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![]() The Horn Level 2 Grumble's first strike against the female elf hits and cuts her, but she's up on he feet, the follow up bite takes her down to her back, relieving her of her head...and giving Grumble an extra large jawbreaker candy to play with. The sweet elven blood in his mouth is something he hasn't tasted in quite some time. Grumble's vicious attack rolls onto the largest threat, literally and likely proverbially, his chain tears flesh but his follow up attack fails to further injure her. The hook did find its way in though and along for the ride she goes, the scene is odd, one would expect terrified screams at the Ogre's rampage but silence abounds. What the Party assumes would have been a crunch, the Celestial strikes her ally once, and then twice, pulverizing him into the wall behind him. Grumble removes his hook only to sink it into the flesh of teh Celestial once more. Following on Grumble's heels, Clyde swings for the Celestial as well and connects! His axe spraying more of her corrupted blood on the floor. Meph's Boggards are ignored by the foes that remain for obvious reasons! DM ONLY:
Callistae - HP = 30/106 vs. Aurex - Elf Consort 1 - HP = 12/22 vs. Aurex - Elf Consort 2 - HP = 12/22 Elf Consort 3 Elf Consort 4 vs. Grumble - Female Elf Consort 5 - HP = (-31)/22 - DEAD JIM vs. Grumble - Male Elf Consort 6 - HP = (-12)/22 - DEAD JIM Round 2 -
The archers, those still alive, now beset by monsters keep their cool and fire back. DM ONLY Part 2:
vs. Aurex - Elf Consort 1 - 1d20 + 8 ⇒ (2) + 8 = 10 - MISS
Aurex - 72/74
The first elf misses but the second scores a flesh wound on Aurex. The archers, so far untouched by the carnage fire at the, somehow more dangerous than the dragon, Ogre. An arrows whizzes so close to Grumbles eyeball he feels the sheaf hit his eyelashes, the second misses high. Round 2 -
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![]() The Horn Level 2 Grumble would have expected Aurex to charge past him by now, the Ogre didn't take the Dragon for a coward, but perhaps he's just letting the Ninth Knot tackle this on their own... As Elliaria moves into the room, the Celestial smiles at her, while Elliaria can feel the creature attempt to influence her emotions, as Elliaria has none, the effect is wasted upon her. The Cleric begins to speak, but quickly realizes that the room is silenced and instead draws out her mace and attacks Elliaria! DM ONLY:
Mitran Priestess - Mace Attack 1d20 + 9 ⇒ (6) + 9 = 15 Protection from Evil active Reflex Saving Throws -
The mace bounces harmlessly off of Elliaria's armor. Suddenly in the back of the room, fire engulfs the two elves in the rear! Round 1
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![]() Elliaria wrote: If the archers are readied, please remember my DR 5/adamantine. The Archers wasted their shots on Meph's illusions. ![]()
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![]() The Horn Level 2 DM ONLY:
Perception DC 25 - Lord Havelyn 1d20 + 10 ⇒ (15) + 10 = 25
Aurex 1d20 + 7 ⇒ (8) + 7 = 15 Grumble and Malleck charge forward down the hall leaving the Cleric, Havelyn and the Dragon behind. Meph's illusions flood the room and the warriors within loose a volley of arrows "slaying" them all. As Elliaria charges in, she sees what is clearly some sort of Celestial in the middle of the room standing next to an elf maiden wearing a holy symbol of Mitra. Behind the six pillars are elven warriors! Each has 1/2 cover. Knowledge Planes DC 17:
This creature is a Lillend. This creature has the body of a seductive, winged elven woman from the waist up and that of a snake from the waist down. Among the azatas, lillends are the tale-tellers and chroniclers, gathering lore and recording stories in the form of epic poems and songs. They are generally peaceful, though they are swift to act if they believe a piece of rare art or a talented artist is threatened. This creature is quite large, larger even than Grumble or Aurex. Round 1 -
I'll post Aurex's questions after Elliaria acts. ![]()
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![]() The Horn Level 2 Initiative:
Clyde 1d20 + 7 ⇒ (1) + 7 = 8 Elliaria 1d20 + 14 ⇒ (2) + 14 = 16 Malleck 1d20 + 1 ⇒ (9) + 1 = 10 Mephistopheles 1d20 + 8 ⇒ (3) + 8 = 11 Aurex 1d20 + 2 ⇒ (13) + 2 = 15 Sir Balin/Grumble 1d20 + 1 ⇒ (5) + 1 = 6 Havelyn 1d20 + 2 ⇒ (4) + 2 = 6 Brian 1d20 + 1 ⇒ (14) + 1 = 15 Callistae 1d20 + 3 ⇒ (12) + 3 = 15
Round 1 -
I go first, I'll get my actions up tonight before I get back to work. ![]()
