User Tools

Site Tools


voyagernotes83

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
voyagernotes83 [2007/07/01 14:48] – external edit 127.0.0.1voyagernotes83 [2017/05/27 18:58] (current) – external edit 127.0.0.1
Line 3: Line 3:
 [[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 -- 1 September 2006 -- Ghosts in the shortcut ====
  
 Outline: Outline:
-1. Find The Path +  - Find The Path 
-2. Movement method? +  Movement method? 
-3. First intersection +  First intersection 
-4. The Drow Scout +  The Drow Scout 
-5. Xorn "ambassador" +  Xorn "ambassador" 
-6. Ghosts in the shortcut +  Ghosts in the shortcut 
-7. The toll bridge +  The toll bridge 
-8. Carrion Crawlers +  Carrion Crawlers 
-9. Annihilator + Beholder +  Annihilator + Beholder 
-10. Godstone +  Godstone
  
 Stolen from the City of the Spider Queen web enhancement: Stolen from the City of the Spider Queen web enhancement:
Line 22: Line 21:
 Drow Names (asterisks on ones I've already used): Drow Names (asterisks on ones I've already used):
  
-Female: Alauniira, Belarbreena*, Charinida, Drisinil, Faeryl, Haelra, +Female: Alauniira, Belarbreena*, Charinida, Drisinil, Faeryl, Haelra, Ilivarra, 
-Ilivarra, Laele, Nathrae, Pellanistra, Quarra, Rilrae*, Sabrae*, Talice*, +Laele, Nathrae, Pellanistra, Quarra, Rilrae*, Sabrae*, Talice*, Vlondril, 
-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's, Pol'buru
 +Tia'tas'uig, R'umsul Sw'cerbur, End'awo, Vor'ia Loraynn'o, Lorost'l, Enourr'e
 +Draooll'f, Moseet'rt, Ther'ves Lor'tino, Er'usk'uiy Del'ane, Er'at, I'nyser
 +Mor'rilo, Iss'hat'uch, On'mose M'yerard, Gha'ack'uint, O'hatat An'yer'eel,
 +Ight'dra'uph, Mos'per'aeth Unt'em, Kin'den'ol Ardor'e, Beled'ld, Essiy'q
 +Y'ercer, Eng'en'el, Honyr'a Ceriep'nd, Tor'elm'ill, Dar'yer Che'om'eif,
 +U'rancha, Que'old Ath'hat'ield, Yereuch'l, N'chebel
  
-Names with apostrophes (for use by critters and some Drow): +=== 1. Find The Path ===
- +
-      * Dynayrd'      * Pol'buru +
-      * Tia'tas'uig     * R'umsul +
-      * Sw'cerbur       * End'awo         * Vor'ia +
-      * Loraynn'      * Lorost'       * Enourr'+
-      * Draooll'      * Moseet'rt       * Ther'ves +
-      * Lor'tino        * Er'usk'uiy +
-      * Del'ane         * Er'at           * I'nyser +
-      * Mor'rilo        * Iss'hat'uch     * On'mose +
-      * M'yerard        * Gha'ack'uint    * O'hatat +
-      * An'yer'eel      * Ight'dra'uph    * Mos'per'aeth +
-      * Unt'em          * Kin'den'ol +
-      * Ardor'        * Beled'ld        * Essiy'+
-      * Y'ercer         * Eng'en'el       * Honyr'+
-      * Ceriep'nd       * Tor'elm'ill     * Dar'yer +
-      * Che'om'eif      * U'rancha        * Que'old +
-      * Ath'hat'ield    * Yereuch'      * N'chebel +
- +
- +
-1. Find The Path+
  
-What exactly is Roderick seeking with "Find The Path"?  He can't use it to+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...  To resolve this locate the crystal, so he must be going after the portal...  To resolve this
-"problem", let the players describe what they did last time.  If they +"problem", let the players describe what they did last time.  If they question 
-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.  This means that he relied on Matron +he is targeting the portal.  This means that he relied on Matron Talice's word - 
-Talice's word - and is essentially glossing over the details with the rest of +and is essentially glossing over the details with the rest of the party.  It's 
-the party.  It's either a dangerous gamble or naivety.  Either way, it's OK +either a dangerous gamble or naivety.  Either way, it's OK since she **was*
-since she *was* telling the truth.+telling the truth.
  
