. He holds his shield up and readies his sword.
full defence
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Grymp |
I know if I saw some crap like that behind a door I had just opened, I'd close the door and hope for the best as I ran for the hills!
Ok, so with a 20, Mordecai knows the creature is a "Gorgimera," the etymology of which might seem apparent.
I will allow Mordecai to know 1 thing about the Gorgimera, what would he like to know?
Knowing it's name, you're not all message'd up, right, so you can't ask Taeral about it?
-Mordecai- |
ok, here goes: Does the creature understand any languages?
For the time being, Mordecai is not willing to find out if the creature is hostile or not - he stays in the hall and out of the beast's way. Once the backup arrives he might give a try to talk with the creature - or let the drow do the talking.
Gertrart aka Blood Desecrator |
I think I will be three rounds later, just allowing for doors to open. If I was first in the chair, maybe only two as the others have ato least one door. :)
What is it doing? What is causing the commotion?
Taeral |
Sorry work has been a bear the last couple of days. So this will be a hasty post.
Once Taeral has gotten to the scrying area, he will determine where the problem is, do some knowledge checks, then he an Vexor will dimension door to the others (as it is always good to have a Ceustodaemon with you in a fight).
Kn Arcana: 1d20 + 14 ⇒ (7) + 14 = 21
[ooc]Even though I know as a player what Mordecai asked... I would ask the same thing because we are separated and the description sounds kewl.)
Taeral begins by playing his lute, as music always calms the savage beast.
Perform(String)(inspire competence): 1d20 + 13 ⇒ (8) + 13 = 21
[Draconic]"Mighty creature of immense power and terror, will you parley with me. I would be humbled if one of your magnificent presence would tell me what I can do to aid you, without you completely destroying this location of great power.
Diplomacy: 1d20 + 17 + 3 ⇒ (14) + 17 + 3 = 34
Grymp |
The gorgimera sits back on its haunches, the three heads craning in unison to look at Taeral. They give a very quizzical look, clearly unaccustomed to such a response to the destruction it has been wreaking.
The three heads respond, with one saying a few words, and then the next, and finally the third, and back through the rotation again. It is an odd experience, and quite different say then dealing with an Ettin where it's heads never agree on anything.
[Draconic]"Who are you, and what are you doing here? Why do you not flee in fear? What is the power that I feel growing in this place?"
Taeral |
[Draconic]"I am Taeral and I am here to release and recall the true master of this great place, Vetra-Kali, a harbinger of pestilence and a mighty servant to the Pale Horseman. The power you feel growing, that is Vetra-Kali drawing nearer as the magical bindings imprisoning him weaken daily."
[Draconic]"Why should I flee in fear, I have one of Vetra-Kali's own guardians here with me." Taearl indicates the ceustodaemon behind himself. "I have also gathered other entities and creatures here as well, some we have pressed into service, others we have agreed upon terms, be it food, coin or sacrifices, for their support in the endeavors here."
[Draconic]"I can see the potential of making an alliance with you, as compared to fighting you and only causing unneeded destruction of these halls. So I would ask again, what may I do aid the process of becoming your ally."
Diplomacy: 1d20 + 17 + 3 ⇒ (16) + 17 + 3 = 36
Taeral |
Taeral grins at the simple needs of Trithraxus.
[Draconic]"I am sure we can provide you with food. Would you want it kicking in fear or just brought to you dead? And what would you offer to me? Would you guard this entrance from intruders and patrol the skies around the Horn? Would you come to the defense of the Horn? If you are willing to do these things, I can provide you with a den right here. That doorway leads into two large rooms, you may have them if you ally with me."
Taeral motions to the doorway to the room east of the entrance to this level.
Pointing to rooms 3-2 and 3-3. I believe they are burned out rooms and do not hold anything of importance for the group.
Diplomacy: 1d20 + 17 + 3 ⇒ (17) + 17 + 3 = 37
sweet, the rolls just keep getting better.
