Kaveman26
2020-03-21, 01:03 PM
Around sixteen months ago I pulled the trigger and resumed my evil mega-dungeon campaign. Playing time isn’t what it used to be but we found a consistent enough schedule to get everyone involved and running relatively smoothly. Faced a lot of new challenges this time around, we retrained characters and I worked individually with each player to customize or alter a sort of Template/Prestige Class for their specific character. Across the board they concurred on doing a dungeon delve campaign with the expressed understanding that at some point their alliance would be sundered and ultimately they were going after each other. I genuinely think that we spent so much time with the gang and got so immersed in the evil aspect that they felt compelled to see their backstabbing, murderous band of miscreants fulfill their destinies.
If you didn’t follow the long running recap that preceded this you will largely feel lost. The shortest summary I can provide if you don’t want to read the whole thing is as follows:
We ran a campaign where magic items, and stronger creatures/characters had been culled from the world by Planar Travelling Mind Flayers. These Mind Flayers had an Ark of sorts that they used to collect interesting specimens and sort of lobotomize the potential dangers on the Material Plane. In the course of researching the unusual Radiation of the Underdark their ship’s Elder Brain became corrupted by Great Old Ones (Hastur, Chuthulu etc) and it badly crippled their ship. The ship became almost self aware and an Intelligence known as Jaze took full control and basically mind wiped the Illithid. They went to extreme lengths to imprison Jaze and shut down the Ark. Thousands of years later the ship’s doors opened and people began locating objects lose to myth and legend. Our group of PC’s went full blown evil and even went to the point of driving actual cattle into the dungeon. They would stampede said cattle, and then animate dead the corpses to attack a second time. Eventually they began to fight against the freed intelligence and managed to destroy it and seal off the breach that would have let the Great Old Ones back into our realm. They extorted the returning Mind Flayers into giving them control of the now partially repaired Ark and more or less blackmailed them in to a 100 hundred peace treaty. In the intervening century each character went their separate way and consolidated power in their own fashion. The 100th anniversary is approaching and the gang agreed to get back together to see what the second round of diplomacy would result in.
Characters were retrained to start game at level 25, and allowed to reacquire stats, skills, feats, equipment etc. Owing to several boosts given within the campaign I gave everyone the choice to take a 40 point stat buy and they all took it. Everyone was allotted 2,000,000 to outfit their personal characters and their entourages. I put the personal primary gear of which player in the following breakdowns, I added a few minion items that were worth highlighting. There is also a litany of lesser items, minion equipment, and odds and ends that I didn’t specify.
The Characters:
Seraphim: Gravewalker 20/Three Fold Queen 5 (vampire template)
A necromancy/elements heavy caster with lots of minions and behind the curtain power for several territories. Very much a puppet master who is seeking to carve out additional domain and consolidate power. Her interests are starting to clash against Ares and his expanding empire.
As a Three Fold Queen Seraphim is able to take advantage of extensive spell lists that incorporate added spells from Cleric,Druid and Wizard tables along with being able to prepare certain spells from her Coven. Her spell poppet is now animated and sentient. Resembling a macabre raggedy anne doll it is a grotesque companion to the would be Queen. Her TFQ class also limits or removes some of her drawbacks from vampirism.
Seraphim: Str:18 Dex:20 Con:- Int:36 Wis:22 Cha:32 AC:39 Fort:-Ref:18 Will:25 HP:363
Feats:Skill Focus Diplomacy, Spell Focus+GSF (Necro), Spell Pen+GSP, Intensified Spell, Persistent Spell,Spell Specialization, Split Hex, Spell Perfection, Piercing Spell, Thanatopic Spell, Improved Init, Leadership
Hexes: Cackle, Evil Eye, Coven, Retribution, Misfortune, Agony, Dire Prophecy, Summon Spirit, Natural Disaster, Eternal Slumber
Gear: Read the +4 Int and Cha tomes, Truesight Goggles, Cloak of Resistance+5, Pale Green Ioun Stone, Ring Greater Energy Resist (Acid and Fire), BracersArmor+8, Amulet Nat Arm+5, Headband Mental Perfection+6, Boots Striding/Springing, Cackling Hag’s Blouse, Otherwordly Kimono, Belt of Stoneskin
Minions: 17th level Drow Cleric (vampire), 16th level Human Druid (vampire), 16th level Elven Wizard (vampire) 20th level Human Witch (ghost)-Cohort, 6 Fast Zombie Pit Fiends, 1 Fast Zombie Ancient Silver Dragon, Alchemical Golem.
Coffin:
Seraphim is by nature extremely cautious and paranoid. She has taken multiple precautions to safeguard her coffin. Adding virtually every protective spell and means through which to disguise it. She has six decoy coffins prepared and ready to travel at all times. Each of the decoy coffins opens to a permanent demiplane. Each of these demiplanes is a Dead Magic, Zero Gravity Plane, with no air. There is a fixed Planar Portal that requires a password to operate within.
Ares: Antipaladin20/Aspect of War5 (Graveknight)
A fearsome warlord nagaji, and now a graveknight with a half fiend red dragon mount. He has carved out a powerful and aggressive empire and styles himself a horsemen of War come to the Mortal Plane. Always looking for a fight and to sow destruction and chaos. Recognizes the subtle manipulations of Seraphim and views her as an adversary despite their past alliances.
Aspect of War adds the ability to attract powerful followers who seek to serve a true Warlord. It also enhances certain aspects of the antipaladin’s touch of corruption and bond to a companion principally the ancient red dragon who serves as his partner Veritas.
Ares: Str:36 Dex:14 Con- Int:10 Wis:24 Cha:40 AC:43 Fort- Ref:30 Will: 41 HP:525
Feats: Power Attack, Cleave, Furious Focus, Death from Above, Channel Smite, Leadership,Weapon Focus Scimitar, Mounted Combat, Command Undead, Vital Strike, IVS, GVS, and Devastating Strike.
Gear: +5 adamantine keen scimitar of speed, +5 full plate unrighteous, Read +4 tome of Str+Cha, +5 large steel shield ghost touch, Cloak of Resistance+5, Belt Giant Str+6, Amulet of Nat Arm+5, Ring ERG (Sonic) Ring Protection+5, Headband Wis/Cha+6, Horns of Naraga.
Veritas (half fiend ancient red dragon) +5 full plate (greater energy resist cold) and custom Horseshoes of Crushing Blows+5 ghost touch.
Minions: 3 Level 17th level AntiPaladin GraveKnights (Black, Blue, Green Old Dragons), 4 Fast Zombie Ancient Silver Dragons, 5 Fast Zombie Ancient Red Dragons, 2 Bloody Storm Giant skeletons.
Doctor Lovebones: Barbarian1/Scarred Witch Doctor9/Eldritch Knight10/Draconic Champion5
An Orc who was altered with Giant Template and Half Dragon Template. Has amassed a horde of his descendants far to the north in the abandoned wilderness. Loves a good fight and has a massive sense of loyalty and duty to his tribe. Recognizes that he will eventually make his people strong enough to invoke the attention of Ares and or Seraphim. Holds a decent working relationship with Azzie. Was built from original Orc Racial Archetype Scarred Witch Doctor which used Con as primary casting stat, this was changed but we let him use as originally designed.
Draconic Champion emphasizes the dragon aspect of the witch doctor’s biology. Augmenting and increasing his path towards evolving into something far beyond an Orc.
Doc: Str: 46 Dex: 18 Con: 46 Int:11 Wis:12 Cha:7 AC:41 Fort:40 Ref:26 Will:23 HP:588
Feats: Weapon Focus, Greater Weapon Focus, Weapon Specialization, GWS (Greataxe), Spell Focus Abjuration, Spell Penetration, Power Attack, Cleave, Vital Strike, IVS,GVS, Devastating Strike, Extend Spell, Improved Init, Leadership
Gear: Orcish Fetisk Mask +5 luck bonus to AC, +5 luck bonus to saving throws, Cloak of Resistance+5, Amulet Nat Armor+5, Ring Prot+5, Bracers Armor+8, +5 adamantine greataxe corrosive burst+undead bane, Belt Of Physical Perfection+6, Read +4 Con Tome, Ring ERG-Fire, Robe of Gates, Adamantine Golem x2
Minions: Shango (Giant Half Dragon) 17th level Scarred Witch Doctor (Son), Grom (Giant Half Dragon) 17th level Barbarian(Son), Midnight (Giant Half Dragon) 17th Level Life Oracle. (Grand-Daughter)
Azzie Azborne: DireBard15/Agent Of the Grave5/High Priest Hastur5
An aasimer dirge bard, who gained the vampire and shadowlord templates. Bit of a nutjob and head of the Cult of Hastur. Views himself as the frontman of a band more than a cult leader.
As a high priest of Hastur he casts spells as a 19th level Bard and as a 22nd Level Cleric with domains of Madness and Destruction. The Yellow Eye also provides several dangerous protective elements to those who seek to spy or glean information from him.
Coffin: Refers to his Coffin as the Green Room, aside from one blessing of Hastur placed on his coffin carries no decoys or further protections.
Azzie: Str:24 Dex:32 Con:- Int:30 Wis:28 Cha:42 AC:35 Fort-Ref:32 Will:34 HP:516
Feats: Spell Focus Necro, Skill Focus-Diplomacy and UMD, Leadership, Extend Spell, Empower Spell, Improved Init, Iron Will, Imp Iron Will, Spell Penetration, Greater Spell Penetration, Lightning Reflexes, ILR
Gear: Cloak of Resistance+5, Books read +4 Int, Wis, Cha, Dex, Belt of Physical +6 Str/Dex, Mental +6, Rings ERG (Fire+Acid), Mithral Chain Shirt+5 GT, adaptive comp shortbow+5 brilliant energy, Crystal Ball-True Seeing, Bracers Archery Greater
Minions: 5 Fast Zombie Tarn Linnorn, 1 Fast Zombie Young Blue Dragon, 1 Fast Zombie Ancient Red Dragon, Level 16 Slyph Rogue (vampire), Level 17 Dwarf Druid (vampire) Level 17 Human Cleric (vampire), Level 20 Human Ranger (shadowlord) specializes in undead and dragon slaying, outfitted with +5 kukri undead bane, flaming burst (cohort) x2
Hades and Pluto: Undead Lord 20/Undead Ascendant5
Twin dhampir clerics and liches. More scholars than conquerers. Their knowledge of undeath is drawing attention from potent forces and their research has exceeded nearly any other pursuit of lichdom.