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![]() The Horn Level 2 Meph, Clyde, and Elliaria pad ahead as the rest of the group hangs back. As you get to the end of the hallway, it sounds like the voices are coming from what Grumble described as another Temple. The voices are certainly chanting, easier to hear as the door is open. Spellcraft DC 16:
The chant is that of a Consecrate spell! All of you are quite silent in the hall, surely a slight scuffle of feet on rocks cannot be heard when there is chanting within... DM ONLY:
Callistae Perception 1d20 + 13 ⇒ (17) + 13 = 30 Consort of Callistae 1d20 + 7 ⇒ (18) + 7 = 25 Meph, Clyde, and Elliaria: You hear a distinct melodic voice from within, "Hold my friends, I believe I may have heard something from the hallway beyond, ware that the Boggards may be exploring this place once more". The voice sounds inhuman, but not in a good way.
You then hear the distinct sounds of blades being loosened from scabbards oh so very gently. Actions?
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![]() Malleck of Alerion wrote:
No, I apologize, I missed it... :-( I will assume no light in use as you move forward. ---- I'll update around my lunch time ![]()
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![]() Update tomorrow, I may have assumed that you were carrying at least one light source courtesy of Brian, but if you wish him to douse it, let me know! ![]()
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![]() The Horn Level 2 DM ONLY:
Clyde 1d20 + 12 ⇒ (10) + 12 = 22
Elliaria 1d20 + 13 ⇒ (8) + 13 = 21 +15 vs. Humans. Malleck 1d20 + 1 ⇒ (18) + 1 = 19 Mephistopheles 1d20 + 9 ⇒ (4) + 9 = 13 Tih 1d20 + 9 ⇒ (2) + 9 = 11 Sir Balin/Grumble 1d20 - 2 ⇒ (1) - 2 = -1 As the Party climbs the stairs to the second level of the Horn, and step across the pit trap, the Elliaria and Clyde hears whispers from down the hallway... Grumble knows that on the other side of the wall to the north is the second floor temple with its own throne. The doors to the south he did not inspect in his first go round. Straight ahead from there is another fountain and two rooms that were inspected before the encounter with the Boggards, one was quarters for someone who must have been important as an impressive oak four-poster bed was still present there and intact, the other room was one that must have housed some sort of beastmaster. The whispers though, Grumble doesn't remember hearing whispers... I updated the map for the Second Floor. ![]()
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![]() Cavern Beneath the Horn Grumble can feel Havelyn grin beneath his helm, "Civilization is a hard thing to give up when one sees just what it has to offer". He pauses, "I agree, we are fresh, but we should retrieve our healer before we enter the upper levels, should our investigations free those daemons Clyde mentioned, they may be of ill humor no matter how much we try and convince them we're 'on the same side' and I would want someone close by to either stitch us together or banish them outright, if he has the means to do the latter of course". Anyone want to take any further actions before the exploration of Level 2 begins? ![]()
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![]() Cavern Beneath the Horn The gem is indeed magical and gives off strong divination magic. The book is not magical in and of itself but may well be a spellbook of some sort. Meph is able to utilize his spell to retrieve the skeleton, the book, and the emerald. Havelyn narrows his eyes, "Interesting, Brian may well be able to speak with this corpse, I am sure that Zikomo can as well, but I'd prefer that we not share such information with that one". He pauses and looks to Meph, "Perhaps you should take time to review this tome, if it was hidden, perhaps it was hidden on purpose". Next steps now that you have retrieved what you must assume the Boggard was blabbering about? ![]()
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![]() Cavern Beneath the Horn Raaven finds herself in yet another small cavern. However this time, there is only one way out, back the way you came. A lime encrusted human skeleton leans against the south wall clutching a heavy leather bound book. How this human, if you are observing the remains correctly, came to be here must have been through magic means. Beside that corpse, still glittering amongst the muck, is an immensely valuable emerald. There is nothing else present here. ![]()
