voyagernotes83
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[[voyagernotes82|(Previous Session Notes)]] [[voyager|(Back to Voyager page)]] [[voyagernotes84|(Next Session Notes)]] | [[voyagernotes82|(Previous Session Notes)]] [[voyager|(Back to Voyager page)]] [[voyagernotes84|(Next Session Notes)]] | ||
- | ==== Voyager83 - 1 September 2006 - Ghosts in the shortcut ==== | + | ==== Voyager83 |
Outline: | Outline: | ||
- | 1. Find The Path | + | - Find The Path |
- | 2. Movement method? | + | |
- | 3. First intersection | + | |
- | 4. The Drow Scout | + | |
- | 5. Xorn " | + | |
- | 6. Ghosts in the shortcut | + | |
- | 7. The toll bridge | + | |
- | 8. Carrion Crawlers | + | |
- | 9. Annihilator + Beholder | + | |
- | 10. Godstone | + | |
Stolen from the City of the Spider Queen web enhancement: | Stolen from the City of the Spider Queen web enhancement: | ||
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Drow Names (asterisks on ones I've already used): | Drow Names (asterisks on ones I've already used): | ||
- | Female: Alauniira, Belarbreena*, | + | Female: Alauniira, Belarbreena*, |
- | Ilivarra, Laele, Nathrae, Pellanistra, | + | Laele, Nathrae, Pellanistra, |
- | Vlondril, Xullrae, Yasraena, Zarra*. | + | Xullrae, Yasraena, Zarra*. |
Male: Alak*, Belgos*, Chaszmyr*, Durdyn, Elkantar, Guldor, Istorvir, Kelnozz, | Male: Alak*, Belgos*, Chaszmyr*, Durdyn, Elkantar, Guldor, Istorvir, Kelnozz, | ||
- | Malaggar*, Mourn, Nym, Orgoloth, Ranaghar, Rizzen, Seldszar, Szordrin, | + | Malaggar*, Mourn, Nym, Orgoloth, Ranaghar, Rizzen, Seldszar, Szordrin, Tebryn, |
- | Tebryn, Yazston. | + | Yazston. |
Surnames: Abaeir, Blundyth, Coborel, Dhuunyl, Gellaer, Hune, Jhalavar, Luen, | Surnames: Abaeir, Blundyth, Coborel, Dhuunyl, Gellaer, Hune, Jhalavar, Luen, | ||
Mlezzir*, Pharn, Rrostarr, Telenna, Vrinn, Xarann, Zolond. | Mlezzir*, Pharn, Rrostarr, Telenna, Vrinn, Xarann, Zolond. | ||
+ | Names with apostrophes (for use by critters and some Drow): Dynayrd' | ||
+ | Tia' | ||
+ | Draooll' | ||
+ | Mor' | ||
+ | Ight' | ||
+ | Y' | ||
+ | U' | ||
- | Names with apostrophes (for use by critters and some Drow): | + | === 1. Find The Path === |
- | + | ||
- | * Dynayrd' | + | |
- | * Tia' | + | |
- | * Sw' | + | |
- | * Loraynn' | + | |
- | * Draooll' | + | |
- | * Lor' | + | |
- | * Del' | + | |
- | * Mor' | + | |
- | * M' | + | |
- | * An' | + | |
- | * Unt' | + | |
- | * Ardor' | + | |
- | * Y' | + | |
- | * Ceriep' | + | |
- | * Che' | + | |
- | * Ath' | + | |
- | + | ||
- | + | ||
- | 1. Find The Path | + | |
- | What exactly is Roderick seeking with "Find The Path"? | + | What exactly is Roderick seeking with //"Find The Path"//? He can't use it to |
locate the crystal, so he must be going after the portal... | locate the crystal, so he must be going after the portal... | ||
- | " | + | " |
- | question what Roderick is seeking with his spell, deal with it. Otherwise, | + | what Roderick is seeking with his spell, deal with it. Otherwise, assume that |
- | assume that he is targeting the portal. | + | he is targeting the portal. |
- | Talice' | + | and is essentially glossing over the details with the rest of the party. |
- | the party. | + | either a dangerous gamble or naivety. |
- | since she *was* telling the truth. | + | telling the truth. |
- | Roderick' | + | Roderick' |
- | distance to the Godstone (see sections 8-10), though, is about sixteen miles. | + | distance to the Godstone (see sections 8-10), though, is about sixteen miles. At |
- | At 20' movement, this will take a full 8 hours. | + | 20' movement, this will take a full 8 hours. |
- | 30', then it will still take roughly 5 hours - assuming no breaks. | + | it will still take roughly 5 hours -- assuming no breaks. |
- | case, more than one spell will be required - which may or may not force the | + | than one spell will be required |