Undead Ascendant allows certain undead controlling abilities and spells to function equally on intelligent undead as it does mindless undead, it also augments their lich template.
Lich Phylactery:
The Liches Phylacteries are secured in a very creative fashion which I wont spoil here. Its worth waiting to find out.
Hades/Pluto: Str:14 Dex:22 Con- Int:26 Wis:36 Cha:32 AC:42 Fort:-Ref:19 Will:34 HP:388
Feats: Spell Focus, GSF Necro, Spell Pen, GSP, Selective Channel, Improved Channel, Undead Master, Echoing Spell, Ectoplasmic Spell, Maximize Spell, Piercing Spell, Thanatopic Spell, Iron Will, IIW.
Gear: Breastplate+5 ERG-Fire, Large Steel Shield+5 ERG Sonic, Ring ERG-(Acid), Ring of Protection+5, Cloak of Resistance+5, Staff of Power, Rod Metamagic Greater, Rod Negation, Book of +4 Wis+Cha, Belt of Dex+6, Headband Mental+6
Minions: 4 Nightcrawlers, 1 NightWalker, 2 Wyrmwraiths, 1 Level 20 Ghost Cleric (Domain Sun), all of these times X2 except for the ghost cleric.
The Vault Hook:
In attacking the concept of a post level 20 evil themed campaign and in an effort to build off the Illithid Ark/Megadungeon adventure I really battled with several competing concepts. Ultimately I decided on something resembling a prison break adventure but with competing “hooks” Each of the six characters was given a hook in the form of a visit from a powerful outsider who urged that character to take action for the PC’s benefit within a Vault. Some were urged to free the prisoner held within, others to kill the prisoner, others to ensure it remained a prisoner. I set about trying to create a series of neigh impossible to bypass safeguards to keep this VIP prisoner secured. I wanted to challenge ultra-high level characters and create turmoil amongst each other in the process.
No matter how everything plays out the alliances initially created are intended to be broken and there is full understanding on DM and PC sides that a PVP element will be encouraged and expected. They want the fall out as much as I do.
The Vault itself is being designed as something that only “mortal” forces may access it. I put mortal in parentheses because most of the party as undead to an extent now count as immortal. Outsiders, Deities, and other Divine or Mystical agents are forbidden from entering the premise.
I ran into several obstacles building out the physical location. I got used to juggling mountains of minions and 100’s of HD worth of undead thralls. The overall number of undead minions is substantially lower now, but the sizes are drastically bigger. I got caught between a rock and a hard place for space. Trying to design anything that can accommodate two dozen or more gargantuan or larger creatures is a burden. Not every room can be a cavernous mega space. Nor do I want to end up in a situation where nothing can move or be used.
Here are the Hook’s:
Azzie:
Hastur was not happy. The Yellow Eye was beginning to feel more like the Bitch Eye. The cult was going splendid and he was pleased with Azzie’s work as frontman of the show, but management was never satisfied. You could sell out a hundred virgin sacrifices and pack the asses in the catacomb pews, even sell out the cultists robes and they would ask what have you profaned for me lately?
Not like the blighter would just come out and say it either. Had to bother him in his dreams and annoy him with visions. It was hard enough paying attention to what was real and what was delusion on a good day, but lately he couldn’t get a moment’s peace to himself.
He finally had enough and called together a full band meeting.
Azzie: So here’s the gig. I got a reunion tour next week with me old band. Word from Upper Management is that we are going to be offered a once in a lifetime chance to play a show that would put anything before it to shame. The Yellow Bastard has passed word on to me that this venue has an important V.I.P. backstage and he wants us to make sure he stays there. Wants to avoid shaking up the ranks in the higher offices and this bloke is a real shaker. So it’s on us to rock the joint and keep him from the centerstage.
Most of the cult were hangers on. Groupies with some experience in the world, but not headliners. Azzie’s personal assistant didn’t fit that mold. He had been hand packed and nurtured specifically for some potential future engagements, in particular crowd control. A ranger who had spent his entire life as a destroyer of undead. Azzie had helped him hone those skills to a razor’s edge and had outfitted him with the finest other people’s money could buy. Azzie didn’t exactly trust Jedherya or Jed as he was prone to call him, but he put stock in his abilities and his ruthlessness.
Jed: Any chance these former bandmates might be looking to steal the spotlight?
Azzie: That is a distinct possibility.
Jed: And you are ok with me escorting them out?
Azzie: If it comes to it,Im afraid so.
Seraphim:
Seraphim hated making the first move in such an intricate dance, but it was time to put the wheels in motion. To her perspective events would unfold in any manner of scenario but in the end it would be Her against Ares. Gravewalker pitted against GraveKnight. Doc and Azzie could be bargained with or assuaged. The Twins cared little for the worldly conflict, so long as she didn’t interfere with their studies and research they would remain neutral. Ares had pushed his empire to the absolute limit of cutting into her own territories and knew that matters would become lethal between them.
They would certainly treat each other with decorum and respect, but she was positive that only one of them would endure beyond the hostility. To that end she had started the first play in their chess match. Eternal Winter was hardly breaking new ground but it served a specific purpose to her mind. Coven after coven under her sway manipulated the elements and coaxed blizzard upon blizzard in the lands of her choosing. Any invading force would find nothing but permafrost and chilled barren land for miles on end. So caught in the reverie of her schemes was she that almost didn’t perceive the hunched over crone hobbling through the gale force winds as if they were a mere spring breeze.
Had her heart still maintained the ability to feel cold, ice would have grasped it. There was no mistaking this woman for anything other than what she was. Old Knobby Legs, The Witch Queen. The name almost spilled from her lips as they trembled. Baba Yaga.
Excitement and terror coursed through her all at once. Had the Witch Queen come to snuff out a rival? Surely Seraphim had grown in accomplishment and presence enough to warrant consideration. If she were dismissed outright or ignored…well her anger had led to more than one foolhardy and potentially lethal confrontation.
She would be respectful, pride would not let her be submissive but she knew well enough not to provoke. Her curtsy was curt and prefunct.
Seraphim: Wise Grandmother, you honor us with your presence.
Baba Yaga: Is that why you tremble child? I see the conflict plain as day. You aren’t sure if I am here to kill you or ignore you. Both thoughts see to upset you. Such is the irony of youth. Oh much of your youth has faded, the change to vampire has that effect, you have recovered much of your grace and beauty but it will never be what it once was. The answer to your question is somewhere in between.
Seraphim: I don’t understand.
Baba Yaga: Well that is why I am here. I would ask a favor of a fellow witch. In a few days time you will receive an offer to visit a vault, there are those, your Orc friend included, who will be bidden to release a special guest from the heart of that vault. Circumstances as they are I am forbidden from doing this task myself. I would be indebted to the one who could travel in my stead.
Seraphim: How would you know Doc’s intentions?
Baba Yaga: You aren’t the only one with spies dear. An old friend of mine will visit him shortly. A former warlord who sought immortality from me. I granted his boon, but not in the manner he preferred. The shame of his deformity led him to the Abyss where he has made quite the name for himself. He will bid the witch doctor to retrieve a Torc from the vault, it holds a fraction of his mortal soul that I took in payment. I wish to see the vault’s occupant and that relic stay exactly where they are.
Seraphim: And you trust me to see this course to it’s end.
Baba Yaga: I trust you to look out for yourself. You are formidable in your own right, but with time and guidance…you could aspire to greater. I have had many daughters, but no heirs. None who would take my place when the time comes. Perhaps you may one day be worthy of a title greater than daughter. Perhaps Seraphim I may one day call you sister.
Doc:
Doc watched with pride as two of his “sons” locked claw and axe against each other in combat. Thar and Grom were amongst his most gifted warriors and brought strength and prestige to the bloodline. His oldest son Shango, heir apparent as Witch Doctor, stood nearby solemnly ensuring no lethal outcomes to the contest. It was Shango that caught his attention and broke him from his focus.
Shango: A stranger will appear to you in your dreams this night father. Heed his words carefully for he will offer you a double edged blade.
Doc: Do you say this as prophecy or as intuition?
Shango: Somewhere in between. The vision is as clear a prophecy as one could hope, as for the meaning intuition is my only guide.
Doc: You are the seventh son of my seventh son, that is a powerful omen and a great gift. The foresight is a glorious curse I am jealous and saddened that it is you who must bear it.
That night as his son had predicted he was visited by dreams. Dreams of a horrific storm freezing the landscape and the cackle of a maddened woman. From the storm emerged a powerful and twisted version of giant. Doc recognized it from deep recess of ancestral memory. This was Kostchtchie. A former barbarian turned twisted demon lord. He crossed his enormous greataxe across his chest and stopped short a respectful distance.
Kostchtchie: You have proven yourself a worthy warrior and respected foe. I would have you enter my service.
Doc: I serve my clan and honor my ancestors. I do not bow to demons.
Kostchtchie: I will never ask you to bow. I ask the opposite. Soon you will be asked to enter a Vault. I urge you to do so. At the heart of this vault is a Torc that is precious to me. Return this Torc to me and I will see your clan bestowed with strength and honor thrice fold.
Doc: Why would I do this?
Kostchtchie: Because you stand on the precipice upon which I fell. I was betrayed by a witch and cursed to this deformity. You too shall be betrayed by a witch. Serve me and I will ask you to follow but three commandments. Bow to no Woman. Let your vengeance be three fold to profane their accursed three fold goddess. Kill All Witches.
Doc: You would have me destroy Seraphim.
Kostchtchie: I would have you kill ALL witches. There are ones more powerful and dangerous than her. Should this Seraphim achieve her goals within the vault then her sisters will wipe out your bloodline from this world. Your ancestors will be forgotten and your race will vanish.
Doc: Why should I trust you?
Kostchtchie: I hold no favor or love for you. I simply hate them more. That is enough. As a token of my desire you will find a gift when you awaken.
The following morning Doc was early to wake and slow to rise. He lay amidst the mammoth furs of his lodge ruminating on the dream visited. Shango was too wise to ignore. This was truly a doubled edged offering. It was Midnight their wise woman and Doc’s granddaughter who roused him.
Nightshade: Father…something awaits you in the center of the village.
