19
GUIDE TO HORN OF ABADDON EXTREME MAKEOVER DUNGEON EDITION

GUIDE TO HORN OF ABADDON - …wayofthewicked.wdfiles.com/local--files/start/Guide to Horn of...That means that every week the PCs control the horn, ... dangerous waterloving beast

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GUIDE TO HORN

OF ABADDON

EXTREME MAKEOVER

DUNGEON EDITION

The Lower Caverns

C1 – The Maw of Dagon

Posting a guard here: 1 security point

GP Cost:

Man Hours:

SPs:

C2 – Pool of Acid

This pool is surprisingly deep and contains roughly 100 vials worth of acid (1000 gp worth). The pool replenishes

completely every month. That means that every week the PCs control the horn, they can harvest 250 gp worth of

potent acid from this pool.

You can sell at most 10 vials (10gp each) a month in Farholde. After that, there is simply no further demand.

The value of this acid may be directly applied to the construction cost of any trap that involves an acid component.

This pool may never supply more than half the cost of any mechanical trap.

GP Cost:

Man Hours:

SPs:

C3 – Empty Cavern

A knowledge (nature) skill check (DC 20) confirms that this cavern would make an excellent lair for some

dangerous waterloving beast. The nearby swamps are infested with crocodiles. If a pair could be captured and

transplanted here (an excellent job for boggard minions) then this room could turned into a CR 4 encounter.

Making area a CR 4 – CR 6 encounter: 1 security point

Making area a CR7+ encounter: 2 security points

Giant Leech (CR 2)

GP Cost:

Man Hours:

SPs:

C4 – Boggard Ambush Site

Four boggards can effectively hide here, making this a CR 6 encounter. Further, the ground in the middle of the

room here is comparatively dry and soft. It would be a perfect place to dig up to a twenty foot deep pit trap. The pit

could be dug for free by simply conscripting the boggards (this takes a week). The boggards can also cut crude

wooden spikes to install at the bottom. You could also fill a pit with acid harvested from C2.

Intimidating the boggards into defending this place: 1 security point

Building a CR2+ trap here: 1 security point

GP Cost:

Man Hours:

SPs:

C5 – Empty Cavern

A trap could be built to defend the secret door.

Building a CR2+ trap here: 1 security point

GP Cost:

Man Hours:

SPs:

C6 – Empty Cavern

This relatively dry cavern would make a perfect lair for any number of beasts.

Creating a CR4-CR6 encounter here: 1 security point

Creating a CR7+ encounter here: 2 security points

Giant Mantis (CR 3)

GP Cost:

Man Hours:

SPs:

C7 – Empty Cavern

Another relatively dry cavern and again a perfect lair for a beast. There is a perch at the back that would make a fine

place for the beast to sleep.

Creating a CR4-CR6 encounter here: 1 security point

Creating a CR7+ encounter here: 2 security points

GP Cost:

Man Hours:

SPs:

C8 – Mud Pits

Across the mud pool there is a natural shelf and upon that shelf is an old mud-splattered metal chest. Currently the

chest is empty and open, its lock ruined. It would be easy enough to repair the chest or perhaps replace it entirely

with something valuable (or seemingly valuable).

Baiting the trap: 1 security point

GP Cost:

Man Hours:

SPs:

C9 – Boggard Village

GP Cost:

Man Hours:

SPs:

C10 – Empty Cavern

A trap here could alert the boggards that someone is sneaking in through the “back door” to their village.

A trap to alert the boggards: 1 security point

GP Cost:

Man Hours:

SPs:

C11 – Strange Fish

A successful Knowledge (dungeoneering) skill check (DC 25) will recognize these fish as death-angel cave tetras.

The fish could be all harvested for twenty doses of the poison immediately or this pool could be harvested

sustainably for four doses of poison a month.

