Back to start page

(Previous Session Notes) (Back to Voyager page) (Next Session Notes)

Voyager64 - 14 October 2005 - The Blood Gate

Outline and Checklist:

I. Introduction
II. The Second Green
III. The Chaos Gate
IV. Combat statistics

Details:

I. Introduction

Picking up where the last session let off… The party has just dispatched the first of possibly two Green Slaadi. They recovered from him a Chaos Wand (see stats below) and prevented him from draining the energy from the river.

However, if Roderick and/or Bigby analyze the river, they will notice that the necromantic energy is still being drained. In fact, it looks pretty much the same as when they analyzed it farther downstream. This is because the Green they killed was not effectively draining the river since he was downstream of the other Green - who is having *much* better luck.

It is also near the end of the day, and the party may need to rest before proceeding any further. If they do, then the following morning (as with all mornings), they will have to continue making their saving throws against the pervasive death aura. For those who have not lost a level, the starting DC is 15. For those who lost one level, the starting DC is 13. Since level loss beyond the first can be restored by Roderick's healing spells, it is assumed that no character will have lost more than one level when the saves are made.

II. The Second Green

The second Green Slaad has completed part of a transition to a Gray and his stats have been adjusted accordingly. He is Huge (because he started as an Advanced Green) and has gained some of the Gray's spell-like abilities. He also carries a magical staff that has the same powers as the other Green's wand. If broken, it will unleash a flurry of magic in one blast as follows:

    1) Chaos Hammer - 20' burst, 5d8 + slow vs. Lawful
    2) Confusion - 15' burst
    3) Dispel Magic - 20' radius area dispel (1d20+10 vs. 11+CL)
    4) Fire + Electricity Burst - 20' radius (5d6 fire + 5d6 electricity)
    5) Shout - 20' burst
    6) Advanced Gust of Wind (Medium creatures DC 15 Reflex or fall)

Note: The wielder automatically fails all saves against these effects!

In addition to a cadre of 4 Advanced Blues, he has a group of demons working with him (2 Hezrou and 21 Dretches). The Dretches are used as scouts and are scattered around a defensive perimeter that covers a 200 feet radius around the Green. When the party first approaches, whichever one(s) spot them will use their telepathy to warn the nearest ally - who, in turn, will spread the word back to the Hezrous and the Green. The Hezrous will then direct the Blues into combat.

Unlike the other Green, this group has a decent sense of combat tactics. If possible, they will try to engage the party at a distance from the river to protect the Green. They will take advantage of some convenient crevices and will remain hidden until they can teleport out and attack within range of their spell-like abilities. One Hezrou will remain behind to use his spell- like abilities (starting with Unholy Blight - preferably before any of the Blues arrive in the vicinity, and following with Chaos Hammer). If the combat goes poorly, this Hezrou will retreat back to fight alongside the Green.

The Dretch can do no real harm, but will join the combat in order to flank the party members and disrupt any spellcasters in the back.

Back at the river, the Green has been constructing an arch of chaos energy over the river - similar to one that the Gray has built over the east river. The arch is a shimmering arc of energy that changes shape, color, and position constantly. On either end, in the ground, there are two anchor points that are buried Chaos Rocks. Each rock shifts rapidly in size, color, and texture - and cannot be viewed directly. Using simple spells to analyze it such as Detect Magic will reveal nothing unusual. More advanced spells will cause the viewer to be affected with confusion (as per the spell) unless he makes a Will save against DC 20. True Seeing will cause permanent insanity!

If/when the party makes it past the Blues and the Demons, the Green will attempt to flee invisibly. He will leave his Chaos Arch, but will take his staff. If caught, he will fight, but if he senses defeat, he will destroy his staff - which will probably kill him in the process.

III. The Chaos Gate

Back at the Chaos Gate, the Gray Slaad who controls things has an army of mostly Blues and Reds at his disposal. Most of these have normal hit dice, but there are several Advanced ones as well. Feel free to mix and match as needed.

Many of these Slaadi have random, unusual powers. Roll a random magic item (with particular emphasis on Arcane scrolls) to determine a power. Note, however, that most such powers are offensive in nature.

