20010602 KickinDownTheGatesOfHell

<H1> Kickin' Down the Gates of Hell </H1>
<H2> Role Call </H2>
<TABLE>
<TR>
 <TD> Fingle </TD>
 <TD> 3rd/11th Gnome Cleric/Wizard </TD>
 <TD> Richard Jacobsen </TD>
</TR>
<TR>
 <TD> Travian </TD>
 <TD> 13th Human Paladin </TD>
 <TD> Robert Giedt </TD>
</TR>
<TR>
 <TD> Kieran </TD>
 <TD> 9th/5th Half-Elf Cleric/Wizard </TD>
 <TD> Ray Chiang </TD>
</TR>
<TR>
 <TD> Auric </TD>
 <TD> 10th Human Druid </TD>
 <TD> Keith Farrar </TD>
</TR>
<TR>
 <TD> Grackle </TD>
 <TD> 6th/9th Half-Elf Fighter/Rogue </TD>
 <TD> Mark Whisler </TD>
</TR>
<TR>
 <TD> Prince Donner </TD>
 <TD> 6th/9th Human Fighter/Wizard </TD>
 <TD> John Speck </TD>
</TR>
<TR>
 <TD> Kill'Dar </TD>
 <TD> 10th/3rd Elf Wizard/Fighter </TD>
 <TD> Rick DiRicco </TD>
</TR>
<TR>
 <TD> Colin </TD>
 <TD> 15th Human Fighter </TD>
 <TD> Jim Yonemura </TD>
</TR>
</TABLE>
<H2> Session Summary </H2>
<H3> Out of the Frying Pan... </H3>
When we last left our heroes, they had just passed through the gate to the Abyss, into the heart of Baphomet's realm.
In the moments before being attacked, the party manages to get a quick scan of the room. The room is 50 feet tall, 100 feet across, and roughly octagonal. The walls go up straight for 40 feet and then angle in. The gate is in the center of the room. There are 24 doors (12 per floor) around this room, each leading into labyrinthine halls. Inside at least four of the doorways are minotaurs in chain and with double-bladed axes.
These minotaurs are the best of the best of the Braegyan Guard who volunteered to help Baphomet in the Blood Wars, to be returned to the Prime Material when Baphomet receives his 50 souls. That plan was thwarted by Donner and company, but this wasn't the right time to point that out.
Kill'Dar teleports with Auric, Travian, and Kieran to Marden's torture chamber (17 Concentration). They are standing knee deep in some muck, but feet are standing on solid ground. The room is mostly dark, but Kill'Dar's glow slightly lights the room. There are deep breathing and growling sounds in the room.
Back in the other room, Colin steps back. Before Fingle can react, the Ghour attacks Colin using his horns and fists (70 points of damage). Two of the Braegyan Guard rush Colin (13 points) and Fingle (12 points). The other two minotaurs put aside their axes and pull out large crossbows. Fingle teleports his group (30 Concentration) to where Kill'Dar's group is.
<B>Note:</B> While in the sludge, movement is reduced by 75%.
<H3> ...And Into the Sludge </H3>
By the light of Fingle's Continual Flame, Kill'Dar's group sees that the mud appears to be boiling. Everyone is grateful for the Resist Elements (heat) spells already in place. Scattered around the room, eight cages (four 5x5 and four 10x10) hang above the mud from heavy chains (7-8 ft up for the small cages and 18-20 feet up for the large cages).
Beyond that (10-14 Spot), there appear to be two low bulky shapes in the darkness. (20+ Spot) The ceiling appears to be way above where the characters are standing. It is covered with 3-foot bladed spikes. The spikes are dripping some oily goo into the mud below. The two big bulky shapes have toad-like eyes and wide toothy grins.
Grackle moves towards one of the demons. Kieran casts Prayer on the group and moves towards one of the cages, pulling out a Continual Flame. Travian steps towards the other demon.
<B>Round 2:</B> Fingle heads towards one of the other cages and casts Detect Thoughts. Grackle takes another step towards his demon. Colin moves towards Auric. Kieran flies towards one cage and sees a humanoid figure bound in metal--he casts Detect Thoughts. The demons bellow loudly, presumably warning the entire area. The also release some noxious gas, affecting Travian, Fingle, and Grackle slightly. The demons attack Grackle and Travian. Auric moves towards Colin (to heal him). Travian attacks his demon.
Fingle determines that Dimensional Anchor has been bound into the area.