Death-Angel Spine Venom

Type poison, injury; Save Fortitude DC 15

Frequency 1/round for 2 rounds

Initial Effect 1d3 Con damage; Secondary Effect unconsciousness for 1d3 hours; Cure 1 save

Cost: 150 gp/dose

GP Cost:

Man Hours:

SPs:

C12 – The Cavern of the Blue Slime

GP Cost:

Man Hours:

SPs:

C13 – The Horseman’s Last Redoubt

GP Cost:

Man Hours:

SPs:

C14 – Empty Cavern

This would make a fine lair for some beast to guard the lower caverns.

Capturing or convincing some CR4+ beast(s) to make this cavern its lair: 1 security point

GP Cost:

Man Hours:

SPs:

C15 – The Backdoor

Four boggards could hide in the murky water and ambush anyone who crosses the walkway, using their stealth and

sticky tongues to full effect.

A – This is a particularly large and beautiful cave formation that emerges from the pool. Delicate crystals stud its

exterior. These crystals could be used to aid in the repair of the Alchemical Golem (see room 1-18 below).

GP Cost:

Man Hours:

SPs:

C16 – Fungus Farm

GP Cost:

Man Hours:

SPs:

C17 – The Breeding Pool

GP Cost:

Man Hours:

SPs:

C18 – Bone Pit

An enterprising necromancer could sort through the bones and find 100+2d6 intact human, half-elven, elven and

dwarven skeletons in this pile that could be raised by animate dead into skeleton minions.

GP Cost:

Man Hours:

SPs:

C19 – Deadly Diamonds

At first glimpse, this room looks like a treasure cavern. Beautiful “diamonds” sparkle along the far wall. However,

this sparkling beauty conceals a deadly and partially magical trap. Once per week this trap resets.

Cave Ice Death Fall

Type magic; Perception DC 25; Disable Device DC 20

EFFECTS—

Trigger location; Reset special (see below)

Effect 30-ft-deep pit (3d6 falling damage); jagged stalagmites

(Atk +15 melee, 1d4 stalagmites per target for 1d6+5 damage

each); DC 20 Reflex avoids; multiple targets (all targets between the dashed lines)

GP Cost:

Man Hours:

SPs:

C20 – Empty Cavern

GP Cost:

Man Hours:

SPs:

C21 – Fungus Farm

GP Cost:

Man Hours:

SPs:

C22 – Holding Pen GP Cost:

Man Hours:

SPs:

C23 – Zikomo’s Temple

GP Cost:

Man Hours:

SPs:

Level 1

1-1 The Left Eye

Modifications: Iron portcullis installed at southern entrance. Lever to raise and lower the portcullis is located in 1-

3 Lower Western Guardroom.

Stationing guards behind the half-wall: 1 security point

GP Cost:

Man Hours:

SPs:

1-2 Eastern Guardroom – Lower Eastern Guardroom

Modifications: Latrine added to southern wall. Room stocked with weapons, armor, and provisions.

Stationing guards here with missile weapons: 1 security point

GP Cost:

Man Hours:

SPs:

1-3 Western Guardroom – Lower Western Guardroom

Modifications: Western door to 1-4 Storeroom sealed with masonry. Lever to portcullis in 1-1 The Left Eye located

on southern wall. Latrine added to southern wall. Stone bench moved to north side of western wall. Room stocked

with weapons, armor, and provisions.

Stationing guards here with missile weapons: 1 security point

GP Cost:

Man Hours:

SPs:

1-4 Lower Storeroom – Storeroom

Modifications: Eastern door to 1-3 Lower Western Guardroom is sealed with masonry. Southern staircase to 2-9

Kitchen built. Room stocked with many months of provisions. Body of minotaur cleaned up and left at foot of

staircase for future use.

GP Cost:

Man Hours:

SPs:

1-5 Pillaged Quarters and 1-7 Pillaged Quarters – Western Barracks

Modifications: Adjoining wall removed between 1-5 and 1-7. Western door to 1-6 Blasted Room sealed with

masonry. Seventeen beds added to eastern portion to quarter guards. Two tables, each seat four, added to western

portion of room. Desk added to southern wall. Common storage for guards added to northern and southern walls.