Gertrart aka Blood Desecrator |
"Excellent."
Where in the adventure will a cattle farm be found? :)
Gertrart aka Blood Desecrator |
Gertart watches from the edge of the room, fading in and out of view as Malleck tears himself to pieces.
Malleck of Alerion |
promise. Tonight i will have a description.
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Grymp |
Insert Malleck's transformation here...
Alright then, so... Sensing that the crucial moments in the fight for the Horn of Abaddon were approaching, your benefactor sent reinforcements in the form of Aleksand and a pile of alchemical and magical reagents able to be used to craft magic items (and bring you all up to WBL).
Aleksand brought with him a note that expressed that he was joining you, and that you should issue him one of the circlets from the treacherous knot you had destroyed.
*********************************
We are now down to the final 5 days of the ritual...
Time: Day 217 – As the dusk ritual is complete
The small tremors (Event Nine) in Act Three presage this event. Now, the day of reckoning has arrived. The temple is wracked by a tremendous earthquake. The earth itself seems to rebel against the blasphemy being perpetrated in the Sanctum.
In the Sanctum there is a horrific ear-splitting scream and for a moment a shadowy apparition manifests over the Silver Seal. It reaches out its six clawed hands and grasps at the seal, scratching and clawing. The Seal is gouged and marred. The echo of unholy laughter is heard and the apparition fades. Vetra-Kali is close at hand.
Every creature in the upper three levels of the Horn, the Spiral and the Sanctum must make a DC 15 Reflex save as stone and masonry collapse throughout the entire dungeon. Failure results in 4d6 damage; success equals no damage. Creatures in the lower caves are slightly less affected. They still must make the Reflex save but failure is only 4d6. Incorporeal creatures are immune to this damage.
Though out the complex changes occur:
1-9 The entire west wing of the Death’s Head Tavern breaks off and falls down the side of the Horn. It crashes in a pile of rubble at the base of the Horn. Anyone in that room gets to make a second Reflex save (DC 15). Success means no damage is taken as they leap clear just in time. Failure means you fall 50 feet and get covered in rubble (8d6 total damage).
1-16 The basin of the fountain cracks spilling a hundred gallons of water all over the courtyard. The fountain’s magic is ruined.
1-23 The chute that connects 2-1 to 1-23 collapses. The pit trap is permanently destroyed and anyone in the
cage is crushed beneath falling stone (10d6 damage).
2-2 Both walls of this guardroom collapse transforming this chamber into a deathtrap. Everyone here must still make a DC 15 reflex save. But instead of 4d6 damage, failure is 8d6 damage and they are buried. A Success inflicts only half damage and they are not buried. 2-5 The metal bars of the cage twist and warp creating a hole big enough for any creature size large or smaller to escape the cell.
2-15 This room collapses raining down stone on anyone unlucky enough to be here. They must make a second DC 15 Reflex save or take a further 6d6 damage (save negates). Anything in the room is crushed and buried.
2-20 The Pillar marked ‘B’ collapses smashing into the double doors. Any guards stationed on either side of the double doors must make a second DC 15 Reflex save or take a further 6d6 damage (save negates).
3-1 The Archway collapses sealing the third story (save for the section that leads to the sanctum).
3-2 The curved northeastern wall collapses opening a new entrance into 3-13.
3-7 This room entirely collapses raining down stone on anyone unlucky enough to be in the chamber. They must make a second DC 15 Reflex save or take further 6d6 damage (save negates). Anything left in the room is crushed and buried.
3-10 All the cell doors pop open in unison as the ceiling buckles and barely holds. All prisoners are free.
3-11 The entire north wall crumbles and falls into the valley below opening up a new entrance to the Horn.
S-1 The half-wall that seperates S-1 from B collapses. Anyone standing within 10’ of the wall who fails the first save instead takes 8d6 damage (save for half).
Miraculously, the Horn does not collapse. The magic that created the Horn of Abaddon is too strong to so easily allow its destruction.
