Post
by Dave » Wed Jul 25, 2018 7:35 pm
The Horn of Abaddon Key
Updated Aug 24
Regular inhabitants besides the Forsaken, Tim and Grim
Valin- bound, gagged, hobbled, no rest
Valek’s Men- 1 + captain
Hexor and Vexor
Outer defenses-
Inner wall-
The Lower Caverns- See map of modifications.
C1- Entry point- area up to dotted line is difficult terrain- swampy, lots of rocky debris- rotten heads of 2 moon dogs on spikes, with explosive runes triggered by spells cast upon it. Wooden planked walkway on paper map. Entry point choked down at the dotted line on map to a 10’ wide opening by Walls of Stone. Rotted remains of dead elf peasants staked up here and there.
C1a-
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
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-
C9- Bullywug village-
C10- Wet cavern, crossroads-
C11- Death angel cave tetras, poison generators- Shrine to Gruumsh-
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 farms-
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- new fungus farm
C21- Fungus farm-
C22- Holding pen
C23- Bullywug temple-
Level 1- 65 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- “Cooler” Bodies of Knights Errant, Cinnamon’s brain case
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. Orcs finish the work, and they did a pretty good job. Just because they are orcs doesn’t mean that they can’t be skilled craftsmen, you speciesist jerk...
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- fountain broken during earthquake
1-17 Armory-
1-18 Alchemist laboratory- Cinnamon’s parts are on the table-
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- crucified body of Valek’s original captain. Carved with Karamaka’s Rose, and left to rot.
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 way ladder up to 3-1
2-6 Quarters for 8-
2-7 Quarters for 8-
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-
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 -
2-19 Quarters for 4-
2-20 Priests Temple, Rah throne-
2-21 Hall of murals- Marauder’s Map- quarters for Amadeus, Pretor and Pickett. Either H or V is here at all times waiting for one of the Forsaken to tell him where to go.
Level 3-
3-1 “The Center Eye”- quarters for Valek’s men- 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. Balcony is gone as below, hole plugged with a Wall of Stone 10 inches thick.
There is a column of fire in the center of this room, 10ft wide and runs from the floor to the ceiling. It is what Mahara the Hag Goddess left behind. It produces no heat, and blocks line of sight when attempting to look through it. It does not detect as magical.
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-
3-6 Treasure room- secret door DC 30- pocket dimension accessed by saying “Hail Vetra-Kali” as passing through doorway, otherwise empty room. The vault is empty.
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, Vexor hangs here, curved 4’ half wall, bottom of spiral stairs to Sanctum. Stairs are 5’ wide. Opening to 3-3 in south wall. V is here at all times.
The Sanctum
Hallow cast centered at the top of the Spiral Stair. Its set up is as follows:
First, Celestials, Elementals, and fey can't enter the area, nor can such creatures charm, frighten, or possess creatures within it.
Second, creatures that are not loyal to the Forsaken in the area have vulnerability to fire damage.
50’ high vaulted ceiling, Silver Seal, Ritual point, altar makes unholy water.- quarters for Xander, Valek, and Grimnok. Carnetheria is on the border ethereal.
Wall “B” has mostly collapsed. The straight parts have fallen making 10’ within either side of the straight lines being difficult terrain.
Valin held in center alcove with Tim watching 24/7. He is kept alive by Lesser Restorations removing exhaustion accumulated by sleep deprivation, starvation and thirst.
kyle wrote:The party then goes full retard