User Tools

Site Tools


voyagernotes19

Back to start page

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

Voyager19 - 10 October 2003 - Ghost in the Palace

Previous calendar:

  • Third Age, Year 1108
  • 15 May - Kesi & Bigby raised
  • 16 May - Ogin convinces Odin to meet with her in Salerhanul
  • 17 May - The party joins Ogin on her return to Sibutco
  • 22 May - The great council meeting; War is averted!
I. Shima

King Thor approached Dhersion while in Salerhanul and asked for help with a possible Slaad infestation in his palace. Assuming they agree, he will escort the party down the river to his capital city, Meli.

The king is not a nice man (LE) - which will become evident on the boat. This will probably make the 40 mile trip a little uncomfortable for some people.

The city of Meli is rather run down. The buildings are in need of repair, and the streets are full of the destitute. The king doesn't seem to care. He will lead the group directly to his palace - where he will find that his guard have pulled out and abandoned it!

The palace guards believe that the building is haunted and will tell stories of strange noises coming from empty rooms. They will also report that two guards were killed (messily) and another disappeared. Kesi's staff will be glowing - but only when they are adjacent to the palace.

II. The palace ghost

The “ghost” haunting the palace is, in fact, a Blue Slaad that has taken up residence on the ethereal plane. This particular Slaad is different from the regular write-up as follows: The “Passwall” spell is casts at will is actually a ethereal version. The tunnel has one opening on the material plane, and another on the ethereal. With this, the Slaad can easily travel to and from these planes - and transport large objects or other creatures! It also has no summon ability.

    Blue Slaad, Large Outsider (Chaos)
    HD 8d8+32 (68 hp)
    Init +2 (Dex)
    Speed 30'
    AC 20 (-1 Size, +2 Dex, +9 Natural), touch 11, flat-footed 18
    Base Attack/Grapple: +8/+18
    Attack: Claw +13 melee (2d6+6)
    Full Attack: 4 claws +13 melee (2d6+6) and bite +11 melee (2d8+3 w/disease)
    Space/Reach: 10'/10'
    Special Attacks: Spell-like abilities, slaad fever
    Special Qualities: Darkvision 60', Fast healing 5, immunity to sonic,
       Resistance 5 to Acid, Cold, Electricity, and fire.
    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: 8

If the party goes into the palace, the first thing they will sense is the stench coming from the lower levels. This has to do with the number of aberrations that the Slaad has imported!

III. The Aberration Zoo:

1) This is the door from Roderick's vision. It can be opened easily

    to gain access to the palace dungeon.

2) The dungeon itself is small and meant for short-term holdings only.

    It was entirely populated with political prisoners - and typically
    every cell was occupied.  Now, they are all empty except (3) below.
    The doors marked with "X" have been forced open or off their hinges.

3) Here is the only untouched cell. In it is the young man from Roderick's

    vision.  His name is Lashmere and he is severely dehydrated.  He will
    be unable to communicate until he is healed.

4) This is a trench dug originally by the Umber Hulks, but is now occupied

    by 2 Otyughs (hp 39, 33) CR4, p204.  The trench connects four of the
    cells to areas (5) and (7).

5) 5 Carrion Crawlers (hp 24, 20, 20, 17, 13) CR4, p30

6) 2 Umber Hulks (hp 79, 71) CR7, p248

7) Choker (hp 18) CR2, p34

8) Gibbering Mouther (hp 35) CR5, p126

9) 3 Gricks (hp 14, 14, 10) CR3, p139

10) Gauth (Lesser Beholder) (hp 48) CR6, p26

IV. Lashmere

Lashmere is the sole surviving prisoner from Thor's dungeon. He has been in captivity for nearly a year and was placed there after his father and mother were executed for treason. Even though he has committed no real crime, he has been held because in his culture, it is assumed he will follow his father's path and become a traitor.

In fact, Lashmere has no interest in politics - and considers himself a philosopher. Now that his parents are dead (and he has no siblings), he sees no reason to stay in this kingdom.

Plus, for the past two months, he has been seeing visions of a huge tower…

Roderick,

You are standing in a long hallway in front of a heavy, wooden door. To your right and left is a long, high-ceilinged hallway, with magnificent and rather ornate support beams.

In front of the door, a long, thick plank rests in a simple brace - keeping the door from opening towards you. You have an unease about what must be on the other side. It is clearly designed to keep something in - perhaps something dangerous.

There is a window in the door with small, iron bars. You step up to look through, and are hit with a powerful stench. You recoil instinctively, but after fumbling briefly for a handkerchief, you cover you nose and mouth, step back and try again.

At first, you see nothing but darkness. Within a few seconds, though, your eyes adjust and you can make out a dim stairway descending down. From deep below, you hear a man moaning. Or is he praying? You strain to make out his words, but cannot. However, there is something familiar about his cadence.

A voice to your right startles you back from the door.

“Are you here for me?” A young man asks. His head is shaved clean and he wears a simple, white robe. His skin is pale and his cheeks are sunken - as if he is not getting enough food.

“I hope you are,” he continues as you try to regain your composure. “I can help you find the tower.”

You are jarred awake by a small thump as the boat you are on strikes something floating in the river. “Sorry,” calls out the barge master to no one in particular.

It takes a few seconds for you to regain your bearings, but you realize you were dreaming - and now you are back on the barge heading down river to Shima. Nearby, Kesi is meditating and humming one of the chants you had taught her. This particular one is a tale of Imhotep healing the starving prisoners of the dread lord of Isme peninsula. You are fairly certain that she doesn't understand the rich, religious signifiance to the poem - but she picked it up quite easily and it has a pleasing cadence.

It is also the sound you heard in the darkness beyond the door in your dream.


Back to Voyager page

voyagernotes19.txt · Last modified: 2017/05/27 18:57 by 127.0.0.1