Doc found the entire clan surrounding an enormous greataxe sitting in the middle of their bonfire…untouched by the flame. It was forged from a dark adamantine and it radiated power. On the reverse side of the axehead was a tapered wooden stake stained with blood. He felt the weapon’s anger and hatred even from a distance and knew this was a weapon put on the earth to kill witches. The stake was new and just as focused in purpose.
The Twins:
Trepidation was to be expected in circumstances where the risk was this high. They had taken every possible precaution but the tension was palpable as Pluto initiated the net from their newest discovery. Lichdom and it’s secrets were the absolute heart of their research. Ko had achieved a rare form of demi-lichdom with accompanying revelations. The twins were mostly certain that they could replicate that process, but they also were aware of even higher planes of existence. It was almost accidental that they had begun upon the path at hand.
All liches maintained a phylactery. A sacred relic that housed a fragment of their soul. It was the anchor that allowed their self to reform on the material plane even upon the destruction or their worldly form. True oblivion would remain a mystery so long as their phylactery remained intact. In an effort to shroud and obfuscate the location of their own, a smarter question arose. How do we find the phylacteries of other lich?
The answer to that question now existed, and as it was the first of it’s type they had severe misgivings as to what would happen once the device were activated. Would their brethren be alerted to this exterior intrusion? Would it trigger alarms and see them targeted by other necromancers? Few enough rivals could challenge them at this stage, but there were certainly kindred spirits whose abilities and powers outstripped their own.
Every precaution they could conceive was in place and the curiosity and potential gain outweighed the risk. Pluto activated the scrying circle and from within the darkness of the pool’s surface small bundles of swirling “essence” formed. More than they anticipated but a surprisingly few. The device worked and no figures encroached upon their inner sanctum. Mental Focus allowed them to hone in on individual swirls and to their surprise once honed in far enough an image of the target and a vague awareness of their identity arrived.
A particular swirl was visibly stronger than the rest. They focused in upon it to discover a figure that played a prominent role in their research. The Whispering Tyrant himself. A being strong enough to force the gods to intercede BEFORE he had crossed over to lichdom. They had locked him away and banished him once they deemed themselves unable to locate his phylactery. The swirling essence stared back at them and the image acknowledged them. Tar Baphon.
Tar: You have delved too far. Some secrets carry too great a weight to uncover.
Hades: Communication is possible.
Tar: Quite. While I lack the ability to remove you from this world myself, I certainly maintain control over those would in my place.
Pluto: You certainly could. But we also certainly know where to locate your phylactery. Can you genuinely destroy us before we counter such a stroke?
Tar: Insolent Wretches!
Hades: Wretches with the ingenuity to find that which is unfindable.
Tar: You pierced a veil, you didn’t find the unfindable. Perhaps you would care to try though?
Pluto: Try what exactly?
Tar: Your device is bold in scope, but it is imperfect. There is one hidden to it’s gaze. Find him and I can provide secrets unimagined. Ascension without limitation.
Hades: You threaten us in one breath and then bait us with immortality in the next?
Tar: I lack the time to elaborate. Our kind are not prone to trust. I instead offer you proof of both. Proof that I can destroy you and proof that I wish you to succeed. Enter the vault. At it’s core you will find that which you have been seeking all your life.
The image vanishes and two objects come hurtling through the surface of the device’s pool. Both twins jump back in shock as a severed hand and dismembered eyeball emerge.
Ares:
The death throes of the Balor shook the ground around Ares and he waited for the dust to settle before removing the demon’s thick blood from the blade of his scimitar. Veritas chuckled slightly to himself from the distance.
Veritas: They are just going to continue. You are a prospect now. Now that you have their attention the offers and threats will simply continue.
Ares: They can keep their Blood War to themselves we are still about business on this plane.
Veritas: Does her existence torment you that much?
Ares: I seem to recall some strong words with dire consequence emanating from your maw.
Veritas: Oh she will crumple to dust beneath my talons. I yearn for that day, but I don’t let it consume me the way it consumes you. When you have centuries ahead the hours seem less urgent.
Ares: You are sure of that? Dragons still age.
Veritas: Our time together has changed me. I feel it in my bones and see it in my reflection. The Abyss calls to you, it bids you take your place, and I think that call is reaching me now too.
Ares: Is this a problem?
Veritas: Well that is the rub. Had I realized it might happen our partnership would have ended. Now that it has happened, the mind alters with it. You have more company.
The haze of flame that always surrounded the GraveKnight flared up, he was tired of these futile challenges and promises of glory. Another Balor materialized before him. The air was still stained with the debris of the previous challenger.
Balor: I am not a challenger. I am a messenger. Stay your sword.
Ares: Speak quickly.
The balor placed a massive candle upon the ground and lit the wick with flames from it’s own body. The Demon Lord Demogorgon appeared in the flames.
Demogorgon: Ares…I am pleased to meet you. The realms yearn for your inclusion to our worthy ranks. But this is not a job offer. Well…actually it is, but not in the way you think. The Planes are buzzing with possibility, a possibility that seems now a certainty. The Illithid will return and with them will come an offer to pierce a vault forbidden to the gods and demons alike. Each of your comrades is being enlisted by an outside agent with their own agenda. I too have an agenda one that allows our interests to coincide. The Vampire Witch has been approached by Baba Yaga herself with a request to keep an important guest inside the vault. I will provide to you the means to ensure her end, and to thwart her goals. Alone neither of you can enter the vault. It will take a concerted effort. Once inside a rare opportunity will present itself. I want you there to do what you do best.
Ares: You want me to do your bidding? Like a lap dog fetching for it’s master.
Demogorgon: Do whatever you want when that moment comes. Kill her, help her. It matters not to me. You will make your own choice. I just want to ensure that no matter the outcome chaos thrives in that moment.
Ares: And just what will you provide.
Demogorgon: Have you heard the legends of Kas? He who wielded the blade that took the eye and hand of Vecna?
Ares: Tales. Nothing more.
Demogorgon: I offer you the Sword of Kas. It holds a fascinating history. It was the blessed sword of a mighty champion. A knight and Paladin known as Lancelot. In the service of his king, Lancelot struck down a usurper…his lord’s bastard son birthed by the king’s own sister, a child of rage and incest. His holy avenger plunged into the heart of his enemy, an act of pure courage and service….only the usurper’s soul attempted to vanquish the blade itself. Such was the malice of this bastard that his death passed into the righteous blade and twisted it. In the hands of a warrior such as yourself it will be a blade to rival any other from antiquity. The usurper Mordred’s spirit will imbue it with hate and destruction unequalled. When wielded against the undead, the spirit of Lancelot will rise up to smite that evil from the world. It is a blade spawned in conflict and wrought with strife, I have cherished it for millennia and through ages untold. I offer it now unto you. It is forever more known as the Sword of Kas, but it once held a different name. Excalibur.
The Parley:
There is nervous laughter and awkward small talk all around the room as the six meet for the first time in a full century. The tension between Seraphim and Ares is palpable, each has grown to embody elements of their class and character. Seraphim is every bit the Ice Queen and Ares radiates fire in a manner that outstrips his natural aura. Doc seems genuinely cheerful and the twins are eager. Azzie is best described as irritable but supportive of his fellow Necro-Ranchers.
Doc himself has visibly changed the most. He is much more dragon now than Orc. The Orc facial features are present but he now has wings sprouting from his back, an extended tail with serrated spines, and resembles almost a draconic centaur, he is now a quadruped with fully formed arms and a torso.
Azzie is the one to address the elephant in the room. The team decided on meeting without their respective entourage, and elected to meet within the Black Box room of the Ark.
Azzie: Well we are in the least spyable location in existence so no reason to avoid talking freely. You two going to rip each other to shreds or not? If you are let’s get it over with it, otherwise let’s get down to business.
Seraphim: You are going to invade the territories I hold dominion over.
Ares: Yes. You have been manipulating the weather to hinder my dragons.
Seraphim: Yes. I don’t see a reasonable compromise that both of us can live with. I propose that we agree to a continuance of further non hostility for at least the duration of the Illithid arrival. We had all agreed this is neutral territory and I see no reason that should change at this instance.
Ares: I concur. Confrontation now could be seen as a vulnerability they elect to exploit. The Ark will continue to be neutral territory and I will not make the first aggressive act. We will continue to act nice at least until the conclusion of their visit. Would it be reasonable to say that the remaining four charter party members would act as enforcers to this truce?
Seraphim: I support that. Should either of us violate the truce the four would unite with the aggrieved party for satisfaction.
Ares: Very Well.
Azzie: Glad that’s settled, now onto new business. I got a request from The Yellow Bastard himself to take up our soon to be arriving guests on an offer to crack a vault. Any of you in?
Seraphim: How would he know what they are going to offer?
Azzie: He’s a powerful godlike being I don’t question his prophecy.
Twins: We too received something similar. Anyone else?
Doc: Same.
Ares: Something like that.
Seraphim: I too received a similar invitation.
Azzie: Bloody Hastur visited all of you? So much for feeling special.
Ares: It wasn’t Hastur.
Azzie: Well then who?
Ares: Not relevant, what’s relevant is whether we work together. An agenda is at play where it seems we are wanted to infiltrate this vault. The fact that forces are manipulating our involvement indicates this is a matter of importance. I for one would prefer some leverage over a matter that seems this impactful. I don’t wish to be on the sidelines.
Seraphim: Nor do any of us.
Ares: I also don’t want to be looking over my shoulder the whole time.
Doc: Then can we agree to extend your treaty’s terms a bit longer? At least until we are given an actual offer?
Seraphim: I want to hear the Illithid out first. Don’t like agreeing to something on blind faith.
Ares: Quite.
Azzie: Ok. Then I guess it’s a matter of waiting for their arrival tomorrow. Got to ask for my own interest, what happened to the poor saps that you set to Scry on me? Whose where they? No hard feelings, just curious.
Seraphim: I would confess to an apprentice seeking to view you for herself. I didn’t discourage her from the course but I forewarned there might be consequence. I admit this for my knowledge, because I would love to know just how exactly you reduced a single moment’s scrying to a gifted diviner clawing her own eyes out and severing her tongue to swallow and choke on.
Azzie: I let her see the boss. He ain’t a fan of spies.
