The TOMB Of HORRORS Updated 08/17/05


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DM-Rocco

Explorer
Session 37 - homebrew adventure hook

Saint Plathus began the ritual for the Light of Purity three days ago.

When they came back to the Prime Material Plane, they came back to their Succubus. A year ago, deep in the abyss, they had played a game of chance with a band of balors and their succubi concubines and an artifact called the Deck of many Things.. During the game, one of the succubus had a change of heart and idealism, changing her evil and chaotic ways into a more lawful and good path of nature. While she is not their servant, she did look to the companions for guidance and direction. When they arrived home, she was the first to greet them.

Also, two others were their to greet them. Jurit and Gual. Closer to two years ago, when the companions came to this keep investigating rumors of slavery, they had cleansed many of the evil creatures in the Hilltop fortress. Their were a few exceptions however and Jurit and Gual were two of them. They dropped their weapons and swore allegiance to the companions. Once they had taken control of the fortress, they left them in charge and with instructions to safe guard the keep and find others of faith. In the absence of the companions Jurit and Gual had done as asked. They gathered a small number of followers to their cause and built a small army to defend the keep.

They also gained power.

Not the power that people gain when they are able to destroy buildings with a thought, they gained power of self. In the leadership of the small army they gained self confidence, in the trails of defending the keep they gained fighting prowess and in the everyday duties of being a general, they gained the respect of their men. They were no longer the weak and sniveling hobgoblins the companions left behind, they were heroes, leaders, men.

Once every hundred years, one hundred clerics can gather and through a complex set of rituals and prayer, they can summon a light of absolute purity. His followers started three days ago when the companions entered their keep through their secret portal in their Sigil Mansion. They cleansed the Hilltop fort by clearing out all the trash and meticulously casting Sanctify spells on flaming symbols of the Sun of Pelor 20 feet apart from each other.

It was at this point that Saint Plathus began his sacred ritual. Through his divine connection with his deity, he was able to take control of the sanctify spells and extend their durations. While he concentrated on maintaining the sanctify spells and went through the summoning rituals, his clerics filled the halls with Hallow spells in the same manner they had cast the sanctify spells.

Again Saint Plathus took control of the Hallow spells and extended the duration of the spells. Again the clerics went to work, in the same manner they cast bless spells, prayer spells, calm emotion spells, negative energy protection spells and finally daylight spells. Every ten feet within the Hilltop fortress they placed a holy symbol of Pelor, a Sun with nine licking flames that flickered from time to time.

While saint Plathus’ followers prepared the fortress, the companions summoned a large granite stone slab and began carving the slab into a circular sun with nine licking flames. From the side and for practical purposes it was an alter, but from above, it was a holy symbol of Pelor. When Katrina was done sculpting it the followers of Pelor leafed it in gold and finished the sides with heavenly motifs. Finally the day of the ritual had come.

For three days Saint Platus did not sleep, did not eat, he only concentrated on the task at hand, maintaining the durations of the preparation spells and starting the summoning rituals for the Light of Purity. On the midnight hour, the incantations began. The keep was washed in ceremonial oils and ointments and palm leafs were laid on the ground throughout the keep. Incense was burned throughout the fortress and everyone was dressed in ceremonial robes. At midnight the followers summoned a huge amount of positive energy. Normally, this energy was used to destroy the unholy undead and return their souls to the grave, but in this instance the positive energy filled the chamber and infused the alter with life and power. His followers, engulfed in the process of being a living channel to the Positive Material Plane, could only maintain the link. For twelve hours they would chant and serve as a vessel for the sheer amount of Positive energy that would infuse the alter with holy power.

While his followers did this, Saint Plathus and Khael, servant of the Light, were engrossed in a daylight ritual. Finally after twelve long exhaustive hours, high noon came and the constant daylight spells exploded and erupted as light day light flooded the room and bounced from one holy symbol to another until the whole of the keep would have shown as a bright beckon in the darkened night sky, had it been night. Then the light went out, leaving the followers in darkness, but only for an instance. Then a shard of light burst from the alter, straight in the air. Even though there was a ceiling, the light penetrated it and shot high into the air, parting clouds.

The ritual was complete.

