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Voyager55 - 8 April 2005 - Dragon Storyline

From Jim VanWinkle - entered without edits or comments

In the town…the body has been put in a barn, and hidden by an anti-scry by Ennis, the shaman. The dragon is quite young, and not of any type known (Inco– 'Nickel' Cleric 6/young adult)

On the evil side, Auer has been killed by Willis and Elgin, his chaos/law sons…their goal is to get the party past the traps (dragon phantasm, etc.) to get to his treasure. (Elgin–Purple sorcerer5/juvenile dragon, Willis–'bruise' Barbarian3/juvenile)

Fistil's lair: projected image of Fistil– (wizard 11/old Brass dragon)..everyone but Roderick has to save for Frightful Presence…he is a 'builder', thus thinks like Roderick…after listening, he (in human form) will come out of an invisible side passage and go with the players to town. On leaving, he says 'close' in draconic,and the lair folds in on itself.

On the good side, chaotic father dragon, Fistil, will be amenable to listen, but worried because the mother (Bela, high priestess to Bahamut) will be on the way…and there will be Justice done. Inco was an experiment…to breed a dragon of 'pure good'..she is, in fact, unique. On Auer: “he is truly evil, but he is also brilliant, and reasonable. He is an Adjudicator Via Draconis…a lawyer, if you will.” Add to treasure a cabinet *full* of contracts with the locals, with Fistil (!!), etc. He is also very interested in creating life…he's a builder, too, but different. “Evil is a mimic”…his human form is “Earnest”, a traveling leathersalesman, and his daughter is Celeste. Also, he would like the filing cabinet in Auer's lair…very, very much. He will also note that Auer has an 'oathstone', which binds contracts (but is likely a dragon-only item)

Auer's lair: iron golem (lightning heals it)…as a huge machine of whirring parts and gears (not really like a golem) as the main entry guardian (CR 13– careful!!!)…all of the floors have metallic grids running along them…interior guardians are treated as zombies or skeletons (with special abilities based on metal type)–all regenerate via electricity. The lab is full of broken magic items (clearly sapped of magical power), cogs, gears and the like. A large metal plate forms the door (it's the recharge system)

Main chamber–Auer's rotted body lies in the center, with the signs of a titanic struggle with acid, fire and lightning marks everywhere, and his head has been removed [eaten] (the Oathstone is on a chain around his neck, and is about the size of a gravestone), guarded by the zombies and skeletons listed below…the walls are stone, with huge metal plates as indicated. He has been dead for some time, but the stench is awful (FORT save 25 or retch for d6 rounds)

Auer's lab…full of partially completed robots, huge quantities of written notes, and hundreds of broken/drained magic items

The tannery contains *hundreds* of hides, in various stages of tanning, making into armour, etc.

Hallway to treasury–guarded by two hand-to-hand doomguards, and one crossbow. Mechanical traps aplenty in a huge anti-magic field, as shown. Also, neutral creatures cannot enter the antimagic field.

Treasury. Mostly platinum and mithril, which can't be used in his machines, plus the magic items he hasn't destroyed yet…and several filing cabinets full of contracts. 4500pp, 32,000 ep, 100# mithril

Interior guards…Doomguards (2–adamantine, double-bastard sword, 100 HP, DR/10, immune as iron golem AC 22), 6 zombies (2 gold, 4 silver–50 HP, as zombies 1-8+4, large creatures AC 18, DR/5)and four skeletons (2 gold, 2 silver) who shoot crossbows from the rear until engaged (d6) (30HP AC 16, DR/3)

Treasure:

  • [set–Ranger's Rainments] Gloves, bearskin (Bear's strength, claws for 1-4), boots with cat tails (Cat's Grace, pass without trace), Helm with odd spectacles (fox's cunning, dark/keen vision), glorious feather cloak(eagle's splendor, flight–just covers shoulders/upper arms, can be worn with armour), amulet (owl's wisdom, speak with animals). worn together, the wearer gets Wild Shape 3x/day
  • Potions: 6xfire resist, 6xresist sleep(alertness?), lesser restoration, neutralize poison
  • +2 Shield, (heavy, steel), arrowcatching
  • +1 Greatsword, Mighty Cleaving
  • Javelin of Lightning(3)
  • Rod of Metal and Mineral Detection

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voyagernotes55.txt · Last modified: 2017/05/27 18:57 by 127.0.0.1