
Gertrart aka Blood Desecrator |

Aye, we just haven't figured out how. If you have any suggestions, please share. Faustis can set summon monster, shocking grasp, or magic missile if they are in his book. Exploding runes is an option. Unless the have minimal healing abilities it doesn't help us much & that trick worked once already.

Malleck of Alerion |

Still here
Yes, we have a few things we can use. but why dont we just set the chair where our daemon friends are?

Grymp |

If someone is sitting on the chair when someone else comes through, the new person lands in the old person’s lap. With a bunch of people filing through quickly, you can imagine they all tumbled around a bit before they sorted themselves out.
Magic mouth is unable to activate the chairs.

Gertrart aka Blood Desecrator |

Aye, lets put those Gertart vines in the abandoned tower and the guard on duty wears this while sitting in the throne." The smith holds up a set of spiked armor with razor sharp blades on the thighs. The spikes are covered with the glistening sheen of poison.
"I made these too," the half-orc says, displaying a pair of iron maiden type cages that are shaped like the throne. The head of the contraptions is a solid piece of metal, but the rest of it is open slats. Chalk scrawls with arrows say 'insert blade here' in several places. "These will fit over the other entrance thrones." He opens the face of the maiden and inside is another arrow. This one is painted with the words 'Today's Password:' in three languages. The arrow points to a clip where a scroll can be attached.
"What else should I build?"

Grymp |

Ack!! So, there's a guard in spiked armor on one throne? Which one? What's the poison?
And then your contraptions are placed over the other ones? To capture folks as they come in, and have them read Xerox's runes? Eh?
Just tell me if I've got that right.

Gertrart aka Blood Desecrator |

Sounds right. >:) The primary throne has the guard (i-27?) as that is the command word we know they know. They poison is from the puffer fish in the cavern level (harvesting one each week).

Malleck of Alerion |

Or we can put the chair on the top level, upside down, so anyone teleporting in, gets a very nasty fall...

Gertrart aka Blood Desecrator |

"That comes back to moving thousands of pounds of stone," grumbles the engineer. I like that idea >:) No one has offered a solution to that task, so let's move on.

Malleck of Alerion |

So turning the chair into a "long drop" yes, this works

Grymp |

Alrighty then, so you implement the iron maiden over the chairs defense, and you have a guard at the one chair.
Week 13 passes, with the rest of the week being uneventful.
Week 14 comes, and goes.
As week 15 dawns, there are two important things to point out:
1) This week encompasses the 111th day (the 6th day of the week, I believe), at which you will need to sacrifice a devout follower of Mitra
2) It has been unusually quiet. You have not had any missives received from your compatriots in town for a while, nor have some of your own men who went out for supplies returned when expected.
Ok, so my math disagrees with the book. 15 weeks is 105 days, personally I think the 111th day is in the 16th week, but whatever!
So, let's say it's early in the 15th week. Is there anything you want to do before the 6th day?

Gertrart aka Blood Desecrator |

Gertart has crafted as much as he can afford at the moment in terms of gear. He will continue with the upgrades to the tower and such while time is quiet.
"Do we have anyway to contact the other Knot directly? Perhaps Lady Thiadora or the Cardinal can offer an update?"

Malleck of Alerion |

Faustus meets with you one evening for dinner, with his lower legs splattered in 'blood' (maybe?),
"If anyone else needs my crafting skills, please let me know. This area is providing me with excellent facilities to work on some fringe research I have been interested in."
"What will we need to craft a lake that can freeze it's occupants to death? Rather quickly. Not just a lake of cold water I assume?"

Grymp |

My belief is that you've had minions carrying messages back and forth with the other knot, as well as to the Baron. Resupply occasionally, that sort of stuff, but recently nothing. Eerily quiet!
As for what you should be doing, well, defending the Horn, of course! And with day 111 nearly here, you're halfway there!

Gertrart aka Blood Desecrator |

"Double the scouts and let's presume our pass codes have been compromised. The rest of us should keep watch on the most likely entrances along with the usual guards. Taeral please keep message active and stay near the third eye & let's keep the imps moving between the rest of us."

Gertrart aka Blood Desecrator |

"If anyone else needs my crafting skills, please let me know. This area is providing me with excellent facilities to work on some fringe research I have been interested in."
Remind me to buy you a scroll so you can add fox's cunning to you spellbook.

Taeral |

"It will not be problem to keep message going, but keep in mind the range is only 170'."
Sorry I guess I missed the Fox's Cunning spell.

Grymp |

Well, I know you have the captured Sister Marta, right? Was there another devout of Mitra that you have in custody? I haven't kept track of who you had alive, I suggest putting captives on your "loot" list, hahaha.
There was definitely another couple Mitran devours that came calling last week, but you ran them off.
Ok, so increased patrols, etc. So when the 111th day dawns, and the 333rd prayer is to be spoken, and poor Sister Marta (presumably) is to be sacrificed, who is doing what, and where?