You can all choose if you were in any of the areas that were damaged requiring saves and such. There are many dead and injured of your soldiers around the Horn, some trapped, some saveable, and some that are beyond help.
Malleck of Alerion |
ill be in the now former deaths head tavern
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Malleck of Alerion |
RS: 1d20 + 14 ⇒ (9) + 14 = 23
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Malleck of Alerion |
The sound of thunder and a terrible quake makes him move towards the door to go see what is happening. As he does, the ground begins to shake and shudder even more, instinct took over as he makes a leap for the door, only moments before the tavern behind him plummets down the side of the mountain
"This is quite... unexpected. Best go see if the others need my help" he states in his now emotionless voice
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-Mordecai- |
Mordecai was in...
floor (4=S): 1d4 ⇒ 3
room: 1d13 ⇒ 3
Reflex save: 1d20 + 2 ⇒ (5) + 2 = 7
damage: 4d6 ⇒ (4, 5, 6, 3) = 18
Mordecai realizes something horrible is happening when he hears the ear-splitting scream. When the whole room starts shaking, the tiefling tries to run out - only to find out there is no safe place. The ceiling is collapsing, but Mordecai is too slow in his moves to get out from the harms way and gets pummeled the falling rocks.
Finding out that he survived with merely some bruises, he uses his infernal powers to heal himself and then goes out looking for the other members of the Knot.
Casting 2x infernal healing
Malleck of Alerion |
Seems Mordecai was met first
"Greetings. I am... glad... to see that the events did not claim your life. I believe it is best we search together. Thatw ay if something does happen to either of us. Or we come apon a obsticle. We can assist each other"
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Gertrart aka Blood Desecrator |
Gertart feels the shaking and is glad the forge is as sturdy as the metal it creates. He puts down the hammer and tongs and picks up the falchion. He then heads to the entrance to make sure the shaking is not from an assault. Then smith goes looking for his knot.
Stealth: 1d20 + 13 ⇒ (20) + 13 = 33
EDIT: Nat20! no wonder the whole world is shaking!
Malleck of Alerion |
i will be there
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Gertrart aka Blood Desecrator |
I'll be there, especially as we have blood to let. Though as a last task, I suppose I will be packed and ready to move on when the deed is done. We don't have a target yet, do we?
Aleksand |
Aleksand gets to his feet and surveys the damage in the torture room, of which he was inspecting. He then centers himself and focuses casting Thoughtsense and Detect Thoughts and wastes no time looking for survivors among his Knot.
Casting
Casting Time 1 standard action
Components V, M (a bit of dried brain tissue)
Effect
Range personal
Target you
Duration 1 minute/level
Description
You automatically detect and locate conscious creatures within 60 feet, as if you possessed the blindsight ability. Nondetection, mind blank, and similar effects can block this effect. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and non-sentient (Intelligence 1–2) creatures, but otherwise provides no information about the creatures it detects
Malleck of Alerion |
You will not be able to detect Malleck this way =^^=
Gertrart aka Blood Desecrator |
Gertart feels the shaking and is glad the forge is as sturdy as the metal it creates. He puts down the hammer and tongs and picks up the falchion. He then heads to the entrance to make sure the shaking is not from an assault. Then smith goes looking for his knot.
[dice=Stealth]1d20+13
EDIT: Nat20! no wonder the whole world is shaking!
"Two squares to one through difficult terrain, right?" "That quake must have destroyed every bit of clear terrain. I feel like it is taking me over week just to get out of this room."
Grymp |
Alright, so all of the PCs survived the earthquake. Some of your minions didn't, but that's what minions are for. You have managed to heal up, albeit, the Horn's integrity has been shattered on many levels. These changes have placed you all on a heightened alert, and so at the midnight ritual on this day, more of you than usual have gathered to see that things proceed apace.