GP Cost:

Man Hours:

SPs:

1-6 Blasted Room

Modifications: Eastern door to 1-5 Western Barracks is sealed with masonry. No access to room.

GP Cost:

Man Hours:

SPs:

1-8 Stone Cutter’s Quarters, 1-9 The Death’s Head Tavern (west wing), and 1-10 The Death’s Head Tavern

(north wing) – The Death’s Head Tavern

Modifications: Adjoining wall removed between 1-8 and 1-9. Southeastern door to 1-16 Lower Courtyard sealed

with masonry. Two tables, each seat six, added to western portion of room. Three tables, each seat two, added –

one to northern portion, one to eastern portion, and one to southern portion. Seating for three added to bar.

Latrine added to northern wall. Separation wall erected in northeastern portion of bar to create storeroom.

Storeroom stocked with provisions.

GP Cost:

Man Hours:

SPs:

1-11 Servants’ Quarters – Lower Latrine

Modifications: Four latrines added to northern wall.

GP Cost:

Man Hours:

SPs:

1-12 Guard’s Barracks – Western Guest Room

Modifications: Large bed added to eastern wall. Latrine added to northwest corner. Large desk with chair added

to western wall. Common storage for guest added to northern wall.

GP Cost:

Man Hours:

SPs:

1-13 Acolyte’s Quarters (north) – Eastern Guest Room

Modifications: Large bed added to western wall. Latrine added to northeast corner. Large desk with chair added

to eastern wall. Common storage for guest added to northern wall.

GP Cost:

Man Hours:

SPs:

1-14 Acolyte’s Quarters (south) – Eastern Guest Servants’ Quarters

Modifications: Four beds added to eastern wall. Common storage for servants added to western wall.

GP Cost:

Man Hours:

SPs:

1-15 Servant’s Quarters – Western Guest Servants’ Quarters

Modifications: Four beds added to western wall. Common storage for servants added to eastern wall.

GP Cost:

Man Hours:

SPs:

1-16 Lower Courtyard

Modifications: Southwestern door to 1-8 The Death’s Head Tavern sealed with masonry.

GP Cost:

Man Hours:

SPs:

1-17 Armory – Lower Guard Post

Modifications: Four beds added to southeastern portion of room. One table, seats four, added to western portion of

room. Common storage added to northeast corner.

GP Cost:

Man Hours:

SPs:

1-18 Alchemist’s Laboratory

Modifications: Northern door to 1-1 The Left Eye sealed with masonry. Eastern wood door to 1-20 Favnir's

Chamber added. Desk added to northern wall. Alchemical laboratory and tables wrap room from northern corners

along eastern and western walls. Bookshelf added to southwestern wall, Alchemical provisions added to southwest

corner.

Story Award: Award the PCs a CR 9 reward (6,400XP) and 3 security points for gaining Artephius’ service.

GP Cost: 15gp (wood door)

Man Hours:

SPs:

1-19 Guardroom and 1-21 The Trophy Room – Eastern Barracks

Modifications: Adjoining wall removed between 1-19 and 1-21. Eastern door to 1-23 Capture Cell upgraded to

solid iron door with lock. Southern door to 1-20 Favnir’s Chamber upgraded to solid iron door with lock. Eleven

beds added to southeastern portion of room. Table, seats four, added to southwest corner. Table, seats two, added

to northern wall. Desk added to eastern wall. Common storage for guards added to northwest corner.

GP Cost:

Man Hours:

SPs:

1-20 Sergeant of the Guard’s Chamber – Favnir’s Chamber with cohort

Modifications: Western door to 1-18 Alchemist’s Laboratory added. Northern door to 1-19 Eastern Barracks

upgraded to solid iron door with lock. Southern staircase to 2-6 Workshop built. Latrine added to southern wall.

