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Voyager51 - 28 January 2005 - Vargnin's Legacy

Previous calendar:

  • Third Age, Year 1108
  • 6 September - Sneak past dragon and down into Mines; Kill Vargnin
  • 7 September - Trying to figure a way past Berronar's pyre
I. Beyond the Light of Reason

Cleaning up the dungeon called “Beyond the Light of Reason” (Dungeon magazine, issue #96, Jan/Feb 2003, pages 65-89).

With the death of Vargnin, the following changes will occur:

T8) Narhalm's geist will no longer be stuck between worlds. He is now free to leave, but is still in a state of shock. When the party finds him, he will be sitting on the floor on top of (and concealing) his skeletal corpse. He has a scruffy beard that has been braided into four strands that dangle oddly from his chin and is hunched over as if exhausted and will not even notice the party until they approach quite close. When they do, he will slowly look up and ask the nearest person, “Is he dead?” If anything other than an affirmative answer is given, he will act confused and repeat the question. Once an affirmative answer is given, he says the following:

       Then I can go home.
       Berronar will not mind if you travel beyond her fire.
       It is time for the fires beyond to either be quenched or released.
       May she watch over you in the darkness you seek.

He then closes his eyes, slumps slightly forward, and vanishes. It is at this point that the party will see his remains - and all his gear (which glows for only a few seconds after Narhalm himself vanishes).

T3) To make Suzanelle a little more challenging, add 3 levels of Cleric to her. This makes her stats as follows:

    Half-fiend Harpy Cleric/3
    Medium Outsider
    Hit Dice:            10d8+10 (57 hp)
    Initiative:          +4
    Speed:               20 ft. (4 squares), fly 80 ft. (average)
    Armor Class:         16 (+4 Dex, +2 natural), touch 14, flat-footed 12
    Base Attack/Grapple: +9/+9
    Attack:              +2 Dagger +9 melee (1d4+4, Crit 19/x2)
                            or Claw +4 melee (1d4+2)
    Full Attack:         +2 Dagger +9 melee (1d4+4, Crit 19/x2)
                            or Bite +9 melee (1d6+2)
                            and 2 claws +4 melee (1d4+2)
    Space/Reach:         5 ft./5 ft.
    Special Attacks:     Captivating song (Will save, DC 18)
                            Smite Good (Su) (+10 damage vs. good, 1/day)
                            Darkness 3/day, Desecrate 1/day, Unholy blight 1/day
                            Poison 3/day, Contagion 1/day (CL: 10)
    Special Qualities:   Darkvision 60 ft., Immunity to poison.,
                            Resistance to acid/cold/electricity/fire 10,
                            Damage reduction: 5/magic, Spell resistance 20
    Saves:               Fort +6, Ref +10, Will +9
    Abilities:           Str 14, Dex 19, Con 12, Int 11, Wis 12, Cha 19
    Skills:              Bluff +11, Hide +9, Intimidate +7, Listen +10,
                            Perform (oratory) +8, Spot +10
    Feats:               Dodge, Flyby Attack, Persuasive
    Challenge Rating:    9
    Alignment:           Lawful evil

T2,T5) The secret door in area T2 can be spotted on a DC18 Search check. Dru (an elf) gets an automatic roll when she's in the room. Pavo gets an automatic check (at +2) when he's within ten feet.

II. Challenges Overcome: (seven players participated)

1 Harpy (Suzanelle) 9 2,000 1,650 286 236 1 Chaos Beast 12 6,000 4,950 857 707 1 Blue Slaad 8 1,500 1,100 214 157 1 Chest Trap 7 1,000 825 143 118 7 Bonus (destroy book) 5 500 413 500 413

                         11,000  8,938  2,000  1,630
                                        2,000  1,625


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voyagernotes51.txt · Last modified: 2017/05/27 18:57 by 127.0.0.1