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![]() Cavern Beneath the Horn You wade into the cavern from the outside following Grumble's lead. This broad open cave is the only visible entrance to the lower caverns. The many stalactites, stalagmites, and columns of wet living stone resemble nothing so much as fangs contained inside a large loathsome grin. The cave is covered by countless pools of standing fetid water and ubiquitous slicks of mud that make the entire surface of the maw count as difficult terrain from the entrance to the dotted-line more than forty feet in. Two sentries eye you warily as you pass through the cavern entrance but say nothing as you head to the west. You enter an empty nondescript wet cavern. From here Brian breaks off to the northwest check in on the Boggard Shaman while the rest of you head to the southwest blue slime cave. You walk around a seemingly wet empty cavern notable only for its very distinctive blue slime mold that covers the western wall. After a thorough inspection, you determine that the vibrant blue slime is neither poisonous nor dangerous but is visually striking. Otherwise, at first glance, this cavern appears uninteresting. DM ONLY:
Clyde 1d20 + 12 ⇒ (19) + 12 = 31 Elliaria 1d20 + 13 ⇒ (7) + 13 = 20 +15 vs. Humans. Malleck 1d20 + 1 ⇒ (14) + 1 = 15 Mephistopheles 1d20 + 9 ⇒ (1) + 9 = 10 Tih 1d20 + 9 ⇒ (10) + 9 = 19 Sir Balin/Grumble 1d20 - 2 ⇒ (18) - 2 = 16 As you all wander about inspecting the blue slime, Clyde notices an almost imperceptible tunnel in the base of the southern wall. However, no creature bigger than tiny (or gaseous or incorporeal) can pass through this small passage to what lies beyond. ![]()
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![]() OK, added the link to the Lower Caverns and placed everyone in the "blue slime cavern". I haven't seen Tih post anywhere on the boards since end of July. I'll give Tih till October to chime in, otherwise, I'll DMPC the character for the forseeable future. ![]()
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![]() ClydeMcClod wrote: So, what area will we next be examining? Or perhaps we can meet the two guardians. Havelyn sighs, "The Blue Ooze, let's get that over with". ![]()
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![]() The Horn Level 1 Brian chimes in, "Well Lord Clyde, remember that the idea is to align with them to accomplish the goals of Cardinal Thorn so in theory, they will be a problem for the Mitrans, not for us". ![]()
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![]() The Horn Level 1 Havelyn nods to Malleck, "brian and I can set ourselves up on this level with a handful of the Boggard's to keep an eye on the Throne among other entrances in and out of this level". ![]()
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![]() I'll give a day for everyone to chime in on these minor revelations before I move to the caverns. Haven't seen Tih post in a while, hopefully we didn't lose her :-( ![]()
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![]() The Horn Level 1 The language is Abyssal, based on the script but it's a gibberish word having no meaning on its own. It's absolutely a Teleportation device, but to where it leads, you cannot say. You would wager that this word is the trigger word to bring someone to this location. To get elsewhere, you would need to now those trigger words, if there is still a somewhere to go. ![]()
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![]() The Horn Level 1 Meph detects that the Throne is indeed magical, Conjuration magic, quite potent. Clyde finds small script on the base of the throne, the word is "Yah". Anyone want to attempt to trigger the Throne? ![]()
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![]() On Tuesday I'll move the group to the caverns, want to give a bit of time to hass out these discoveries. ![]()
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![]() The Horn Level 1 You have the time to take 20. Grumble takes his time and manages to pick the tough safe lock. Hidden within is 55 platinum, the make of the coin is from a country whose symbols are unfamiliar to you. A ruby which appears quite valuable. Also contained within are a pair of manacles. Upon detection it is clear they are magical manacles of cooperation. --- Clyde finds the journal is frankly rather dull and poorly written. Brother 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. Three interesting items though do stand out. 1. Trask believed there to be something unusual about the south eastern pillar in the lower temple. 2. Trask knew by rumor that two powerful daemons named Hexor and Vexor guarded the upper levels. He didn’t know precisely where they were stationed, but he desperately wanted to get a look at them some day. 3. Trask had seen a priest (who thought no one was present) sit upon the throne and mysteriously vanish. He didn’t know where the priest went but thought it very interesting. ![]()
