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Voyager18 - 26 September 2003 - War clouds

Previous calendar:

  • Third Age, Year 1108
  • 11 May - The big fight in Odins' palace
  • 12 May - Roderick casts Divination; Sewati, Aramil, and Dhersion head for Sibutco
  • 13 May - Arrive at Salerhanul; meet Ogin; head back with her
  • 14 May - Return to Paco (late); Raise the king
  • 15 May - Raise Kesi & Bigby
I. The Political situation

King Odin is convinced that the Slaad invasion is not the fault of Sibutco. However, he is still wary about stopping his war plans. The only concession he offers is to consult with Apollo. But that's a major concession for him!

Sewati's political opponents:

    Payat, male Commoner/12: Merchant leader - pushed for war with Sibutco for
    two reasons: 1) Profit from arms trade  2) To control the only legal
    channel of goods to/from Sibutco.
    Elsu, male human Warrior/12:  General in charge of the Tupi.  Believes he
    can take over as king if Odin dies - which is probably true!
    Pahana, male human Sorceror/9:  Second-in-command to Gaho (who was
    assassinated on orders from the White Slaad).  Now, Pahana is a little
    lost and distrustful of everybody.  Will side with Elsu if trouble erupts.
    Has been known to assume other forms!

Allies in Sibutco:

    Ogin, female human Cleric/10:  The high priestess of Sibutco.
    Ayita, female human Fighter/12: General in charge of Apollo's elite guard.
    Ogaleesha, male human Commoner/9:  Merchant in Sibutco that is suffering
    the most because of Payat's trade monopoly.
II. NPC stats

Payat, male Com12: Merchant leader - pushed for war with Sibutco for two reasons: 1) Profit from arms trade 2) To control the only legal channel of goods to/from Sibutco.

CR 11; Size M (5 ft., 9 in. tall); HD 12d4+24; hp 54; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +10/+5 melee, or +8/+3 ranged; SV Fort +8, Ref +6, Will +6; AL LE; Str 18, Dex 15, Con 14, Int 13, Wis 15, Cha 11.

Skills and feats: Climb +17, Craft +2, Escape artist +3, Hide +2, Jump +18, Listen +2, Move silently +2, Profession +17, Ride +11, Spot +11; Armor proficiency (light), Great fortitude, Martial weapon proficiency (flail, heavy), Run, Skill focus (profession), Skill focus (ride).


Elsu, male human War12: General in charge of the Tupi. Believes he can take over as king if Odin dies - which is probably true!

CR 11; Size M (6 ft., 1 in. tall); HD 12d8+12; hp 72; Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 13 (+3 Dex); Attack +16/+11/+6 melee, or +15/+10/+5 ranged; SV Fort +9, Ref +7, Will +5; AL NE; Str 19, Dex 17, Con 12, Int 12, Wis 13, Cha 12.

Skills and feats: Climb +18, Handle animal +16, Hide +3, Knowledge (arcana) +6, Listen +3, Move silently +3, Ride +15, Spot +3, Swim +16; Alertness, Endurance, Improved bull rush, Improved initiative, Mounted combat, Power attack.


Pahana, male human Sor9: Second-in-command to Gaho (who was assassinated on orders from the White Slaad). Now, Pahana is a little lost and distrustful of everybody. Will side with Elsu if trouble erupts. Has been known to assume other forms!

CR 9; Size M (5 ft., 1 in. tall); HD 9d4-9; hp 16; Init +0; Spd 30 ft.; AC 10; Attack +2 melee, or +4 ranged; SV Fort +2, Ref +3, Will +6; AL NE; Str 6, Dex 11, Con 9, Int 14, Wis 10, Cha 14.

Skills and feats: Alchemy +10, Concentration +11, Hide +0, Knowledge (arcana) +13, Listen +0, Move silently +0, Profession +6, Scry +13, Search +4, Spot +0; Combat casting, Empower spell, Heighten spell, Scribe scroll, Skill focus (concentration).

