The Horn of Abaddon

House Rules, World Building, Questions, all go here.
Post Reply
Posts: 133
Joined: Wed Nov 01, 2017 9:07 am
Location: Arre

The Horn of Abaddon

Post by Dave » Sun Jul 22, 2018 1:06 pm

So you guys have explored the Horn. Since you guys found all of the secret doors and trap doors, I thought I would post up the maps.

The Lower Caverns:


The Horn:


I asked Russell about printing them up on the plotter. That way you guys can mark directly on a map what changes and reinforcements you guys want to put in place.

There is also a key that I will give you guys on Tuesday.
kyle wrote:The party then goes full retard

Posts: 133
Joined: Wed Nov 01, 2017 9:07 am
Location: Arre

Re: Horn of Abaddon Maps

Post by Dave » Wed Jul 25, 2018 7:35 pm

The Horn of Abaddon Key

The Lower Caverns

C1- Entry point- area up to dotted line is difficult terrain- swampy, lots of rocky debris

C1a- Bullywug guard post

C2- Pool of acid

C3- Wet cave suitable for water loving creature

C4- Many stalagmites and shadowy corners, bullywug guard post

C5- Crossroads cavern, secret door (DC 30) to spiral stairs here. Stairs 5ft wide.

C5a- Bottleneck point, difficult terrain for size M, impassable for size L and up, size S and smaller can pass regularly

C6- Dry cavern, solid rock floor

C7- Dry cavern, solid rock floor, perch (8’ up) in the back of the cave

C8- Hot, boiling mud pits, across the pit, metal chest on a shelf

C9- Bullywug village, about 14 bullywugs

C10- Wet cavern, crossroads

C11- Death angel cave tetras, poison generators

C12- Blue slime cavern

C13- Must be smaller than size S to fit through the access tunnel

C14- Wet cavern

C15- Murky pools of water on each side of the path, whole cavern is difficult terrain

C16- Fungus farm

C17- Bullywug breeding pool, statue of “Father Dagon”

C18- Bone pit, about 100 skeletons worth

C19- Sparkly back wall, with “cave ice” floor past dotted line

C20- Wet cave

C21- Fungus farm

C22- Holding pen

C23- Bullywug temple

Level 1
1-1 “The Left Eye”- 10’ wide staircase, 100’ high to access, arrow slits on both sides of the hall, 4’ half-wall at turn

1-2 Guard room

1-3 Guard room

1-4 Storeroom, dead minotaur looks fresh

1-5 Quarters for 12

1-6 Captains Quarters

1-7 Quarters for 8

1-8 Quarters for 12

1-9+10- “Death’s Head Tavern”- fireplace, bars, and grill

1-11 Quarters for 12

1-12 Quarters for 8

1-13 Quarters for 8

1-14 Quarters for 8

1-15 Quarters for 12

1-16 Lower courtyard- magic fountain makes pure water

1-17 Armory

1-18 Alchemist laboratory

1-19 Guardroom

1-20 Sergeants quarters

1-21 Trophy room, secret stash

1-22 Smithy

1-23 Capture cell, trap door from level 2 missing

1-24 Guardroom

1-25 Torture chamber

1-26 Holding cell

1-27 Lower temple, Yah throne

1-28 Vestment chamber

1-29 Sacrifice holding area

Level 2
2-1 “The Right Eye”- 5’ wide stairs, 200’ high to access, pit trap dumps into 1-23, pivoting floor piece missing, arrow slits on both sides of hall, 4’ half wall at turn

2-2 Guardroom- secret door (DC 20) from 2-1

2-3 Guardroom

2-4 Quarters for 12

2-5 Capture pen for trap door in 3-1 above

2-6 Quarters for 8

2-7 Pile of broken statues

2-8 Captains quarters with very nice, big bed

2-9 Beastmasters quarters, mural of Hexor and Vexor

2-10 Quarters for 8

2-11 Antechamber, remains of Master of Acolytes pinned to wall

2-12 Private chamber with hole in the wall

2-13 Quarters for 8

2-14 Quarters for 20

2-15 Quarters for 8

2-16 Upper courtyard, magic fountain makes clean water

2-17 Quarters for 4

2-18 Quarters for 4, holy shrine

2-19 Quarters for 4

2-20 Priests Temple, Rah throne

2-21 Hall of murals, 3 murals depict different rituals, time and checks to interpret

Level 3
3-1 “The Center Eye”- only access is flying or climbing, pit trap leads to 2-5 below, lit by 6 Continual Flames that burn green

3-2 High priests chambers

3-3 Burned library- secret door to access can be fully repaired to bring the DC to detect from 15 to 30

3-4 Guardroom

3-5 Fane of the Three Eyed Prince- if statue of Vetra-Kali is approached without saying “Hail Vetra-Kali,” Wis DC 18 or under Fear spell

3-6 Treasure room- secret door DC 30- pocket dimension accessed by saying “Hail Vetra-Kali” as passing through doorway, otherwise empty room

3-7 Antechamber

3-8 Room scarred by lightning

3-9 Meditation hall- Nen teleport circle

3-10 Sacrifice holding cells

3-11 Brothel chamber

3-12 Top of spiral stairs

3-13- Vaulted chamber, Hexor and Vexor usually hang here, curved 4’ half wall, bottom of spiral stairs to Sanctum. Stairs are 5’ wide.

The Sanctum

50’ high vaulted ceiling, Silver Seal, Ritual point, altar makes unholy water.
kyle wrote:The party then goes full retard

Posts: 133
Joined: Wed Nov 01, 2017 9:07 am
Location: Arre

Re: The Horn of Abaddon

Post by Dave » Wed Jul 25, 2018 9:05 pm

Here are the powers of the Eyes of Vetra-Kali now that they are all activated and socketed in the Sanctum statue.

The Eye of Vigilance- Functions as a Crystal Ball with True Seeing limited to the confines of the Horn. In order to use it, you need to be standing in front of the statue in the Sanctum.

The Withering Eye- Desecrates the Horn, undead and demonkind (fiend) gain +1 on all attacks and saves. Any undead or demonkind created or summoned in the Horn gain +2 HP/HD. Demonkind in the Horn gain Regeneration 10.

The Eye of Hatred- Pulses when divine magic of Good origin is used within the Horn, and directs the Eye of Vigilance to show where it is being used.

The Eyes also power the arcane shield that now envelops the Horn. The shield prevents teleportation and magical messages from passing through. Any saves against Scrying through the barrier are made at Advantage. All of these magics work just fine while in the Horn, just not through it.

The area of the Sanctum, including the balcony, is further protected by an unholy barrier that damages creatures that attempt to cross it. Creatures that attempt to cross it must make a Wisdom save DC 15. Good creatures who fail the save take 4d8 psychic damage, and are poisoned for 1d4 rounds, Good Celestials take 8d8, and are poisoned for 1d8 rounds. Non-good creatures that cross the barrier take 2d8, and are poisoned for 1d4-1 rounds. A successful save halves the damage, and prevents the poisoned effect.

A Dispel Magic will suppress the Sanctum barrier for 1d6 rounds, allowing safe passage for any being crossing it. This barrier only protects the Sanctum, and does not cross the Spiral Stair.
kyle wrote:The party then goes full retard

Post Reply