-Roderick's Find the Path spell will last roughly three and a half hours.  The +Roderick'//Find the Path// spell will last roughly three and a half hours. The 
-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.  If the party can move at +20' movement, this will take a full 8 hours.  If the party can move at 30', then 
-30', then it will still take roughly 5 hours - assuming no breaks.  In either +it will still take roughly 5 hours -- assuming no breaks.  In either case, more 
-case, more than one spell will be required - which may or may not force the +than one spell will be required -- which may or may not force the party to spend 
-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 "path" 
-the "path" if the rest of the party asks).+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 -- but they may try some 
-fancy, shmancy magics.  Wind Walk is way too dangerous (since the visibility +fancy, shmancy magics.  Wind Walk is way too dangerous (since the visibility in 
-in the dark tunnels prohibits high-speed travel).  Aside from numerous +the dark tunnels prohibits high-speed travel).  Aside from numerous Longstrider 
-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 "Secret (tertiary)" The party will be +out of it -- all of which are "Secret (tertiary)" The party will be going east 
-going east out of the city.  This tunnel intersects a "Secondary Passage" at +out of the city.  This tunnel intersects a "Secondary Passage" at hex C2-18. 
-hex C2-18.  This intersection is documented on the map named "First +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 -- which is actually an Illusory Wall.  To the left side of 
-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.  (Bump the CR to 11?)+appear to be natural ground.  (Bump the CR to 11?)
  
-Beyond the wall, the passage opens onto the floor of a small chasm.  Above +Beyond the wall, the passage opens onto the floor of a small chasm.  Above them 
-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
Line 108: Line 92:
 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.  This rope can be seen from the bottom +to climb to the top passage.  This rope can be seen from the bottom easily, but 
-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'//Find the 
-Roderick's Find the Path spell is still active, it will lead directly to the +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 ("Bella") was sent by Talice to shadow the party. +A scout named Belarbreena ("Bella") was sent by Talice to shadow the party. She 
-She will attempt to remain at a distance - but close enough to observe the +will attempt to remain at a distance -- but close enough to observe the party's 
-party's movements.  Her task is to make sure they are "on the level". Despite +movements.  Her task is to make sure they are "on the level". Despite the fact 
-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 "Assassin" from Dezzavold (p.89) For stats, use "Assassin" from Dezzavold (p.89)
  
-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.  Roughly twice each hour, give the +after the first intersection.  Roughly twice each hour, give the party a chance 
-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.  Provide +are the ones most "in tune" with the Underdark.  Provide the results via secret 
-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.  Even though her Bluff skill is only +4, this is not party to seek adventure.  Even though her Bluff skill is only +4, this is not
-much of a deception.  She does want to come along with the party - and +much of a deception.  She does want to come along with the party -- and harbors 
-harbors little illusion of being able to combat the party directly.  She +little illusion of being able to combat the party directly.  She knows that her 
-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 than +and the stolen crystal (see [[Voyager82|Voyager #82]]).  However, she is younger 
-Matron Talice, so she doesn't know as many of the details.+than Matron Talice, so she doesn't know as many of the details.
  
- +=== 5. Xorn "ambassador" ===
-5. Xorn "ambassador"+
  
 About two miles up the secondary passage past the "First intersection", the About two miles up the secondary passage past the "First intersection", the
-party will be approached by a Xorn.  For stats, use an "Average Xorn" from +party will be approached by a Xorn.  For stats, use an "Average Xorn" from the 
-the Monster Manual.+Monster Manual.
  
-His name is Quaeel'u (pronounce quickly - as if spitting the syllables out) +His name is Quaeel'u (pronounce quickly -- as if spitting the syllables out) and 
-and he is mostly interested in conning some gems or coins from the party.  He +he is mostly interested in conning some gems or coins from the party.  He will, 
-will, however, understand that he is outmatched - so will not press the point +however, understand that he is outmatched -- so will not press the point if 
-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) -- though it knows that there is a 
-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.  However, since he would never consider that the party will +shortcut passage.  However, since he would never consider that the party will go 
-go either of those ways - he will offer no warnings.+either of those ways -- he will offer no warnings.
  
-Quaeel'u has no intention of joining the party - although he could be +Quaeel'u has no intention of joining the party -- although he could be persuaded 
-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's Find The Path spell (if it is+When the party reaches hex Y-14, Roderick'//Find the Path// spell (if it is
 still up) will head down a smaller, "side" path to the left.  If the scout is still up) will head down a smaller, "side" path to the left.  If the scout is
-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 +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 -- nearly back-to-back.
  
 The first will be two Ghost sentries on the ethereal plane.  Unless the party The first will be two Ghost sentries on the ethereal plane.  Unless the party
 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).  Use the +The next encounter is a large group of Troll Hunters (MM, p.247).  Use the "Drow 
-"Drow Enclave" map for this battle.+Enclave" map for this battle.
  