- | party to spend the night. | + | the night. |
Also note that only Roderick can see the path, so there should be some notes | Also note that only Roderick can see the path, so there should be some notes | ||
- | passed to reveal details that only Rod would know. (Without Chris, this | + | passed to reveal details that only Rod would know. (Without Chris, this point |
- | point is somewhat moot. However, assume Rod will only reveal details about | + | is somewhat moot. However, assume Rod will only reveal details about the " |
- | the " | + | if the rest of the party asks). |
- | 2. Movement method? | + | === 2. Movement method? |
- | How is the party going to move? I assume walking - but they may try some | + | How is the party going to move? I assume walking |
- | fancy, shmancy magics. | + | fancy, shmancy magics. |
- | in the dark tunnels prohibits high-speed travel). | + | the dark tunnels prohibits high-speed travel). |
- | Longstrider spells (which is a little hokey), I see no way around the | + | spells (which is a little hokey), I see no way around the requirement to just |
- | requirement to just walk at 20 or 30 feet. | + | walk at 20 or 30 feet. |
- | 3. First intersection | + | === 3. First intersection |
- | Dezzavold (located on the main Underdark map at C2-20) has three tunnels | + | Dezzavold (located on the main Underdark map at C2-20) has three tunnels leading |
- | leading out of it - all of which are " | + | out of it -- all of which are " |
- | going east out of the city. This tunnel intersects a " | + | out of the city. This tunnel intersects a " |
- | hex C2-18. | + | This intersection is documented on the map named "First Intersection" |
- | Intersection" | + | |
- | The party arrives in the Brown-walled passage from the SW. This passage ends | + | The party arrives in the Brown-walled passage from the SW. This passage ends in |
- | in an apparent dead-end - which is actually an Illusory Wall. To the left | + | an apparent dead-end |
- | side of this wall is a Poisoned Spiked Pit Trap (CR 10, as per DMG, p.74). | + | this wall is a Poisoned Spiked Pit Trap (CR 10, as per DMG, p.74). This trap, |
- | This trap, though, has an Automatic Reset, as well as an Illusory Wall atop | + | though, has an Automatic Reset, as well as an Illusory Wall atop it to make it |
- | it to make it appear to be natural ground. | + | appear to be natural ground. |
- | Beyond the wall, the passage opens onto the floor of a small chasm. | + | Beyond the wall, the passage opens onto the floor of a small chasm. |
- | them is a secondary passage (drawn in black), but the initial passage | + | is a secondary passage (drawn in black), but the initial passage continues on |
- | continues on ahead, leading about 25 feet until it ends in a rounded, dead- | + | ahead, leading about 25 feet until it ends in a rounded, dead- end alcove. |
- | end alcove. | + | |
In the alcove is a small pedestal shrine to Lolth protected with a permanent | In the alcove is a small pedestal shrine to Lolth protected with a permanent | ||
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approaches. | approaches. | ||
- | Beyond this pedestal is another illusory wall. The passage continues on | + | Beyond this pedestal is another illusory wall. The passage continues on ahead |
- | ahead as per the main Underdark map. | + | as per the main Underdark map. |
- | There is a concealed rope ladder on the far side of the chasm that can be | + | There is a concealed rope ladder on the far side of the chasm that can be used |
- | used to climb to the top passage. | + | to climb to the top passage. |
- | easily, but requires a DC 20 Search check to see it from the top. If | + | requires a DC 20 Search check to see it from the top. If Roderick' |
- | Roderick' | + | Path// spell is still active, it will lead directly to the rope ladder. |
- | rope ladder. | + | |
- | 4. The Drow Scout | + | === 4. The Drow Scout === |
- | A scout named Belarbreena (" | + | A scout named Belarbreena (" |
- | She will attempt to remain at a distance - but close enough to observe the | + | will attempt to remain at a distance |
- | party' | + | movements. |
- | the fact that she had to go with little notice, she is well prepared for this | + | that she had to go with little notice, she is well prepared for this trip. |
- | trip. However, the party had a half-hour head start, so she has to travel | + | However, the party had a half-hour head start, so she has to travel fast to |
- | fast to catch up. | + | catch up. |
For stats, use " | For stats, use " | ||
- | Unless the party is delayed along the way, she will catch up with them | + | Unless the party is delayed along the way, she will catch up with them shortly |
- | shortly after the first intersection. | + | after the first intersection. |
- | party a chance to Spot her (vs. a "Take 10" Hide check, the Spot DC is 25). | + | to Spot her (vs. a "Take 10" Hide check, the Spot DC is 25). However, instead of |
- | However, instead of allowing each party member to roll, only Aramil and Flint | + | allowing each party member to roll, only Aramil and Flint may roll -- as they |
- | may roll - as they are the ones most "in tune" with the Underdark. | + | are the ones most "in tune" with the Underdark. |
- | the results via secret messages. | + | messages. |
If spotted, she will play the part of curious defector who wants to join the | If spotted, she will play the part of curious defector who wants to join the | ||
party to seek adventure. | party to seek adventure. | ||
- | much of a deception. | + | much of a deception. |
- | harbors little illusion of being able to combat the party directly. | + | little illusion of being able to combat the party directly. |
- | knows that her role is surveillance only. Though if an opportunity presents | + | role is surveillance only. Though if an opportunity presents itself, she will |
- | itself, she will not hesitate to kill whomever she can. | + | not hesitate to kill whomever she can. |
- | Her main role in this tale is to provide additional information about Erel | + | Her main role in this tale is to provide additional information about Erel Hudai |
- | Hudai and the stolen crystal (see Voyager #82). However, she is younger | + | and the stolen crystal (see [[Voyager82|Voyager #82]]). However, she is younger |
- | Matron Talice, so she doesn' | + | than Matron Talice, so she doesn' |
- | + | === 5. Xorn " | |
- | 5. Xorn " | + | |
About two miles up the secondary passage past the "First intersection", | About two miles up the secondary passage past the "First intersection", | ||
- | party will be approached by a Xorn. For stats, use an " | + | party will be approached by a Xorn. For stats, use an " |
- | the Monster Manual. | + | Monster Manual. |
- | His name is Quaeel' | + | His name is Quaeel' |
- | and he is mostly interested in conning some gems or coins from the party. | + | he is mostly interested in conning some gems or coins from the party. |
- | will, however, understand that he is outmatched - so will not press the point | + | however, understand that he is outmatched |
- | if nothing is offered. | + | nothing is offered. |
In exchange for around 1,000 gold pieces (or perhaps 2,000 silver pieces), it | In exchange for around 1,000 gold pieces (or perhaps 2,000 silver pieces), it | ||
can offer some limited information about the Drow city of Mlezzir (which is | can offer some limited information about the Drow city of Mlezzir (which is | ||
- | located at hex B2-14) including details about their toll bridge at hex W-12 | + | located at hex B2-14) including details about their toll bridge at hex W-12 (see |
- | (see section 7 below). | + | section 7 below). |
- | It knows nothing about the portal (godstone) - though it knows that there is | + | It knows nothing about the portal (godstone) |
- | a Beholder lair several miles ahead and that there are Ghosts in the nearby | + | Beholder lair several miles ahead and that there are Ghosts in the nearby |
- | shortcut passage. | + | shortcut passage. |
- | go either of those ways - he will offer no warnings. | + | either of those ways -- he will offer no warnings. |
- | Quaeel' | + | Quaeel' |
- | persuaded to tag along if promises of metal or minerals are offered. | + | to tag along if promises of metal or minerals are offered. |
- | 6. Ghosts in the shortcut | + | === 6. Ghosts in the shortcut |
- | When the party reaches hex Y-14, Roderick' | + | When the party reaches hex Y-14, Roderick' |
still up) will head down a smaller, " | still up) will head down a smaller, " | ||
- | along, she will insist the party continue along the larger tunnel to the | + | along, she will insist the party continue along the larger tunnel to the right. |
- | right. | + | She believes the side passage ends in a rubble-choked dead-end, but will humor |
- | will humor the party if they insist on going that way. | + | the party if they insist on going that way. |
- | In actuality, the passage is blocked only by another Illusory Wall. The | + | In actuality, the passage is blocked only by another Illusory Wall. The reason |
- | reason for this is that the Ghosts down this passage are too much of a match | + | for this is that the Ghosts down this passage are too much of a match for the |
- | for the typical Drow party - so it was easier to block the passage off with | + | typical Drow party -- so it was easier to block the passage off with an illusion |
- | an illusion and use the larger (though longer) passage. | + | and use the larger (though longer) passage. |
- | There will be multiple encounters in this passage - nearly back-to-back. | + | There will be multiple encounters in this passage |
The first will be two Ghost sentries on the ethereal plane. | The first will be two Ghost sentries on the ethereal plane. | ||
can see invisible (or ethereal) opponents, these sentries will send a warning | can see invisible (or ethereal) opponents, these sentries will send a warning | ||
- | back to the main force - negating any chance the party will achieve surprise. | + | back to the main force -- negating any chance the party will achieve surprise. |
- | The next encounter is a large group of Troll Hunters (MM, p.247). | + | The next encounter is a large group of Troll Hunters (MM, p.247). |
- | "Drow Enclave" | + | Enclave" |
- | Assuming they have been warned, four of them will cast " | + | Assuming they have been warned, four of them will cast " |
- | and go into hiding. | + | go into hiding. |
Nature). With their spells active, their "Take 10" Hide roll is 27. | Nature). With their spells active, their "Take 10" Hide roll is 27. | ||
In addition, three of them have been possessed by Ghosts (see below). | In addition, three of them have been possessed by Ghosts (see below). | ||
three will remain in the back of any fight and occasionally bark out orders. | three will remain in the back of any fight and occasionally bark out orders. | ||
- | Note: There are a total of 20 of these creatures. | + | Note: There are a total of 20 of these creatures. |
- | in a position to attack immediately. | + | position to attack immediately. |
- | it seems appropriate for the combat. | + | appropriate for the combat. |
Once the non-possessed Trolls are defeated, the three Ghosts will leave their | Once the non-possessed Trolls are defeated, the three Ghosts will leave their | ||
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Each Ghost has the following Special Attacks: | Each Ghost has the following Special Attacks: | ||
- | | + | * Draining Touch (Su) |
- | | + | |
- | heals 5 points to itself. | + | |
- | Horrific Appearance (Su) | + | |
- | | + | |
- | points of Dexterity damage, and 1d4 points of Constitution damage. | + | |
- | Malevolence (Su) | + | |
- | | + | |
- | Will save: DC 15 + CHA modifier | + | |
- | Manifestation (Su) | + | |
- | | + | |
- | chance to pass through. | + | |
- | touch attacks). | + | |
Tactics: Since the Ghosts are invisible, they will wait until the party is in | Tactics: Since the Ghosts are invisible, they will wait until the party is in | ||
their midst before manifesting. | their midst before manifesting. | ||
ethereal, the ghosts will automatically gain surprise. | ethereal, the ghosts will automatically gain surprise. | ||
- | round, four of the Warlocks will attempt their Malevolence power on four of | + | round, four of the Warlocks will attempt their Malevolence power on four of the |
- | the party members. | + | party members. |
Meanwhile, the Priestess will cast Dispel Good on herself. | Meanwhile, the Priestess will cast Dispel Good on herself. | ||
- | Before Manifesting, | + | Before Manifesting, |
- | Armor. Also, the Master will have cast Spell Turning (7 levels) and Globe of | + | Also, the Master will have cast Spell Turning (7 levels) and Globe of |
- | Invulnerability (in that order). | + | Invulnerability (in that order). |
- | the surprise round and start off by casting (Evard' | + | surprise round and start off by casting (Evard' |
- | many people as possible. | + | people as possible. |
Important Note about Roderick: For some unexplained reason, the Ghosts and | Important Note about Roderick: For some unexplained reason, the Ghosts and | ||
Roderick are completely immune to each others effects. | Roderick are completely immune to each others effects. | ||
- | any ghost - nor will they see him. (This is an expansion of a long-running | + | any ghost -- nor will they see him. (This is an expansion of a long-running |
joke where Roderick does not believe ghosts exist). | joke where Roderick does not believe ghosts exist). | ||
+ | === 7. The toll bridge === | ||
- | 7. The toll bridge | + | After the Ghosts, the secret passage intersects back with the primary passage in |
+ | hex W-12. Just about 100 yards down this main passage, the tunnel narrows | ||
+ | slightly and intersects a deep chasm (100-foot drop). | ||
+ | and is guarded by four Drow (2 on either side). | ||
- | After the Ghosts, the secret passage intersects back with the primary passage | + | The Drow are from Mlezzir (hex B2-14) and they will demand a payment of 10 gold |
- | in hex W-12. Just about 100 yards down this main passage, the tunnel narrows | + | pieces for each creature who wishes to pass. However, Roderick' |
- | slightly and intersects a deep chasm (100-foot drop). | + | the right and plunges over the edge of the chasm rather than going over the |
- | chasm and is guarded by four Drow (2 on either side). | + | bridge |
- | + | ||
- | The Drow are from Mlezzir (hex B2-14) and they will demand a payment of 10 | + | |
- | gold pieces for each creature who wishes to pass. However, Roderick' | + | |
- | veers to the right and plunges over the edge of the chasm rather than going | + | |
- | over the bridge - so the party really doesn' | + | |
The Drow will not mind if the party opts to go down the cliff, but will take | The Drow will not mind if the party opts to go down the cliff, but will take | ||
opportunistic shots at them if they become vulnerable in any way. | opportunistic shots at them if they become vulnerable in any way. | ||
+ | === 8. Carrion Crawlers === | ||
- | 8. Carrion Crawlers | + | Down in the chasm, there is a large amount of refuse -- which is " |
+ | a large colony of Carrion Crawlers. | ||
- | Down in the chasm, there is a large amount | + | There are a total of 39 Carrion Crawlers |
- | by a large colony of Carrion Crawlers. | + | approach the party initially. |
+ | (Note: Their size remains | ||
- | There are a total of 39 Carrion Crawlers in this area, but only 7 of them | + | ^ Advanced Carrion Crawler (Large Aberration) |
- | will approach the party initially. | + | | Hit Dice | 9d8+18 (hp 58) | |
- | follows: | + | | Initiative |
- | advanced to 9HD) | + | | Speed | 30' / climb 15' |
- | + | | AC (Size/ | |
- | Advanced Carrion Crawler (Large Aberration) | + | | BAB/ |
- | Hit Dice ............. | + | | Attack |
- | Initiative | + | | Full Attack |
- | Speed ................ | + | | Space/ |
- | AC (Size/ | + | | Special Attacks |
- | BAB/ | + | | Special Qualities |
- | Attack | + | | |
- | Full Attack | + | | |
- | and bite +2 melee (1d4+1) | + | | |
- | Space/ | + | | |
- | Special Attacks | + | | Dex | 16 (+3) | |
- | Special Qualities | + | | Con | 14 (+2) | |
- | Saving Throws: Fort .. | + | | |
- | Reflex | + | | Wis | 15 (+2) | |
- | Will .. | + | | |
- | Abilities: | + | | |
- | Dex ...... | + | | Feats | Alertness(B), Combat Reflexes, Track, Improved Natural Armor, Weapon Focus (Tentacles) |
- | Con ...... | + | | Environment |
- | | + | | Organization |
- | Wis ...... | + | | Challenge Rating |
- | | + | | Treasure |
- | Skills: Climb ...... | + | | Alignment |
- | | + | |
- | | + | |
- | Feats ................ | + | |
- | Combat Reflexes | + | |
- | Track | + | |
- | Improved Natural Armor | + | |
- | Weapon Focus (Tentacles) | + | |
- | Environment | + | |
- | Organization | + | |
- | Challenge Rating | + | |
- | Treasure | + | |
- | Alignment | + | |
Note: Even with the numbers, this combat is likely not worth any XP. | Note: Even with the numbers, this combat is likely not worth any XP. | ||
- | 9. Annihilator + Beholder | + | === 9. Annihilator + Beholder |
- | Note: I would prefer that the game not progress as far as this encounter if | + | //Note: I would prefer that the game not progress as far as this encounter if |
- | | + | Chris (Roderick) is not present. |
- | encounters or have the Drow Scout turn on the party along with a cadre | + | or have the Drow Scout turn on the party along with a cadre of secret assassin |
- | of secret assassin reinforcements placed at a pre-determined point... | + | reinforcements placed at a pre-determined point...// |
The chasm under the toll bridge is actually the passage connecting hexes W-12 | The chasm under the toll bridge is actually the passage connecting hexes W-12 | ||
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than the other places. | than the other places. | ||
these distractions. | these distractions. | ||
- | Godstone - which is guarded by a particularly nasty Beholder. | + | Godstone |
- | The first encounter will be with a bizarre assortment of Beholder Thralls. | + | The first encounter will be with a bizarre assortment of Beholder Thralls. These |
- | These creatures share nothing in common except that they all have been | + | creatures share nothing in common except that they all have been persistently |
- | persistently charmed by the Beholder and will serve it to the death. | + | charmed by the Beholder and will serve it to the death. |
Use the " | Use the " | ||
- | The assortment consists of the following: | + | The assortment consists of the following: |
- | (Adjust based on miniature collection!) | + | |
- | 1 Gauth Beholder (MM, p.26) | + | |
- | 2 " | + | |
- | 3 Average Xorns (MM, p.260-261) | + | |
- | 4 Ettins (MM, p.106-107) | + | |
- | 5 Bugbear Captains (see " | + | |
- | 5 Human Fighters (see " | + | |
Each of these creatures is CR 6 | Each of these creatures is CR 6 | ||
- | After a few rounds, three Annihilators (Underdark, p.79-80) will enter the | + | After a few rounds, three Annihilators (Underdark, p.79-80) will enter the map -- |
- | map - along with their master, Ton' | + | along with their master, Ton' |
- | Annihilators Disintegrate power deals up to 40d6 damage (on a failed save), | + | Disintegrate power deals up to 40d6 damage (on a failed save), I've rolled a few |
- | I've rolled a few results here to save me the trouble of corralling that many | + | results here to save me the trouble of corralling that many dice during the |
- | dice during the game: 127 149 150 153 147 139 127 152 151 139 | + | game: 127 149 150 153 147 139 127 152 151 139 |
Ton' | Ton' | ||
- | spell list consists entirely of spells without Somatic components. | + | spell list consists entirely of spells without Somatic components. |
- | his extra hit dice and levels, he gains three additional ability points and | + | extra hit dice and levels, he gains three additional ability points and four |
- | four additional feats. | + | additional feats. |
- | For feats, he has the following: Lightning Reflexes, Focused Antimagic, | + | he has the following: Lightning Reflexes, Focused Antimagic, Skilled |
- | Skilled Telekinetic, | + | Telekinetic, |
- | Madness" | + | |
+ | //Note: I was so pumped about this guy that I submitted him to the d20 NPC Wiki: | ||
+ | [[http:// | ||
Ton' | Ton' | ||
- | Advanced Beholder Sorcerer/8 (Large Aberration) | + | ^ Advanced Beholder Sorcerer/8 (Large Aberration) |
- | Hit Dice ............. | + | | Hit Dice | 15d8+60 plus 8d4+32 (170 hp) | |
- | Initiative | + | | Initiative |
- | Speed ................ | + | | Speed | 5' / fly 20' (good) |
- | AC (Size/ | + | | AC (Size/ |
- | BAB/ | + | | BAB/ |
- | Attack | + | | Attack |
- | Full Attack | + | | Full Attack |
- | Space/ | + | | Space/ |
- | Special Attacks | + | | Special Attacks |
- | Special Qualities | + | | Special Qualities |
- | Saving Throws: Fort .. | + | | |
- | | + | | Reflex | +11 | |
- | Will .. +20 | + | | Will | +20 | |
- | Abilities: | + | | |
- | Dex ...... | + | | Dex | 14 (+2) | |
- | Con ...... | + | | Con | 18 (+4) | |
- | | + | | |
- | Wis ...... | + | | Wis | 16 (+3) | |
- | Cha ...... | + | | Cha | 17 (+3) | |
- | Skills: .............. | + | | Skills |
- | Knowledge (Arcana) +28, Knowledge (Dungeoneering) +6, | + | | Feats | Alertness(B), |
- | Listen +20, Move Silently +5, Search +25, | + | | Challenge Rating |
- | Spellcraft +16, Spot +26, Survival +5 (+7 tracking) | + | | Treasure |
- | Feats ................ | + | | Alignment |
- | Improved Initiative, Iron Will, Lightning Reflexes, | + | | Spells |
- | Focused Antimagic, Skilled Telekinetic, | + | |
- | Challenge Rating | + | |
- | Treasure | + | |
- | Alignment | + | |
- | Spells | + | |
- | + | === 10. Godstone | |
- | 10. Godstone | + | |
Beyond the " | Beyond the " | ||
- | Godstone portal which leads the the N'Galt Underdark. | + | [[Godstone]] portal which leads the the N'Galt Underdark. |
- | + | ||
- | For more information, | + | |
- | (Spring, 1990). | + | |
- | + | ||
- | Challenges Overcome: | + | |
- | 1 Pit Trap CR 10 | + | For more information, |
- | 1 Glyph Trap CR 10 Fudge: They didn't even investigate this | + | [[http:// |
- | 12 Troll Hunters | + | " |
- | 1 Master Ghost CR 19 | + | |
- | 1 Priestess Ghost CR 13 | + | |
- | 8 Warlock Ghosts | + | |
+ | ^ Challenges Overcome: ^^^^ | ||
+ | | 1 | Pit Trap | CR 10 | | | ||
+ | | 1 | Glyph Trap | CR 10 | Fudge: They didn't even investigate this | | ||
+ | | 12 | Troll Hunters | CR 11 | | | ||
+ | | 1 | Master Ghost | CR 19 | | | ||
+ | | 1 | Priestess Ghost | CR 13 | | | ||
+ | | 8 | Warlock Ghosts | CR 13 | Fudge: Only 7 used in combat | | ||
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voyagernotes83.1183319287.txt.gz · Last modified: 2017/05/27 18:48 (external edit)