Gertrart aka Blood Desecrator |

Malleck & Xeram have been spending some time with the priestess, but Gertrart offers to perform the actual ritual, if they would rather be elsewhere. As drama would have it, the heroes will begin the attack before the ritual, but not reach us until the final 3 verses. :)

Gertrart aka Blood Desecrator |

perception: 1d20 + 11 ⇒ (19) + 11 = 30
I wonder what I will see...

Taeral |

Taeral readies himself for another day at the third eye, monitoring The Horn from it's vantage point. He has one of the demons stay near, so he can utilize the demon's ability of teleportation to get any potential trouble quickly.

Grymp |

Week 15 -
Alright then, on the 111st day of the ritual (which really should be in week 16, but whatever), for the 333rd reciting of the mantras that have become a regular part of business within the Horn, the whole place is awash with anticipation.
You are all at your appointed places, which for Gertrart means that he will have several minions bring Sister Marta forth and hold her tight as he goes to make the cuts necessary for this step.
In the first bowl, where 111 days ago, the heart was deposited that began this journey, the heart, black and shriveled, still beats, sustained by black magic.
Gertrart recites his part of the ritual, and then he takes his knife and cuts deep into Sister Marta. She is still alive, as he pulls her beating heart from her body and places it into the second bowl.
A voice echoes throughout the Sanctum -- the same alien and malevolent voice from the first prayer. This time it says (in Abyssal): “Tezathra Vo” -- “I see”.
The Horn trembles and once more a great beacon of green light erupts into the dawn sky. Gertrart falls to the ground, crying in a mix of agony and ecstacy. His minions take him to a bed to recover.
The ritual is performed as usual twice more during the day.
The suns rays are barely seen that day. All across this region darkness blankets the land for the entire day. Today the sun has failed. Vetra-Kali’s return to his dominion draws nearer.
On the morning of the 112th day, Gertrart awakes, feeling refreshed, and stronger than ever.
Gertrart you receive a permanent +1 inherent bonus to your constitution score!

Grymp |

Later in the week, two days after the ritual, around 10AM in the morning, you hear a loud cry of pain followed by an explosion.
This all comes from room 2-20. Your guards rush to the area, but none of them open the door, while messengers round you all up.
By the time you all make it to room 2-20, the old fashioned way, since I assume none of you would teleport there after Gertrart had trapped the various teleporter thrones, over a minute has lapsed.
You are assembled outside of the double doors leading into 2-20.
What's the plan? You can definitely hear people inside.

Xeram |

Xeram was taking his time going through the library archives.
Assuming we have those.
Upon hearing of the explosion, Xeram shuts the book he was reading and hurries himself over to the scene, possibly meeting up with some of the others.
When gathered, Xeram puts his ear to the door, trying to see if he can make out any dialogue, before the team crashes the party.
Perception: 1d20 + 12 ⇒ (2) + 12 = 14
Crud... :)

Grymp |

Even Xeram's crappy perception check can hear indeterminate voices, and a loud rhythmic clanging noise.

Taeral |

Taeral is stationed in the Sanctum during waking hours. So at 10am when this occurs, he checks the Eye of Hatred to see if it is glowing (indicating divine spells of Mitra being cast within the Horn).
He will use the Eye of Vigilance to scry on Gertrart, so he knows where to meet the others.
Gartrart can attempt a DC16 Will w/ a -9 to his roll, to resist the scrying attempt. And yes we should always attempt to resist unknown spells effects coming at us.
After a few seconds of watching the crystals, he turns to Hexor,
"Hexor, take me outside of the doors to the Temple of the Priests."

Malleck of Alerion |

"If they are having a party, and did not invite us, i will personally throw the ring leader from the top of this tower..."
this is if Xeram tells him what he heard by the time he gets there. he does move a full 10ft per round slower than anyone else :P (for now)

Gertrart aka Blood Desecrator |

Gertrart you receive a permanent +1 inherent bonus to your constitution score!
Cool, 'Tis even an odd number so is effective immediately:)
After running to the door Gertart listens at its thick material. Once everyone is ready to attack the potential intruder, he opens the door. "Spread out, they may be waiting for this." Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Gertrart you receive a permanent +1 inherent bonus to your constitution score!
Secretly regrets not posting to see if any one else would.

Grymp |

Mordecai: 1d20 - 1 ⇒ (14) - 1 = 13
Gertrart: 1d20 + 0 ⇒ (13) + 0 = 13
Malleck: 1d20 + 1 ⇒ (2) + 1 = 3
Taeral: 1d20 + 4 ⇒ (12) + 4 = 16
Xeram: 1d20 + 2 ⇒ (16) + 2 = 18
Harkon: 1d20 + 10 ⇒ (5) + 10 = 15
Vyte: 1d20 + 2 ⇒ (5) + 2 = 7
Thomas: 1d20 + 5 ⇒ (7) + 5 = 12
Vet: 1d20 + 1 ⇒ (20) + 1 = 21
I'll get that sorted, but here's what you see.
Sitting in the teleporter chair at the far end of the room (90' away) is an unmoving figure. There are two other figures wielding halberds and striking the metal structure that you had mounted to the chair in an apparent effort to break into it, or to break it off.
Arrayed 10' in front of you are the two divine casters from your last encounter with the crew that infiltrated your abode. And just behind them stands the roguey archer.
The two in the back with the halberds cease their actions and run towards the door, to where they are in line with the two casters. (Init 21)
I think Xeram and Taeral are up next.
Oh, and someone was monitoring the eyes? Yes, there was divine casting going on.