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![]() The Horn Level 1 Area 1 - 13 -- Clyde As Clyde briefly peruses the book, he discovers that it is a journal from an acolyte named Brother Zander Trask. Do you want to read through the journal with the available hour? Area 1 - 21 -- Elliaria You see that the name plate does not detect as magic. Removing the plate, you find that it contains a safe! Do you want to try and open it with a Disable Device check? The DC is 30... ![]()
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![]() The Horn Level 1 Havelyn, Brian, and Aurex move along the outer stairs along with the group quiet as they go but watching the skies as they ascend. As you all settle near the fountain, the group spends an hour exploring their new abode. Area 1 - 1 You 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. This room has seen many battles. There are small nicks and traces of long dried blood everywhere in the stonework. Area 1 - 2 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. Area 1 - 3 This is another empty guardroom adorned only by an L-shaped stone bench in the southwestern corner. Area 1 - 4 This room once held many months of provisions for the residents of the Horn. It now holds the perfectly preserved corpse of a minotaur, still pinned to the floor. There he remains to this day looking as if he died yesterday. He bears upon his arm a tattoo of a white horse skull with three burning green eyes. This is the symbol of the servants of Vetra-Kali. Area 1 - 5 This ransacked room once quartered a dozen temple guards. When the temple fell, this room was ransacked and for the last eighty years it has changed little since that time besides gaining a coat of dust and countless cobwebs. There is nothing of great value here, but with a little work and some new bedding, this room could again comfortably quarter a dozen men. Area 1 - 6 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. Only barely identifiable shards of bone and ash remain in this blasted room to mark the combatant(s) demise. Area 1 - 7 Once eight temple guards were quartered here. Now it remains ransacked, tossed into disarray and left to cobwebs. Area 1 - 8 This wrecked room once housed a dozen guards. Now it is full of broken bunks and moldering personal effects. There is nothing of value here. Area 1 - 9 This was once a tavern and is actually not in terrible shape for a building that has been abandoned for eighty years. There is a fireplace in this part of the tavern as well. Area 1 - 10 This is the second part of the Tavern connected to 1-9 by an open archway. There is also bar here and a small grill. Area 1 - 11 This wrecked room once housed a dozen guards or other servants of Vetra-Kali. Now it is full of broken bunks and moldering personal effects. There is nothing of value here. Area 1 - 12 Another wrecked room where soldiers once were quartered. There is nothing of value here. Area 1 - 13 These quarters are as ransacked and abandoned as anywhere else in the complex. Area 1 - 14 This room is identical, though a bit larger, than the one across the courtyard. Area 1 - 15 Yet another ransacked set of quarters. Area 1 - 16 A large courtyard dominated by a fountain that still spouts water which erupts from the skeletal figure making it appear to bleed water like blood into the basin below. In fact, upon closer inspection, fountain’s centerpiece is carved in the form of Charon on his skiff. Around the courtyard are several doors. Area 1 - 17 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. Area 1 - 18 This room is much more interesting than most in this gloomy place. Broken glassware and alchemical equipment litter the floor in a random pattern of violence. Most interesting of all though is the "thing" that lays upon a stone slab which rests against the south wall. The thing appears to be several pieces of iron and metal constructed to look similar to a humanoid. This is the alchemical golem that Grumble had mentioned back in Farholde. There are items of interest among the junk: schematics for the construct a manual, three ounces of stone salve, and an intact glass reservoir. The schematics give enough detail in the margins to perhaps even fix it but would take a good hour plus to study uninterrupted. If you wish to spend some time, you can read the manual present to determine what is needed to reanimate this creature. Area 1 - 19 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. Area 1 - 20 This room is completely empty, its not obvious what its purpose was. Area 1 - 21 [ii] This is a "trophy room" or what used to be a trophy room as the wall is discolored where such trophies likely once stood. Plaques still hang beneath where these trophies used to