-Assuming they have been warned, four of them will cast "Camouflage" spells +Assuming they have been warned, four of them will cast "Camouflage" spells and 
-and go into hiding.  These four have Hide skills at +7 (instead of Knowledge:+go into hiding.  These four have Hide skills at +7 (instead of Knowledge:
 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).  These In addition, three of them have been possessed by Ghosts (see below).  These
 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.  However, only 12 will be +Note: There are a total of 20 of these creatures.  However, only 12 will be in a 
-in a position to attack immediately.  Hold the remaining 8 in reserve unless +position to attack immediately.  Hold the remaining 8 in reserve unless it seems 
-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
Line 220: Line 202:
  
 Each Ghost has the following Special Attacks: Each Ghost has the following Special Attacks:
-      Draining Touch (Su) +  * Draining Touch (Su) 
-         Touch attack drains 1d4 points of ability score (of its choice) and +    Touch attack drains 1d4 points of ability score (of its choice) and heals 5 points to itself.  (BAB + Dex bonus) 
-         heals 5 points to itself.  (BAB + Dex bonus) +  Horrific Appearance (Su) 
-      Horrific Appearance (Su) +    Anyone within 60': Fort save or take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. 
-         Anyone within 60': Fort save or take 1d4 points of Strength damage, 1d4 +  Malevolence (Su) 
-         points of Dexterity damage, and 1d4 points of Constitution damage. +    While Manifested, Ghost can merge body with creature on material plane.  Will save: DC 15 + CHA modifier 
-      Malevolence (Su) +  Manifestation (Su) 
-         While Manifested, Ghost can merge body with creature on material plane. +    Appear on material plane (incorporeal).  Physical attacks have a 50% chance to pass through.  It's own attacks ignore armor (they are all touch attacks).
-         Will save: DC 15 + CHA modifier +
-      Manifestation (Su) +
-         Appear on material plane (incorporeal).  Physical attacks have a 50% +
-         chance to pass through.  It's own attacks ignore armor (they are all +
-         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.  Unless the party can see invisible or is their midst before manifesting.  Unless the party can see invisible or is
 ethereal, the ghosts will automatically gain surprise.  During the surprise ethereal, the ghosts will automatically gain surprise.  During the 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.  (Will save DC 17)+party members.  (Will save DC 17)
  
 Meanwhile, the Priestess will cast Dispel Good on herself. Meanwhile, the Priestess will cast Dispel Good on herself.
  
-Before Manifesting, all the Warlocks and the Master will have cast Mage +Before Manifesting, all the Warlocks and the Master will have cast Mage Armor. 
-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).  He will then manifest on the round after +Invulnerability (in that order).  He will then manifest on the round after the 
-the surprise round and start off by casting (Evard's) Black Tentacles on as +surprise round and start off by casting (Evard's) Black Tentacles on as many 
-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 will not see Roderick are completely immune to each others effects.  Roderick will not see
-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 ===
  
-7The 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). bridge spans the chasm 
 +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's path veers to 
-slightly and intersects a deep chasm (100-foot drop).  A bridge spans the +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 -- so the party really doesn't need to use the 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's path +
-veers to the right and plunges over the edge of the chasm rather than going +
-over the bridge - so the party really doesn't need to use the bridge.+
  
 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 "tended" to by 
 +a large colony of Carrion Crawlers.
  
-Down in the chasmthere is a large amount of refuse - which is "tended" to +There are a total of 39 Carrion Crawlers in this areabut only 7 of them will 
-by a large colony of Carrion Crawlers.+approach the party initially.  Each of these is an advanced creature as follows: 
 +(Note: Their size remains "Largeeven though they have been advanced to 9HD)
  
