Way of the Wicked - the Ninth Knot Reborn

Game Master Dennis Harry

Perception:

Clyde [dice] 1d20+12[/dice]
Elliaria [dice]1d20+13[/dice] +15 vs. Humans.
Malleck [dice] 1d20+1[/dice]
Mephistopheles [dice] 1d20+9[/dice]
Tih [dice] 1d20+9[/dice]
Sir Balin/Grumble [dice] 1d20-2[/dice]

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Initiative:

Clyde [dice] 1d20+7[/dice]
Elliaria [dice] 1d20+14[/dice]
Malleck [dice] 1d20+1[/dice]
Mephistopheles [dice] 1d20+8[/dice]
Tih [dice] 1d20+3[/dice]
Sir Balin/Grumble [dice] 1d20+1[/dice]

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Loot Sheet

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The Lower Caverns

Dungeon of the Horn

Farholde

Talingarde


THE HORN - DEFENSES & IMPROVEMENTS

1. Create a Mill outside of the Caverns.

2. Defense of the Hearth Tavern Forge Vent - Barbed wire strung with bells all throughout the flue. Grease the walls (Raaven is small enough to apply the grease). Put a metal lattice hatch near the bottom, secured with a Superior quality lock with Arcane Lock cast on it.

3. AREA 1-23 is now a Prison Cell Pit - 2 Slimes contained within.

4. First Floor Temple - Guarded by Hexor.

5. Second Floor Temple - Guarded by Vexor.

6. Cavern Defenses - 15 Warriors + the Chief + Zikomo. All Warriors now add +1 Level of Fighter and are armed with - Longspears (refocused Weapon Focus), Underwater Crossbows, Cestus, and Studded Leather Armor.

5 of 15 outfitted with Snag Nets.

Combat Tactics:
This loadout lets them fire from underwater (which is improved cover), melee attack enemies on land without surfacing, use thier tongues to drag enemies into the water, and gives them a close range option that isn't hindered by the underwater combat rules (cestus deal piercing damage, which has no underwater penalty).
Snag Nets where applicable. See below for Cavern Improvements as well.

7. Cavern Improvements - Dig underwater tunnels between major areas of the caverns so the Boggards could use aquatic hit and run tactics.