Large bed added to southeastern corner with storage for Favnir. Large bed added to northwest corner with storage

for Favnir’s cohort. Desk added to northeast corner.

GP Cost: 200gp (solid iron door) + 150gp (superior lock)

Man Hours:

SPs:

1-22 Smithy

Modifications: Stone bench added to northeast corner to hold freshly forged weapons and armor. Workshop desk

with masterwork smithy tools added to northwest corner. Anvil and hammer in southwest corner. Smithy provisions

added to southeast corner.

GP Cost:

Man Hours:

SPs:

1-23 Capture Cell

Modifications: Western door to 1-21 Eastern Barracks upgraded to solid iron door with lock. Eastern door to 1-24

Prison Guardroom upgraded to solid iron door with lock. Three sets of masterwork manacles added to southern

wall. Lock replaced on holding cage.

GP Cost: 150gp (manacles) + 400gp (two solid iron doors) + 300gp (two superior locks)

Man Hours:

SPs:

1-24 Prison Guardroom

Modifications; Western door to 1-23 Capture Cell upgraded to solid iron door with lock. Northern door to 1-29

Evelyn’s Cohort’s Chamber converted to secret door. Latrine added to southwest corner. Desk added to northeast

corner. Wood bench added to western wall. General prison and torture provisions added to southeast corner.

GP Cost:

Man Hours:

SPs:

1-25 Torture Chamber

Modifications: Torture equipment repaired to allow one person to be tortured at a time.

GP Cost:

Man Hours:

SPs:

1-26 Holding Cell

Modifications: Lock replaced on solid iron door. Four sets of masterwork manacles, two on north wall and two on

south wall, added. One set of large masterwork manacles added to eastern wall.

GP Cost: 200gp (four sets of masterwork manacles) + 500gp (one set of large masterwork manacles)

Man Hours:

SPs:

1-27 Lower Temple – Throne Room

Modifications: Southeastern curtain to 1-29 Evelyn’s Cohort’s Chamber replaced with solid iron door with lock.

Northeastern curtain to 1-28 The White Room replaced with masterwork white linen curtain.

GP Cost:

Man Hours:

SPs:

1-28 Acolytes Preparation Chamber – The White Room

Modifications: Southwestern curtain to 1-27 Throne Room replaced with masterwork white linen curtain. Table,

seats six, added to center of room. Desk added to southwest corner. Latrine added to northwest corner.

Conference board added to southern wall.

GP Cost:

Man Hours:

SPs:

1-29 Sacrifice Holding Chamber – Evelyn’s Cohort’s Chamber

Modifications: Northwestern curtain to 1-27 Throne Room replaced with solid iron door with lock. Southern door

to 1-24 Prison Guardroom converted to secret door. Desk added to western wall. Large bed added to eastern wall.

GP Cost: 200gp (solid iron door) + 150gp (superior lock) + 400gp (secret door)

Man Hours:

SPs:

Level 2

2-1 The Right Eye

Modifications: Camouflaged pit trap restored. Iron portcullis installed at southern entrance. Lever to raise and

lower the portcullis is located in 2-3 Upper Western Guardroom. Northeastern secret door to 2-2 Upper Eastern

Guardroom upgraded to DC 30 to detect.

Camouflaged Pit Trap CR 6

Type mechanical; Perception DC 25; Disable Device DC 20

EFFECTS—

Trigger location; Reset manual

Effect 50-ft.-deep pit (5d6 falling damage); DC 20 Reflex avoids; multiple targets

(all targets in a 10-ft. x 20-ft. area in room 2-1above)

Repairing the Pit Trap: 1 security point

Stationing guard behind the half wall: 1 security point

GP Cost:

Man Hours:

SPs:

2-2 Eastern Guardroom – Upper Eastern Guardroom

Modifications: Northwestern secret door to 2-1 The Right Eye upgraded to DC 30 to detect. Stone bench added to

northeast corner. Room stocked with weapons, armor, and provisions.