Taeral |

Taeral steps ups so he can see into the chamber, seeing the same infiltrators as before, but this time with out an escape, he tries the same spell as last time.
Cast fear on to the group. 30' cone, so should get them all. DC19 Will.
Fail: panicked for 7 rounds, Pass: shaken for 1 round

Xeram |

"Malleck, you are about to get round 2 on the trespassers from before."
Xeram forms a big ball of fire and fires it off towards the divine casters, aiming to take as many of them in the blast as possible.
the casters and the archer, probably?
Fire dmg: 7d6 ⇒ (2, 2, 3, 1, 6, 5, 5) = 24
DC 19 reflex for half.
Afterwards, Xeram moves to safety, aka out of the enemy's sight.

Malleck of Alerion |

"I am most eager" he grins from behind his helm

Gertrart aka Blood Desecrator |

"More Mitrans. Yummy."
"I don't suppose any of you are related to the victor?"
What is the victor's name? Or rather the victor's descendant's name.

Grymp |

Harkon Will: 1d20 + 13 + 2 + 4 ⇒ (2) + 13 + 2 + 4 = 21 Save
Vyte Will: 1d20 + 9 + 2 + 4 ⇒ (5) + 9 + 2 + 4 = 20 Save
Thomas Will: 1d20 + 4 + 2 + 4 ⇒ (1) + 4 + 2 + 4 = 11 Fail
Vet1 Will: 1d20 + 4 + 2 + 2 + 4 ⇒ (8) + 4 + 2 + 2 + 4 = 20 Save
Vet2 Will: 1d20 + 4 + 2 + 2 + 4 ⇒ (12) + 4 + 2 + 2 + 4 = 24 Save
Harkon Reflex: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 Save
Vyte Reflex: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 Save
Thomas Reflex: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 Save
Vet1 Reflex: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22 Save
Vet2 Reflex: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 Fail
Thomas takes no damage, and V2 takes full damage.
Father Harkon (who again has a flaming sword) casts a spell...
of the Victor in Farholde -- Sir Valin Darian, commander of the Hamarhall. Inside his castle he is a daunting target
Mordecai is up!
Harkon - 12, Shaken (1), Remove Fear, Bless
Vyte - 12, Remove Fear, Bless
Thomas - Remove Fear, Bless
Vet1 - 12, Remove Fear, Bless
Vet2 - 24, Shaken (1), Remove Fear, Bless

Taeral |

Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13
Kn History: 1d20 + 6 ⇒ (2) + 6 = 8
Kn Local: 1d20 + 9 ⇒ (11) + 9 = 20
Yep, seems like he has the dice favor for his saves again. :)
Did Thomas happen to drop anything in his hands when he got the panicked condition, or did the Remove Fear effect him before the panicked condition could take hold? Just trying to tie up as many of their actions as possible.

Grymp |

RIGHT! Thomas had his bow out, as he was going to be shooting from the second row, so he dropped that.
Their awesome saves this round were partly aided by the fact that they were aware of your fear tactic, and thus had a chance to prepare for it. Divine casters have lots of good buffs!

Gertrart aka Blood Desecrator |

Gertart shoots the cleric then moves in.
1d20 + 4 ⇒ (1) + 4 = 5
twang: 1d8 + 3 ⇒ (3) + 3 = 6
Sorry mordecai, I meant the mitran cleric...

-Mordecai- |

"Bah, you lot don't just know when to give up, do you. "
Mordecai raises his hands in the air, in praise for his dark lord. "Oh, Asmodeus, let your darkness cover the eyes of your enemies! " he cries, as he conjures the profane powers to snuff out all light from the room.
Cast Darkness
"Xeram, just keep blasting your fireballs into the room! "

Gertrart aka Blood Desecrator |

"Darkness, very nice," Gertart's eyes gleam red in anticipation.

Grymp |

I'm unsure which of the ones Gertrart thinks is the "Cleric," but that roll misses, no matter what.
Mordecai's spell drops a gloom over the party of Mitrans, and total darkness reigns.
You hear a voice casting a spell...
CL: 1d20 + 7 ⇒ (8) + 7 = 15
And then the voice speaks further...
[spoiler=Darkvision people]The one who cast the spell fell back further into the room, as did the rogue that dropped his bow. The rogue drew a short sword as he moved.
Malleck is up.
Harkon - 12, Shaken (1), Remove Fear, Bless
Vyte - 12, Remove Fear, Bless
Thomas - Remove Fear, Bless
Vet1 - 12, Remove Fear, Bless
Vet2 - 24, Shaken (1), Remove Fear, Bless

Malleck of Alerion |

Malleck will move up to what seems to be the one who is heading to the chair. Charge if he can.
its late here. Will make roll in morning. If he does get the charge in
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