 

DM-Rocco

Explorer
Stats for Saint Plathus

Saint Plathus is an Astral Deva with the Saint template and the Apostle of Peace prestiege class the Books of Exalted Deeds. In addition to the abilities here, he has the abilities listed in that book and the monster manual.

Saint Plathus; Astral deva angel Apo10:
CR 24; ECL 30; Size M; HD 12d8+96 + 10d8+80; hp 253; Init +11; Spd 50 ft, fly 100 ft. (good); AC 64, touch 45, FF 57; BAB +17/+12/+7/+2; Grapple +23; Atk: +26/+21/+16/+11 melee (1d8 + 12 plus stun, heavy mace of disruption), +23 melee (1d8 + 9, or slam); SA Spell-like abilities, stun; SQ Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrifaction, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge; SV Fort +29, Ref +26, Will +30; AL NG; Str 22, Dex 24, Con 26, Int 28, Wis 32, Cha 40.
Languages spoken: Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability

Skills and Feats: Bluff +20, Concentration +33, Diplomacy +44, Escape Artist +22, Heal +31, Hide +22, Intimidate +32, Knowledge (Local) +14, Knowledge (Nobility) +14, Knowledge (Planes) +29, Knowledge (Religion) +29, Listen +30, Move Silently +22, Sense Motive +36, Spellcraft +34, Spot +32; persistent spell, leadership, Great Fortitude, Improved Initiative, extend spell, Simple Weapon Proficiency.
Exalted turning, Vow of peace dc 10+50+ CHR will or calm emotions 20 feet radius and +2 natural/deflection and exalted and dc, Mind shielding - immune to detect thoughts and discern lies and discern alignment 10+50+ con or shatters weapon, Vow of poverty, Vow of nonviolence, Sacred vow, Nimbus of light, Stigmata, Greater sustenance - doesn’t need to breathe, Sustenance - doesn’t need to eat, Exalted strike +5, Endure elements -50 - -140, Regeneration, True seeing, Energy resistance - 15 acid, sonic, electric, fire and cold, Damage reduction - 10/-evil, Keen vision, Immunities - acid, cold, electricity and petrifaction, Fast heal 10, Spell like ability - guidance, resistance, virtue and bless, Holy touch - 1d6 holy damage and 1d8 undead, Holy power - +2 on all powers, Protective aura - magic circle against evil and lesser globe of invulnerability. Holy Radiance undead take 1d4/round within ten feet. Holy subdue - can turn lethal damage into non lethal, Words of creation, Quell the profane dc 10+50+ CHR fort or 1d4 STR, epic spells, epic leadership, positive energy aura, legendary commander, planar turning

Apo Spells Per Day: 6/8/8/7/6/6/6/5/3/2.Epic Apostle of peace:

 

DM-Rocco

Explorer
Jurit and Gual

These two hobgoblins where turned from their wicked ways by the party and are now leaders within the Hilltop keep. They have the leadership feats which I am going to use in the game as a general troop control number for how many people you can lead into battle. Haven't quite figured out how yet. Anyway, I need to get more details on them and I will post them here in this section. Things like gear and what their troops look like.

Gual the Brave; Hobgoblin Bbn10: CR 10; ECL 11; Size M; HD 10d12+40; hp 119; Init -1; Spd 30 ft; AC 17, touch 9, FF 17; BAB +10/+5; Grapple +15; Atk: +15/+10 melee (1d3 + 5, Unarmed); SA -; SQ Darkvision 60 ft.; SV Fort +13, Ref +2, Will +6; AL CG; Str 21, Dex 9, Con 22, Int 15, Wis 16, Cha 16.

Languages spoken: Goblin and Common

Skills and Feats: Handle Animal +12, Intimidate +16, Survival +13, Jump +12, Listen +16, Ride +14, Swim +15; Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Endurance, Exotic Weapon Proficiency, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Leadership, Diehard.

Possessions: 4639 gp, Coins, Adamantine battleaxe +1, Breastplate +3, Amulet of health +4, Belt of giant strength +4, Melee ability: keen, Melee ability: mighty cleaving.

