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Voyager62 - 16 September 2005 - Across the front lines

Outline and Checklist:

I. Prison Plane 121
II. Encounters

( ) Dead Red Slaad squad ( ) Blue Slaad w/bonus ( ) Chaos Beast ( ) Ust'olda

III. Conclusion
IV. Combat statistics

Details:

I. Prison Plane 121 (reprise from last session's write-up)

The entire plane is only about 30 miles across and the terrain is full of deep ravines, sheer cliffs, and craggy rock outcroppings. For the most part, it is in the shape of a shallow bowl. In the center of the circle lies a vast three-sided pyramid that is Gruumsh's prison. There are three “rivers” that come in from the edge of the plane and disappear under the three corners of the pyramid. These rivers are full of dismembered corpses and blood (far more of the former than the latter). However, the corpse pieces are all “alive” and squirm, claw, and scream constantly. When first viewed, all viewers must make a DC 10 Will save (Constitution-based) or be sickened (which means a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). This will remain in effect until the character is taken out of sight of the river. A new save must be made if the character returns to the river - however if they make, they are immune for 24 hours.

Unless in one of the deep ravines, the watching Eye of Gruumsh is everywhere. See Encounter #2 below.

Gravity and other physical behavior acts as it does on the real world. However, there is one important exception: Flying of any sort (magical or otherwise) is not possible. Any spell cast will fail to produce flight. Any wings unfurled will not be able to lift above a few feet. Similarly, jumping up is impeded so that a normal person can only jump about a foot off the ground.

Magical spells, for the most part, work as expected. However, any spell or ability that negatively affects undead is “impeded” and any spell or ability that positively affects undead is “enhanced”. To cast an impeded spell, the caster must make a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally. An enhanced spell is maximized (as if the Maximize Spell metamagic feat had been used on them, but the spells don't require higher-level slots).

The undead rule this place. There are no “living” devils (though there are all manner of demons and devils that have been converted to undead). All undead will recognize the mark that the tuning fork placed on the party and will leave the party in peace (though most will be reluctant). There are no mindless undead (skeletons and zombies) on this plane.

II. Encounters

#1) Dead Red Slaad squad

The “Red Slaad squad” killed in the previous session will “wake up” as undead a minute or so after they have been killed. The party will have a full round of surprise to take whatever action they deem necessary. Beyond that, the ten Red Slaad will attack as Advanced Red Slaad Corpse Creatures:


Advanced Red Slaad Corpse Creature, Large Undead (Chaos, Extraplanar) HD 9d12 (58 hp) Init +1 Speed 30' AC 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17 Attack: Bite +13 melee (2d8+7) Full Attack: Bite +13 melee (2d8+7), 2 claws +11 melee (1d4+3)

          or: Slam +13 melee 1d8+7

Space/Reach: 10'/10' Special Attacks: Pounce, implant, stunning croak, summon slaad Special Qualities: Darkvision 60', Fast healing 5, Immunity to Sonic,

    Resistance to Acid 5, Cold 5, Electricity 5, and Fire 5, Undead traits

Saves: Fort +5, Ref +6, Will +3 Abilities: Str 25, Dex 13, Con –, Int 6, Wis 6, Cha 8 Skills: Climb +17, Hide +7, Jump +17, Listen +8, Move Silently +11, Spot +8 Feats: Dodge, Mobility, Multiattack CR: 9


Advanced Red Slaad Corpse Creature, Huge Undead (Chaos, Extraplanar) HD 11d12 (71 hp) Init +0 Speed 30' AC 19 (-2 Size, +11 Natural), touch 8, flat-footed 19 Attack: Bite +15 melee (3d8+11) Full Attack: Bite +15 melee (3d8+11), 2 claws +13 melee (1d6+5) Space/Reach: 15'/15' Special Attacks: Pounce, implant, stunning croak, summon slaad Special Qualities: Darkvision 60', Fast healing 5, Immunity to Sonic,

    Resistance to Acid 5, Cold 5, Electricity 5, and Fire 5

Saves: Fort +8, Ref +6, Will +3 Abilities: Str 33, Dex 11, Con –, Int 6, Wis 6, Cha 8 Skills: Climb +21, Hide +6, Jump +21, Listen +8, Move Silently +10, Spot +8 Feats: Dodge, Mobility, Multiattack CR: 10


#2) Blue Slaad w/bonus

The next encounter will be with 5 Advanced Blue Slaads (see stats below). In addition, there will be a lurking Ust'olda, a Githzerai Psion that is traveling with the Slaadi. He has come through the Chaos Gate from Limbo in order to determine what the purpose of this exodus is. As a result, he has the same goal as the party. However, he is not very trusting and will remain concealed during the fight. Afterwards, he will shadow the party to observe them more before he feels confident to reveal himself. (See his stats elsewhere).

During the combat, it is unlikely that the party will spot him (DC20 Spot roll if they choose to scan the area). Even if they do find him, they will see only another Blue Slaad loitering a good distance away. If spotted, he will flee on foot - only to circle around invisible to observe from another vantage point.

After the combat, though, there is a chance that Ust'olda will be seen. He will prefer to use his Mass Cloud Mind power and follow it with individual Cloud Mind powers on those who make their saves. But even with all this, there is a reasonable chance he will be seen. If so, he will flee back deeper into Slaadi territory.


Advanced Blue Slaad, Large Outsider (Chaos, Extraplanar) HD 12d8+48 (102 hp) Init +2 Speed 30' AC 20 (-1 Size, +2 Dex, +9 Natural), touch 11, flat-footed 18 Attack: Claw +13 melee (2d6+6) Full Attack: 4 claws +13 melee (2d6+6), Bite +11 melee (2d8+3 plus disease) Space/Reach: 10'/10' Special Attacks: Spell-like abilities, Slaad fever, summon slaad Special Qualities: Darkvision 60', Fast healing 5, Immunity to Sonic,

    Resistance to Acid 5, Cold 5, Electricity 5, and Fire 5

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: 10


#3) Chaos Beast

Whether the party is pursuing Ust'olda, or continuing on their mission unaware, their next encounter will be with a Massive Advanced Chaos Beast (see stats below). This creature is oozing in and around the infected river and because it has no ranged attacks, or much speed, it should be easy to dispatch.

In fact, the party should be penalized if they opt to engage this beast directly!


Advanced Chaos Beast, Large Outsider (Chaos, Extraplanar) HD 16d8+48 (120 hp) Init +4 Speed 20' AC 16 (-1 Size, +7 Natural), touch 9, flat-footed 16 Attack: Claw +14 melee (1d4+6 plus corporeal instability) Full Attack: 2 claws +10 melee (1d4+6 plus corporeal instability) Space/Reach: 10'/10' Special Attacks: Corporeal instability Special Qualities: Darkvision 60', Immunity to Critical Hits and

    transformation, spell resistance 15

Saves: Fort +9, Ref +6, Will +6 Abilities: Str 22, Dex 11, Con 17, Int 10, Wis 10, Cha 10 Skills: Climb +17, Escape Artist +11, Hide +11, Jump +13, Listen +11,

    Search +11, Spot +11, Survival +0 (+2 following tracks), Tumble +13,
    Use Rope +0 (+2 with bindings)

Feats: Dodge, Improved Initiative, Mobility CR: 11


#4) Ust'olda

Only after determining that the party is competent and on his side will Ust'olda reveal himself. And even then, he will be very cautious and use his Missive power to contact the one person who he determines to be the leader.

Once contact is made (assuming it's friendly contact), he will be able to tell the party much about what is happening on Limbo.

III. Conclusion

Here's what the party may learn from all this…

The battle between Chaos and Shadow appeared for awhile to be going the way of Chaos. However, it now appears that Shadow was simply concentrating his forces on a region of Chaos so that he could divide them. Once he had carved off a decent-sized chunk, he created a one-way gate connecting Limbo to Prison Plane 121. The Slaadi (which are very easy to push around on a battlefield) then fled through the gate. This, of course, weakened Chaos considerably - which has allowed Shadow to regain his footing in the overall war. The Githzerai now believe that Shadow will own all of Chaos within a year (if not sooner).

The Slaadi do not know who set the gate up - nor do they care. They operate with little regard to the larger picture (though they refer to themselves in both the singular and the plural interchangeably).

In addition to the tactical benefit he gains from the gate, the Shadowlord's main purpose is to inject chaos into Prison Plane 121 in the hopes that Gruumsh will be able to escape. Gruumsh on the loose will accomplish two things for him: 1) The gods will be distracted and he will be able to get away with more mischief; and 2) Gruumsh will almost certainly influence (directly or not) the prime material plane, which will weaken it and make it ripe for the Shadowlord's planned invasion.

Among the Slaadi exiles on Prison Plane 121 there is a leader (of sorts) in the form of an Advanced Gray Slaad (see stats elsewhere). He has tapped into the necromantic energy of the river and is the reason it is being corrupted. He is unaware (and unconcerned) about the effect this has on the pyramid. In addition to him, there are a handful of Advanced Green Slaadi who have learned of the other two rivers and are trying to advance toward them. The more “organized” of these Greens is making noticeable headway toward the “South-West” river, using a massive army of Reds and Blues. If that river becomes corrupted, it is only a matter of time before Gruumsh will be able to free himself.

IV. Combat statistics:

Advanced Green Slaad, Huge Outsider (Chaos, Extraplanar) HD 15d8+90 (157 hp) Init +4 Speed 30' AC 23 (-2 Size, +0 Dex, +15 Natural), touch 8, flat-footed 23 Attack: Claws +18 melee (1d8+10) Full Attack: 2 claws +18 melee (1d8+10), Bite +16 melee (3d8+5) Space/Reach: 15'/15' Special Attacks: Spell-like abilities, summon slaad Special Qualities: Change Shape, Darkvision 60', Fast healing 5,

    Immunity to Sonic, Resistance to Acid 5, Cold 5, Electricity 5, and Fire 5

Saves: Fort +12, Ref +6, Will +6 Abilities: Str 31, Dex 11, Con 23, Int 10, Wis 10, Cha 12 Skills: Climb +22, Concentration +10, Hide +9, Jump +22,

    Listen +12, Move Silently +12, Search +12, Spot +12,
    Survival +6 (+8 following tracks)

Feats: Cleave, Improved Initiative, Multiattack, Power Attack Spells: At will– Chaos Hammer (DC 15), Detect Magic, Detect Thoughts (DC 13),

    Fear (DC 15), Protection from Law, See Invisibility, Shatter (DC 13);
    3/day-- Dispel Law (DC 16), Deeper Darkness, Fireball (DC 14).
    Caster Level 9th, Saves are Charisma based.

CR: 12


Advanced Gray Slaad, Large Outsider (Chaos, Extraplanar) HD 16d8+112 (184 hp) Init +6 Speed 30' AC 24 (-1 Size, +2 Dex, +13 Natural), touch 11, flat-footed 22 Attack: Claws +19 melee (2d6+8) Full Attack: 2 claws +19 melee (2d6+8), Bite +16 melee (3d8+4) Space/Reach: 10'/10' Special Attacks: Spell-like abilities, summon slaad Special Qualities: Change Shape, Damage Reduction 10/lawful,

    Darkvision 60', Fast healing 5, Immunity to Sonic,
    Resistance to Acid 5, Cold 5, Electricity 5, and Fire 5

Saves: Fort +14, Ref +9, Will +9 Abilities: Str 27, Dex 15, Con 25, Int 14, Wis 14, Cha 14 Skills: Climb +21, Concentration +15, Hide +16, Jump +21,

    Knowledge (Arcana) +15, Listen +15, Move Silently +15, Search +15,
    Spellcraft +17, Spot +15, Survival +5 (+7 following tracks)

Feats: Multiattack, Improved Initiative, Weapon Focus (claw),

    Item creation feat (any one)

Spells: At will– Chaos Hammer (DC 16), Deeper Darkness, Detect Magic,

    Identify, Invisibility, Lightning Bolt (DC 15), Magic Circle Against Law,
    See Invisibility, Shatter (DC 14); 3/day-- Animate Objects,
    Dispel Law (DC 17), Fly; 1/day-- Power Word Stun.  Caster Level 10th,
    Saves are Charisma based.

CR: 13 Challenges overcome:

4 Red Slaad-9 Corpse Creature, CR 10 6 Red Slaad-11 Corpse Creature, CR 9 5 Blue Slaad-12, CR 10 6 Story Bonus, CR 6


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voyagernotes62.txt · Last modified: 2017/05/27 18:58 by 127.0.0.1