Sorcerer Spells Known (6/7/7/6/4): 0th – Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic, Resistance. 1st – Charm Person, Chill Touch, Identify, Mage Armor, Magic Missile. 2nd – Blindness/Deafness, Blur, Daylight, Melf's Acid Arrow. 3rd – Fly, Hold Person, Summon Monster III. 4th – Charm Monster, Polymorph Self.


Gaho, female human Wiz12: (Included for completeness - despite the fact that she's dead). She was fairly level-headed and was fond of Sewati.

CR 12; Size M (5 ft., 3 in. tall); HD 12d4+12; hp 48; Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC 12 (+2 Dex); Attack +4/-1 melee, or +8/+3 ranged; SV Fort +5, Ref +6, Will +7; AL N; Str 6, Dex 14, Con 12, Int 16, Wis 8, Cha 12.

Skills and feats: Alchemy +18, Craft +12, Hide +2, Knowledge +14, Knowledge (arcana) +16, Listen -1, Move silently +2, Scry +17, Spellcraft +13, Spot -1; Craft staff, Craft wand, Empower spell, Enlarge spell, Heighten spell, Improved initiative, [Scribe scroll], Spell mastery (Sleep, Charm Person, Magic Missile), Spell mastery (Mage Armor, Knock, Invisibility).

Wizard Spells Known (4/5/5/5/3/3/2): Spellbook missing and presumed destroyed.


Ogin, female human Clr10: The high priestess of Sibutco.

CR 10; Size M (4 ft., 11 in. tall); HD 10d8-10; hp 39; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +7/+2 melee, or +9/+4 ranged; SV Fort +6, Ref +5, Will +11; AL CG; Str 11, Dex 14, Con 9, Int 9, Wis 19, Cha 11.

Skills and feats: Diplomacy +11, Hide +2, Knowledge (arcana) +8, Knowledge (nature) +3, Listen +4, Move silently +2, Spot +4; Craft rod, Craft wand, Dodge, Heighten spell, Weapon finesse (mace, light).

Cleric Domains: Good, Strength. Cleric Spells Per Day: 6/5+1/5+1/4+1/4+1/2+1.

* Note the feats: Craft Rod/Wand * Also the skills: Diplomacy(!)


Ayita, female human Ftr12: General in charge of Apollo's elite guard.

CR 12; Size M (5 ft., 10 in. tall); HD 12d10; hp 78; Init +4 (+4 Improved initiative); Spd 30 ft.; AC 10; Attack +14/+9/+4 melee, or +12/+7/+2 ranged; SV Fort +8, Ref +4, Will +4; AL CG; Str 15, Dex 10, Con 11, Int 11, Wis 10, Cha 13.

Skills and feats: Climb +15, Craft +13, Hide +0, Jump +4, Listen +0.5, Move silently +0, Ride +9, Spot +0, Swim +9; Blind-fight, Improved initiative, Improved unarmed strike, Mounted combat, Power attack, Quick draw, Ride-by attack, Sunder, Trample, Weapon focus (flail, heavy), Weapon focus (greatclub), Weapon focus (lance, heavy), Weapon specialization (flail, heavy).


Ogaleesha, male human Com9: Merchant in Sibutco that is suffering the most because of Payat's trade monopoly.

CR 8; Size M (5 ft., 6 in. tall); HD 9d4-18; hp 11; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +8 melee, or +6 ranged; SV Fort +1, Ref +7, Will +6; AL NG; Str 18, Dex 14, Con 7, Int 17, Wis 17, Cha 13.

Skills and feats: Diplomacy +2, Disable device +3.5, Disguise +4, Hide +2, Intimidate +3.5, Intuit direction +6, Jump +16, Listen +12, Move silently +2, Profession +17, Spellcraft +4, Spot +5, Swim +16, Use rope +13; Alertness, Lightning reflexes, Martial weapon proficiency (shortbow, composite), Skill focus (profession), Two-weapon fighting. Dhersion,

You find yourself in the small ornate hall in Salerhanul (the Sibutco city where you met the high priestess, Ogin). Once again, it is bustling with activity, as it was in your vision. This time, though, there are no gods, godlings, or monsters. Instead, the room is packed with the arguing nobility from a half dozen or more kingdoms.