<B>Round 3:</B> Kill'Dar moves back towards the last cage and checks out the large cage--the creature there appears to be large and inhuman. Colin moves towards one of the demons. Fingle continues to examine the cage with Detect Thoughts (the person appears to be Very High mental strength). Donner casts Haste on himself and moves towards the demon facing Grackle. In the two corridors leading into the room, there appear to be four wolf-like creatures (unusually large Gnolls) each wielding double-recurve bows. They fire on Donner (hitting him for 5 points) and Kieran (hitting him 4 times for 57 points). Grackle swings at a demon, wounding it further. Kieran flies behind the cage for cover and continues to concentrate on the cage (mental strength Very Low). Travian is grabbed by both hands of the demon and is held by the creature.
Colin spots a shadowy figure behind two of the Gnolls down the corridor from him. Grackle spots the creature (38 spot). It appears to be twice the size of the Gnolls and has a long arms and broad shoulders ending in pincers and the other two arms appear to be holding a greatsword (which appears to be solid black). Around its neck appears to be hanging a chain with a fist-sized metal object hanging from it. The demon then hides again. The gnolls also have a necklace with a crimson fang hanging (the holy symbol of Yeenoghu).
<B>Sidebar:</B> Really evil Gnolls hope to become one of his Red Fangs (sort of like Valhalla for gnolls). Normally, only priests or shamans wear such holy symbols.
Auric casts Cure Critical Wounds on Colin (20 points). Travian continues to wound his demon.
<B>Round 4:</B> Kill'Dar and Donner seal the two corridors with Walls of Force. Colin hits his demon several times. Fingle probes the figure, but gets no useful information ("Are they here to torture me again?"). Donner moves to Fingle and casts Haste on him. The gnolls fire one arrow each and hide, becoming very difficult to see. Grackle hits his demon twice, wounding it more. Kieran concentrates on his Detect Thoughts ("I haven't eaten in weeks. I'm so hungry.").
The people in the back of the room have noticed that the four-armed demon from the outer hallway has appeared in the room. There appear to be several of them (Mirror Image).
Auric moves next to Colin. Travian hits his demon twice, wounding it.
<B>Round 5:</B> Kill'Dar moves towards Fingle and casts Know Alignment on the humanoid in the cage. Fingle casts Haste on Kill'Dar and casts Knock on the cage. It turns out that the door to this cage is on the bottom, and its occupant drops 8 feet into the boiling muck. He yowls in pain. Fingle swoops down and pulls him out of the mud. The prisoner looks grateful -- sort of.<BR /> Donner casts Haste on Kieran. Grackle drops his hand axe and attacks the demon with the sword, sneak attacking it twice for 82 points. The demon collapses into the muck.<BR /> Kieran flies over to the Fingle's carpet and casts Resist Fire and Cure Moderate Wounds (19 points) on the figure--it doesn't appear to be Marden.<BR /> The four-armed demon snarls and a dark cloud appears around the party (Unholy Blight). Auric heals Colin for 19 points. Travian attacks the demon on him.
<B>Round 6:</B> Kill'Dar flies over to one cage and detects the figure wrapped in metal (Neutral Evil) and then flies back to the large cage. Fingle activates the runestone of True Seeing and looks around at the various cages. He sees that the large cage near him is a gnoll, the far cage (identified as magic by Kill'Dar earlier) contains a beholder, and the cage next to the demon in the back of the room appears to have a Neutral Good aura. Colin and Grackle move towards the large demon. Kieran flies over to Travian and heals him with two spells (for 41 points).
The surviving toad-demon, seeing his compatriot fall to Grackle, barks an utterly foul phrase. Kieran, Donner, and Travian are affected by the Blasphemy, banishing them back to the Prime Material Plane. The four-armed demon gestures towards the ceiling, and the force of gravity reverses under Auric, Grackle, and Fingle. Fingle steers the carpet to avoid the spikes--with his passenger hanging on. Auric and Grackle "fall" 30 feet up and are impaled several times upon the oily spikes above.
<B>Round 7:</B> Kill'Dar summons a Lantern Archon. Fingle casts Knock on the cage and catches the body on the carpet. Donner (back on the Prime Material) delays. Grackle moves one step back (at the edge of the area) and shoots at the four-armed demon, striking the "real" demon each time (failing to dispel any of the Mirror Images), but not wounding it at all.
Kieran, Donner, and Travian discuss what to do. Kieran casts Augury for everyone going back via Plane Shift. His god speaks: "Woe." After some consideration, this message is understandable, as Plane Shift is rather imprecise; the trio would likely appear at a random location in the Abyss, miles from their friends. The squatting toad-demon casts Chaos Hammer on Auric and Grackle, damaging them slightly. The demon lord casts Reverse Gravity, affecting Colin, Kill'Dar, and the cage with them. Auric moves towards Grackle.
