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voyagernotes02 [2007/01/19 15:16] – created jimsvoyagernotes02 [2017/05/27 18:57] (current) – external edit 127.0.0.1
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 [[voyagernotes01|(Previous Session Notes)]] [[voyager|(Back to Voyager page)]] [[voyagernotes03|(Next Session Notes)]] [[voyagernotes01|(Previous Session Notes)]] [[voyager|(Back to Voyager page)]] [[voyagernotes03|(Next Session Notes)]]
  
-====== Voyager Game Notes 02 ======+==== Voyager02 - 01 June 2002 - The expedition begins ====
  
-//in progress...//+=== Previous calendar: === 
 +  * Third Age, Year 1108 
 +  * 31 Jan - The magic changed 
 +  * 01 Feb - The resort moved down to the village 
 +  * 05 Feb - Goblins spotted in the area 
 +  * 06 Feb - Fight with Goblins and Worg
  
-[[start|Back to start page]]+=== People/Places/Things: === 
 +  * [[Dyanaî]] (d.YAH-na-ee) = Name for the natives that live near the resort 
 +  * Honovi (ho-NO-vee) = Goblin tribe to the south 
 +  * [[resort|Luyu]] (LOO-yoo) = Dyanaî name for the resort 
 +  * Cahil (kah-HIL) = Leader of the resort's rangers 
 +  * Lise (LEE-se) = Main river in Dyanaî territory 
 +  * Chesmu = Native village north of the resort 
 +  * Basir (buh-SEER) = Chief of Chesmu (unless named in the previous game) 
 +  * Wunand (WOO-nahnd) = Guide on loan from Chesmu 
 + 
 +=== General Outline of the session: === 
 +  *   I. Clean up loose ends before departure 
 +  *  II. Set out with guide toward Brishen 
 +  * III. Encounter #1 
 +  *  IV. Arrive Brishen 
 +  *   V. Encounter #2 
 + 
 +=== Details: === 
 + 
 +== I. Clean up loose ends before departure == 
 + 
 +A lot needs to be done before the group can leave the village. 
 +However, much of this stuff is mundane and won't be worth going 
 +over during the game session.  It should be sufficient to poll the 
 +players to see what kind of "unusual" items they want to bring 
 +along.  If they can justify that this item was already in their 
 +possession then nothing special need be done.  However, if it must 
 +be made, then allow for the time and effort!  The players will be 
 +given a lot of leeway in getting equipped, but there is a limit to 
 +the resources of the resort and native village! 
 + 
 +On the hope of being able to locate the party via scrying magics, 
 +several amulets will be made out of pieces of gravel from the 
 +collapsed tower.  Each will be about the size of a standard d20, 
 +will have a hole drilled completely through, and be placed on a 
 +simple leather strap. 
 + 
 +== II. Set out with guide toward Brishen == 
 + 
 +A note about overland movement rates.  Assuming everyone has a base 
 +movement speed of 30' and is at least medium encumbered, the actual 
 +movement will be 20' This corresponds to 16 miles per day, or 8 
 +miles if the party has to live off the land. 
 + 
 +Basir will loan the party Wunand, a young guide to take them to 
 +Brishen, a village slightly larger than Chesmu.  It is about 25 miles 
 +away, making the trip more than a full day's walk (especially since 
 +the group isn't accustomed to overland treks and will presumably 
 +have to break their equipment in). 
 + 
 +Wunand will provide no combat capabilities, but does know the route 
 +well.  In addition, he can offer some last-minute language help as 
 +he is fairly bright and inquisitive. 
 + 
 +== III. Encounter #1 == 
 + 
 +Owlbear (48 hp, p.148) - attacks just after sunset. 
 + 
 +== IV. Arrive Brishen == 
 + 
 +Wunand will go only this far.  He has no interest in continuing 
 +with the party.  In addition, the natives in Brishen are noticeably 
 +less friendly than those in Chesmu. 
 + 
 +== V. Encounter #2 == 
 + 
 +[[Roget]]'s Everfull water flask will suddenly and dramatically begin 
 +to overflow.  The water will gush out of it at a dramatic rate and 
 +quickly form into a medium water elemental (25 hp, p.84).  Hot on 
 +its heels is a Medium Shadow Elemental (6d8+20, 46 hp, stats below) 
 + 
 +     Shadow Elemental, Medium 
 +     HD: 6d8+20 
 +     Init: +3 (Dex) 
 +     Speed: 40 feet 
 +     AC: 16 (+0 Size, +3 Dex, +3 Natural) 
 +     Attacks: Slam +6 melee 
 +     Damage: 1d8+4 
 +     Special Attacks: Shadow mastery 
 +     Everything else: Same as Medium Water Elemental 
 + 
 +Water is being pursued by Shadow and in a desperate attempt to save 
 +it's own life has escaped to the material plane through the first 
 +portal it found: [[Roget]]'s flask.  Neither Elemental will pay much 
 +attention to the party as they are focused on each other.  If the 
 +flask is destroyed, neither will have a way home.  (Note that the 
 +Everfull wine flask would suffice to return them home, but they 
 +don't necessarily know about it - and neither are clever enough to 
 +figure it out). 
 + 
 +Whichever elemental wins the fight will immediately try to return 
 +home.  If that is impossible, they will attack the party - unless 
 +the party assisted him against the other.  In that case, the 
 +elemental will disappear into the wilderness in a manner befitting 
 +its element - perhaps to return some other day. 
 + 
 +It is doubtful that much information will be directly gleaned from 
 +this encounter - since neither elemental is very talkative, nor can 
 +the party speak to it if they wanted.  However, this much might be 
 +deduced: Shadow is taking over Water (and the other elements) and 
 +the surviving elements are nearly routed. 
 + 
 +\\ [[start|Back to start page]]
  
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