Stationing guards here with missile weapons: 1 security point

GP Cost: 100gp (upgrade secret door)

Man Hours:

SPs:

2-3 Western Guardroom – Upper Western Guardroom

Modifications: Stone bench added to northwest corner. Room stocked with weapons, armor, and provisions.

Stationing guards here with missile weapons: 1 security point

GP Cost:

Man Hours:

SPs:

2-4 Barracks – Upper Southern Guardpost

Modifications: Seven beds added to southeast corner. Table, seats four, added to northwest corner. Table, seats

three, added to southeastern wall. Desk added to northeast corner. Common storage for guards added to eastern

wall and southeast corner.

GP Cost:

Man Hours:

SPs:

2-5 Capture Pen

Modifications: Northern door upgraded to solid iron door with lock. Cell lock upgraded.

GP Cost: 200gp (solid iron door) + 150gp (superior lock)

Man Hours:

SPs:

2-6 Barracks – Workshop

Modifications: Northern door converted to secret door. Southern staircase to 1-20 Favnir’s Chamber built.

Workshop desk with many sets of masterwork artisan’s tools added to eastern wall. Box of raw materials added to

northeast corner. Bookshelf added to western wall. Artisan provisions added to northwest corner.

GP Cost: 400gp (secret door)

Man Hours:

SPs:

2-7 Statuary Graveyard – Upper Latrine

Modifications: Three latrines added to southern wall.

GP Cost:

Man Hours:

SPs:

2-8 Captain’s Quarters – Thylen’s Chambers

Modifications: Northern door to 2-16 Upper Courtyard upgraded to solid iron door with lock. Large bed added to

eastern wall. Workshop desk with masterwork trapsmith tools added to northwest corner. Latrine added to

southeast corner. Storage added to eastern wall for Thylen. Bookshelf added to northeastern wall. Trapsmith

provisions added to southwest corner.

GP Cost: 200gp (solid iron door) + 150gp (superior lock)

Man Hours:

SPs:

2-9 The Beastmaster’s Quarters and 2-10 Barracks -- Kitchen

Modifications: Adjoining wall removed between 2-9 and 2-10. Southern staircase to 1-4 Storeroom built. Hearth

added to northeastern wall. Food preparation tables added to northwest corner and western walls. Room stocked

with various kitchen and pantry provisions.

GP Cost:

Man Hours:

SPs:

2-11 Antechamber of the Master of Acolytes – Lady Audrianna’s Cohort’s Office

Modifications: Northern door to 2-12 Lady Audrianna’s Cohort Chamber upgraded to solid iron door with lock.

Desk added to southwestern corner. Bookshelf added to eastern wall. Hunting and dog provisions added to

northwest corner.

GP Cost:

Man Hours:

SPs:

2-12 Master of Acolytes’ Private Chambers – Lady Audrianna’s Cohort’s Chamber

Modifications: Southern door to 2-11 Lady Audrianna’s Cohort’s Office upgraded to solid iron door with lock.

Large bed added to southeast corner. Latrine added to northeast corner. Storage added to southwest corner for

Lady Audrianna’s cohort.

Patching the hole: 1 security point

GP Cost: 200gp (solid iron door) + 150pg (superior lock)

Man Hours:

SPs:

2-13 Acolyte’s Quarters – Kennel

Modifications: Five dog cages added to western wall. Dog provisions added to southwestern corner.

GP Cost:

Man Hours:

SPs:

2-14 Acolyte’s Quarters – Northern Barracks

Modifications: Sixteen beds added to northeast corner. Latrine added to northwest corner. Common storage

added to western wall. Table, seats four, added to southern wall. Table, seats two, added to southeast corner.

Desk added to western wall.

GP Cost:

Man Hours:

SPs:

2-15 Acolyte’s Quarters – Mess Hall

Modifications: Large dining table with benches added to northern wall. Table, seats four, added to southern wall.

GP Cost:

Man Hours:

SPs:

2-16 Upper Courtyard

Modifications: Southern door to 2-8 Thylen’s Chamber upgraded to solid iron door with lock.