Hades: We sent a ghost to observe you, strictly for academic proofs, it drowned itself in holy water after finding a priest to exorcise it. Was a fascinating display of behavior. We almost sent more just to replicate the process and see if we could transfer it.
Azzie: Luv it!
The Illithid ship arrives the following day at the precisely agreed upon time with a veritable skeleton crew. The Revered Elder Lea-Yun, chief envoy from the previous parley, has returned for the second. There is a noticeable droop and wrinkle to his tentacles, and there are age spots upon his skull, but he seemly hale and steady. He journeys to meet the team by himself in a sign of trust, or suicidal confidence.
Lea-Yun: Greetings. I see the years have not been unkind to you. I am surprised you each endured for the full length of time.
Ares: We have had our differences, but the areas we agree upon are greater than the ones that divide us. Are you ready for your inspection? By all our accounts the radiation remained contained.
Lea-Yun: A mere formality. We have replicated and tested the majority of variables we needed to inspect and this visit is more social than critical in nature.
Seraphim: I don’t see social visits as common.
Lea-Yun: They aren’t. In your case we are making an exception.
The Mind Flayer behaves strictly according to the terms of their previous agreement. He even shares details of various experiments he thinks may be of interest to us. As the last day of their visit there is still no mention of a vault and the group is starting to question whether they were tricked.
Lea-Yun: I was advised against saying this, but duty dictates that I do so.
Azzie: Speak your mind.
Lea-Yun: We think the gems imprisoning Jaze will fail. We have had countless scholars and researchers test permutations of this “error” in controlled environs and we believe that at some point in the next thirty to forty years he will manage to escape the prisons set forth.
Ares: And you have a solution?
Lea-Yun: Well that is where my people differ. A sect believes we should wait and see. A second sect wants to see him free and treat him as a messiah. I am part of a third group that prefers we find a more permanent solution.
Seraphim: You have found one we assume?
Lea-Yun: Well we aren’t sure. I think you can help us find surety.
The Illithid captain produces a memory crystal showing an isolated compound.
Lea-Yun: This is a representation of a secured structure which we have been unable to pierce. It is shielded from all extraplanar and divine contact. The gods themselves are forbidden from entering or divining the interior of this structure. We have spent millennia piecing together details relevant to this anomaly. Some of us believe that this structure…which we refer to as an Eternal Vault could serve as a prison for Jaze. It is believed that once secured within, escape should be impossible. No one has ever penetrated to the Vault’s center, most deem such a venture impossible.
Seraphim: You want us to stash Jaze in a theoretically inescapable prison?
Lea-Yun: I want you to prove that is escapeable. It sounds too good to be true, but we need proof. I want you to break in and show that escape is possible.
Ares: And if it isn’t, we are trapped. No way out right?
Lea-Yun: It is barred from extraplanar or divine being, you are neither. We have devised a tool to act as an escape button, should you find yourselves stymied simply activate the abort signal and you will be returned to this your point of origin.
Azzie: How would you know if this escape button would even work? Not like you could test it.
Lea-Yun: Actually we have. Several times. For beings such as ourselves entrance is not the problem, it is penetration. There are powerful barriers to reaching the interior vaults, and cunning traps to be certain. Even the most powerful of our brethren have been blocked from reaching the deepest sections.
Seraphim: You are basically saying that we are a greater power than your strongest kin. I can’t believe I am hearing that.
The witch’s comment definitely pisses him off, the anger is naked and not even close to being masked.
Lea-Yun: We are aware of our limitations. We are a highly specialized and evolved species, but we are also alive. That is a condition most of your kin do NOT share. You have shown survival and predatory instincts that are not standard for our people. Some of us feel that your particular set of skills are better suited for this test.
Doc: Where is this Vault?
Lea-Yun: It is held separate from all Plane’s of existence. The entrance will be made accessible from the Material Plane from this ship should you accept the challenge. As proof we would ask for documented access to the heart of the vault. We trust that your memories serve this achievement.
Seraphim: We will need some time to confer.
Azzie: Black Box?
All: Yeah Black Box.
The discussion is much deeper than I expected. While everyone is amenable to discussing their contact urging vault entry, everyone is playing their individual motive close to the chest. The logistics of such a quest seem to be the biggest obstacle to them taking the hook.
Seraphim: We have to assume this is a one way ticket with a possible escape clause. I am more concerned with what happens should misfortune claim one of us. First and foremost, if I get dusted and sent packing for my coffin that mean my coffin will have to be nearby. Proximity means a guard, and a guard means its susceptible to intrusion.
Hades: We are in the same boat. Both Pluto and I have gone to *cough* measures to protect and safeguard our phylacteries. Without too much detail bringing them along will counteract a number of safeguards and precautions. Bringing them is not required, but if we reform in a location wherein we are unable to reenter the vault that will be problematic.
Doc: I would hope you all have noticed, but I have had quite the growth spurt and my lads can make me look small. How do we know they will even fit or get inside this place? I’m not keen on leaving them behind, and I would definitely like a trusted cadre at my back.
Ares: I will see your half-dragons and raise you one colossal ancient red. Veritas can shapeshift into a humanoid form but he finds it insulting. Where I go, he goes.
Seraphim: I mean do you realize how much of a stake in the ass juggling almost a dozen coffins is going to be?
Azzie: You have a dozen thralls?
Seraphim: Don’t be absurd…I have a fair share but we also have decoy coffins. I haven’t even factored in the coven *groan*.
Azzie: So we are talking a shade under one hundred bodies. We really need more information on what we are looking at here. If the schematic and layout are in anyway shape or form close to scale we are going to have a serious spacing problem. I don’t see how we fit more than a dozen human sized bodies in this first room. Let alone what defenses or alarms are going to trigger the moment we set foot inside.
Seraphim: I can hopefully fill in those blanks. One of my retinue is a ghost. I can body hop from our side of the opening and pilot her through to the limit of my vision and then have her scout further if we are able. Should give us an idea if we can enter and exit and what sort of wards and barriers are in place.
Ares: That would help a lot. Looks like if we bypass these first few sections the space opens up a lot more. You have some heist experience Azzie, what do you think of this layout? Best guess.
Azzie: Assuming this is based on a traditional vault or secured array, and not on some metaphorical extra dimensional deal then it looks like the core vault lies at the center of a seven spoked ring. Seven access points in a circle around the main hub. Each of those seven spokes seems to have a similar load out. Cluster of four rooms, so potentially a teller station, guard stand and holding cell or possibly even safe deposit boxes. Looks like four larger areas on each compass direction line the outer ring, potentially sub vaults or guard stations/barracks. Each of those four hubs has several compartments lining the hall. To exit from any of the four hubs to the center spoke of seven we will have to bypass a gate. We would be coming in from the south hub and our best course would be to scout the larger barracks section before we assess the gate. We hold that guard station and then we have room to spread out. Hard to formulate too much without actual visibility though.
Seraphim: If we pilot the ghost through and back without incident, I will follow by piloting a physical mindless host like a skeleton to make sure the door runs two ways. That will hopefully show us that we can exit at will.
Doc: So we are doing this?
Ares: With this much attention and so many vested parties I feel like whatever is in that vault is of extreme value. Would rather be in the driver’s seat with that information then on the receiving end.
The Vault:
Seraphim’s ghost vanguard successfully crosses through the portal leading into the vault, from within the vessel the Gravewalker reports an uncanny sensation whilst passing. She is unable to pass through the walls of the first room she enters. Based on what is visibility her best estimation of the room she has passed through into is “closet”. Some scattered tools of an unknown purpose sit on shelves, and several unfinished projects sit against the walls. Everything is clean and organized. The ghost is unable to pass through the door, but from the survey possible the room matches their schematic from the Mind Flayers.
Seraphim: Initial intelligence fits. Nothing is rushing to challenge me. Going to attempt to come back through and try with a skeleton.
The ghost returns through the portal and Seraphim juggles bodies with a mindless skeleton which also is able to pass through unchallenged, the same unusual sensation accompanies the entry. The skeleton is able to turn the door handle and enter the hallway. In slow cautious progress it matches up several other locked doors that overlay with the map.
Seraphim: Very limited access to the other nearby rooms. Still nothing challenging or investigating. Door is now open, so I can jump back to ghost and have the ghost proceed.
Seraphim returns and this time has the ghost go of it’s own volition without tether. A longer than expected amount of time passes and the witch grunts.
Seraphim: Ghost just wiped out in a single action. Didn’t even get a gauge of what happened, she just blipped.
Ares: So there is something capable of eliminating a ghost, what level was she?
Seraphim:…more than 10th.
Ares: Well I would say let’s send an intelligent corporeal undead, but anything capable of nixing a 10th+level ghost should also be assumed capable of taking out a similar fleshie.
Azzie: We can expect some sort of resistance fairly soon after entry and will have to confront that resistance before addressing the door and getting room to stretch our legs.
Seraphim: How long can you keep this doorway open?
Mind Flayer: A further 23 hours, then it will be some time before we can refocus our energies to reacquire the connection.
Ares: I will have a chat with Veritas. He is not going to be a fan, but I can convince him to shift form.
Seraphim: on the plus side, most of our “companions” are undead and can do just fine without oxygen so bags of holding can act as travel suitcases for our army.
Doc: Mine can’t.
Azzie: At least you have Pit Fiends, they take up a hell of a lot less space than linnorns, or dragons. Try shoving those in a bag of holding.
Ares: I propose mine enter first. Followed By Doc. The living dragons will shapeshift their way through and we immediately secure the hallway running south to the section where the ghost got vaporized. Doc follows through with his dragon-giants and secured the hallway running to the locked gate. Everyone else comes in and fills in the middle. We keep the Sons as a rearguard while we focus on isolating and eliminating the forces in the opening wing. That can become a base of operation and we can explore based on outcome. There are enough separate rooms that we can allow some privacy and security of various “sentimental” items like coffins and phylacteries.
Without over describing the logistics (they tend to obsess over these things) the whole outfit is deployed with a swarm of dragon wings and gouts of fire as the Azzie and Doc contingents break out to their designated areas. The remaining four lead Seraphim’s Alchemical Golem who is functioning as a pack mule through the portal and take up their respective positions in between the dragon two defensive lines.
Azzie: I think that is everyone.
Mind Flayer: Excellent.
The portal immediately slams shut, and a series of sendings almost immediately follows.