rest. “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.” [i]Area 1 - 22 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. Area 1 - 23 This chamber contains a cage made of stout iron bars that run from floor to ceiling. The cage was originally designed to capture those who blundered into the pit trap from above. Now, everything is in disrepair including the cage whose lock is broken. In the southern wall are set three heavy iron rings. These are perfect places to hang manacles to hold prisoners though presently there are no manacles. Area 1 - 24 This room like many here, is now empty, its purpose now up to you. Area 1 - 25 This torture chamber is in sore need of repair. Wrecked, you surmise, by the Victor’s men, the chamber has remained a tangled pile of neglected metal and splintered wood for decades. Area 1 - 26 This area was once a set of holding cells. 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. Area 1 - 27 This massive open hall, clearly a Temple, has vaulted ceilings and dominates the first level as the most important location. 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. The most conspicuous item in the room is a large stone throne decorated with scenes of daemonic victory over angels. It radiates a moderate conjuration aura. At its base in small script is the nonsense word ‘Yah’ in Abyssal. Raaven notes that the throne does not work when this command work is spoken as the old Ninth tried. Finally, within one of the columns are the hidden stairs that descend into the caverns below. Area 1 - 28 The priests and acolytes used this chamber to don their vestments and prepare for the rituals performed in the Temple. It is now empty save a single hanging robe. Area 1 - 29 This is a small holding chamber now empty. The open archways is covered by a ragged silk tapestry. The tapestry is so soiled, it is difficult
--- The amount of followers housed here was impressive. This floor alone could have housed at least 50 if not more with the bunk beds, acolytes, guards, and supportive allies. The army the Victor marched in here must have been large or substantially skilled in combat to fight through and slay so many. --- Perception DC 30:
Clyde 1d20 + 12 ⇒ (10) + 12 = 22 Elliaria 1d20 + 13 ⇒ (20) + 13 = 33 +15 vs. Humans. Malleck 1d20 + 1 ⇒ (20) + 1 = 21 Mephistopheles 1d20 + 9 ⇒ (3) + 9 = 12 Tih 1d20 + 9 ⇒ (11) + 9 = 20 Sir Balin/Grumble 1d20 - 2 ⇒ (6) - 2 = 4 Perception DC 20:
Clyde 1d20 + 12 ⇒ (9) + 12 = 21 Elliaria 1d20 + 13 ⇒ (2) + 13 = 15 +15 vs. Humans. Malleck 1d20 + 1 ⇒ (8) + 1 = 9 Mephistopheles 1d20 + 9 ⇒ (16) + 9 = 25 Tih 1d20 + 9 ⇒ (4) + 9 = 13 Sir Balin/Grumble 1d20 - 2 ⇒ (20) - 2 = 18 Elliaria:
In Area 1 - 21, you spot that the name plate of ‘Ergun Nigma’ or E.Nigma is actually a fake nameplate! What do you wish to do? Clyde: In Area 1 - 13, you find a journal hidden in a broken desk! ![]()
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![]() As the first floor was secured and remained left alone, my next post I/C will be a description of all rooms on that floor following the key of the map. Then, I will move the group through the caverns to the area of the Blue Slime and we can pick up playing from there once more! Thanks for your patience as the summer was just brutal for me. ![]()
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![]() Had to catch up on the games I play in this morning, took forever after being absent for two months, I will fully update this thread tonight. Trying to get on track to update daily again but work has just been killing me lately. Good news is I'm slightly ahead for once so I should be able to keep pace once more. Hopefully no more madness for a while... ![]()
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![]() Grumble Jack wrote: Shadow, anything you want to add about this area before we head to the caves? Anything obvious that's changed since Grumble was here last, or that would be useful for the new folks to know now? No changes at all since you last visit. ![]()
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![]() Storyteller Shadow wrote:
I was correct in my memory! There was indeed a secret stair that they had discovered. ![]()
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![]() the HORN Havelyn responds, "I am not certain where the slime is located, I suspect it is in the caverns, but I don't venture in the area outside of the main camp though I suspect it would be in the Keep itself. I suggest we bring Aurex in any case, if the slime is dangerous, his breath weapon would be invaluable in eliminating it". ![]()
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![]() Grumble Jack wrote:
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![]() the HORN "I have not allowed them to enter since you left. I do not wish for them to be slaughtered by whatever defenses remain behind, or worse yet, to fall under the sway of whatever lies within and having to waste our time destroying what may one day become a useful asset. There has been... something skulking around the woods. Aurex has caught glimpses, but never seen it directly. Perhaps an ally of the Treant we defeated on our initial foray to the Horn. It has not made its presence known to us, yet. The only other thing of note is Zikomo has been babbling on and off for days about blue slime and its secrets. I for one have no desire to encounter any slime having encountered them in the wild before. As we explore the Horn though, it is something to be aware of. While the creature is simplistic in its rites, I do believe that he communes with being beyond the veil and so his vision may hold some sort of meaning". Lord Havelyn nods to Malleck, "There are stairs to climb both within and without. As with last time, I shall secure vital points as the Ninth moves forward to search. Raaven can keep us in contact. Where Aurex moves will depend on where he can fit. Do you prefer the inside or outside stairs?" ![]()
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![]() FFS, I posted the most recent post in the OOC thread.... moving it to the Gameplay Thread.... ![]()
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![]() the HORN "I have not allowed them to enter since you left. I do not wish for them to be slaughtered by whatever defenses remain behind, or worse yet, to fall under the sway of whatever lies within and having to waste our time destroying what may one day become a useful asset. There has been... something skulking around the woods. Aurex has caught glimpses, but never seen it directly. Perhaps an ally of the Treant we defeated on our initial foray to the Horn. It has not made its presence known to us, yet. The only other thing of note is Zikomo has been babbling on and off for days about blue slime and its secrets. I for one have no desire to encounter any slime having encountered them in the wild before. As we explore the Horn though, it is something to be aware of. While the creature is simplistic in its rites, I do believe that he communes with being beyond the veil and so his vision may hold some sort of meaning". Lord Havelyn nods to Malleck, "There are stairs to climb both within and without. As with last time, I shall secure vital points as the Ninth moves forward to search. Raaven can keep us in contact. Where Aurex moves will depend on where he can fit. Do you prefer the inside or outside stairs?" ![]()
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![]() the HORN The Knot steps out into the fresh air, as you exit the caverns a human male joins you from a side cave, he nods to Jack and falls in to the side of Lord Havelyn. The man is dressed in simple brown robes stands about 5'7" with chestnut brown hair. A wooden holy symbol of Asmodeus hangs about his neck. As you all exit the cavern, Aurex included he turns to face you all. "Welcome back Grumblejack and welcome to the rest of you. I have been awaiting your arrival with baited breath. I believe the new leader of the tribe is firmly under my grasp and guidance but with such creatures, it is only so long that a handful of us can keep them in line without an objective to point them in the direction of. Is there news of the outside world? I trust that the war still rages and this venture isn't for naught?" ![]()
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![]() the HORN The fall of Watch Fortress Ballentyne was a hot topic both on the road here as well as within town the last few days. If this is Lord Commander Thomas Havelyn, then either the Kingdom at large does not does not know that he is a traitor or the news .is being actively suppressed. The public story is that he died defending the Fortress... --- Havelyn shrugs, "I've roughed it before Grumble, I was not always, the Lord Commander of a Fortress". He approaches and shakes Malleck's hand in a firm grip, "I don;t see myself as leaving the light Malleck, only allowing the full spectrum of color to shine through what was once a blinding, myopic, line of vision. Let's get a breath of fresh air shall we?" He turns to the Boggard and speaks in his language indicating that he and the rest of you, will be stepping outside. I'll give a pause in case anyone wishes to speak before you step outside of the caverns once more. ![]()
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![]() Draconic - Meph: Aurex responds, "No perimeter to speak of other than what I observe as I hunt.