IV. Combat statistics:

Advanced Blue Slaad, Large Outsider (Chaos, Extraplanar) HD 12d8+48 (102 hp) Init +2 Speed 30' AC 20 (-1 Size, +2 Dex, +9 Natural), touch 11, flat-footed 18 Attack: Claw +13 melee (2d6+6) Full Attack: 4 claws +13 melee (2d6+6), Bite +11 melee (2d8+3 plus disease) Space/Reach: 10'/10' Special Attacks: Spell-like abilities, Slaad fever, summon slaad Special Qualities: Darkvision 60', Fast healing 5, Immunity to Sonic,

    Resistance to Acid 5, Cold 5, Electricity 5, and Fire 5

Saves: Fort +10, Ref +8, Will +4 Abilities: Str 23, Dex 15, Con 19, Int 6, Wis 6, Cha 10 Skills: Climb +17, Hide +9, Jump +17, Listen +9, Move Silently +13, Spot +9 Feats: Dodge, Mobility, Multiattack CR: 10


Advanced Green-Gray Transition Slaad, Huge Outsider (Chaos, Extraplanar) HD 15d8+120 (187 hp) Init +5 Speed 30' AC 23 (-2 Size, +0 Dex, +15 Natural), touch 8, flat-footed 23 Attack: Claws +19 melee (1d8+11) Full Attack: 2 claws +19 melee (1d8+11), Bite +17 melee (3d8+5) Space/Reach: 15'/15' Special Attacks: Spell-like abilities, summon slaad Special Qualities: Change Shape, Damage Reduction 5/lawful, Darkvision 60',

    Fast healing 5, Immunity to Sonic, Resistance to Acid 5, Cold 5,
    Electricity 5, and Fire 5

Saves: Fort +14, Ref +7, Will +7 Abilities: Str 33, Dex 12, Con 26, Int 12, Wis 12, Cha 13 Skills: Climb +23, Concentration +11, Hide +10, Jump +23,

    Knowledge (Arcana) +7, Listen +13, Move Silently +13, Search +13,
    Spellcraft +8, Spot +13, Survival +7 (+9 following tracks)

Feats: Cleave, Improved Initiative, Multiattack, Power Attack CR: 13 Spell-like Abilities: (CL 10th, The save DCs are Charisma-based)

    Chaos Hammer            at will, DC 15          Range 200'
    Detect Magic            at will                 Range 60'
    Detect Thoughts         at will, DC 13          Cone
    Fear                    at will, DC 15          30' Cone
    Protection from Law     at will                 Range Touch
    See Invisibility        at will                 Range Personal
    Shatter                 at will, DC 13          Range 50'
    Dispel Law              3/day, DC 16            Range Touch
    Deeper Darkness         3/day                   Range Touch
    Change Shape            at will                 Range Personal
    Summon Slaad            2/day (1 Green - 40%)   Range 50'
    Identify                3/day                   Range Touch
    Invisibility            3/day                   Range Personal or Touch
    Lightning Bolt          3/day, DC 14            Range 120'
    Magic Circle vs. Law    3/day                   Range Touch
    Animate Objects         1/day                   Range 200'
    Fly                     1/day                   Range Touch

Hezrou, Large Outsider (Chaotic, Extraplanar, Evil) HD: 10d8+93 (138 hp) Initiative: +0 Speed: 30' Armor Class: 23 (–1 size, +14 natural) touch 9, flat-footed 23 Base Attack/Grapple: +10/+19 Attack: Bite +14 melee (4d4+5) Full Attack: Bite +14 melee (4d4+5) and 2 claws +9 melee (1d8+2) Space/Reach: 10'/10' Special Attacks: Spell-like abilities, stench, improved grab, summon demon Special Qualities: Damage reduction 10/good, darkvision 60',

    immunity to electricity and poison, resistance to acid 10, cold 10, and
    fire 10, spell resistance 19, telepathy 100'