Mind Flayer: I do wish circumstances were different. But for all parties both divine and manifest this was deemed the most appropriate outcome. There are those who sought you dead, and those who sought you captive. All agreed that we could not reasonably expect you to remain contained, nor could we rely on you staying dead. So exile was the compromise solution. Enjoy the time together!
Doc: Did we just get duped?
Ares: For their sake they better hope this place really is unescapable.
If you didn’t follow the long running recap that preceded this you will largely feel lost. The shortest summary I can provide if you don’t want to read the whole thing is as follows:
We ran a campaign where magic items, and stronger creatures/characters had been culled from the world by Planar Travelling Mind Flayers. These Mind Flayers had an Ark of sorts that they used to collect interesting specimens and sort of lobotomize the potential dangers on the Material Plane. In the course of researching the unusual Radiation of the Underdark their ship’s Elder Brain became corrupted by Great Old Ones (Hastur, Chuthulu etc) and it badly crippled their ship. The ship became almost self aware and an Intelligence known as Jaze took full control and basically mind wiped the Illithid. They went to extreme lengths to imprison Jaze and shut down the Ark. Thousands of years later the ship’s doors opened and people began locating objects lose to myth and legend. Our group of PC’s went full blown evil and even went to the point of driving actual cattle into the dungeon. They would stampede said cattle, and then animate dead the corpses to attack a second time. Eventually they began to fight against the freed intelligence and managed to destroy it and seal off the breach that would have let the Great Old Ones back into our realm. They extorted the returning Mind Flayers into giving them control of the now partially repaired Ark and more or less blackmailed them in to a 100 hundred peace treaty. In the intervening century each character went their separate way and consolidated power in their own fashion. The 100th anniversary is approaching and the gang agreed to get back together to see what the second round of diplomacy would result in.
Characters were retrained to start game at level 25, and allowed to reacquire stats, skills, feats, equipment etc. Owing to several boosts given within the campaign I gave everyone the choice to take a 40 point stat buy and they all took it. Everyone was allotted 2,000,000 to outfit their personal characters and their entourages. I put the personal primary gear of which player in the following breakdowns, I added a few minion items that were worth highlighting. There is also a litany of lesser items, minion equipment, and odds and ends that I didn’t specify.
The Characters:
Seraphim: Gravewalker 20/Three Fold Queen 5 (vampire template)
A necromancy/elements heavy caster with lots of minions and behind the curtain power for several territories. Very much a puppet master who is seeking to carve out additional domain and consolidate power. Her interests are starting to clash against Ares and his expanding empire.
As a Three Fold Queen Seraphim is able to take advantage of extensive spell lists that incorporate added spells from Cleric,Druid and Wizard tables along with being able to prepare certain spells from her Coven. Her spell poppet is now animated and sentient. Resembling a macabre raggedy anne doll it is a grotesque companion to the would be Queen. Her TFQ class also limits or removes some of her drawbacks from vampirism.
Seraphim: Str:18 Dex:20 Con:- Int:36 Wis:22 Cha:32 AC:39 Fort:-Ref:18 Will:25 HP:363
Feats:Skill Focus Diplomacy, Spell Focus+GSF (Necro), Spell Pen+GSP, Intensified Spell, Persistent Spell,Spell Specialization, Split Hex, Spell Perfection, Piercing Spell, Thanatopic Spell, Improved Init, Leadership
Hexes: Cackle, Evil Eye, Coven, Retribution, Misfortune, Agony, Dire Prophecy, Summon Spirit, Natural Disaster, Eternal Slumber
Gear: Read the +4 Int and Cha tomes, Truesight Goggles, Cloak of Resistance+5, Pale Green Ioun Stone, Ring Greater Energy Resist (Acid and Fire), BracersArmor+8, Amulet Nat Arm+5, Headband Mental Perfection+6, Boots Striding/Springing, Cackling Hag’s Blouse, Otherwordly Kimono, Belt of Stoneskin
Minions: 17th level Drow Cleric (vampire), 16th level Human Druid (vampire), 16th level Elven Wizard (vampire) 20th level Human Witch (ghost)-Cohort, 6 Fast Zombie Pit Fiends, 1 Fast Zombie Ancient Silver Dragon, Alchemical Golem.
Coffin:
Seraphim is by nature extremely cautious and paranoid. She has taken multiple precautions to safeguard her coffin. Adding virtually every protective spell and means through which to disguise it. She has six decoy coffins prepared and ready to travel at all times. Each of the decoy coffins opens to a permanent demiplane. Each of these demiplanes is a Dead Magic, Zero Gravity Plane, with no air. There is a fixed Planar Portal that requires a password to operate within.
Ares: Antipaladin20/Aspect of War5 (Graveknight)
A fearsome warlord nagaji, and now a graveknight with a half fiend red dragon mount. He has carved out a powerful and aggressive empire and styles himself a horsemen of War come to the Mortal Plane. Always looking for a fight and to sow destruction and chaos. Recognizes the subtle manipulations of Seraphim and views her as an adversary despite their past alliances.
Aspect of War adds the ability to attract powerful followers who seek to serve a true Warlord. It also enhances certain aspects of the antipaladin’s touch of corruption and bond to a companion principally the ancient red dragon who serves as his partner Veritas.
Ares: Str:36 Dex:14 Con- Int:10 Wis:24 Cha:40 AC:43 Fort- Ref:30 Will: 41 HP:525
Feats: Power Attack, Cleave, Furious Focus, Death from Above, Channel Smite, Leadership,Weapon Focus Scimitar, Mounted Combat, Command Undead, Vital Strike, IVS, GVS, and Devastating Strike.
Gear: +5 adamantine keen scimitar of speed, +5 full plate unrighteous, Read +4 tome of Str+Cha, +5 large steel shield ghost touch, Cloak of Resistance+5, Belt Giant Str+6, Amulet of Nat Arm+5, Ring ERG (Sonic) Ring Protection+5, Headband Wis/Cha+6, Horns of Naraga.
Veritas (half fiend ancient red dragon) +5 full plate (greater energy resist cold) and custom Horseshoes of Crushing Blows+5 ghost touch.
Minions: 3 Level 17th level AntiPaladin GraveKnights (Black, Blue, Green Old Dragons), 4 Fast Zombie Ancient Silver Dragons, 5 Fast Zombie Ancient Red Dragons, 2 Bloody Storm Giant skeletons.
Doctor Lovebones: Barbarian1/Scarred Witch Doctor9/Eldritch Knight10/Draconic Champion5
An Orc who was altered with Giant Template and Half Dragon Template. Has amassed a horde of his descendants far to the north in the abandoned wilderness. Loves a good fight and has a massive sense of loyalty and duty to his tribe. Recognizes that he will eventually make his people strong enough to invoke the attention of Ares and or Seraphim. Holds a decent working relationship with Azzie. Was built from original Orc Racial Archetype Scarred Witch Doctor which used Con as primary casting stat, this was changed but we let him use as originally designed.
Draconic Champion emphasizes the dragon aspect of the witch doctor’s biology. Augmenting and increasing his path towards evolving into something far beyond an Orc.
Doc: Str: 46 Dex: 18 Con: 46 Int:11 Wis:12 Cha:7 AC:41 Fort:40 Ref:26 Will:23 HP:588
Feats: Weapon Focus, Greater Weapon Focus, Weapon Specialization, GWS (Greataxe), Spell Focus Abjuration, Spell Penetration, Power Attack, Cleave, Vital Strike, IVS,GVS, Devastating Strike, Extend Spell, Improved Init, Leadership
Gear: Orcish Fetisk Mask +5 luck bonus to AC, +5 luck bonus to saving throws, Cloak of Resistance+5, Amulet Nat Armor+5, Ring Prot+5, Bracers Armor+8, +5 adamantine greataxe corrosive burst+undead bane, Belt Of Physical Perfection+6, Read +4 Con Tome, Ring ERG-Fire, Robe of Gates, Adamantine Golem x2
Minions: Shango (Giant Half Dragon) 17th level Scarred Witch Doctor (Son), Grom (Giant Half Dragon) 17th level Barbarian(Son), Midnight (Giant Half Dragon) 17th Level Life Oracle. (Grand-Daughter)
Azzie Azborne: DireBard15/Agent Of the Grave5/High Priest Hastur5
An aasimer dirge bard, who gained the vampire and shadowlord templates. Bit of a nutjob and head of the Cult of Hastur. Views himself as the frontman of a band more than a cult leader.
As a high priest of Hastur he casts spells as a 19th level Bard and as a 22nd Level Cleric with domains of Madness and Destruction. The Yellow Eye also provides several dangerous protective elements to those who seek to spy or glean information from him.
Coffin: Refers to his Coffin as the Green Room, aside from one blessing of Hastur placed on his coffin carries no decoys or further protections.
Azzie: Str:24 Dex:32 Con:- Int:30 Wis:28 Cha:42 AC:35 Fort-Ref:32 Will:34 HP:516
Feats: Spell Focus Necro, Skill Focus-Diplomacy and UMD, Leadership, Extend Spell, Empower Spell, Improved Init, Iron Will, Imp Iron Will, Spell Penetration, Greater Spell Penetration, Lightning Reflexes, ILR
Gear: Cloak of Resistance+5, Books read +4 Int, Wis, Cha, Dex, Belt of Physical +6 Str/Dex, Mental +6, Rings ERG (Fire+Acid), Mithral Chain Shirt+5 GT, adaptive comp shortbow+5 brilliant energy, Crystal Ball-True Seeing, Bracers Archery Greater
Minions: 5 Fast Zombie Tarn Linnorn, 1 Fast Zombie Young Blue Dragon, 1 Fast Zombie Ancient Red Dragon, Level 16 Slyph Rogue (vampire), Level 17 Dwarf Druid (vampire) Level 17 Human Cleric (vampire), Level 20 Human Ranger (shadowlord) specializes in undead and dragon slaying, outfitted with +5 kukri undead bane, flaming burst (cohort) x2
Hades and Pluto: Undead Lord 20/Undead Ascendant5
Twin dhampir clerics and liches. More scholars than conquerers. Their knowledge of undeath is drawing attention from potent forces and their research has exceeded nearly any other pursuit of lichdom.
Undead Ascendant allows certain undead controlling abilities and spells to function equally on intelligent undead as it does mindless undead, it also augments their lich template.