Gertrart draws the long straw and he conducts the ritual, as he has a score or more of times in the past. The clouds part, lightning strikes, and through the unnatural barrier that protects the Horn from outside forces you spy a figure. You've no idea what the figure is until you see the curtain of protection part, and through it comes a creature. The creature is roughly humanoid, with wings, feathers, and claws. But this is no Tengu, nor even a Strix, it is something much worse...
I'll give you this much as a freebie, it feels like a "Good" creature.
In round 1, the creature has acted, so all of you can act!
Mordecai: 1d20 - 1 ⇒ (4) - 1 = 3
Gertrart: 1d20 + 0 ⇒ (12) + 0 = 12
Malleck: 1d20 + 1 ⇒ (9) + 1 = 10
Aleksand: 1d20 + 2 ⇒ (7) + 2 = 9
Xeram: 1d20 + 2 ⇒ (1) + 2 = 3
Good: 1d20 + 6 ⇒ (18) + 6 = 24
Gertrart aka Blood Desecrator |
Kn (planes): 1d20 + 1d6 + 6 ⇒ (15) + (6) + 6 = 27
Mordecai will be conducting the ceremony, as part of his priestly duties
If it is a matter of drawing straws, I will do it, but if Mordecai wants it, I'm ok with it :)
"An Avoral! It can bleed, but use DR?. And watch out for it's Special attacks?"
How much more can I recall (base on CR so I do not actually know what a 27 translates too. Just in case my next two questions will be: Resistances? spell abilities? more?
Gertart casts vanish and moves toward the creature, staying out of Mordecai's path.
Aleksand |
Know planes: 1d20 + 11 ⇒ (4) + 11 = 15
Aleksand centers himself and begins drawing on his mental power. His eyes begin to glow a soft red and his body begins to elevate such that he is on his toes.
Aleksand begins casting Deep Slumber. It has a 1 round cast time and will have a Will DC of 24. It only affects a max of 10 HD. Aleksand will also spend 2 PPP to increase the DC by 1 (this has already been factored in)
If need be for SR
SR check: 1d20 + 9 ⇒ (14) + 9 = 23
-Mordecai- |
"I don't think one of his kind came here to have a chat..."
Mordecai casts Mirror Image to protect himself, and waits to see how their new teammate's spell is taking effect.
Malleck of Alerion |
Knowledge Planes: 1d20 + 13 ⇒ (18) + 13 = 31+2 if good celestial
Feeling the presence and the creatures aura, he steps up and puts himself straight infront of the creature, his blade wreathed in icy cold blue flames smite
"Your opponent is me" he challenges it with his now emotionless voice
As he does so, his body too is wreathed in what appears to be icy blue flames. Linking up with his sword
standard action : protection from good
Sorry guys. Power was out for 3 days. Hard time charging my phone even
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Grymp |
Between Gertrart and Malleck you get:
Avoral:
CR 9 -
DR 10/evil or silver; immune to: electricity, petrification; resist cold 10 sonic 10
It doesn't have any "special attacks" per se, but it is a hell of a spellcaster!
It is hovering roughly 30' away from you lot, so anyone that didn't use up their whole actions, what's your plan for this round?
The party is still up.
Malleck of Alerion |
so up in the air? Not much i can do. Still have a move action. So if i can reduce the distance between myself and it, i will do so. As a note. Any form of alignment scrying on myself comes back as inconclusive
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Grymp |
The Avoral moves laterally to lines up Aleksand, Gertrart, and Mordecai and blasts with a lightning bolt...
lightning bolt: 9d6 ⇒ (1, 4, 1, 3, 4, 2, 2, 2, 2) = 21 DC 16 Reflex for half damage
So everyone but Malleck and Xeram need to make that save. Yes, even Gertrart
If Aleksand can make his concentration check...
Will Save: 1d20 + 6 ⇒ (11) + 6 = 17
The party is up. Or the battle is over if Aleksand finished his casting!!!
That lightning bolt sucked!