Saves: Fort +16, Ref +7, Will +9 Abilities: Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18 Skills: Climb +18, Concentration +22, Hide +13, Escape Artist +13,

    Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15,
    Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with
    bindings)

Feats: Blind-Fight, Cleave, Power Attack, Toughness CR: 11 Spell-Like Abilities: (CL 13th, The save DCs are Charisma-based)

    Chaos hammer (DC 18)    at will              Range 230'
    Greater Teleport        at will (self plus 50 pounds of objects only)
    Unholy blight (DC 18)   at will              Range 230' (5d8+ vs. good, 1/2 to Neutral)
    Blasphemy (DC 21)       3/day                40' radius centered on caster
    Gaseous Form            3/day                Range Touch

Combat: Hezrous enjoy melee combat even more than vrocks do. They eagerly press an attack deep into the heart of enemy forces, so their stench can take effect as quickly as possible. They enter most battles by using blasphemy, and follow it with an occasional chaos hammer or unholy blight, depending on the alignment of their opponents.

A hezrou's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Stench (Ex): A hezrou's skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou's stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.. The save DC is Constitution-based.

Summon Demon (Sp): Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.


Advanced Gray Slaad, Large Outsider (Chaos, Extraplanar) HD 16d8+112 (184 hp) Init +6 Speed 30' AC 24 (-1 Size, +2 Dex, +13 Natural), touch 11, flat-footed 22 Attack: Claws +19 melee (2d6+8) Full Attack: 2 claws +19 melee (2d6+8), Bite +16 melee (3d8+4) Space/Reach: 10'/10' Special Attacks: Spell-like abilities, summon slaad Special Qualities: Change Shape, Damage Reduction 10/lawful,

    Darkvision 60', Fast healing 5, Immunity to Sonic,
    Resistance to Acid 5, Cold 5, Electricity 5, and Fire 5

Saves: Fort +14, Ref +9, Will +9 Abilities: Str 27, Dex 15, Con 25, Int 14, Wis 14, Cha 14 Skills: Climb +21, Concentration +15, Hide +16, Jump +21,

    Knowledge (Arcana) +15, Listen +15, Move Silently +15, Search +15,
    Spellcraft +17, Spot +15, Survival +5 (+7 following tracks)

Feats: Multiattack, Improved Initiative, Weapon Focus (claw),

    Item creation feat (any one)

CR: 13 Spell-like Abilities: (CL 10th, The save DCs are Charisma-based)

    Chaos Hammer            at will, DC 16          Range 200'
    Detect Magic            at will                 Range 60'
    See Invisibility        at will                 Range Personal
    Shatter                 at will, DC 14          Range 50'
    Dispel Law              3/day, DC 17            Range Touch
    Deeper Darkness         at will                 Range Touch
    Change Shape            at will                 Range Personal
    Summon Slaad            2/day (1-2 Red or 1 Blue - 60%, or 1 Green - 40%)
    Identify                at will                 Range Touch
    Invisibility            at will                 Range Personal or Touch
    Lightning Bolt          at will, DC 15          Range 120'
    Magic Circle vs. Law    at will                 Range Touch
    Animate Objects         3/day                   Range 200'
    Fly                     3/day                   Range Touch
    Power Word Stun         1/day                   Range 50'

Death Slaad, Medium Outsider (Chaos, Extraplanar) HD 15d8+75 (142 hp) Init +10 Speed 30' AC 28 (+6 Dex, +12 Natural), touch 16, flat-footed 22 Attack: Claw +20 melee (3d6+5 plus stun) Full Attack: 2 claws +20 melee (3d6+5 plus stun) and bite +18 melee (2d10+2) Space/Reach: 5'/5' Special Attacks: Stun, spell-like abilities, summon slaad Special Qualities: Change Shape, Damage Reduction 10/lawful, Darkvision 60',

    Fast healing 5, Immunity to Sonic, Resistance to Acid 5, Cold 5,
    Electricity 5, and Fire 5, Telepathy 100'

Saves: Fort +14, Ref +15, Will +13 Abilities: Str 21, Dex 23, Con 21, Int 18, Wis 18, Cha 18 Skills: Climb +23, Concentration +15, Escape Artist +24, Hide +24,