Lich Phylactery:
The Liches Phylacteries are secured in a very creative fashion which I wont spoil here. Its worth waiting to find out.
Hades/Pluto: Str:14 Dex:22 Con- Int:26 Wis:36 Cha:32 AC:42 Fort:-Ref:19 Will:34 HP:388
Feats: Spell Focus, GSF Necro, Spell Pen, GSP, Selective Channel, Improved Channel, Undead Master, Echoing Spell, Ectoplasmic Spell, Maximize Spell, Piercing Spell, Thanatopic Spell, Iron Will, IIW.
Gear: Breastplate+5 ERG-Fire, Large Steel Shield+5 ERG Sonic, Ring ERG-(Acid), Ring of Protection+5, Cloak of Resistance+5, Staff of Power, Rod Metamagic Greater, Rod Negation, Book of +4 Wis+Cha, Belt of Dex+6, Headband Mental+6
Minions: 4 Nightcrawlers, 1 NightWalker, 2 Wyrmwraiths, 1 Level 20 Ghost Cleric (Domain Sun), all of these times X2 except for the ghost cleric.
The Vault Hook:
In attacking the concept of a post level 20 evil themed campaign and in an effort to build off the Illithid Ark/Megadungeon adventure I really battled with several competing concepts. Ultimately I decided on something resembling a prison break adventure but with competing “hooks” Each of the six characters was given a hook in the form of a visit from a powerful outsider who urged that character to take action for the PC’s benefit within a Vault. Some were urged to free the prisoner held within, others to kill the prisoner, others to ensure it remained a prisoner. I set about trying to create a series of neigh impossible to bypass safeguards to keep this VIP prisoner secured. I wanted to challenge ultra-high level characters and create turmoil amongst each other in the process.
No matter how everything plays out the alliances initially created are intended to be broken and there is full understanding on DM and PC sides that a PVP element will be encouraged and expected. They want the fall out as much as I do.
The Vault itself is being designed as something that only “mortal” forces may access it. I put mortal in parentheses because most of the party as undead to an extent now count as immortal. Outsiders, Deities, and other Divine or Mystical agents are forbidden from entering the premise.
I ran into several obstacles building out the physical location. I got used to juggling mountains of minions and 100’s of HD worth of undead thralls. The overall number of undead minions is substantially lower now, but the sizes are drastically bigger. I got caught between a rock and a hard place for space. Trying to design anything that can accommodate two dozen or more gargantuan or larger creatures is a burden. Not every room can be a cavernous mega space. Nor do I want to end up in a situation where nothing can move or be used.
Here are the Hook’s:
Azzie:
Hastur was not happy. The Yellow Eye was beginning to feel more like the Bitch Eye. The cult was going splendid and he was pleased with Azzie’s work as frontman of the show, but management was never satisfied. You could sell out a hundred virgin sacrifices and pack the asses in the catacomb pews, even sell out the cultists robes and they would ask what have you profaned for me lately?
Not like the blighter would just come out and say it either. Had to bother him in his dreams and annoy him with visions. It was hard enough paying attention to what was real and what was delusion on a good day, but lately he couldn’t get a moment’s peace to himself.
He finally had enough and called together a full band meeting.
Azzie: So here’s the gig. I got a reunion tour next week with me old band. Word from Upper Management is that we are going to be offered a once in a lifetime chance to play a show that would put anything before it to shame. The Yellow Bastard has passed word on to me that this venue has an important V.I.P. backstage and he wants us to make sure he stays there. Wants to avoid shaking up the ranks in the higher offices and this bloke is a real shaker. So it’s on us to rock the joint and keep him from the centerstage.
Most of the cult were hangers on. Groupies with some experience in the world, but not headliners. Azzie’s personal assistant didn’t fit that mold. He had been hand packed and nurtured specifically for some potential future engagements, in particular crowd control. A ranger who had spent his entire life as a destroyer of undead. Azzie had helped him hone those skills to a razor’s edge and had outfitted him with the finest other people’s money could buy. Azzie didn’t exactly trust Jedherya or Jed as he was prone to call him, but he put stock in his abilities and his ruthlessness.
Jed: Any chance these former bandmates might be looking to steal the spotlight?
Azzie: That is a distinct possibility.
Jed: And you are ok with me escorting them out?
Azzie: If it comes to it,Im afraid so.
Seraphim:
Seraphim hated making the first move in such an intricate dance, but it was time to put the wheels in motion. To her perspective events would unfold in any manner of scenario but in the end it would be Her against Ares. Gravewalker pitted against GraveKnight. Doc and Azzie could be bargained with or assuaged. The Twins cared little for the worldly conflict, so long as she didn’t interfere with their studies and research they would remain neutral. Ares had pushed his empire to the absolute limit of cutting into her own territories and knew that matters would become lethal between them.
They would certainly treat each other with decorum and respect, but she was positive that only one of them would endure beyond the hostility. To that end she had started the first play in their chess match. Eternal Winter was hardly breaking new ground but it served a specific purpose to her mind. Coven after coven under her sway manipulated the elements and coaxed blizzard upon blizzard in the lands of her choosing. Any invading force would find nothing but permafrost and chilled barren land for miles on end. So caught in the reverie of her schemes was she that almost didn’t perceive the hunched over crone hobbling through the gale force winds as if they were a mere spring breeze.
Had her heart still maintained the ability to feel cold, ice would have grasped it. There was no mistaking this woman for anything other than what she was. Old Knobby Legs, The Witch Queen. The name almost spilled from her lips as they trembled. Baba Yaga.
Excitement and terror coursed through her all at once. Had the Witch Queen come to snuff out a rival? Surely Seraphim had grown in accomplishment and presence enough to warrant consideration. If she were dismissed outright or ignored…well her anger had led to more than one foolhardy and potentially lethal confrontation.
She would be respectful, pride would not let her be submissive but she knew well enough not to provoke. Her curtsy was curt and prefunct.
Seraphim: Wise Grandmother, you honor us with your presence.
Baba Yaga: Is that why you tremble child? I see the conflict plain as day. You aren’t sure if I am here to kill you or ignore you. Both thoughts see to upset you. Such is the irony of youth. Oh much of your youth has faded, the change to vampire has that effect, you have recovered much of your grace and beauty but it will never be what it once was. The answer to your question is somewhere in between.
Seraphim: I don’t understand.
Baba Yaga: Well that is why I am here. I would ask a favor of a fellow witch. In a few days time you will receive an offer to visit a vault, there are those, your Orc friend included, who will be bidden to release a special guest from the heart of that vault. Circumstances as they are I am forbidden from doing this task myself. I would be indebted to the one who could travel in my stead.
Seraphim: How would you know Doc’s intentions?
Baba Yaga: You aren’t the only one with spies dear. An old friend of mine will visit him shortly. A former warlord who sought immortality from me. I granted his boon, but not in the manner he preferred. The shame of his deformity led him to the Abyss where he has made quite the name for himself. He will bid the witch doctor to retrieve a Torc from the vault, it holds a fraction of his mortal soul that I took in payment. I wish to see the vault’s occupant and that relic stay exactly where they are.
Seraphim: And you trust me to see this course to it’s end.
Baba Yaga: I trust you to look out for yourself. You are formidable in your own right, but with time and guidance…you could aspire to greater. I have had many daughters, but no heirs. None who would take my place when the time comes. Perhaps you may one day be worthy of a title greater than daughter. Perhaps Seraphim I may one day call you sister.
Doc:
Doc watched with pride as two of his “sons” locked claw and axe against each other in combat. Thar and Grom were amongst his most gifted warriors and brought strength and prestige to the bloodline. His oldest son Shango, heir apparent as Witch Doctor, stood nearby solemnly ensuring no lethal outcomes to the contest. It was Shango that caught his attention and broke him from his focus.
Shango: A stranger will appear to you in your dreams this night father. Heed his words carefully for he will offer you a double edged blade.
Doc: Do you say this as prophecy or as intuition?
Shango: Somewhere in between. The vision is as clear a prophecy as one could hope, as for the meaning intuition is my only guide.
Doc: You are the seventh son of my seventh son, that is a powerful omen and a great gift. The foresight is a glorious curse I am jealous and saddened that it is you who must bear it.
That night as his son had predicted he was visited by dreams. Dreams of a horrific storm freezing the landscape and the cackle of a maddened woman. From the storm emerged a powerful and twisted version of giant. Doc recognized it from deep recess of ancestral memory. This was Kostchtchie. A former barbarian turned twisted demon lord. He crossed his enormous greataxe across his chest and stopped short a respectful distance.
Kostchtchie: You have proven yourself a worthy warrior and respected foe. I would have you enter my service.
Doc: I serve my clan and honor my ancestors. I do not bow to demons.
Kostchtchie: I will never ask you to bow. I ask the opposite. Soon you will be asked to enter a Vault. I urge you to do so. At the heart of this vault is a Torc that is precious to me. Return this Torc to me and I will see your clan bestowed with strength and honor thrice fold.
Doc: Why would I do this?
Kostchtchie: Because you stand on the precipice upon which I fell. I was betrayed by a witch and cursed to this deformity. You too shall be betrayed by a witch. Serve me and I will ask you to follow but three commandments. Bow to no Woman. Let your vengeance be three fold to profane their accursed three fold goddess. Kill All Witches.
Doc: You would have me destroy Seraphim.
Kostchtchie: I would have you kill ALL witches. There are ones more powerful and dangerous than her. Should this Seraphim achieve her goals within the vault then her sisters will wipe out your bloodline from this world. Your ancestors will be forgotten and your race will vanish.
Doc: Why should I trust you?
Kostchtchie: I hold no favor or love for you. I simply hate them more. That is enough. As a token of my desire you will find a gift when you awaken.
The following morning Doc was early to wake and slow to rise. He lay amidst the mammoth furs of his lodge ruminating on the dream visited. Shango was too wise to ignore. This was truly a doubled edged offering. It was Midnight their wise woman and Doc’s granddaughter who roused him.
Nightshade: Father…something awaits you in the center of the village.
Doc found the entire clan surrounding an enormous greataxe sitting in the middle of their bonfire…untouched by the flame. It was forged from a dark adamantine and it radiated power. On the reverse side of the axehead was a tapered wooden stake stained with blood. He felt the weapon’s anger and hatred even from a distance and knew this was a weapon put on the earth to kill witches. The stake was new and just as focused in purpose.
The Twins:
Trepidation was to be expected in circumstances where the risk was this high. They had taken every possible precaution but the tension was palpable as Pluto initiated the net from their newest discovery. Lichdom and it’s secrets were the absolute heart of their research. Ko had achieved a rare form of demi-lichdom with accompanying revelations. The twins were mostly certain that they could replicate that process, but they also were aware of even higher planes of existence. It was almost accidental that they had begun upon the path at hand.
All liches maintained a phylactery. A sacred relic that housed a fragment of their soul. It was the anchor that allowed their self to reform on the material plane even upon the destruction or their worldly form. True oblivion would remain a mystery so long as their phylactery remained intact. In an effort to shroud and obfuscate the location of their own, a smarter question arose. How do we find the phylacteries of other lich?
The answer to that question now existed, and as it was the first of it’s type they had severe misgivings as to what would happen once the device were activated. Would their brethren be alerted to this exterior intrusion? Would it trigger alarms and see them targeted by other necromancers? Few enough rivals could challenge them at this stage, but there were certainly kindred spirits whose abilities and powers outstripped their own.
Every precaution they could conceive was in place and the curiosity and potential gain outweighed the risk. Pluto activated the scrying circle and from within the darkness of the pool’s surface small bundles of swirling “essence” formed. More than they anticipated but a surprisingly few. The device worked and no figures encroached upon their inner sanctum. Mental Focus allowed them to hone in on individual swirls and to their surprise once honed in far enough an image of the target and a vague awareness of their identity arrived.
A particular swirl was visibly stronger than the rest. They focused in upon it to discover a figure that played a prominent role in their research. The Whispering Tyrant himself. A being strong enough to force the gods to intercede BEFORE he had crossed over to lichdom. They had locked him away and banished him once they deemed themselves unable to locate his phylactery. The swirling essence stared back at them and the image acknowledged them. Tar Baphon.
Tar: You have delved too far. Some secrets carry too great a weight to uncover.
Hades: Communication is possible.
Tar: Quite. While I lack the ability to remove you from this world myself, I certainly maintain control over those would in my place.
Pluto: You certainly could. But we also certainly know where to locate your phylactery. Can you genuinely destroy us before we counter such a stroke?
Tar: Insolent Wretches!
Hades: Wretches with the ingenuity to find that which is unfindable.
Tar: You pierced a veil, you didn’t find the unfindable. Perhaps you would care to try though?
Pluto: Try what exactly?
Tar: Your device is bold in scope, but it is imperfect. There is one hidden to it’s gaze. Find him and I can provide secrets unimagined. Ascension without limitation.
Hades: You threaten us in one breath and then bait us with immortality in the next?
Tar: I lack the time to elaborate. Our kind are not prone to trust. I instead offer you proof of both. Proof that I can destroy you and proof that I wish you to succeed. Enter the vault. At it’s core you will find that which you have been seeking all your life.
The image vanishes and two objects come hurtling through the surface of the device’s pool. Both twins jump back in shock as a severed hand and dismembered eyeball emerge.
Ares:
The death throes of the Balor shook the ground around Ares and he waited for the dust to settle before removing the demon’s thick blood from the blade of his scimitar. Veritas chuckled slightly to himself from the distance.
Veritas: They are just going to continue. You are a prospect now. Now that you have their attention the offers and threats will simply continue.
Ares: They can keep their Blood War to themselves we are still about business on this plane.
Veritas: Does her existence torment you that much?
Ares: I seem to recall some strong words with dire consequence emanating from your maw.
Veritas: Oh she will crumple to dust beneath my talons. I yearn for that day, but I don’t let it consume me the way it consumes you. When you have centuries ahead the hours seem less urgent.
Ares: You are sure of that? Dragons still age.
Veritas: Our time together has changed me. I feel it in my bones and see it in my reflection. The Abyss calls to you, it bids you take your place, and I think that call is reaching me now too.
Ares: Is this a problem?
Veritas: Well that is the rub. Had I realized it might happen our partnership would have ended. Now that it has happened, the mind alters with it. You have more company.
The haze of flame that always surrounded the GraveKnight flared up, he was tired of these futile challenges and promises of glory. Another Balor materialized before him. The air was still stained with the debris of the previous challenger.
Balor: I am not a challenger. I am a messenger. Stay your sword.
Ares: Speak quickly.
The balor placed a massive candle upon the ground and lit the wick with flames from it’s own body. The Demon Lord Demogorgon appeared in the flames.
Demogorgon: Ares…I am pleased to meet you. The realms yearn for your inclusion to our worthy ranks. But this is not a job offer. Well…actually it is, but not in the way you think. The Planes are buzzing with possibility, a possibility that seems now a certainty. The Illithid will return and with them will come an offer to pierce a vault forbidden to the gods and demons alike. Each of your comrades is being enlisted by an outside agent with their own agenda. I too have an agenda one that allows our interests to coincide. The Vampire Witch has been approached by Baba Yaga herself with a request to keep an important guest inside the vault. I will provide to you the means to ensure her end, and to thwart her goals. Alone neither of you can enter the vault. It will take a concerted effort. Once inside a rare opportunity will present itself. I want you there to do what you do best.
Ares: You want me to do your bidding? Like a lap dog fetching for it’s master.
Demogorgon: Do whatever you want when that moment comes. Kill her, help her. It matters not to me. You will make your own choice. I just want to ensure that no matter the outcome chaos thrives in that moment.
Ares: And just what will you provide.
Demogorgon: Have you heard the legends of Kas? He who wielded the blade that took the eye and hand of Vecna?
Ares: Tales. Nothing more.
Demogorgon: I offer you the Sword of Kas. It holds a fascinating history. It was the blessed sword of a mighty champion. A knight and Paladin known as Lancelot. In the service of his king, Lancelot struck down a usurper…his lord’s bastard son birthed by the king’s own sister, a child of rage and incest. His holy avenger plunged into the heart of his enemy, an act of pure courage and service….only the usurper’s soul attempted to vanquish the blade itself. Such was the malice of this bastard that his death passed into the righteous blade and twisted it. In the hands of a warrior such as yourself it will be a blade to rival any other from antiquity. The usurper Mordred’s spirit will imbue it with hate and destruction unequalled. When wielded against the undead, the spirit of Lancelot will rise up to smite that evil from the world. It is a blade spawned in conflict and wrought with strife, I have cherished it for millennia and through ages untold. I offer it now unto you. It is forever more known as the Sword of Kas, but it once held a different name. Excalibur.
The Parley:
There is nervous laughter and awkward small talk all around the room as the six meet for the first time in a full century. The tension between Seraphim and Ares is palpable, each has grown to embody elements of their class and character. Seraphim is every bit the Ice Queen and Ares radiates fire in a manner that outstrips his natural aura. Doc seems genuinely cheerful and the twins are eager. Azzie is best described as irritable but supportive of his fellow Necro-Ranchers.
Doc himself has visibly changed the most. He is much more dragon now than Orc. The Orc facial features are present but he now has wings sprouting from his back, an extended tail with serrated spines, and resembles almost a draconic centaur, he is now a quadruped with fully formed arms and a torso.
Azzie is the one to address the elephant in the room. The team decided on meeting without their respective entourage, and elected to meet within the Black Box room of the Ark.
Azzie: Well we are in the least spyable location in existence so no reason to avoid talking freely. You two going to rip each other to shreds or not? If you are let’s get it over with it, otherwise let’s get down to business.
Seraphim: You are going to invade the territories I hold dominion over.
Ares: Yes. You have been manipulating the weather to hinder my dragons.
Seraphim: Yes. I don’t see a reasonable compromise that both of us can live with. I propose that we agree to a continuance of further non hostility for at least the duration of the Illithid arrival. We had all agreed this is neutral territory and I see no reason that should change at this instance.
Ares: I concur. Confrontation now could be seen as a vulnerability they elect to exploit. The Ark will continue to be neutral territory and I will not make the first aggressive act. We will continue to act nice at least until the conclusion of their visit. Would it be reasonable to say that the remaining four charter party members would act as enforcers to this truce?
Seraphim: I support that. Should either of us violate the truce the four would unite with the aggrieved party for satisfaction.
Ares: Very Well.
Azzie: Glad that’s settled, now onto new business. I got a request from The Yellow Bastard himself to take up our soon to be arriving guests on an offer to crack a vault. Any of you in?
Seraphim: How would he know what they are going to offer?
Azzie: He’s a powerful godlike being I don’t question his prophecy.
Twins: We too received something similar. Anyone else?
Doc: Same.
Ares: Something like that.
Seraphim: I too received a similar invitation.
Azzie: Bloody Hastur visited all of you? So much for feeling special.
Ares: It wasn’t Hastur.
Azzie: Well then who?
Ares: Not relevant, what’s relevant is whether we work together. An agenda is at play where it seems we are wanted to infiltrate this vault. The fact that forces are manipulating our involvement indicates this is a matter of importance. I for one would prefer some leverage over a matter that seems this impactful. I don’t wish to be on the sidelines.
Seraphim: Nor do any of us.
Ares: I also don’t want to be looking over my shoulder the whole time.
Doc: Then can we agree to extend your treaty’s terms a bit longer? At least until we are given an actual offer?
Seraphim: I want to hear the Illithid out first. Don’t like agreeing to something on blind faith.
Ares: Quite.
Azzie: Ok. Then I guess it’s a matter of waiting for their arrival tomorrow. Got to ask for my own interest, what happened to the poor saps that you set to Scry on me? Whose where they? No hard feelings, just curious.
Seraphim: I would confess to an apprentice seeking to view you for herself. I didn’t discourage her from the course but I forewarned there might be consequence. I admit this for my knowledge, because I would love to know just how exactly you reduced a single moment’s scrying to a gifted diviner clawing her own eyes out and severing her tongue to swallow and choke on.
Azzie: I let her see the boss. He ain’t a fan of spies.
Hades: We sent a ghost to observe you, strictly for academic proofs, it drowned itself in holy water after finding a priest to exorcise it. Was a fascinating display of behavior. We almost sent more just to replicate the process and see if we could transfer it.
Azzie: Luv it!
