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voyagernotes03 [2007/06/03 20:08] – created jimsvoyagernotes03 [2017/05/27 18:57] (current) – external edit 127.0.0.1
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 [[voyagernotes02|(Previous Session Notes)]] [[voyager|(Back to Voyager page)]] [[voyagernotes04|(Next Session Notes)]] [[voyagernotes02|(Previous Session Notes)]] [[voyager|(Back to Voyager page)]] [[voyagernotes04|(Next Session Notes)]]
  
-====== Voyager Game Notes 03 ======+==== Voyager03 - 14 June 2002 - A slight detour ====
  
-Voyager03 (date) (title) +=== Previous calendar: === 
--------------------------------------------------+  * Third Age, Year 1108 
 +  * 22 Feb Leave the village of Chesmu 
 +  * 24 Feb Arrive in Brishen 
 +  * 25 Feb Witness two Elementals fight 
 +  * 26 Feb Arrive third village (name unknown)
  
 +=== General Outline of the session: ===
 +  *   I. The storm
 +  *  II. The fork in the road
 +  * III. Encounters
 +
 +=== Details: ===
 +
 +== I. The storm ==
 +
 +As the party arrived in the third village (whose name they still do
 +not know), the weather had turned quite ugly.  It had been raining
 +and there was some hail after they arrived.  The next morning
 +(February 27th), the weather hasn't improved much.  The skies are
 +partly clear, but the wind is very strong.  As the natives here are
 +quite friendly, it would be in the party's best interests to wait
 +the coming storm out.
 +
 +If the party decides to stay, then the second and third encounters
 +listed for this day will be non-threatening.  However, if they head
 +out, then the encounters must be dealt with directly.  See "III.
 +Encounters" below.
 +
 +An additional benefit to staying an extra day is that the villagers
 +will tell them about the Rain King and clue them in on how
 +sophisticated the northern tribes are.
 +
 +If they do decide to head out, they will make little progress
 +before the first encounter - at which point, they will be forced to
 +seek shelter or return to the village.
 +
 +The first encounter will occur regardless of whether the party
 +leaves the village.  It is integral to the storm and consists of
 +two small armies of shadow and mist elementals battling each other
 +in the sky.  Due to the nature of the combatants, no clear victor
 +will be observed.  In fact, the fight will still be going as the
 +clouds pass out of sight.
 +
 +Note: Only one of the elementals will swoop down to investigate the
 +party.  Any threatening action from the PC's will result in an
 +attack.  Roll randomly to determine whether it is a shadow or a
 +mist elemental that they encounter.  (Note: The party may not be
 +able to easily tell the difference.  The mist elemental looks quite
 +unlike the water elemental they saw earlier)
 +
 +   Medium Shadow Elemental, 29 hp
 +   HD: 4d8+12 (30 hp)
 +   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
 +
 +   Medium Mist Elemental, 30 hp
 +   HD: 4d8+12 (30 hp)
 +   Init: +4 (+3 Dex, +1 Improved Initiative)
 +   Speed: 30 ft, Fly 50 feet
 +   AC: 18 (+0 Size, +3 Dex, +5 Natural)
 +   Attacks: Slam +6 melee
 +   Damage: 1d8+4
 +   Special Attacks: Mist (Water/Air) mastery, Drench, Whirlwind
 +   Saves: Fort +5, Ref +5, Will +1
 +   Everything else: Same as Medium Air Elemental
 +
 +== II. The fork in the road ==
 +
 +In the late afternoon of the first day (or early in the second if
 +they braved the storm on the 27th), the party will come to a fork
 +in the trail.  It should be pointed out early that the trails here
 +are becoming quite good.  They appear to have been travelled often.
 +The fork gives the party two choices: follow the coast, or head
 +toward the hills (which are several miles away).  If they go left,
 +toward the hills, the trail will cut inland for two miles or so,
 +then turn north again.  This is the "high" road.  The "low" road
 +follows the coast and would appear to be more direct.  After a few
 +miles, the terrain on the left becomes a cliff - punctuated every
 +mile or so by a small waterfall.  After about ten miles of this,
 +there is a larger waterfall that feeds into a huge, swampy area.
 +This will turn out to be difficult to traverse and could provide
 +multiple nasty encounters.
 +
 +== III. Encounters ==
 +
 +#1) Elemental storm - see section I.
 +
 +#2) Monstrous Centipedes, 2 hp each (10 x Small, p.207 in Monster
 +Manual) - A wilderness lore roll against DC15 will spot these
 +critters before they are dangerous.
 +
 +#3) Huge Viper Snake, 18hp (p.202 in Monster Manual)
 +
 +#4) Manticore, 50hp (p.130 in Monster Manual)
 +
 +#5) Dretch Swarm (14 of them) with dead Vrock leader (p.41 in
 +Monster Manual).  These are more refugees from the elemental planes
 +(in this case, the negative energy plane).  Their leader was killed
 +(along with several other Dretches) by the shadow elementals that
 +chased them.  They now huddle in an alien land, uncertain what they
 +should do next.
  
 \\ \\
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voyagernotes03.1180919336.txt.gz · Last modified: 2017/05/27 18:47 (external edit)