<B>Round 8:</B> Kill'Dar flies to Colin and grabs him, and then casts Magic Missile at the demon. Fingle looks at the figure and it doesn't appear to be Marden either. He looks around the room and the remaining caged entities appear to be evil. Two more explosions occur around Grackle and Auric, one of greasy blackness (Unholy Blight) and one of bright Chaos (Chaos Hammer).
<B>Round 9:</B> Kill'Dar flies over to the group and casts Dispel Evil on the Unhallow and the group feels as though a great weight has been lifted from them. He delays to wait for the group to form a circle. Fingle moves into position between Kill'Dar and Auric. Fingle casts Augury for destroying the necklace with the Universal Solvent ("Weal and Woe"). Grackle moves towards the group and Kill'Dar Plane Shifts the group back to Home.
<H3> A Suprising New Development </H3>
Kieran turns invisible and flies up in the air and attempts to look around but he doesn't see any clues as to their location. They move a short distance away and rest in a Rope Trick area.
The rest appear in the parapets and teleport back to Home. Fingle performs magical healing on the two prisoners. They inquire the new guys. One of them is a warrior who was with Marden and he doesn't have any idea about where they are. The other guy looks strange. He reminds Fingle of Meriac (he has the look of a Witch Hunter).
<BLOCKQUOTE>
<B>Witch Hunter:</B> Are you a witch? An arcanist?
<B>Kill'Dar:</B> Why?
<B>Witch Hunter:</B> I hunt demons. I have brothers who would kill you.
<B>Kill'Dar:</B> I'm a mage. I could kill you now.
<B>Demon Hunter:</B> My friend, a <I>child</I> could kill me in my current condition.
<B>Fingle:</B> Have you seen our friend?
<B>Demon Hunter:</B> Yes, he's the personal plaything of Lord Vanghok Glabrezu. He is Prime General of Yeenoghu, Master of the Ebon Citadel, Servant of the Gaunt Prince.
<B>Kill'Dar:</B> Do you know what the thing around his neck was?
<B>Demon Hunter:</B> I do not. He was playing with you, you know.
<B>Kill'Dar:</B> I'm not surprised.
<B>Demon Hunter:</B> He was playing with me, or I would be dead.
<B>Kill'Dar:</B> Was he interrogating you?
<B>Demon Hunter:</B> No, he found me entertaining--which is why I live. I thank you for rescuing me.
<B>Demon Hunter:</B> What were you doing in the Abyss?
<B>Colin:</B> As we were saying, we were looking a friend.
<B>Demon Hunter:</B> Yes, I managed to gather some information. They were waiting for three beings to arrive to rescue this Marden.
<B>Demon Hunter:</B> You faced a demon lord and none of you are dead--that is victory.
<B>Grackle:</B> Do you know of Meriac?
<B>Demon Hunter:</B> It is a common name in Bab-El.
<B>Grackle:</B> I am Grackle.
<B>Demon Hunter:</B> I am Norc.
<B>Kill'Dar:</B> I am Kill'Dar of the Silverveils. You are different from your other brothers.
<B>Norc:</B> You have not met many of my brothers. Many of them would seek to slay you in their ignorance. They do not realize that there are varieties of demons that are always evil and there are varieties that are not always evil.
<B>Kill'Dar:</B> We plan on doing this again.
<B>Norc:</B> Then you will need a great deal of advice.
<B>Norc:</B> You were all trained in the West?
<B>(Party):</B> Yes.
<B>Norc:</B> Pity.
<B>Kill'Dar:</B> What's the problem with that?
<B>Norc:</B> It's just that your minds are weak.
<B>Kill'Dar:</B> I'm willing to heal you if you like.
<B>Norc:</B> You rescued me--I trust you with my life. And besides, none of you are evil. (Joking from GM, gesturing at Grackle) Well, he's close.
</BLOCKQUOTE>
Talking to Norc, he explains some of the culture of Bab-El. He tells that they don't have magic and they don't use magic. They believe that arcane magic is demonic in origin. The Bab-Elonnian religion states that all demons must be destroyed. There are those who believe that those who are not human are demonic and should be killed. He regrets that view and he knows that there are evil Witch Hunters. Witch Hunters and Demon Hunters who travel abroad are wiser and have learned to prioritized their hunting. He appears to have a moderate view of whom he hunts.
Demon hunters are less concerned about witches, focusing on the real threat: demons. Norc went to the Abyss in pursuit of a demon, got him and found that there was no way back.