The Illithid ship arrives the following day at the precisely agreed upon time with a veritable skeleton crew. The Revered Elder Lea-Yun, chief envoy from the previous parley, has returned for the second. There is a noticeable droop and wrinkle to his tentacles, and there are age spots upon his skull, but he seemly hale and steady. He journeys to meet the team by himself in a sign of trust, or suicidal confidence.
Lea-Yun: Greetings. I see the years have not been unkind to you. I am surprised you each endured for the full length of time.
Ares: We have had our differences, but the areas we agree upon are greater than the ones that divide us. Are you ready for your inspection? By all our accounts the radiation remained contained.
Lea-Yun: A mere formality. We have replicated and tested the majority of variables we needed to inspect and this visit is more social than critical in nature.
Seraphim: I don’t see social visits as common.
Lea-Yun: They aren’t. In your case we are making an exception.
The Mind Flayer behaves strictly according to the terms of their previous agreement. He even shares details of various experiments he thinks may be of interest to us. As the last day of their visit there is still no mention of a vault and the group is starting to question whether they were tricked.
Lea-Yun: I was advised against saying this, but duty dictates that I do so.
Azzie: Speak your mind.
Lea-Yun: We think the gems imprisoning Jaze will fail. We have had countless scholars and researchers test permutations of this “error” in controlled environs and we believe that at some point in the next thirty to forty years he will manage to escape the prisons set forth.
Ares: And you have a solution?
Lea-Yun: Well that is where my people differ. A sect believes we should wait and see. A second sect wants to see him free and treat him as a messiah. I am part of a third group that prefers we find a more permanent solution.
Seraphim: You have found one we assume?
Lea-Yun: Well we aren’t sure. I think you can help us find surety.
The Illithid captain produces a memory crystal showing an isolated compound.
Lea-Yun: This is a representation of a secured structure which we have been unable to pierce. It is shielded from all extraplanar and divine contact. The gods themselves are forbidden from entering or divining the interior of this structure. We have spent millennia piecing together details relevant to this anomaly. Some of us believe that this structure…which we refer to as an Eternal Vault could serve as a prison for Jaze. It is believed that once secured within, escape should be impossible. No one has ever penetrated to the Vault’s center, most deem such a venture impossible.
Seraphim: You want us to stash Jaze in a theoretically inescapable prison?
Lea-Yun: I want you to prove that is escapeable. It sounds too good to be true, but we need proof. I want you to break in and show that escape is possible.
Ares: And if it isn’t, we are trapped. No way out right?
Lea-Yun: It is barred from extraplanar or divine being, you are neither. We have devised a tool to act as an escape button, should you find yourselves stymied simply activate the abort signal and you will be returned to this your point of origin.
Azzie: How would you know if this escape button would even work? Not like you could test it.
Lea-Yun: Actually we have. Several times. For beings such as ourselves entrance is not the problem, it is penetration. There are powerful barriers to reaching the interior vaults, and cunning traps to be certain. Even the most powerful of our brethren have been blocked from reaching the deepest sections.
Seraphim: You are basically saying that we are a greater power than your strongest kin. I can’t believe I am hearing that.
The witch’s comment definitely pisses him off, the anger is naked and not even close to being masked.
Lea-Yun: We are aware of our limitations. We are a highly specialized and evolved species, but we are also alive. That is a condition most of your kin do NOT share. You have shown survival and predatory instincts that are not standard for our people. Some of us feel that your particular set of skills are better suited for this test.
Doc: Where is this Vault?
Lea-Yun: It is held separate from all Plane’s of existence. The entrance will be made accessible from the Material Plane from this ship should you accept the challenge. As proof we would ask for documented access to the heart of the vault. We trust that your memories serve this achievement.
Seraphim: We will need some time to confer.
Azzie: Black Box?
All: Yeah Black Box.
The discussion is much deeper than I expected. While everyone is amenable to discussing their contact urging vault entry, everyone is playing their individual motive close to the chest. The logistics of such a quest seem to be the biggest obstacle to them taking the hook.
Seraphim: We have to assume this is a one way ticket with a possible escape clause. I am more concerned with what happens should misfortune claim one of us. First and foremost, if I get dusted and sent packing for my coffin that mean my coffin will have to be nearby. Proximity means a guard, and a guard means its susceptible to intrusion.
Hades: We are in the same boat. Both Pluto and I have gone to *cough* measures to protect and safeguard our phylacteries. Without too much detail bringing them along will counteract a number of safeguards and precautions. Bringing them is not required, but if we reform in a location wherein we are unable to reenter the vault that will be problematic.
Doc: I would hope you all have noticed, but I have had quite the growth spurt and my lads can make me look small. How do we know they will even fit or get inside this place? I’m not keen on leaving them behind, and I would definitely like a trusted cadre at my back.
Ares: I will see your half-dragons and raise you one colossal ancient red. Veritas can shapeshift into a humanoid form but he finds it insulting. Where I go, he goes.
Seraphim: I mean do you realize how much of a stake in the ass juggling almost a dozen coffins is going to be?
Azzie: You have a dozen thralls?
Seraphim: Don’t be absurd…I have a fair share but we also have decoy coffins. I haven’t even factored in the coven *groan*.
Azzie: So we are talking a shade under one hundred bodies. We really need more information on what we are looking at here. If the schematic and layout are in anyway shape or form close to scale we are going to have a serious spacing problem. I don’t see how we fit more than a dozen human sized bodies in this first room. Let alone what defenses or alarms are going to trigger the moment we set foot inside.
Seraphim: I can hopefully fill in those blanks. One of my retinue is a ghost. I can body hop from our side of the opening and pilot her through to the limit of my vision and then have her scout further if we are able. Should give us an idea if we can enter and exit and what sort of wards and barriers are in place.
Ares: That would help a lot. Looks like if we bypass these first few sections the space opens up a lot more. You have some heist experience Azzie, what do you think of this layout? Best guess.
Azzie: Assuming this is based on a traditional vault or secured array, and not on some metaphorical extra dimensional deal then it looks like the core vault lies at the center of a seven spoked ring. Seven access points in a circle around the main hub. Each of those seven spokes seems to have a similar load out. Cluster of four rooms, so potentially a teller station, guard stand and holding cell or possibly even safe deposit boxes. Looks like four larger areas on each compass direction line the outer ring, potentially sub vaults or guard stations/barracks. Each of those four hubs has several compartments lining the hall. To exit from any of the four hubs to the center spoke of seven we will have to bypass a gate. We would be coming in from the south hub and our best course would be to scout the larger barracks section before we assess the gate. We hold that guard station and then we have room to spread out. Hard to formulate too much without actual visibility though.
Seraphim: If we pilot the ghost through and back without incident, I will follow by piloting a physical mindless host like a skeleton to make sure the door runs two ways. That will hopefully show us that we can exit at will.
Doc: So we are doing this?
Ares: With this much attention and so many vested parties I feel like whatever is in that vault is of extreme value. Would rather be in the driver’s seat with that information then on the receiving end.
The Vault:
Seraphim’s ghost vanguard successfully crosses through the portal leading into the vault, from within the vessel the Gravewalker reports an uncanny sensation whilst passing. She is unable to pass through the walls of the first room she enters. Based on what is visibility her best estimation of the room she has passed through into is “closet”. Some scattered tools of an unknown purpose sit on shelves, and several unfinished projects sit against the walls. Everything is clean and organized. The ghost is unable to pass through the door, but from the survey possible the room matches their schematic from the Mind Flayers.
Seraphim: Initial intelligence fits. Nothing is rushing to challenge me. Going to attempt to come back through and try with a skeleton.
The ghost returns through the portal and Seraphim juggles bodies with a mindless skeleton which also is able to pass through unchallenged, the same unusual sensation accompanies the entry. The skeleton is able to turn the door handle and enter the hallway. In slow cautious progress it matches up several other locked doors that overlay with the map.
Seraphim: Very limited access to the other nearby rooms. Still nothing challenging or investigating. Door is now open, so I can jump back to ghost and have the ghost proceed.
Seraphim returns and this time has the ghost go of it’s own volition without tether. A longer than expected amount of time passes and the witch grunts.
Seraphim: Ghost just wiped out in a single action. Didn’t even get a gauge of what happened, she just blipped.
Ares: So there is something capable of eliminating a ghost, what level was she?
Seraphim:…more than 10th.
Ares: Well I would say let’s send an intelligent corporeal undead, but anything capable of nixing a 10th+level ghost should also be assumed capable of taking out a similar fleshie.
Azzie: We can expect some sort of resistance fairly soon after entry and will have to confront that resistance before addressing the door and getting room to stretch our legs.
Seraphim: How long can you keep this doorway open?
Mind Flayer: A further 23 hours, then it will be some time before we can refocus our energies to reacquire the connection.
Ares: I will have a chat with Veritas. He is not going to be a fan, but I can convince him to shift form.
Seraphim: on the plus side, most of our “companions” are undead and can do just fine without oxygen so bags of holding can act as travel suitcases for our army.
Doc: Mine can’t.
Azzie: At least you have Pit Fiends, they take up a hell of a lot less space than linnorns, or dragons. Try shoving those in a bag of holding.
Ares: I propose mine enter first. Followed By Doc. The living dragons will shapeshift their way through and we immediately secure the hallway running south to the section where the ghost got vaporized. Doc follows through with his dragon-giants and secured the hallway running to the locked gate. Everyone else comes in and fills in the middle. We keep the Sons as a rearguard while we focus on isolating and eliminating the forces in the opening wing. That can become a base of operation and we can explore based on outcome. There are enough separate rooms that we can allow some privacy and security of various “sentimental” items like coffins and phylacteries.
Without over describing the logistics (they tend to obsess over these things) the whole outfit is deployed with a swarm of dragon wings and gouts of fire as the Azzie and Doc contingents break out to their designated areas. The remaining four lead Seraphim’s Alchemical Golem who is functioning as a pack mule through the portal and take up their respective positions in between the dragon two defensive lines.
Azzie: I think that is everyone.
Mind Flayer: Excellent.
The portal immediately slams shut, and a series of sendings almost immediately follows.
Mind Flayer: I do wish circumstances were different. But for all parties both divine and manifest this was deemed the most appropriate outcome. There are those who sought you dead, and those who sought you captive. All agreed that we could not reasonably expect you to remain contained, nor could we rely on you staying dead. So exile was the compromise solution. Enjoy the time together!
Doc: Did we just get duped?
Ares: For their sake they better hope this place really is unescapable.