I believe I have seen something in the distance, whenever I catch sight it dives into the trees and evades my attempts to track it down, whatever it is". The Red chuckles at the flattery, "I am indeed unique Tiefling, though I do not wish to relive my recent past. It is enough to say that I was bonded to a Dragon Rider who is no longer among the living. Rather than return to my clutch and await centuries to grow in power, I have decided to ally myself with the Cardinal and his God". The Dragon goes silent as Jack leads the way into the caverns beneath the Horn. ![]()
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![]() the HORN Jack heads away from the stairs and around instead to a broad open cave around the west side of the Horn. Two Boggard sentries stiffen as the group approaches, if they don't recognize Jack, they certainly recognize Aurex and lower their heads in deference. The many stalactites, stalagmites, and columns of wet living stone resemble nothing so much as fangs contained inside a large loathsome grin. The cave is covered by countless pools of standing fetid water and
Jack continues in heading to the right, and passing yet another sentry, this part of the cave narrows in a bit tight and the opens once more after about 20' to yet another stalagmite filled cave with plenty of shadowy corners, a natural ambush site. In the middle of the cave is an area that is comparatively dry and soft. C4 Jack heads north from there c8 and cuts quickly to the left and entering an even larger cave C9 that is full of crude mud and thatch huts. A proper Boggard village! There is some stirring as the Ninth enters the caverns and rather quickly an armored figure emerges from the largest hut accompanied by the most fearsome Boggard you have laid eyes on to date down here. The armored figure stands approximately 6'2", he is a human male, on the older side of middle aged but still a forceful presence. His armor still shows the holy symbol of Mitra but his aura is much darker than that. He nods to Jack, "The Ninth Knot reformed I presume?" I'll get a map up of the cavern by the end of this weekend. ![]()
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![]() the HORN The Dragon chuckles at Elliaria's comment, he replies to Jack's question, "The Natives are getting restless. They wish to explore the Horn further but Havelyn and I have forbade it. We instead created a trial for the Boggard's to elect a new Chief. We lost a few but one has shone through as a promising new clear leader. The Shaman seems as mad if not madder than he was before, babbling about blue slime". The Dragon nods in response to Mal's statement, but does not inquire further. ![]()
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![]() GM, your picture link is set to Request Access. Is that deliberate? No, forgot to open access, fixed it and granted access to those who requested. ![]()
Shadow's Status
![]() the HORN The Dragon throws his wings out wide to slow his descent as he gets closer, "Greetings Ninth Knot, we have been awaiting your arrival!" He lands in a small clearing and folds his wings walking towards Sir Jack whom he greets with an ever so quick bow, quickly returning to his full height he gazes at each of you in turn but speaks no further. ![]()
Shadow's Status
![]() IN Caer Bryr to the HORN Whatever it is, Meph can't catch a glimpse of it. Meph has no cluse what the hell an Aurex is... It makes no further sound and does not return. The group finishes their meal and push on through until they arrive at their destination in the middle of the night. Perhaps a half mile before you reach the caves you find the site where you had that pitched battle with the Treants Jack. Instead of rotting trees, you find that they have been removed! A bit mystified, you press forward and through the last of the foliage you spot the Horn of Abaddon. The Horn is a great stone spire, one of many in the area which makes it difficult to find as there is nothing about it that makes it stand out, per se. A set of stairs leads up, debris that appears to have once blocked those stairs has bene cleared away. The spire is quite high. As you look up you notice a figure circling the spire, it's a Red Dragon! He begins to race towards you all, diving at phenomenal speed! ![]()
Shadow's Status
![]() From Farholde - Into the Caer Bryr Sir Jack leads the Ninth Knot away from the city and into the environs of the Horn. The northern Caer Bryr is a temperate rainforest richly blessed with rain fall and broadleaf trees. The trees here are tall and broad. The thick-trunked baobab tree, unusual in such a wet clime, is common here and grows to enormous size. It is not uncommon to see trees hundreds of feet tall with trunks twenty feet across. To walk into the deep Briar is to enter the domain of giants. Every flat surface is covered with brilliant green moss and lichens in every hue. Mushrooms of a million sorts proliferate and crowd every fallen log. Small animal life is dense -- squirrels, voles, mice and white-faced ghost monkeys. Birds dwell here in endless variety and dazzling panoramas of plumage are everywhere on display. It is a bountiful place rich and thriving with nature’s splendor. The pace is brisk through the forest, the man is like an arrow shot from a bow as he relentlessly pushes forward towards the Horn. At the halfway point, early evening Sir Jack calls for a short rest to eat and drink. It seems that be the early ight you shall already have arrived there! You all surmise that the problem was finding it in the first place and now that it's found, once you know the way the trip is quick. As the group stops, Elliaria spots something high up in the trees... exactly what it is, she could not quite tell, but whatever it is. It's not far away from your current position. DM ONLY: Stealth 1d20 + 13 ⇒ (15) + 13 = 28
Clyde 1d20 + 12 ⇒ (15) + 12 = 27 Elliaria 1d20 + 13 ⇒ (19) + 13 = 32 +15 vs. Humans. Malleck 1d20 + 1 ⇒ (15) + 1 = 16 Mephistopheles 1d20 + 9 ⇒ (8) + 9 = 17 Tih 1d20 + 9 ⇒ (1) + 9 = 10 Sir Balin/Grumble 1d20 - 2 ⇒ (1) - 2 = -1 ![]()
Shadow's Status
![]() Elliaria wrote:
Not to worry, this trek is quite short as the opposition to your journey was already defeated. The trip will essentially be a handwave, I just need to get free time to move the group forward now that I believe all RP in the current scene is completed. I'll probably update tomorrow morning. ![]()
Shadow's Status
![]() OK! Post up to get us going once more, about to head to the Horn and fully to get into the adventure after the brief prologue. ![]()
Shadow's Status
![]() Farholde - Dark Avengers Assemble The New Ninth gets their affairs in order and meet at noon in an empty farmhouse in Westell 13 on the map that Baron Vandermir has supplied to get you all assembled and out with no prying eyes from Farholde watching. Soren but not Morana is there to see you all off. Soren looks to Sir Jack, "Tell my Beloved that I look forward to reuniting with him once the Horn is fully under our control. Between you and I Sir Jack, I suspect that the Seventh Knot is no friend of ours. They have shared no information with me and if my few little spies are to be believed, their leader meets with the Baron. As they too have signed a pact with the Cardinal, I don't believe they would betray our good work but I do fear that they may well be jealous of our abilities to wrangle the Horn and thus see us as a threat to their prominence in the Cardinal's eyes". As you will be raveling overland, does anyone wish to cast any long term spells? Note that whatever is on your character sheets is all you will have access to for the moment so make sure your inventory is up to date! Has there been a decision to keep or sell off the "extra" goods that Sir Jack kept from the prior Party?
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