<BLOCKQUOTE>
<B>Fingle:</B> What method did you use to travel to the Abyss?
<B>Norc:</B> I watched a demon and followed him to the Abyss.
<B>Fingle:</B> What did you use to follow him?
<B>Norc:</B> My people have the power to follow such creatures.
<B>Fingle:</B> What happened then?
<B>Norc:</B> I broke its mind and slew it. This is one of the best ways to slay a demon--break its mind.
<B>Norc:</B> Fortunately for you, none of your minds have been opened. Thus, your minds are more difficult to break.
</BLOCKQUOTE>
Norc explains more about demons. Teleportation is a problem. You have to rely on their overweening pride. A tricky fighter might pull his punches (performing less attacks, pulling punches, etc.) and when enough of his allies have surrounded the demon, everyone attacks all-out. Demons have tricks to break a person's will. If you are fighting one-on-one and the demon breaks your will, you are lost.
They trade further stories about the Abyss and get more information.
Lord Dolgoth Ghour is the Chief Lieutenant of Baphomet. The last time he was on the Prime Material was in answer to a heavenly violation of the Covenant. A solar arrived to aid a paladin, and Baphomet sent Dolgoth in response. He slew the Solar. Technically, Dolgoth Ghour defeated the Solar and the paladin (of the Cloud Knights of Cirrus) rescued the body and returned it to the heavens. In a straight-up fight, a Ghour would defeat a Glabrezu, but the Glabrezu never engage in a straight up fight.
The gnolls were the souls of the departed gnollish heroes.
The three demons fought in the jail room were almost certainly Lord Vanghok Glabrezu and his two sergeants (each a Hezrou). It's extremely rare for all three to be in a single place. The goal was probably to have each of the true fiends to face one of each of the Guardian Circle.
The group is most likely both poisoned and diseased (from the brown goo and the oily stuff on the ceiling spikes).
<BLOCKQUOTE>
<B>Norc:</B> Lord Vanghok is adept with trickery and darkness.
<B>Grackle:</B> I noticed that.
<B>Norc:</B> I don't know why his other servants weren't there. He has servants of great power, made of true darkness.
<B>Grackle:</B> Maybe they were guarding Marden.
<B>Norc:</B> His servants are to shadows as you are to a normal man.
</BLOCKQUOTE>
Aishapra is back.
<BLOCKQUOTE>
<B>Norc:</B> As I understand it, Aishapra is fighting for Yeenoghu's favor. She is his consort and Lord Vanghok is his general. She was in great disfavor when she came at the beginning of the Darkness and broke the Covenant. Heaven responded by bestowing the Holy Avenger on Emalcos Baird, launching the Crusades which ended the Darkness. Many in the Hells were displeased, and Yeenoghu was blamed for his consort's actions.
<B>Auric:</B> I can imagine that he wasn't too happy about that. (Since humans banished Aishapra, the Holy Avenger could stay without violating the Covenant)
<B>Norc:</B> Speaking of weapons. The Dread Claw, which you saw in the hands of Lord Vanghok--you do not want to be struck by that blade.
<B>Colin:</B> What would happen?
<B>Norc:</B> Several things are listed in legend. It is unholy, venomous, and will steal your life. Less believable is that it will subvert your will, poison your family line, etc. I find it difficult that a single blade could do that.
<B>Fingle:</B> Would you be willing to help Home against Aishapra?
<B>Norc:</B> I would be honored to help destroy a demon of her stature.
<B>Fingle:</B> What of gathering some of your like minded brethren?
<B>Kill'Dar:</B> What help would you require?
<B>Norc:</B> I just require a great deal of rest. A few days of not being tortured would be nice.
</BLOCKQUOTE>
(The group learns more about psionics and demons from Norc).
<BLOCKQUOTE>
<B>Fingle:</B> Who was the other fellow in the bands?
<B>Norc:</B> I don't know. They never took the bands off.
<B>Norc:</B> I don't think he's human. They never fed him and yet he survived.
<B>Grackle:</B> What do you know about him?
<B>Norc:</B> I believe he reneged on a deal with Yeenoghu and is paying the price.
<B>Fingle:</B> Maybe he was a vampire.
<B>Norc:</B> I believe that he was one of many tortured souls residing in that place.
<B>Norc:</B> But your friend, they tortured him for a while. I didn't see them kill him, but they moved him magically. His mind wasn't in the room while you were there.
<B>Norc:</B> When I heard you arrive, I was paying close attention to who was doing what.
</BLOCKQUOTE>
More on Bab-El. It covers a large area, including a port. They have a bit of a population problem. The expansionists have a problem getting enough people to expand. Many of their people die young at the stake, which prevents population growth.