Leadership score: 18 (8th level Captian, 35 1st levels, 3 2nd, 1 3rd, 1 4th)

* * *​

Jurit the graceful; Hobgoblin Rog4/Ftr3/Duel3: CR 10; ECL 12; Size M; HD 1d8+5 + 4d6+20 + 6d10+30; hp 118; Init +8; Spd 30 ft; AC 28, touch 21, FF 17; BAB +9/+4; Grapple +13; Atk: +13/+8 melee (1d3 + 4, Unarmed); SA -; SQ Darkvision 60 ft.; SV Fort +10, Ref +16, Will +4; AL LE; Str 18, Dex 26, Con 20, Int 15, Wis 13, Cha 14.

Languages spoken: Goblin and Common

Skills and Feats: Bluff +15, Escape Artist +27, Handle Animal +12, Sleight of Hand +23, Listen +11, Move Silently +25, Open Lock +25, Ride +20, Perform (Comedy) +5, Search +15, Sense Motive +14, Tumble +21; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Martial Weapon Proficiency, Mobility, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse, Leadership, Combat Expertise, Improved Feint.

Possessions: 1000 gp, Coins, Bracers of armor +3, Amulet of natural armor +4, Vest of escape, Hat of disguise, Gloves of dexterity +6, Rapier of puncturing.



Leadership score: 17 (8th level Captian, 30 1st levels, 3 2nd, 1 3rd, 1 4th)

* * *​

Hobgoblin Captian; Hobgoblin Ftr8: CR 8; ECL 10; Size M; HD 1d8+5 + 8d10+40; hp 85; Init +6; Spd 5 ft (base 30 ft); AC 25, touch 10, FF 25; BAB +8/+3; Grapple +14; Atk: +10/+5 melee (1d3 + 2, Unarmed); SA -; SQ Darkvision 60 ft.; SV Fort +11, Ref +4, Will +4; AL ng; Str 14, Dex 15, Con 20, Int 13, Wis 14, Cha 16.

Languages spoken: Goblin and Common

Skills and Feats: Handle Animal +14, Intimidate +14, Ride +15; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Improved Initiative, Martial Weapon Proficiency, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Spirited Charge, Trample, Leadership, Improved Grapple.

Possessions: 12348 gp, Coins, Melee ability: mighty cleaving, Melee ability: keen, Masterwork cold iron longsword +2, Heavy steel +2 shield, Full plate +3.


Leadership score: 14 (6th level lieutenant, 15 1st levels, 1 2nd)

* * *​

Hobgoblin Lieutenant; Hobgoblin Ftr6: CR 6; ECL 8; Size M; HD 1d8+3 + 6d10+18; hp 79; Init +2; Spd 20 ft (base 30 ft); AC 21, touch 12, FF 19; BAB +6/+1; Grapple +9; Atk: +9/+4 melee (1d3 + 3, Unarmed); SA -; SQ Darkvision 60 ft.; SV Fort +8, Ref +4, Will +3; AL LE; Str 16, Dex 14, Con 16, Int 13, Wis 13, Cha 14.

Languages spoken: Goblin and Common

Skills and Feats: Handle Animal +11, Intimidate +11, Ride +13; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Martial Weapon Proficiency, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Trample, Leadership.

Possessions: 3420 gp, Coins, Heavy steel mw shield, Chain shirt +3, Masterwork cold iron longsword +2.


Leadership score: 11 (4th level sargent, 6 1st levels)

* * *​

Hobgoblin Sargent; Hobgoblin Ftr4: CR 4; ECL 6; Size M; HD 1d8+4 + 4d10+16; hp 48; Init +3; Spd 20 ft (base 30 ft); AC 22, touch 12, FF 20; BAB +4; Grapple +6; Atk: +6 melee (1d3 + 2, Unarmed); SA -; SQ Darkvision 60 ft.; SV Fort +8, Ref +4, Will +2; AL LE; Str 14, Dex 16, Con 19, Int 13, Wis 13, Cha 12.

Languages spoken: Goblin and Common

Skills and Feats: Handle Animal +8, Intimidate +8, Ride +12; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Martial Weapon Proficiency, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency.

Possessions: -57 gp, Coins, Masterwork cold iron longsword, Heavy wooden +1 shield, Chainmail +2.



 
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