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Voyager81 - 21 July 2006 - Blanan

I. The Dwarven Mountain Kingdom

The party has decided to travel to Blanan to retrieve the third crystal from the Dwarves. The Dwarves, however, are not likely to give up this item without some major convincing.

The crystal in question was used by a mysterious (and still unknown) wizard who invaded Blanan in 1098. He came in with an elite force of Orcs and Ogres, breached the gates with magic and cast an epic-level incantation using the crystal. This incantation turned every Dwarf in the kingdom to stone, which triggered a magical failsafe that sealed the city and seems to have thwarted the wizard. The dwarves were revived in the Spring of 1106 (eight years later) when a group of adventurers made it into the sealed city and broke the focus of the incantation.

The humans in nearby Taniz and Habe (as well as the other villages) were unaffected by the enchantment. However, without the dwarves to protect them from the orcs and goblins, they were forced to scatter into the hills and down into the human lands when Blanan was sealed. Those Dwarves who were outside when the invasion came (roughly 1,000 of the 4,000 total population) relocated to Razmur - along with most of the humans.

Now, it has been over two years since the revival of Blanan. However, the human nations that Blanan used to trade with have not recovered from the wars. As a result, Blanan cannot import the quantity and quality of food that they are accustomed to. They live on a subsistence diet that contains barley and oats - as well as lots of fish.

Any humans that visit the kingdom are treated quite well - on the hopes that they are there to represent renewed trading opportunities.

II. The dark crystal

While the focus of the incantation was a large gemstone, it was not the true source of the power. Under the stone tablet that housed the gemstone was the dark crystal of Earth and Water (which the dwarves call the “Mud crystal”).

While all the dwarves know the story of the rogue wizard and his evil incantation, only a handful know of the Mud crystal. Among these are the king (see below), the hero Wacarnelian Medibeard, and Rik, an arcane spellcaster of some renown (at least among those in Blanan).

Rik is the keeper of the crystal - and while he did spend several months studying it, he was focused on how it was used to turn them to stone, and was not very concerned with how the crystal works by itself. (Especially since it is so clearly an evil artifact).

Because the existence of the crystal is a closely held secret, the fact that the party knows about it at all will be seen with no small amount of suspicion. The king will initially assume that the party may be allied with the mysterious wizard who invaded ten years earlier.

First things first…

When the party first arrives at Blanan, they will appear outside the walls of the city itself. The dwarves (like many major fortresses) have magical guards in place that redirect teleportation to a known, secure location. This is just outside the eastern Taniz gate (at the south of the city).

Also, the party will be arriving in the dead of winter. And, since the elevation of the lake is 4,176 feet, it will contain some ice. In addition, a raging sleet storm will be ongoing - making conditions difficult without magical protections (see Frostburn).

Because of the weather, the dwarves on guard at the gate will let the party in to the more-sheltered region between the walls before interrogating them. Once inside, they will be asked for a toll of 1 gold piece per person (a steep price, but one the party should have no trouble paying).

The guards will be quite helpful and, unless the party asks for something specific, they will be directed to Hesthin Square - and probably to the Palace of Arinchone. An alternate destination might be the Graymere Hall of the Inner Eye - which is occupied primarily by a temple to Moradin.

Regardless of where they end up first, they will eventually need to be at the Palace of Arinchone - where they will be able to seek an audience with the king. If they convince the king of the importance of their mission, he will introduce them to Rik. However, the king may require a day to decide (during which, he will consult with Moradin and obtain a clear divination that he should cooperate with the party).

Rik's most significant revelation will be that he recently (on November 11th) received a strange vision in a dream: “Through Alchemy to Divination”. He has been trying to understand it ever since (and has dozens of vials and beakers scattered throughout his laboratory).

Part of his vision involved vials that were made of pure earth and air. While these are actually Bigby's vials, he does not realize this and has been trying to manufacture them himself - with very limited results.

Eventually, all this should lead the party to understand that the visions common to Kendrick and the high priest (and the cleric Espen in Rota) were actually meant for the party - specifically Bigby.

This should, in turn, lead Bigby to combine the contents (and the vials themselves) that were given to him by the fates during his trial (See Voyager #69). This will summon Apenimon, the Janni who helped the party when they were stranded on the ethereal plane. (See Section IV below)

III. King Clandig IV

Original AD&D Stat Sheet (circa 1981):

Dwarven ruler of the Blanan Kingdom, The Supreme High Priest of the Soul Forger
Dwarf/Male, Age 176 (as of ~1090) Languages: Psionics: 36/36
Cleric/9 LG 3'10“ Common Kobold 2A/1D/1 Minor
S 13 171# Dwarf Orc AC/F/Molecular
I 15 Hear 2/20 Gnome Halfling Agitation
W 17 Right Handed Goblin Elf
D 12 hp 54
C 16
Ch 13(14) Come: 11
Average Wealth Likes/Dislikes:
Mature/Ragged Appearance Dislikes Reptiles
Very Stable Sanity Loves Amazons
Trusting Tendencies Hates Ugly Females
Active Intellect Dislikes Fighting Men
Jealous Nature Afraid of Sailors/Soldiers
Intellectualist
Average Honesty
Normal Morals
Normal Energy
Wastrel Thrift
Collects Artwork
Magic: 3/2/1/1 Spells: 6/6/4/2/1 Cleric
Plate +5 / Shield +2
Ring of Spell Turning Reign: 1000
Mace +2
Bracers of Defense AC 4
Bag of Holding (smallest)
Brooch of Shielding
Scroll of Miracle
Proficiencies(4):
Mace
Quarterstaff
Lasso
Club
IV. Apenimon

He was sent to the Elemental Plane of Fire to find out what Shadow was up to and was given a powerful spell so that if (when) he was killed, his spirit would return to Godsland so he could be debriefed.

Unfortunately, Shadow recognized the spell and placed one of his own before killing him.

Shadow's spell is in the form of a mark on the Janni's forehead. It performs the following effects (all at caster level 20):

- Chain Dispel (PHB2, p.105) - Mana Flux (PHB2, p.119) - 20' radius from Apenimon - Symbol of Spell Loss (SpC, p.218)

In addition, Apenimon's spell/curse will summon up to six Advanced Elder Shadow Elementals to destroy Apenimon and anybody he has come into contact with.

Advanced “Elder” Shadow Elemental (Huge: 40 ft., 20,000 lb.)
Hit Dice 40d8+200 (380)
Initiative +11
Speed 40'/fly 50'/swim 50'
AC (Size/Dex/Natural) 25 (-2/+7/+10)
BAB/Grapple +30/+46
Attack Slam +36
Full Attack 2 Slams +36
Damage 2d10+8/19-20
Space/Reach 15/15
Special Attacks
Special Qualities Darkvision 60'
Elemental Traits
DR 10/-
Saving Throws: Fort +27 (22+5)
Reflex +20 (13+7)
Will +16 (13+1+2)
Abilities: Str 26 (+8)
Dex 24 (+7)
Con 20 (+5)
Int 12 (+1)
Wis 12 (+1)
Cha 11 (+0)
Skills: Listen +30
Spot +30
Escape Artist +15
Hide +15
Disguise +20
Search +19
Feats: Improved Initiative
Flyby Attack
Dodge
Cleave
Alertness
Imp Bull Rush
Iron Will
Blind Fight
Power Attack
Improved Critical
Environment Elemental
Organization Solitary
Challenge Rating CR 15
Treasure None
Alignment N(CN)


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voyagernotes81.txt · Last modified: 2017/05/27 18:58 by 127.0.0.1