<BLOCKQUOTE>
<B>Norc:</B> Not that you heard it from me, but sometimes we convict people who aren't guilty. And there are no alternative forms of punishment. Bab-El has no prisons, only gibbets and stakes.
<B>Norc:</B> It's a very orderly society. A bit too orderly for my taste, and justice is not always served. So I left to hunt abroad.
</BLOCKQUOTE>
Kieran flies way up (1000s of feet). He looks around and sees that he's on a really large island. Upon more inspection, Kieran sees some stone structures far away at the edge and some sheep near the stone structures.
Donner teleports the group back to Home.
Upon mentioning where they were, Auric appears interested. It sounds like they may have been in Eire, the green islands to the Northwest which are the original homelands of his and Kieran's ancestors (the Celts). The raising of the Standing Stones is done by powerful Celtic priests. Auric believes that if he could find a priest of Belenus and bring him back, the ring of Standing Stones around Home could be restored. There are all sorts of stories about the difficulty of getting to Eire and traveling safely once you arrive, as the Celts are apparently not very hospitable.
The Guardian Circle has tried to scry on Marden again, but have been unsuccessful.
(Further discussion with Norc on the battle. Why toying with us? Perhaps because he felt we were not a threat, and could not escape due to the Dimensional Anchor. Next time we meet, Lord Vanghok won't be taking it easy.)
Lord Vanghok's Dark Servants--exceptionally powerful shadows that cannot be turned, destroyed, or commanded. Lord Vanghok is particularly skilled at sneak attacks as well, which would be very bad with that greatsword.
Aishapra is back in favor with Yeenoghu. While the Holy Avenger is still here, Aishapra can come back to the Prime Material without fear of a heavenly response. Her earlier mistake has become an asset.
<BLOCKQUOTE>
<B>Colin:</B> What does Aishapra have for weapons?
<B>Norc:</B> She is rumored to have a large collection of exotic and magical weaponry, especially blades. She is known to covet such weapons.
<B>Norc:</B> There is an interesting thing. We don't know who brought her here. There is a theory that any being brought by mortal intervention can only remain as long as the mortal is alive. If true, it means that the mortal who summoned her the first time is still alive.
<B>Kieran:</B> How is that important?
<B>Norc:</B> I mean the person who <I>originally</I> summoned her.
<B>Kieran:</B> Oh, I see.
<B>Colin:</B> If a mortal were to become undead, could he still be counted as alive?
<B>Norc:</B> It is entirely possible.
</BLOCKQUOTE>
Later, the group is in council with the Guardian Circle.
<BLOCKQUOTE>
<B>Cullaim:</B> We are glad that none of you are dead. We are sad that Marden isn't here with us. However, given that it was a giant trap, we are mainly glad that none of you were killed. I don't know that we will ever see Marden again.
<B>Donner:</B> I will rescue him someday.
<B>Guardian Circle:</B> There is the chance that someday he will be tortured too hard and killed.
<B>Donner:</B> Not good enough for me. I will go back at some point. Perhaps in three days.
<B>Guardian Circle:</B> We are at a loss as to what to do next...
<B>Kieran:</B> Well, there is the possibility of restoring the Standing Stones by sending a group to Eire.
<B>Colin:</B> Well, we do have a demon hunter and...
<B>Norc:</B> I would prefer to lie in wait. I might be willing to stalk her and eventually take her out.
<B>Donner:</B> That seems awfully dangerous.
<B>Norc:</B> Only if I hurry. To do it right would take about five years.
<B>Kieran:</B> (To Donner) Don't you have responsibilities elsewhere?
<B>Donner:</B> Yes. The three major things that we need to do are to scout Grax and its environs, go to Og-Kund and check on the troops there, and being available to reinforce Home.
</BLOCKQUOTE>
The party continues to talk about their options. (Discussions continue about Aishapra attacking while Donner's party is busy doing something dangerous).
Donner scries on Toran Shah the next morning. The ogre mage looks as though he's on the docks at Grax. The orcs appear to be boarding ships. The orcs do not appear happy. Toran Shah appears to be giving orders to the troops to move. He spots the scrying and speaks: "You'll shut it down if you know what's good for you. Don't make me hunt you." He shouts some orders and some ogres spread out around the scry point. Donner lets it run for a bit longer, but then closes it.
<H2> Foes Fought </H2>
<P>
1 Ghour<BR />4 Braegyan Guardsmen<BR />1 Glabrezu<BR />2 Hezrou<BR />4 Red Fangs of Yeenoghu
</P>