In your original vision, the subject of the debate had been lost in the fog of the shaman's drugs. Now, however, you can see and hear everything clearly.

The kings are discussing the possibility of war. There is much posturing and rancor - old grievances dominate the talk - but with a few exceptions, they seem to genuinely want to talk their way out of it.

Nobody is mentioning the Slaad, though! After a few minutes, you realize that a couple of well-placed comments could sway the room. You move forward to make a pitch, but find your movement impeded. The ground below you is soft and warm and walking is difficult. Looking down, you see sand - and a hot wind blows dust against the back of your head.

Looking back up, you see the room again. You begin to speak, but find that nobody is listening. You try again and realize that you are walking through the room as if you were a ghost. Nobody in the room can see or hear you. It is as if you are not there.

In another few minutes, the “debate” has dissolved into a shouting match. The room is on the verge of chaos and you are helpless to prevent it. From behind, you hear the unmistakeable sound of a blade being drawn. As you turn, the room dissolves around you, replaced by the slope of a high sand dune. On his hands and knees behind you is Roget, coughing into the ground.

The sun overhead is high and hot, but you've felt worse. You grab your water flask and step over to help Roget. As you kneel down, you realize that he is much worse than you thought - much worse than he should be. There is something terribly wrong…

And then you wake with a jolt. You are back in your room in Paco. It is the middle of the night and there is a heavy rain falling outside.

Roget,

You are dreaming of a warm summer rain. It trickles down from the clouds and alights on your chest with a caress. But despite the rain, you have a very dry throat. You open your mouth to drink of Her glorious rain, but none enters. You open wider, but feel only a hot, dry breeze against your face.

You look down and see sand. The thirst is beginning to be unbearable. Where are the raindrops? Where are the pools of water that should be below you.

Looking back up, the rainclouds are gone, replaced by a brilliant blue sky and that wretched blinding intruder - the sun. You can't stand anymore. The dryness in your throat has extended to your arms and legs. You collapse to your hands and knees as a dry cough works it way out of your lungs. You have not felt this bad since the Wyvern's sting.

You hear Dhersion's voice above you. “Get up, Roget. It's not that hot.”

But you can't even lift your head. You feel him reach down and lift it for you.

You don't hear what he says, but the gasp and the expression on his face is enough. You are going to die here.

You wake with a jolt. You are back in your room in Paco. It is the middle of the night and there is a heavy rain falling outside.

Aramil,

You are walking slowly through a burnt forest. The fire was quite recent and the heat from still-smoldering trees is all around you.

There is also the unmistakable stench of burnt meat. The path you were trying to follow bends around what was once a large oak and you find a small clearing.

In it, a man sits on a small tuft of burnt grass. He wears armor, has a small sword lying in the ashes next to him, and is gnawing on a hunk of recently cooked meat. Nearby lay several more people - all dead - and all burnt.

The man in the clearing notices you approach and holds up his meat to you. “You wanna bite?” he asks, laughing. “I'm pretty sure it's not human!” He laughs some more and goes back to eating.

A revulsion - or is it terror? - stops you. The man's armor bears a singed insignia of Odin's regular army. He stops eating, as if he suddenly realizes where he is.

“We had the fuckers in this little village,” he begins explaining. “They knew they were done for, but they weren't giving up. So we thought we'd smoke 'em out.”

He looks around slowly. “We didn't think the whole damn forest would light up.”

You wake with a jolt. You are back in your room in Paco. It is the middle of the night and there is a heavy rain falling outside.


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voyagernotes18.txt · Last modified: 2017/05/27 18:57 by 127.0.0.1