GP Cost:

Man Hours:

SPs:

2-17 Priests’ Quarters – Upper Northern Guardpost

Modifications: Six beds added, two along the north wall and four along the south wall. Table, seats four, added to

northeast corner. Common storage added to western wall.

GP Cost:

Man Hours:

SPs:

2-18 The Knights’ Shrine – The Chapel of Asmodeus

Modifications: Consecrated shrine to Asmodeus added to western wall. Eight benches added, four along the north

wall and four along the south wall.

GP Cost:

Man Hours:

SPs:

2-19 The Broken Statue – Halthus’ Chamber

Modifications: Eastern door upgraded to solid iron door with lock. Large bed added to northwest corner. Latrine

added to northern wall. Desk added to northeast corner. Storage added to southwest corner for Halthus.

GP Cost: 200gp (solid iron door) + 150gp (superior lock)

Man Hours:

SPs:

2-20 Temple of the Priests – Great Hall

Modifications: Two large dining tables with benches added running parallel to the chamber’s stone columns, one

along the northern side and one along the southern side. One large dining table dominates the eastern portion of

this chamber lined with seven large chairs.

GP Cost:

Man Hours:

SPs:

2-21 Hall of Murals

Modifications: None

GP Cost:

Man Hours:

SPs:

Level 3

3-1 The Center Eye

Modifications: Camouflaged pit trap upgraded to automatic reset. Northern door has been converted to open

archway to 3-5 Fane of the Three Eyed Prince. Northeastern door to 3-4 Conference Room is sealed with masonry.

Northwestern door to 3-9 Meditation Hall of the High Priest is sealed with masonry. Eastern door to 3-2 Library

upgraded to solid iron door with lock. Iron portcullis installed at southern entrance. Lever to raise and lower the

portcullis is located in 3-2 Library.

Camouflaged Pit Trap CR 6

Type location; Perception DC 25; Disable Device DC 20

EFFECTS—

Trigger location; Reset manual

Effect 50-ft.-deep pit (5d6 falling damage); DC 20 Reflex avoids; multiple targets

(all targets in a 10-ft. x 10-ft. square); all targets end up caged in room 2-5.

Artemis (CR9)

GP Cost:

Man Hours:

SPs:

3-2 Blasted Chamber of the High Priest -- Library

Modifications: Western door to 3-1 The Center Eye upgraded to solid iron door with lock. Eastern secret door to

3-3 Jason’s Chamber repaired. Desk added to eastern wall. Seven bookshelves added that line the chamber.

GP Cost: 200gp (solid iron door) + 150gp (superior lock)

Man Hours:

SPs:

3-3 The Burned Library – Jason’s Chamber with cohort

Modifications: Western secret door to 3-2 Library repaired. Northern wood door added to 3-13 Grumblejack’s

Chamber. Large bed added to northwest corner with storage for Jason. Large bed added to northeast corner with

storage for Jason’s cohort. Desk added to the northern wall. Desk added to southwest corner. Latrine added to

southern wall. Bookshelf added to southern wall.

GP Cost: 400gp (secret door) + 15gp (wood door)

Man Hours:

SPs:

3-4 Guardroom – Conference Room

Modifications: Southwestern door to 3-1The Center Eye is sealed with masonry. Eastern wood door added to 3-13

Grumblejack’s Chamber. Table, seats six, added to northern wall. Conference board added to southern wall.

Presentation board added to western wall.

GP Cost: 15gp (wood door)

Man Hours:

SPs:

3-5 Fane of the Three Eyed Prince

Modifications: Southern door has been converted to open archway to 3-1 The Center Eye. Western secret door

added to 3-11 Varian’s Chamber of Delights.