    Intimidate +22, Jump +23, Knowledge (any two) +22, Listen +22,
    Move Silently +24, Search +22, Spot +22, Survival +12 (+14 when tracking)

Feats: Cleave, Great Cleave, Improved Initiative, Improved Sunder,

    Multiattack, Power Attack

CR: 13 Spell-like Abilities:

    Chaos Hammer            at will, DC 18
    Detect Magic            at will
    Fear                    at will, DC 18
    See Invisibility        at will
    Shatter                 at will, DC 16
    Dispel Law              at will, DC 19
    Deeper Darkness         at will
    Fireball                at will, DC 17
    Change Shape            at will
    Summon Slaad            2/day (1-2 Red or 1 Blue - 60%, 1-2 Green - 40%)
    Identify                at will
    Invisibility            at will
    Magic Circle vs. Law    at will
    Animate Objects         at will
    Fly                     at will
    Finger of Death         at will, DC 21
    Circle of Death         3/day, DC 20
    Cloak of Chaos          3/day, DC 22
    Word of Chaos           3/day, DC 21
    Implosion               1/day, DC 23
    Power Word Blind        1/day

The Chaos Wand:

This wand is made of a strange translucent crystal that constantly (and rapidly) shifts in color. It appears as an uneven shaft about 18 inches long. It's “handle” is about three inches wide, and it grows to almost five inches at its midpoint. The size makes it difficult for small creatures to hold it. In reality, it is made (in part) of pure chaos. As a result, it is constantly shifting in size and mass - though usually by less than 10%.

While the wand is not fragile, it can be broken. If so, the magical energies inside will be released in a violent blast. This should be avoided!

This wand acts as a “rechargeable” Rod of Absorption. However, spells cast using the absorbed charges have a 1 in 6 chance of failing. Roll 1d6 on the table below to determine failure mode:

    1) Spell fails, no adverse effect
    2) Spell fails, Random Chaos effect instead (roll 1d8 on list below)
    3) Spell targets nearest person (re-roll if not a targeted spell)
    4) Spell energy changes (re-roll if not an energy spell)
       (Roll d6: 1-Acid, 2-Cold, 3-Electricity, 4-Fire, 5-Sonic, 6-Force)
    5) Spell targets caster (re-roll if not a targeted spell)
    6) "Fire" Ball on caster (use random energy from #4 above)

In addition, one spell level from the wand can be used to emit one of the following spells (with no chance of failure) at caster level 10 (For these effects, the wand is considered a command-word activation device):

    1) Chaos Hammer (5d8 + slow vs. Lawful, Will save DC 16)
    2) Confusion (Will save DC 16)
    3) Dispel Magic (1d20+10 vs. 11+CL)
    4) Hold Monster (Will save DC 17)
    5) Lightning Bolt (10d6, Reflex save DC 14)
    6) Shatter (Objects: Will save DC 13)
    7) Shout (5d6 sonic + 2d6 rounds deafness, Fort save DC 16)
    8) Winds of Limbo (see description below)

The Winds of Limbo effect behaves as the Control Winds spell with the following modifications: The controlled wind cannot be calmed - it must remain blowing at all times and must occupy the entire area (400' radius, 40' high). In addition, once started, the wind cannot be stopped until it has run its course. The duration of this effect is 10 minutes per charge expended (the caster has the option of injecting a set number of charges at invocation and/or adding charges at the expiration of each 10 minute interval). The rest of the spell's effects behave as if cast by a 10th level caster. Every ten minutes and whenever the winds are changed, a DC 17 Will save is required to make the winds do what you wish. For a failure, roll 1d6 on the following table:

    1) Downdraft
    2) Updraft
    3) Rotation
    4) Directional Blast
    5) Chaotic Blast
    6) Roll twice and combine effects

Challenges Overcome:

2 Hezrou, CR11 4 Blue Slaad-12, CR10 1 Green-Gray, CR13 21 Dretch, CR2 10 Red, CR7


Back to Voyager page