The Horn of Abaddon

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Dave
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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:

Image

The Horn:

Image

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

Dave
Posts: 167
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

Updated May 13

19 Bullywugs

10 regular guards

25 total Valek’s men VM- 12 on guard duty, 12 on mission with captain.

50 orc mercenaries

2 shifts- 6am-6pm

The Lower Caverns- Carnetheria Rex roaming free. 5 skeletons on roving patrol- except for mudmen room.

C1- Entry point- area up to dotted line is difficult terrain- swampy, lots of rocky debris- heads of 2 moon dogs on spikes, with explosive runes triggered by spells cast upon it. Wooden planked walkway on paper map. 2 assassin vines on the left (facing). Entry point choked down at the dotted line on map to a 10’ wide opening by Walls of Stone. 2 anacondas just outside.

C1a- Bullywug guard post

C2- Pool of acid

C3- Wet cave suitable for water loving creature- trash pile from lev 1 in small cave in between C3 and C6

C4- Many stalagmites and shadowy corners, bullywug guard post

C5- Crossroads cavern, secret door (DC 30) to spiral stairs here. Covered by wall of stone. Stairs 5ft wide. Bottom 50ft of stairs filled with debris.

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- 4 mudmen

C9- Bullywug village, about 19 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 2 giant frogs (toads)

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- Zikomo, 2 bullywug females.

Level 1- 2 minions roving per shift, 5 skeletons on roving patrol.

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

1-5 Quarters for 12-

1-6 Captains Quarters- Valeks 3rd level follower quartered-

1-7 Quarters for 8- 8 orcs quartered

1-8 Quarters for 12- 12 orcs quartered

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

1-11 Quarters for 12- 12 orcs quartered

1-12 Quarters for 8- 8 orcs quartered

1-13 Quarters for 8-

1-14 Quarters for 8-

1-15 Quarters for 12- 10 orcs quartered

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- 12 elven prisoners, tied down- horrible things

1-29 Sacrifice holding area

Level 2 2 VM on roving patrol- 5 skeletons on roving patrol

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- Assassin vine outside (fried by Treya) Entryway blocked by Wall of Stone.

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

2-3 Guardroom

2-4 Quarters for 12- 10 guards quartered

2-5 Capture pen for trap door in 3-1 above- 2 way ladder up to 3-1

2-6 Quarters for 8- 5 cooks, 3 carpenters quartered

2-7- 2 barmaids quartered

2-8 Captains quarters with very nice, big bed- Pretors quarters

2-9 Beastmasters quarters, mural of Hexor and Vexor - Picketts quarters

2-10 Quarters for 8- Tims quarters

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

2-12 Private chamber- hole fixed

2-13 Quarters for 8- Garavel and crew (5 total)

2-14 Quarters for 20- 16 VM

2-15 Quarters for 8- 8 VM

2-16 Upper courtyard, magic fountain makes clean water

2-17 Quarters for 4- bartender and smith quartered

2-18 Quarters for 4 - Valak’s Captain

2-19 Quarters for 4- Amadeus quarters

2-20 Priests Temple, Rah throne- Silent mental alarm spell

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

Level 3 2 VM on roving patrol except for the Fane- 5 skeletons on roving patrol

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 2 way ladder down to 2-5- sturdy wooden doors across balcony access point. Entryway plugged with Wall of Stone

3-2 High priests chambers

3-3 Burned library- secret door to access DC to detect from 30- opening in wall to 3-13

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- Ezra and his wraiths split their time between this room, and 3-9 (the meditation room). There are 12 wraiths.

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

3-7 Antechamber

3-8 Room scarred by lightning

3-9 Meditation hall- Nen teleport circle- Cinnamon the golem is stationed here.

3-10 Sacrifice holding cells, Sister Dian on one end, Soldier of the Inquisition on the other, hell hound, 2 pregnant elves, 4 shadows

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. Opening to 3-3 in south wall.

The Sanctum

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

Dave
Posts: 167
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

Dave
Posts: 167
Joined: Wed Nov 01, 2017 9:07 am
Location: Arre

Re: The Horn of Abaddon

Post by Dave » Mon Aug 27, 2018 9:52 pm

Bump for adding changes and quarter assignments.
kyle wrote:The party then goes full retard

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rgl2112
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Re: The Horn of Abaddon

Post by rgl2112 » Tue Aug 28, 2018 8:35 am

Does this apply to the Nightmare and Hell Hounds now since they are Fiend ie Demonkind?
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.
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Dave
Posts: 167
Joined: Wed Nov 01, 2017 9:07 am
Location: Arre

Re: The Horn of Abaddon

Post by Dave » Tue Aug 28, 2018 9:29 am

Yes, they all gain the extra HP.

The save and attack bonuses are onky while in the Horn, and they get those too.
kyle wrote:The party then goes full retard

Dave
Posts: 167
Joined: Wed Nov 01, 2017 9:07 am
Location: Arre

Re: The Horn of Abaddon

Post by Dave » Tue Feb 26, 2019 7:38 pm

You guys have secured the 4the teleporter. Its key word is “Say.”

It sits in the ruins of a keep to the Northwest of the Horn.

The throne is enclosed is a 30ft cube, with a 1 inch air hole on top.

4 Explosive Glyphs cast at 5th level- 1 by the air hole, 3 around throne.
kyle wrote:The party then goes full retard

Dave
Posts: 167
Joined: Wed Nov 01, 2017 9:07 am
Location: Arre

Re: The Horn of Abaddon

Post by Dave » Wed May 08, 2019 10:32 pm

Amadeus discovered a “Marauders Map” in the Mural Room.

You guys can register each of the inhabitants of the Horn, and their movements within the Horn will be tracked. Unregistered creatures in the Horn show up, but there is no accompanying identification other than the type of creature they are. e.g. undead, aberration, humanoid, etc.

Activating the Map requires a blood sacrifice. It only needs to be activated once.

It requires an action to interface with the map in a meaningful enough way to gain useful information from it.
kyle wrote:The party then goes full retard

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