GP Cost:

Man Hours:

SPs:

3-6 Treasure Vault – Chambers’ of Evelyn and Lady Audrianna

Modifications: Southern wood door added to 3-13 Grumblejack’s Chamber. Large bed added to northwest corner

with storage for Evelyn. Large bed added to southeast corner with storage for Lady Audrianna. Large plush dog

bed lined with hay added to southwest corner. Desk added to northern wall. Desk added to southern wall. Latrine

added to northern wall.

Receiving Ezra’s aid: 3 security points

GP Cost: 15gp (wood door)

Man Hours:

SPs:

3-7 Antechamber – Office of Amanita Verna Modifications: Western door to 3-8 Chambers of Amanita Verna upgraded to solid iron door with lock. Eastern

door to 3-1 The Center Eye upgraded to solid iron door with lock.

GP Cost:

Man Hours:

SPs:

3-8 The Lightning Scarred Room – Chambers of Amanita Verna with cohort

Modifications: Northeastern door to 3-9 Meditation Hall of the High Priest is sealed with masonry. Western door

to 3-10 Sacrifice Holding Cells upgraded to solid iron door with lock. Eastern door to 3-7 Office of Amanita Verna

upgraded to solid iron door with lock.

GP Cost:

Man Hours:

SPs:

3-9 Meditation Hall of the High Priest

Modifications: Eastern door to 3-1 The Center Eye is sealed with masonry. Southern door to 3-8 The Lightning

Scarred Room is sealed with masonry. No access to room.

GP Cost:

Man Hours:

SPs:

3-10 Sacrifice Holding Cells

Modifications: Northern Door to Varian’s Chamber of Delights upgraded to solid iron door with lock.

Southeastern door to 3-8 The Lightning Scarred Room upgraded to solid iron door with lock. All six cell locks

upgraded to superior locks.

GP Cost: 200gp (solid iron door) + 150gp (superior lock)

Man Hours:

SPs:

3-11 Chamber of Delights – Varian’s Chamber of Delights

Modifications: Southern door to 3-10 Sacrifice Holding Cells upgraded to solid iron door with lock. Eastern secret

door added to 3-5 Fane of the Three Eyed Prince. Impressive oak four-poster bed dominates the northern wall.

Bookshelf added to the northeastern wall. Desk added to the southern wall. Latrine added to the southwest corner.

Storage for Varian added to southeast corner.

GP Cost:

Man Hours:

SPs:

3-12 Top of the Secret Stairway

Modifications: Western door to 3-13 Grumblejack’s Chamber upgraded to solid iron door with lock. Latrine added

to northeast corner.

GP Cost:

Man Hours:

SPs:

3-13 The Daemons’ Charge – Grumblejack’s Chamber

Modifications: A large crude mud and thatch hut dominates the center of this chamber. Eastern door to 3-12 Top

of the Secret Stairway upgraded to solid iron door with lock. Northern wood door added to 3-6 Chambers’ of

Evelyn and Lady Audrianna. Southern wood door added to 3-3 Jason’s Chamber. Western wood door added to 3-4

Conference Room.

Award 3 security points if the PCs use the iron amulets to bind them to their will.

GP Cost: 200gp (solid iron door) + 150gp (superior lock)

Man Hours:

SPs:

The Spiral This is the great spiral stair case that rises more than two hundred feet straight through the heart of the Horn of

Abaddon. It connects the Grumblejack’s Chamber (room 3-13) to the Sanctum of Vetra-Kali (S-1). Though steep

and an arduous climb, the stairs are not trapped or in any way dangerous. They are lit every twenty feet by green

flickering continual flames contained within rough iron sconces.

The Sanctum of Vetra-Kali

This level is the very top of the Horn of Abaddon. It is accessibly only two ways – you come up the 240’ long spiral

stair case cut through the Horn’s heart or you fly in through the balcony.

S-1 The Sanctum

Modifications: Iron bars along the western exit block access to S-2 The Balcony

GP Cost:

Man Hours:

SPs:

S-2 The Balcony

Modifications: Iron bars along the eastern entrance block access to S-1 The Sanctum.

GP Cost:

Man Hours:

SPs: