Way of the Wicked—Book #2: Call Forth Darkness (PFRPG) PDF

3.80/5 (based on 13 ratings)

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A DUNGEON OF YOUR OWN!

The Horn of Abaddon was once a place of primal darkness. And then the forces of good moved in and ruined everything. It’s been eighty years and the kingdom of Talingarde sleeps soundly knowing that darkness has been vanquished. Now, it’s your turn to prove them wrong.

You will find the lost temple and do what no one else has ever dared. You will call forth the banished daemon prince. And from his unholy hand, you will recover a plague so virulent that it shall shake Talingarde to its foundations.

And then the fools will sleep no longer.

Welcome to the second chapter of the “Way of the Wicked” adventure path! Inside you’ll find:

  • “Call Forth Darkness,” an adventure compatible with the Pathfinder Roleplaying Game for 6th-level villains by Gary McBride
  • Full color art and maps by Michael Clarke
  • A gazetteer of the frontier town of Farholde
  • Optional rules for building your own evil organization and managing your minions.
  • Advice for crafting unique variants of this adventure path
  • And more!

You’ve raided countless dungeons. Isn’t it time you had a horrid little dungeon of your own?

A 106-page full color Pathfinder Roleplaying Game-compatible PDF perfect to either stand alone or continue the "Way of the Wicked" adventure path. Includes a printer friendly version and seperate player handout PDF.

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Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

FRM1002E


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Average product rating:

3.80/5 (based on 13 ratings)

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Good idea, flawed execution.

1/5

I've written this review 3 times now and the site keeps crapping out, so pardon the brevity.

+ Interesting idea that's not done in Good campaigns
- Falls into the Kingmaker Problem of 1 encounter/day but worse: 1/week until the last 5 days
- Doesn't accommodate for that at all: encounters are frequently only APL+1 or APL+2, and that's before factoring in dungeon minions, traps, etc.
- Too early to be fun; bear traps (CR 1 per 12) weren't yet guaranteed to be spotted or disabled by rogues, and they couldn't be bypassed by spellcasters without them expending their high-level slots (this got worse over time, since my mesmerist slowly augmented them with nodes of blasting)
- Obvious NPC errors, like a sorceress who is missing 2 on her fire evocation DCs and sometimes includes herself/the fire-resistant barbarian in the blasts (only possible since her as-written incarnation is impotent as a blaster)
- Has the gall to ask if a APL+4 encounter is too much. If it were just a 4v4, that's a mathematically even fight. Factor in the fact it's a 1v4, they have minions, etc. and it's audacious.

-1 Star from my actual rating because of the whole 'fraud' thing.


Fraud

1/5

I would love to give this product a higher rating but it has been written by a fraudster, Gary McBride, who tricked 315 people into giving him $40,000 through Kickstarter and refused to communicate with them for 4 years now. Despite multiple appeals from backers he has backed over 520 other kickstarters since then, logging in every week though seemingly unable to respond to his backers products. Shame on Paizo for selling the products of a con man and allowing him to continue profiting from rpg fans.

For details of the swindle and Gary McBride’s backing record see https://www.kickstarter.com/projects/730004812/throne-of-night-a-pathfinder -rpg-adventure-path/comments


Written by a fraudster

1/5

I would love to give this product a higher rating but it has been written by a fraudster, Gary McBride, who tricked 315 people into giving him $40,000 through Kickstarter and refused to communicate with them for 4 years now. Despite multiple appeals from backers he has backed over 520 other kickstarters since then, logging in every week though seemingly unable to respond to his backers products. Shame on Paizo for selling the products of a con man and allowing him to continue profiting from rpg fans.

For details of the swindle and Gary McBride’s backing record see https://www.kickstarter.com/projects/730004812/throne-of-night-a-pathfinder -rpg-adventure-path/comments


I loved it - others may not

5/5

Taking over and then defending your own multi-level Dungeon of Doom? Heck yeah!

As with the entire Way of the Wicked campaign there are significant sandbox elements, so long as the players are willing to take the risks if they gallivant about overlong.

I would rate this at 9/10 for the minion subsystem. It wasn't my cup of tea. Others may get a great deal more gratification from it than I did. Since fractional ratings on the 1-5 scale are not possible, I round up to 5/5 since this remains an excellent defend-your-sandbox plus extra.

The upside is that the campaign encourages taking Vile Leadership. You'll likely need the fireball fodder ...


Call Forth Darkness Review

4/5

Warning: Potential Spoilers. Written from a GM's perspective. I ran this for 6 PCs.

Pros:
The concept of Call Forth Darkness is really great. Getting to own your own dungeon and having to defend it against invaders is not something that players usually get to do.

Both the ally and enemy NPCs continue to be fun and memorable. Grumblejack is still a party favorite. Tenuous alliances with Ezra Thrice-Damned and Zikomo had the players sleeping with one eye open. Opponents were fleshed out well enough to make for memorable encounters. The minion system also opened up a lot of possibilities for roleplaying as the party threatened those not making quotas and began to pick favorites.

Finally, while the pacing of this book starts out rather slow, it really hits its stride in the final act. The presence of the Abbey and the watchtower in the town, as well as the impending threat of the dragon created a great feeling on tension as the players waited for their enemies next moves. The Sons of Balentyne were a good surprise for the party and proved to be worthy adversaries. Finally, the summoning of Vetra Kali felt like an appropriately epic finale.

Cons:
The only real criticism I have is that the book felt like it dragged in some sections. It took my group about five months of weekly play to make it to the end of the book. By comparison, the first book only took about eight sessions to complete. Between the unchanging location and the long stretches without level ups, there were definitely some moments where the game felt a little stagnant. I found a good way to deal with this was to cut a few encounters that didn't add much to the overall story, like the Wytch Lights and the Gorgimera. However, the most important thing, I found, was to encourage players to be proactive and add flavor based on their actions. Otherwise, the game risks falling into a monotonous pattern of "Does anyone want to do anything this week? No. Okay. So it's new week, does anyone want to do anything now?"

General Advice:
The Horn of Abaddon has nearly a hundred rooms and your players are heavily encouraged to modify its already complex layout. Pretty much every encounter has to be reviewed and carefully adjusted, so that players are challenged, while still feeling like their defense choices are meaningful. I would highly recommend printing out the player's map of the Horn and letting your players mark it up. Make sure that you have organized notes on the changes they make.

There are also a lot of potential allied NPCs to manage, which can easily throw off the encounter balance or overshadow PCs if not utilized carefully. The book recommends that the GM print out stat blocks for allied NPCs and have players run. I strongly recommend following this suggestion. Not only did it make running combats far more manageable for me, it also helped the players feel more connected to the NPCs. However, most importantly, it made it easy for me to keep all the players at the table involved, even though sometimes their PC was in the wrong place and was stuck spending their rounds running to the fight.

Finally, Call Forth Darkness is not an easy book for a GM to run. The book offers players a lot of freedom, which is great, but makes it extremely likely that the GM will have to create extra content for plans that the book didn't anticipate. An inexperienced GM might want to approach this one cautiously and any GM just looking for something quick and easy to run, should probably avoid this book entirely. However, when managed correctly, all these challenges can lead to an incredibly fun and unique gaming experience.


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Webstore Gninja Minion

Removed a post. Keep it PG-13 please!

Grand Lodge

Liz Courts wrote:
Removed a post. Keep it PG-13 please!

That would have been my post that was removed. That's the actual name of the attack.

Scarab Sages

Session 14

Spoiler:

Well the PCs managed to take down the White Ravens. But it was an interesting fight. The PCs ambushed her at dinner with her barbarian friend... except that they were disguised as the other one. In addition the other White Ravens and three 'cultists' were hidden among the other patrons. They were still pummelled into paste... the corrupted Sir Balin managed to pull off 3 crits in the fight, 2 against the barbarian and one against the witch.
When the fight was complete and the bodies gathered to take back to the Horn, Grumblejack (who was being played by a guest player) lit fire to the inn... while the goblin rogue was still inside looking for loot.

A couple of uneventful weeks
- weapons for the boggards
- intercept the message from the abbey
- some planned assassinations
- the Baron was killed by the silver dragon

Then Sir Valin arrived with his posse. Sir Valin and his mount seriously injured the orc monk and ran down some of the necromancer's enhanced skeletons. Alas the PCs got assembled and eventually butchered the knights and captured Sir Valin.

Scarab Sages

1 person marked this as a favorite.

As a side note, I think Sir Valin's lance damage is incorrect.
On a Spirited Charge, he should be doing 3d8+15 (or 5d8+25 on a crit). Of course what really scared my players wasn't the lance... but the damage his horse kicked out... :)

Scarab Sages

1 person marked this as a favorite.

Look at Sir Richard's group I've noticed a few things...
1) Richard should have a 3rd level spell
2) Erik has all sorts of meta-magic feats but didn`t use any of them...
3) Richard is missing a feat

Anyway, I`m in the process of bumping them a bit with some more gear and some different spell selections and specialties.

For Sir Richard
missing feat = Extra Lay on Hands, swap Extra Mercy for Greater Mercy
3rd lvl spell = wrathful mantle
2nd lvl spells = bull's str & fire of entanglement
1st lvl spells = bless weapon, divine favor and hero`s defiance

For Erik
Admixture specialist
swap out Elemental Spell and Maximize Spell for Varisian Tattoo (Evo) and Intensify Spell
I was also going to swap out for the feat that gives +2 caster level (fireball)
and the trait magical lineage (fireball)
Then spells are
5th - empowered intensified fireball x2 (for 13d6+6 +50%) that can be swapped to another element on the fly
4th - empowered fireball (for 10d6+5 +50%)
3rd - intensified fireball x2 (for 13d6+6)
I`m also thinking of giving him a rod of quicken spell, lesser... with which he can cast any of his fireballs (since they are still treated as lvl 3 spells)

Grand Lodge

For the metamagic feats, I just ignored when they were supposed to be used as my group's using the Spontaneous Metamagic rules.

Don't forget that switching the stuff here on Richard to do that later when he comes back.

Scarab Sages

Hmm, I like those Spontaneous Metamagic rules... I may have to implement them!

Yeah, when I find some extra time I'll probably start working on the revamp version when he comes back.

Scarab Sages

2 people marked this as a favorite.

I need to review them, but here are my version of the Sons of Ballentyne (and yes, they have roughly PC lvl wealth)

Sir Richard:

Sir Richard Thomasson Havelyn Male human paladin 10 LG Medium Humanoid
Init +2; Senses Perception +10, Aura courage (10 ft.), resolve (10 ft.)
DEFENSE
AC 28 [29/31], touch 12, FF 27 (+10 Armor, +1 Dex, +1/3 Deflection, +2 Nat AC, +4 Shield, [+1 dodge])
HP 133 (10d10+60)
Fort +17, Ref +12, Will +14
Defensive Abilities: divine grace +3; Immune charm, disease, fear
OFFENSE
Speed 20 ft. [50’]
Melee (unbuffed) +2 called longsword +17/+12 (1d8+7/19-20)
(smite + buffed + PA + haste) +3 called keen longsword +24/+24/+18 (1d8+30/17-20, ignores DR)
Special Attack channel positive (DC 18, 5d6), smite evil (4/day, +3 attack and AC, +10 damage), LoH 12/day (8d6pts, swift)
Spell-Like Abilities (10th; concentration +12) At Will—detect evil
Paladin Spells Prepared (CL7th; concentration +9)
3rd – Wrathful Mantle*
2nd—fire of entanglement, weapon of awe*
1st— divine favor*, hero’s defiance (9d6)x2
TACTICS
Before Combat Before entering the Sanctum, Sir Richard pauses to cast bless weapon, weapon of awe, activates his divine bond to make his sword keen and +3, and finally casts divine favor. He drinks a potion of Bulls Str and of Darkvision. During that time the wizard casts stoneskin on Sir Richard and haste on the party. Brother Carthus casts bless.
During Combat Sir Richard smites first and asks questions later. He heads straight for the altar, hoping to disrupt the ritual and see that it’s evil is stopped. Any who get his way earn his special attention.
He prefers to focus on one enemy at a time. He wastes little time on banter but does issue his battle cry “For Balentyne! My father, know that this day ye shall be avenged!” Yes, he talks like that. Like father like son.
Morale Like his father, Sir Richard never retreats especially from evil. He will either be victorious or die. However, the wizard does not share Sir Richard’s fanatic zeal. If Sir Richard falls the wizard is quick to use teleport.
STATISTICS
Str 18 [22*], Dex 12, Con 14 [18], Int 10, Wis 14, Cha 16
Base Atk +10/+5; CMB +14 [+16]; CMD 26 [28/30]
Feats Extra LoH, Power Attack, Shield Focus, Toughness, Wpn Focus (longsword), Greater Mercy
Skills Diplomacy +16, Knowledge (religion) +13, Sense Motive +15
Languages Common
SQ aura of good, divine bond (weapon +2) 2/day, lay on hands (4d6, 8/day), mercies (sickened, diseases, curse)
Traits Resilient -- +1 trait bonus to Fortitude saves
Hatred of the Dark Prince-- +1 damage to devils and followers of Asmodeus
Combat Gear potion of cure moderate wounds (2)
Other Gear +2 called longsword, full plate +1, heavy steel shield +1, cloak of resistance +2, ring of protection +1, belt of con +4, bracers of the merciful knight, potion of darkvision x2, potion of barkskin x2, potion of bull’s str x2, potion of cure serious x3

Brother Donnagin:

Brother Carthus Donnagin Male human cleric 10 LG Medium humanoid
Init +2; Senses Perception +4
DEFENSE
AC 24/27, touch 12, flat-footed 18 (+8 armor, +2 Dex, +4 shield, +3 deflection)
hp 65 (10d8+20)
Fort +8, Ref +5, Will +12 (base 6/3/6)
OFFENSE
Speed 20 ft.
Melee +1 longsword +10/+5 (1d8+3/19-20)
(Buffed & Hasted): +1 longsword +17/+17/+12(1d8+10/19-20) [auto confirm crits vs evil]
Ranged light crossbow +9 (1d8/19-20)
Special Attacks channel positive energy 7/day (DC 21, 7d6+10 or 7d6 healing)
Domain Spell-Like Abilities (CL 10th; concentration +14); touch of glory 7/day
Cleric Spells Prepared (CL10th, concentration +14)
5th (3+1) breath of life, commune, flame strike, air walk (communal)
4th (4+1) divination, divine power, fire shield, holy smite, restoration
3rd (5+1) daylight, dispel magic, magic circle against evil, prayer, searing light
2nd (6+1) augury, bless weapon (2), consecrate, lsr restoration, Bull’s Str*, Wpn of Awe
1st (6+1) bless, det evil, divine favor, pro from evil, sanctuary, shield of faith, hide from undead*
0 (at will)—detect magic, light, read magic, stabilize
D domain spell; Domain Glory, Sun
Sun's Blessing (Su): channel pos energy to harm undead add cleric lvl to dmg (+10)
Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a 10 rounds/day. This acts as a daylight spell. Undead within this radius take 10pts of dmg/rd each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.
TACTICS
Before Combat If given the chance, Brother Carthus casts bless on the party, bless weapon on Mad Meinhard and bull’s Str, shield of faith, and protection from evil, divine favor, bless wpn and wpn of awe on himself. He casts hide from undead on the group (so undead don’t attack them).
During Combat Brother Carthus is a true believer in Sir Richard having a destiny. He does all he can to keep the paladin alive and in the fight, even at grave risk to his own safety. He will also attempt to move the enemy around so Sir Richard can hit it.
Morale Brother Carthus is fearless in the face of evil and will stand by Sir Richard to the bitter end.
STATISTICS
Str 14 [18]*, Dex 14, Con 12 [14], Int 13, Wis 18 [22], Cha 14
Base Atk +7/+2; CMB +9 [+11, +15 to reposition] CMD 21 [23, 27 vs reposition]
Feats Selective Channel, Combat Casting, Quick Channel, Combat Expertise, Improved Reposition, Greater Reposition
Skills Heal +19, Knowledge (planes) +14, Knowledge (religion) +14, Spellcraft +14
Languages Celestial, Common
SQ aura, divine presence, nimbus of light, sun’s blessing
Traits Indominitable Faith -- +1 trait bonus to Will saves
Gear: Breastplate +2, Headband of Wis +4, Cloak +2, Shield +2, Belt of Con +2, Longsword +1, Phylactery of Positive Energy (holy symbol of Mitra), Ring of Feather Fall, Cudgel (Staff) of Healing (10)

Erik Varning:

Erik the Falconer (Erik Varning) Male human evoker (admixture) 10 NG Med humanoid
Init +10; Senses Perception +17
DEFENSE
AC 26[30]*, touch 13, FF 16 (+2 Dex, +8 grt lum armor, +1 deflection, +1 Nat, +4 shield)
hp 70 (10d6+30) *Melee suffers -4 to hit him due to greater luminous armor
Fort +5, Ref +5, Will +9 (base +3/+3/+7)
OFFENSE
Speed 30 ft.
Melee quarterstaff +5 (1d6)
Spell-Like Abilities (CL 10th; concentration +15) Versatile Evocation 10/day, Elemental Manipulation (30’ aura, one energy type to another, 10rds/day), Intense Spells (+5pts dmg on Evo spells)
Wizard Spells Prepared (CL 10th; concentration +15)
5th (4) - empowered intensified fireball (2) (13d6+6 +50%, DC 22), teleport (2)
4th (5) - empowered fireball (2) (10d6+5 +50%, DC 22), stoneskin (2), greater luminous armor* (+8 Armor, melee attacks at -4, light equal to daylight spell)
3rd (6) -intensified fireball (2) (13d6+6, DC 22), fly (1) (DC 20), haste, energy resist communal, create spiked pit
2nd (7) - bear’s end, scorching ray (2) (3 rays for 4d6 [1 w/ +5]), intensified burning hands (10d4+5), glitterdust (DC 19) (2), create pit
1st (7) - burning hands (2) (5d4+5, DC 20), magic missile (2) (5d4+5), shield (2), touch of gracelessness
0 (at will)—detect magic, light, ray of frost, read magic
Prohibited Schools illusion, necromancy
TACTICS
Before Combat Erik has greater luminous armor up and casts bear’s endurance and stoneskin on Sir Richard (trying to keep the sometimes foolhardy paladin alive). Before entering the sanctum he also casts energy resist fire (communal), and haste on the party and casts stoneskin & shield on himself.
During Combat Erik is a disciple of the gospel of boom. He will always try to open combat with an empowered intensified fireball and using the rod of quicken a glitterdust to blind his enemies. If people are getting too close, he will use create pit to gain space (and hopefully make bad guys fall down). He keeps 2 teleport in reserve however (he realizes when he enters the Horn that teleportation magic is limited).
Morale Erik is neither a fanatic (like Richard and Carthus) nor a crazy person (like Meinhard).
STATISTICS
Str 10, Dex 14, Con 14, Int 20 [24], Wis 14, Cha 10
Base Atk +5; CMB +5; CMD 17
Feats Combat Casting, Empower Spell, Greater Spell Focus (Evo), Spell Focus (Evo), Spell Penetration, Varisian Tattoo (Evo), Intensify Spell, Cosmopolitan (Perc & UMD)
Traits: Magical Lineage (Fireball), Reactionary
Skills Knowledge (arcana) +20, Knowledge (Dungeoneering)* +20, Knowledge (Engineering) +20, Knowledge (history) +20, Knowledge (nature)* +20, Knowledge (planes) +20, Knowledge (religion) +20, Spellcraft +20, Perception +17, UMD +13
Languages Aquan, Auran, Common, Draconic, Ignan, Terran,
SQ arcane bond (greensting scorpion) - Alertness
Combat Gear: Headband of Int +4, Rod of Lesser Quicken, Ring +1, Cloak +2, Amulet Nat AC +1, potion of cure moderate wounds; scrolls of passwall, cone of cold, and detonate; wand of fireball (7 charges), quarterstaff, 1000 gp in diamond dust, spell component pouch, 135 gp, belt pouch, fine robe

Mad Mott:

Meinhard Mott aka “Mad Meinhard” Human barb 5/fighter 5 CG Medium humanoid
Init +2; Senses Perception +4
DEFENSE
AC 17, touch 10, flat-footed 15 (+7 armor, +2 Dex, –2 rage)
hp 125 (10 HD; 5d12+5d10+45)
Fort +12, Ref +4, Will +4; +1 vs. fear
Defensive Abilities bravery +1, improved uncanny dodge, trap sense +1
OFFENSE
Speed 40 ft
Melee +1 vicious greatsword +23/+18 (2d6+18/17-20 plus 2d6 vicious)
Buffed, rage, PA + haste: +1 vicious greatsword +23/+23/+18 (2d6+29/17-20) auto crits vs evil foes +2d6 vicious (does 1d6 to him)
Ranged javelin +12 (1d6+8)
Special Attacks rage (14 rounds/day), rage powers (intimidating glare, strength surge +5), weapon training (heavy blades +3)
TACTICS
Before Combat Meinhard Mott is a superstitious sort and mostly does not care to have arcane magic used on him. Still, he glady excepts any aid the cleric gives him. When he goes into battle against evil the cleric usually pauses to bless his weapon.
During Combat ‘Rage and charge’ sums up both Meinhard’s battle strategy and philosophy of life. He is a born weapon-breaker and loves to shatter the prized weapon of his foe.
Morale Meinhard respected only one man in his life -- his brother Franz. They disagreed about everything. Meinhard certainly never cared for the flighty young trophy wife his brother got saddled with. But deep down he loved his brother. And now he’s certain that the people before him caused his brother’s death. Mad Meinhard is going to rip them open and carve his brother’s names in their guts. No surrender! No retreat!
STATISTICS
Str 22 [26] [30], Dex 14, Con 18, Int 8, Wis 10, Cha 12 [14]
Base Atk +10; CMB +18 (+22 sunder); CMD 30 (34 vs. sunder)
Feats Dazzling Display, Greater Sunder, Improved Critical (greatsword), Improved Sunder, Intimidating Prowess, Power Attack, Shatter Defenses, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Acrobatics +13 (+17 jump), Climb +10, Handle Animal +5, Intimidate +26 (+28 when raging), Perception +4, Ride +4, Survival +5, Swim +9
Languages Common
SQ armor training 1, fast movement
Gear +1 breastplate, +1 vicious greatsword, belt of str +4, circlet of persuasion, headband of Cha +2, gloves of dueling, cloak +2, javelins (5), poorly maintained traveller’s garb, 2385 gp in coinage and jewelry kept in a ratty sackcloth bag.

And since there 6 PCs, I've added a 5th member to the Sons

Edward Marlowe:

Edward Marlowe Male Half Elf Alchemist (Bramble Brewer/Trap Breaker) 10 AL: NG
Medium Humanoid (Human) Age: 30, Ht: 5’10”, Wt: 160 lbs, Black Hair, Grey Eyes
Init +4; Senses: Low-Light Vision, Perception +19 [+24 vs Traps]
Defense_______________________________________________________________
AC 30 touch 13, flat-footed 18 (+6 armor, +4 Dex, +1 Deflection, +9 Nat AC)
AC 34 (Shield Extract +4 Shield)
HP 80 (10d8+20) base saves 7/7/3
Fort +13, Ref +15, Will +8 (+2 vs enchantment spells/effects)
Defensive Abilities: Immune to Magic Sleep effects, Dendrite Mutagen (+4 Nat AC, +2 Dex, -2 Wis, Fast Healing 1), Trap Finding
Offense_______________________________________________________________
Speed 30 ft
Melee: +1 Morningstar +8/+3 (1d8+1)
Ranged Touch: Bomb +10/+10/+5 (5d6+8, splash 5’, Ref DC 22 for ½ dmg)
Confusion Bomb (3d6+8 + confused for 10rds)
[buffed/haste] Bomb +12/+12/+12/+7 (dmg as above) range 30’, 17/day
Extracts: (Caster Lvl 10)
4th: (2) Stoneskin, Freedom of Movement
3rd: (5) Orchid’s Drop* (+2 to all saves), Remove Blindness, Heroism, Skinsend*
2nd: (6) Ablative Barrier (x3)***, Alchemical Allocation (x2)*, Touch Injection*
1st: (7) Cure Lt Wounds (x2), Shield (x2), Ant Haul, Enlarge, Detect Secret Doors
Spell-like Abilities (from Envoy, Caster Lvl 10)
1/day – Comprehend Languages, Det Magic, Det Poison, Read Magic
Special Abilities: Explosive Disarm, Land Mine, Mine Engineering
TACTICS
Before Combat Edward will buff the party with Ablative Barrier (using the lvl 2 Boro Beads) and himself with Orchid’s Drop for his mutagen. He will also use shield, stoneskin, and freedom of movement on himself. He uses an Alchemical Allocation to drink his Barkskin potion.
During Combat Bombs, bombs and more bombs. Spellcasters get confusion bombs. If something gets into melee with him, he will use the Touch Injection (Skinsend) against them. If not already up, he will use Daylight (from the armor) so his fast healing kicks in.
Morale Edward was very proud of his brother William, and he wants to make those who caused his death to pay for it. Having said that, he will retreat if reduced to 20hp or less or if Sir Richard falls.
Statistics______________________________________________________________
Str 10, Dex 14 [16/18*], Con 13 [15], Int 20 [24], Wis 12, Cha 10
BAB: +7/+2; CMB +7; CMD 21
Discoveries: Briar Bomb, Precise Bomb, Infusion, Fast Bomb, Confusion Bomb, Holy Bomb
Feats: Brew Potion, Throw Anything, Skill Focus (Perception), Elven Spirit (Envoy), Point Blank Shot, Precise Shot, Rapid Shot, Extra Discovery (Holy Bomb)
Racial: Low-Light Vision, Adaptability, Elf Blood, Elven Immunities, Keen Senses, Multitalented, Envoy, +10’ to thrown splash wpns
Traits: Alchemical Prodigy (adds Mage Armor to Brew Potion list), Rich Parents
Skills: (8) Appraise +20, Craft (Alchemy) +30, Disable Device +21, Know (Arcana) +20, Know (Local) +17, Know (Nature) +20, Know (Religion) +17, Know (Dungeon) +17, Perception +19 (+24 vs traps), Spellcraft +20
Languages: Common, Elven, Dwarven, Draconic, Celestial, Terran
Gear: Formula Book, Wand of Cure Lt Wounds (50), Radiant Chainshirt +2 , Headband +4 Int, Ring +1, Cloak +2, Potion of Barkskin (+5 Nat AC), Boro Bead (1st) x2, Boro Bead (2nd) x2, Belt of +2 Dex/Con, Morningstar +1, 3000gp

This should be a memorable fight, especially since with the Hide from Undead a lot of the 'shock' troops the PCs have will be ineffective.
Of them all, I think the most work went into Erik, who can now rain down a fireball of which ever energy type he would like.


And the award for fumble of the week goes to: Romero Marivaldi, Mighty Godling

Spoiler:
The villains were fighting the treant, and things looked bad. Most of the party was unable to penetrate its DR, and while the wizard had fire spells, she was only one person and had limited actions. Grumblejack and Romero were both pretty badly wounded, with Romero sitting at 12 HP out of 65, and Grumblejack at 15 of 30.

Romero decides he's had enough, and dumps 10 points of stored Spellfire energy into one blast. 10d6 damage (half fire half magic), if he hits with a touch attack, so he needed a 2 or more to hit its Touch AC of 7.

Rolls: 1

Confirm fumble: 1

Fumble: Backblast - hits caster and is a critical threat. Roll to confirm critical.

Rolls: 12 (vs Touch AC 10)

Critical: Hypnotic Link - Double damage and may give target one suggestion.

Rolls damage: 76 with the doubling.

Romero dead at -64 HP.

Grand Lodge

*whistles* And this is why I don't have critical fumbles in my games.

Scarab Sages

Session 15:

Well as we near the end the party has decided that they needed to change up some of their tactics. Now they always move as a group so they have broken up into 2 groups (midnight to noon and a noon to midnight). They walled up level 2 so now the only entrance is only level 1 (where they allowed their surviving minions to hang out). They now communal camp ground is the temple on level 3 (and they are keeping Sir Valin unconscious thru all of this, and they have a minion pretending to be him on level 2, tied to the big bed).

The boggards attempt to ambush the PCs a little early and die trying. They did manage to let ol' One-eye out... and he almost ate a party member before being put down and having his corpse animated.

The chimera-gorgon (can't think of the correct spelling) came and laid waste to all of level 1... the party considered making it into a pet (ie beating into submission) but when they realized it could turn folks to stone they decided not to bother... the minions were wiped out... after feasting it decided to move on.

With level 2, 3 and the sanctum all walled off I didn't bother with the Witch-Light encounter.

Entering the finally days the PCs were dismayed to find that the earthquake ruined all their lovely walls. Oops.

As such they moved everything up to the sanctum and are camped out there now.

The eagle-boy came in, caused some mischief and only escaped by the narrowest of margins... he will be back. :)

The mud-elemental was lots of fun. It tossed the orc monk off the balcony (mainly as the monk's elemental fist was doing a lot of damage). The monk bounced but managed to avoid falling off the rest of the Horn.

As we were nearing the end of the evening, I left the PCs with the cliffhanger of the hounds arriving. Hehe!

All in all, another decent session I think.


I've very nearly finished reading this. Great stuff, well done.

What makes it more AWESOME though is that it includes one of my critters. :-) A few years back, I created some monsters for PF #34 and #35, the verdurous ooze being one of them! It's very pleasing to see my ooze used somewhere else, and to see the comments about them! Thanks for including it, Gary! :-)


Gary,

Once the horn falls, is it intended for the PC to maintain the services of the two Daemon when the PCs have the control amulets? Not sure if they were just intended for them to be possible guards while defending the horn or if you intended them to stay with the PCs?

Grand Lodge

Taason the Black wrote:

Gary,

Once the horn falls, is it intended for the PC to maintain the services of the two Daemon when the PCs have the control amulets? Not sure if they were just intended for them to be possible guards while defending the horn or if you intended them to stay with the PCs?

I'm pretty sure it was mentioned earlier in the thread, but perhaps someone will correct me. The daemons are stuck to the horn so when it goes, they're gone as well. However, if the GM wants to find a way around that because their players research ways around it, go for it.


I was under the assumption that the control amulets were their fetters to the prime plane and as long as they were funcitional, that the daemons could regenerate. I dont recall anything saying the horn had anything to do with it other than being the locale where the amulets were located. That they stay in the horn only to be close to their amulets. After all, it is the holder of the amulets that control them and not the PC that holds the gems for example.

Grand Lodge

Taason the Black wrote:
I was under the assumption that the control amulets were their fetters to the prime plane and as long as they were funcitional, that the daemons could regenerate. I dont recall anything saying the horn had anything to do with it other than being the locale where the amulets were located. That they stay in the horn only to be close to their amulets. After all, it is the holder of the amulets that control them and not the PC that holds the gems for example.

I knew Gary had replied to this. Just a few pages back, in fact.

What Gary said:
Hex and Vex reform after a month as long as the Horn stands. Personally, I see their fate and the fate of the Horn as being intertwined. However, if your PCs have really fallen in love with these big cuddly monstrosities, I'd let them accompany them on their adventures.

Hex and Vex's fate is not discussed because it depends heavily on what the PCs do. If the PCs betray Vetra-Kali, it seems unlikely to me that Hex and Vex will voluntarily serve them.

They were summoned to the Horn, so that is where they are tasked to stay. But, if the PCs have their true names, work out a deal with V-K and have become enamored with the daemons -- I say let them become minions.

Just a word of warning, if you let the PCs keep every stray monster they meet as pets, your going to need to buff up most of the later encounters.


Hex and Vex are nice bodyguards at low levels, but completelly useless just a bit later, they won't hit anything. It's cool to keep them as nostalgia, but you should make a clean every few levels and start killing the companions that the PC bring to battle. They are just to much of them, if the PC use all of them it's just too easy to defeat everything. Even if you bump the encounters. The PC could end the AP having flying half-daemon ogres, ogre magi, ice devils, half-fiend medusas, alchemical golem, iron golem, nessian hell hounds, erinyes, maiden devil, nightmare, hexor and vexor, a pair of clerics, a high level wizard, a pair of swashbuckling rogues, and whatever extra minions they get through leadership, corrupting talingardians, dominate person/charm monster, class animal companions, binded outsiders, and animated dead.

That can overpower most final encounters just by the weight of the companions. Let the players to have their cohorts, and allow them to make tasks (like "I use Barnabus Thrane to research about X in the library" or "we send Grumblejack to the army to keep it in control". But if the PC bring them to battle, be ruthless and destroy them.


Let them have some bonuses if they delegate tasks with minions. That keeps the numbers low and still keeps them useful.

Grand Lodge

The party has landed in Farholde and are going to be meeting the Baron for dinner next session. They've sold some of the items that they got from the Watch Wall, and have found Kael's map of the Briar that should lead them to the Horn.

Need advice for one thing regarding

The Book:

Despite the rest of the party not wanting to tell Thorn about the family bible they found in Havelyn's room because they're really sure Samuel is Thorn, one of the party members is going behind their backs and purposely telling Thorn about it, in private, while on the barge during the 12th night. When I asked if that's what he wanted to really do, despite how vocal everyone else was about not telling him, he stated that he was following the contract regarding Pecking Order (Asmodeus > Thorn > Party). What would Thorn do with this knowledge?

Scarab Sages

Hey Kevin,

That is an... interesting development.

The Book:

I suppose part of what you need to look at is, exactly what the PC is telling Thorn...
"Hey, I have this family bible and I think you are Samuel!" will probably have Thorn become very paranoid about that PC.

"Hey, we (the party) have found this family bible detailing out the Havelyns, we want to use this somehow in our evil ways." will probably have Thorn very paranoid about the entire party.

I would see Thorn trying to bluff his way through the private chat that it means nothing, or maybe even warn the PCs about Havelyn's son. He would proably start his planning on how to 'dispose' of the PCs either with crafting special magic items should they ever challenge him... the +2 stat gem for their Iron Circlet may have a flaw if the PCs confront Thorn while wearing them.

Either that or Thorn starts digging into the PCs history to find 'leverage'. Maybe even digging up dead parents, relatives, etc or other skeletons from their murky past to use against them when the time is ripe.

Grand Lodge

W. John Hare wrote:

Hey Kevin,

That is an... interesting development.

** spoiler omitted **

The Book:
It's a combination of both of "I" and "we the party" in that he's going to tell him that they find the family bible, and that they the party believe he was once Samuel as there's very few people with the title of "High Cardinal". He was also thinking of asking if he's undead since the Samuel they heard about through Knowledge (religion) was burned at the stake. Thorn would be beyond paranoid. The player plans on having the PC run his mouth as he feels that he is acting very lawful by doing that. No secrets.

The PCs don't have a history as they didn't make one. It's just brief. If I suddenly brought up dead parents as undead and such, they'd all be cheering "Yay, additional xp. Kill everything!"

Grand Lodge

Last night the group talked to the Baron Vandermir, and received his help. At the same time, the party is investing cash into the orphanage, and turning it into a sweat shop so that the black market will flourish.

Now doing the Book 1 side quest of the Dawn Triumphant using a converted version of "Diver Down" from Greyhawk Adventures.


Hi

I need an advise about how to balance my players strategy

Spoiler:
They don't want to securing the horn. Their strategy is to stay altogether ( 6 Characters + Vex & Hex + Alchemical Golem + Nightmare + 3 Hell Hounds + Grumblejack in half fined form + 2 asmodeus cleric) in the sanctum to protect the ritual or when they have to wait other goups coming from Farholde.

They will put bars on balcony.

I think only the NPC or monsters entering the sanctum from balcony could be a challenge but the others coming from the stairs one by one will be annihilate.

Thanks


BT--

Spoiler:
I'd have the minions begin to squabble and even fight. Have the golem randomly toss bombs. Have Hex and Vex get into a brothers quarrel and kill each other (gone for a month). People couped up in a space for seven months!? That's players looking at characters as a collection of stats and not as personalities. If the squabbles don't convince the party to spread out, tell the player with the highest wisdom it's only a matter of time until these evil and bloodthirsty creatures turn their frustration in their masters. They must be given something to do.


SnowHeart wrote:

BT--

** spoiler omitted **

SnowHeart I get your point but

Spoiler:
The want to stay in the sanctum only during the Ritual (10 rounds 3 times / day ) and when warned by Zadaria about an incoming party.
Hex & Vex stationed in the same room for 80 years without moving and now the palyers have the talismans with their true names. The golem tossing bomb is a good idea ; )

Thanks for the support


Spoiler:
Actually, Hex and Vex do occasionally wander, it says so in the second paragraph on page 48.


BlackTorment wrote:
SnowHeart wrote:

BT--

** spoiler omitted **

SnowHeart I get your point but

** spoiler omitted **

Okay but now I've lost your's. If...

Spoiler:
...they're only in the sanctum three times a day and spread out the rest of the time... what's the problem exactly? Who says the bad guys... er, I mean, good guys have to attack only during those three times a day?


Geistlinger wrote:
** spoiler omitted **

Hi Geistlinger

It is true but

Spoiler:
they was there to guard the stairs to the sactum. Vex & Hex now are pupets of the players because they have the amulets with their true name.


SnowHeart wrote:
BlackTorment wrote:
SnowHeart wrote:

BT--

** spoiler omitted **

SnowHeart I get your point but

** spoiler omitted **

Okay but now I've lost your's. If...

** spoiler omitted **

Spoiler:
the good guys don't attack during the rituals time (except for one) but the palyers usualy know in advance when they are coming and their strategy is to wait with all the minions and allies in one room (the sanctum) The good guys can enter the sanctum only one by one from the stairs. I can add some NPC to the good guys teams of course but i'm afraid it will not be enough

Thanks

Scarab Sages

@ BlackTorment

Ideas:

1) figure out when the PCs move up the stairs, keep in mind that the stairs look to be 5' wide, so large creatures (Hexor, Vexor, the Nightmare and the Alchemical Golem) will have to squeeze which will slow down their progress. When the PCs head up, have the NPCs come in and loot their rooms.

2) if the first group gets jammed up on the stairs, have most of them break and run. Then they can 'join' up with one of the next groups about what strategy they have learned.

3) have the PCs finish and then walk into an ambush by the NPCs.


W. John Hare wrote:

@ BlackTorment

** spoiler omitted **

@ W.John Hare

I' didn't think about the 5' stairs. The others options are good idea!

Thank you very much

Grand Lodge

So the group finished the side quest for the Dawn Triumphant from Book 1. Used the Greyhawk Adventures "Diver Down" and converted it to Pathfinder. Had the four rogues be Kargeld Odenkirk's foster children. They're pirates that had branched off from him and set off on their own. After hearing about their father no longer being around, they sought revenge.

How this came to be:

The rogue, having found out the hard way in Book 1 as to what happens when you throw the rest of the knot under the bus, and do whatever he pleases because CHAOS!!!, and repenting, decided that he'd be overly subservient to Thorn instead of ever having things go against him. You know, a 'just in case' kind of thing. So when the party found out about the family bible, and wondered if Samuel Havelyn was actually Thorn, everyone except the ninja decided to keep it a secret. As soon as they were on the boat and talking to Thorn, the ninja asked to have a private audience with the cleric, and told him everything that the party didn't tell him, including the bible, who had it, who was overly interested, what they suspected, etc. Thorn made a beautiful bluff check that he honestly didn't care about the book, but that he had heard of the one called Samuel, and said how tragic a story it was about his being burned at the stake. Thinking everything was kosher, the ninja left while Thorn teleported away and set up his plan to get the bible back. He enchanted himself to be completely undetectable, and contacted the siblings. He then sent his butler/accountant, Jarvis, the half-goblin expert/rogue (another NPC that a few people helped design in Book 1) to meet with them. In his own guise as the paladin Havelyn, he told them the plan. The Dawn Triumphant had been trying to bring a legendary artifact, the 'ying' to the Hellbrand's 'yang', "Amenorian", The Blade of Hope. It was a good cursed item. Whoever wielded it gained the powers of a paladin, but it was also intelligent and its ego would cause you to become lawful stupid.
The four rogues would go into Farholde, and pretend to be the children of the dearly departed captain of the Dawn Triumphant. They'd take a small party in a rented boat. They'd pay the characters to find some family heirlooms (which don't exist) underwater, and (supposedly) in the other half of the ship. Now, how to get them to know which ones are the players. Well, Jarvis has a gem of true seeing. After each group was interviewed by the rogues, he'd tell him "yes" or "no" as to who was the real deal.

They were to kill the characters, or at least make it so that they incapacitated and understood that they weren't all that great. Then, they were to ransack their gear and inn rooms for everything they had. They were to present everything to Havelyn afterwards. No one knew that they were to specifically get the bible. If the bible was not there, then "Havelyn" would need to have them interrogated. Since the ninja had been the one to bring it up, I had voted that he be the one to talk.

From there, it'd essentially go as per the written adventure itself.

My party was foolish to think that the rogues were just regular people, and never investigated them further than the initial meeting. Needless to say the ninja didn't join the party out onto the water because the cleric wasn't there that night (he wasn't going anywhere without their healing bot) so he sat out of the session altogether, and the inquisitor and slaver players weren't available that night. So it was just the tiefling wizard, half-dragon oracle, half-dragon anti-paladin, and the succubus ranger.

The side adventure went as written, minus the oracle deciding to stay back in the boat because he didn't want to get wet, so all four rogues used sneak attack and took him out pretty quickly. Or, so they though. He used his incredibly bluff to fake that he was dead. While they left him for dead, he secretly and silently healed himself. When the party surfaced, the rogues were waiting for them and the fight ensued.

The rogues told them who they were, and they had killed the oracle, to which the tiefling merely laughed and thanked them for killing the non-believer of Asmodeus. The oracle contemplated actually missing him with his breath weapon, and in the end left him out as he breathed on the rogues who all had evasion. The battle went on for a while, and during so the wizard told the rogues that he'd make sure that they all became his skeleton crew afterwards. They called him bluff, and he merely smiled. The anti-paladin scored three critical hits in a row on each of her turns, and confirmed every one. Needless to say that the first three rogues were slaughtered hard, and barely left a blood splatter. The youngest was intimidated then charmed into talking about what just happened, who their source was, and how they knew who they really were despite their disguises. The rogue told them of Havelyn being their source, and explained how the plan came about.

Needless to say the party was confused, and the wizard used him imp to Commune to Asmodeus, but even he couldn't give the answers that the party wanted.

They've since commandeered the boat for themselves, and have revisited the Baron about the sword they've found. Unfortunately, it's merely a replica, but a fine good one. He tells them of another legendary sword, equal to the one they've brought him, but powered by Asmodeus.

spoiler:
This is the Hellbrand that the PCs will try and find the pieces for later.

Next week, the party tries to find the Horn.


kevin_video wrote:

Unfortunately, it's merely a replica, but a fine good one. He tells them of another legendary sword, equal to the one they've brought him, but powered by Asmodeus.

** spoiler omitted **...

I quite like this idea... Going to have to find a way to integrate it into my campaign.

Grand Lodge

SnowHeart wrote:
kevin_video wrote:

Unfortunately, it's merely a replica, but a fine good one. He tells them of another legendary sword, equal to the one they've brought him, but powered by Asmodeus.

** spoiler omitted **...

I quite like this idea... Going to have to find a way to integrate it into my campaign.

It was real easy to add it to the adventures because the Dawn Triumphant is also a great setup for Book 6.

Spoiler:
The boat crashing on that side of the island can be a perfect prologue to the kraken who is constantly making it storm. When I brought that up to my players, a couple of them were really intrigued. Why that side? What great event is causing that to continually happen? What was on that ship that they'd dare risk it.


kevin_video wrote:


It was real easy to add it to the adventures because the Dawn Triumphant is also a great setup for Book 6.
** spoiler omitted **

sadly we're already into book two so I can't plug that particular idea in but one player is about to go on an assassination mission to fulfil his PrC prerequisite, and I think I'm going to plug in this replica idea into that side quest somehow.

Grand Lodge

SnowHeart wrote:
kevin_video wrote:


It was real easy to add it to the adventures because the Dawn Triumphant is also a great setup for Book 6.
** spoiler omitted **
sadly we're already into book two so I can't plug that particular idea in but one player is about to go on an assassination mission to fulfil his PrC prerequisite, and I think I'm going to plug in this replica idea into that side quest somehow.

Wish you luck, and hope it all turns out.

Scarab Sages

Finally managed to get another session in.

Session 16:

As we last left our brave villains, they had moved up to the sanctum and were just getting ready for the next ritual at midnight when the Hounds of Tindalos attacked. It was a fun bouncy fight with the PCs moving away from the edges of walls. On PC had to make a reflex check to avoid stepping onto the seal (that would have been amusing... ;)

After finishing with the hounds, the silver dragon showed up. It crushed the alchemical golem and badly wounded Hexor. Alas due to the sheer number of actions the PCs eventually over came it. They then created a treasure map from it, skinned it, cast restore corpse and skinned it again.

The next morning (the day of betrayal) the PCs discovered their captured and turned prisoners all fled in the night. They might be evil, but that didn't mean they wanted to hang around and be meat shields for the PCs (of course if the PCs had given them loot or at the very least compensated them for the gear that was looted off of them it might have been different).

Ezra and his 7 wraiths (the PCs feed Ezra a party of lvl 3 adventurers way back when) attacked thru the floors. Lots of Con damage for everyone! It was quite amusing.

When the left over group attacked it was the lillend, moon dog, Posca the dwarf and a couple of fey barbarians the lillend recruited. They dispelled the barrier, flew in and the moon dog used shades to create an incendiary cloud! The cleric of Urgotha had bad luck, still Con drained from the fight with the wraiths, he failed his save vs Holy Smite so was blind, and then was engulfed in the cloud. He decided to run out of the cloud, failed his acrobatics check and fell over... inside the cloud. Another PC came and dragged him out, only to have the cloud roll over them both the next round. It was a very amusing point (well maybe only from the DM's perspective. ;)
The PCs finally prevailed, but it was a tough fight as the NPCs were buffed (resist fire, hide from undead, etc). So a lot of the PCs main attacks were not as effective and the hide from undead prevented the undead dragon from attacking.

And day 221 isn't over yet, when we play again the celestial and the giant eagles attack!

I'm really having fun with this part. I'm looking forward to the final battle with Sir Richard as I've tweaked them considerably. Should be good fun!

Grand Lodge

Yesterday my players did the first half of the Dungeon 122 adventure "Fiendish Footprints".

The What of Things:
Made the hobgoblins into an Iraen tribe that had started to move over to the Heartland, and the elves were wood elves who were part of the Heartland trying to keep the Iraens in the Caer Bryr. Why? Because the ghost druid from Wrecker Isle with giant creatures, was scaring the inhabitants to start their migration to get the heck away from gargantuan monsters. The players like the premise, and are getting involved. I'm making the hobgoblin leader into a consumed oracle (the Abaddon diminishes your body and makes you weaker), which fits the story a lot better, and also adding the fiendish template to him. Combine the large creatures, his body not working right due to the Abaddon, and being fiendish now, he's kind of gone insane and believes himself to be a direct descendent of Asmodeus. He's not though. As well, because of this belief, the players have found warped looking unholy symbols that looks like they're of Asmodeus, but different. They're wracking their brains pretty good trying to figure out who would have something to close yet so different. I'm having fun with this.

Finally, I'm going to be allowing my players to use these feats because they look awesome. I'm also going to be adding them to NPCs that worship Mitra.


That barrier doesn't seem to be pulling it's weight. Gets dispelled rather often, better to just seal it up with Wall of Stone


@BlackTorment : Getting stuck in the ritual room is no fun. So the NPCs are clever. They back up and attack en-masse flying. Then all the adventurers know that they have to avoid the death stairs as they call it.

Play your NPC cleverly.

For my own part we are about to start this book and I have a couple of questions :
1/ I know my players, they will probably attack the horn and kill everyone, not knowing that they will have to keep the horn for so long. How could I help them realise that

Spoiler:

It's good if they try to make minions out of the monsters they meet. Like the boggards for example.

2/ Does the Baron Vandermir knows anything about the Horn or the ritual to break the seal ?

Grand Lodge

1) Have the shaman boggard, after the chieftan fight, say he had a vision of the party. Think Matrix Revolutions. "Yes, yes. I know who you are now. I saw this exact scene in my dreams just the other night. You are the ones sent by fire and brimstone. You are here to awaken the one who brings plagues and darkness. Yes, yes. And we were to serve you, protect you, while you did your work."
Something along those lines.

2) The Baron knows absolutely Jack squat regarding the Horn, but he's probably got a huge library that the PCs might be able to sift through for a day to find something.

Scarab Sages

My group actually walled up the Sanctum balcony, however since it was just brick and mortar I made a call that when the earthquake happened the wall came down.

The PCs just haven't had the time (or right spells) to plug it back up again. :)

Grand Lodge

Since I've got a bit of free time, I'll write up what happened last night.

Still running Fiendish Footprints:
So the party went down and talked to the hobgoblin (turned him into a consumed oracle of flame), and while they were on guard, they allowed the party to enter without any problem. Khurbok introduced himself as the descendant of Asmodeus, and even called the tiefling "Brother". The PCs accepted everything as gospel, and introduced themselves as The Ninth Knot. Khurbok had, had visions from the fires that beings from Hell would be coming this way. The party was unsure if that meant them or the 4th Knot, but because they've been becoming so full of themselves lately, they just figured it was them. They invited Khurbok to join the fight, and asked if it was possible to show them to the location of the Horn. In game, Khurbok explained that years ago he was trying to find himself and who he was, and he went on a vision quest which let him to the Horn. While there, he was "consumed" by the plane of Abaddon and gained the powers of the Asmodean fire. Since then, he was been gathering followers. The ones that the PCs were killed were merely fodder. They hadn't completely given themselves to the cause. They weren't protected by the flames of evil like he and his personal guard are.

The party accepted this, and asked if they could continue looking around the place. Khurbok said that they were more than welcome, but they wouldn't find much more than an empty wooden box and a headless skeleton in the next room. This intrigued the party and they entered the next room. There they were agasp of a wooden coffin and a humanoid with vampire fangs. Walking in further they saw a wall of stone closing off the room. Knowing that there was a third entrance, they eventually (seriously, they argued for about a half hour about whether they should take the other entrance or just break down the wall) came up to the surface and down the third entrance, leaving Grumblejack behind as it was an incredibly small opening.

They looked around, finding two more coffins. Taking a crowbar out, the ninja opened the first one, and a feral vampire spawn came out to attack them. A moment later, the second coffin opened and another spawn came out to fight. The party soon learned that despite their numbers and templates, a vampire's slams hurt a lot when you were losing levels each round. The party quickly dropped five levels between them all, causing the slaver to back off completely and go into full defense. Thankfully her escape artist skill was high enough to avoid getting pinned and eaten.

When everything was said and done, the wizard and oracle hadn't taken any damage, the ninja was down a level, the antipaladin was down two, the slaver was down two, and the cleric was out of channels to heal the party with. They're still going to try and plug away at the crypt despite their current status.


I was wondering if anyones group chose to ask something from the Daemon prince instead of banishing him. Would anyone care to share what was asked for by the group?

Not a GM but a player and not asking for spoiler info (reprecussions or whatnot). My GM has repeatedly said it is not a wish but a boon and not sure what all that is limited to.

Thanks in advance!


I have a couple of questions.

Nowhere is described the beginning of the stairs to level 1 & 2. By looking at the front picture i decided it was a DC25 perception check to notice the stairs going up lvl 1 (since it's entangled with vines).

How about the stairs to level 2? Is it the same stairs or others ? coming from base floor ?
It seems weird to have 2 different sets of stairs, one going only to lvl 1 and one going only to level 2.

Also:
In the capture cell (room 1-23) it says it's a 50ft fall nevertheless between level 1 (which is 100ft high) and level 2 (almost 200 ft high). So that would be an almost 100ft high fall no?

Nevertheless when I look at the map for the height of each lvl I see there is a 50ft difference between each lvl.
So Lvl 1: 50 ft, Lvl 2 100 ft and lvl 3 150 ft....

mmmh I'm confused then.


Major Longhorn wrote:

I have a couple of questions.

Nowhere is described the beginning of the stairs to level 1 & 2. By looking at the front picture i decided it was a DC25 perception check to notice the stairs going up lvl 1 (since it's entangled with vines).

How about the stairs to level 2? Is it the same stairs or others ? coming from base floor ?
It seems weird to have 2 different sets of stairs, one going only to lvl 1 and one going only to level 2.

Also:
In the capture cell (room 1-23) it says it's a 50ft fall nevertheless between level 1 (which is 100ft high) and level 2 (almost 200 ft high). So that would be an almost 100ft high fall no?

Nevertheless when I look at the map for the height of each lvl I see there is a 50ft difference between each lvl.
So Lvl 1: 50 ft, Lvl 2 100 ft and lvl 3 150 ft....

mmmh I'm confused then.

When I ran the Horn, it was a staircase on either side of The Maw, one curving up to each of the entrances for the respective levels. Defensively, it's not a bad set-up, as long as you know the real way up. Plus it keeps pesky minions seeking greater power from messing with your valuables higher up.

Regarding the distance between floors, I played it that each floor was 50 ft. high unless specified otherwise. There is a reason why the anti-paladin (with no mount) and the fighter (also with no mount) gained either Run or Endurance as a bonus feat (especially for getting up to the Sanctum).


Thanks John.
I don't know about it. The idea is good though (and that would explain a lot of things about the thrones).

Other question: How did you handle PCs turned into vampires ?
Specially for the sleeping in coffins stuff.

By Raw I think they don't have to sleep in coffins and in fact they don't have to sleep at all even during daylight.
But i like to have my vampires as classic vampires (still i'd like to give them a chance to do something during the day even if not under daylight from time to time).

How can I rule their sleep? What would happen if they don't sleep? What happens if someone opens or move their coffin during the day? Would they wake up ?
I want to rule out that they can only sleep in coffin (which makes good RP and stress as they have to make sure their coffins are well guarded and not too far away) if they do sleep of course.

Any ideas or feedback or how to rule that ?


I only had a vampire character. They become vampire at mid to high level, and by that time, they just had magical items. Bring a coffing in your portable hole.

Grand Lodge

The group was all set to play tonight, but then we experienced a black out and had to call it. Hopefully next week we're good to go.

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