-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.  Each of these is an advanced creature as +Hit Dice 9d8+18 (hp 58) | 
-follows:  (Note: Their size remains "Large" even though they have been +Initiative +2 | 
-advanced to 9HD) +Speed 30' / climb 15' | 
- +AC (Size/Dex/Natural) 19 (-1/+3/+7), touch 12, flat-footed 16 | 
-Advanced Carrion Crawler (Large Aberration) +BAB/Grapple +6/+12 | 
-Hit Dice .............  9d8+18 (hp 58) +Attack Tentacle +7 melee (paralysis) | 
-Initiative ...........  +2 +Full Attack 8 Tentacles +7 melee (paralysis) and bite +2 melee (1d4+1) | 
-Speed ................  30' / climb 15' +Space/Reach 10/5 | 
-AC (Size/Dex/Natural).  19 (-1/+3/+7), touch 12, flat-footed 16 +Special Attacks Paralysis (DC 16 or paralyzed for 2d4 rounds) | 
-BAB/Grapple ..........  +6/+12 +Special Qualities Darkvision 60', Scent | 
-Attack ...............  Tentacle +7 melee (paralysis) +|  Saving Throws: Fort +5 | 
-Full Attack ..........  8 Tentacles +7 melee (paralysis) +|  Reflex +5 | 
-                           and bite +2 melee (1d4+1) +|  Will +8 | 
-Space/Reach ..........  10/5 +|  Abilities: Str 14 (+2) | 
-Special Attacks ......  Paralysis (DC 16 or paralyzed for 2d4 rounds) + Dex | 16 (+3) | 
-Special Qualities ....  Darkvision 60', Scent + Con | 14 (+2) | 
-Saving Throws: Fort ..  +5 +|  Int 1 (-5) | 
-                Reflex ..  +5 + Wis | 15 (+2) | 
-                  Will ..  +8 +|  Cha 6 (-2) | 
-Abilities:  Str ......  14 (+2) +|  Skills Climb +14Listen +8Spot +8 | 
-               Dex ......  16 (+3) + Feats | Alertness(B)Combat ReflexesTrackImproved Natural ArmorWeapon Focus (Tentacles) | 
-               Con ......  14 (+2) +Environment Underground | 
-               Int ......   1 (-5) +Organization Colony | 
-               Wis ......  15 (+2) +Challenge Rating | 
-               Cha ......   6 (-2) +Treasure None | 
-Skills:   Climb ......  +14 +Alignment Always Neutral |
-            Listen ......  +8 +
-              Spot ......  +8 +
-Feats ................  Alertness(B) +
-                           Combat Reflexes +
-                           Track +
-                           Improved Natural Armor +
-                           Weapon Focus (Tentacles) +
-Environment ..........  Underground +
-Organization .........  Colony +
-Challenge Rating .....  +
-Treasure .............  None +
-Alignment ............  Always Neutral+
  
 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.  If need be, slow down the previous +Chris (Roderick) is not present.  If need be, slow down the previous encounters 
-         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
Line 331: Line 298:
 than the other places.  However, Roderick's path will steer them clear of all than the other places.  However, Roderick's path will steer them clear of all
 these distractions.  This section stretches eight miles before reaching the these distractions.  This section stretches eight miles before reaching the
-Godstone - which is guarded by a particularly nasty Beholder.+Godstone -- which is guarded by a particularly nasty Beholder.
  
-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 "Mushroom Cavern" map from "Hellspike Prison" Use the "Mushroom Cavern" map from "Hellspike Prison"
  
-The assortment consists of the following: +The assortment consists of the following: //(Adjust based on miniature collection!)// 
-(Adjust based on miniature collection!) +  1 Gauth Beholder (MM, p.26) 
-      1 Gauth Beholder (MM, p.26) +  2 "Lieutenant" Drow (Dezzavold, p.93) 
-      2 "Lieutenant" Drow (Dezzavold, p.93) +  3 Average Xorns (MM, p.260-261) 
-      3 Average Xorns (MM, p.260-261) +  4 Ettins (MM, p.106-107) 
-      4 Ettins (MM, p.106-107) +  5 Bugbear Captains (see "Gelgar" stat sheet) 
-      5 Bugbear Captains (see "Gelgar" stat sheet) +  5 Human Fighters (see "Serjeant Thed" stat sheet)
-      5 Human Fighters (see "Serjeant Thed" stat sheet)+
 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'ang the Beholder Sorcerer.  Since the +along with their master, Ton'ang the Beholder Sorcerer.  Since the Annihilators 
-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'ang is an advanced Beholder (15 Hit Dice) with 8 levels in Sorcerer.  His Ton'ang is an advanced Beholder (15 Hit Dice) with 8 levels in Sorcerer.  His
-spell list consists entirely of spells without Somatic components.  Due to +spell list consists entirely of spells without Somatic components.  Due to his 
-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.  For abilities, he has +1 WIS (16) and +2 CHA (17). +additional feats.  For abilities, he has +1 WIS (16) and +2 CHA (17). For feats, 
-For feats, he has the following: Lightning Reflexes, Focused Antimagic, +he has the following: Lightning Reflexes, Focused Antimagic, Skilled 
-Skilled Telekinetic, and Metaray (the last three are on p.45 of "Lords of +Telekinetic, and Metaray (the last three are on p.45 of "Lords of Madness") 
-Madness")+ 
 +//Note: I was so pumped about this guy that I submitted him to the d20 NPC Wiki: 
 +[[http://d20npcs.wikia.com/wiki/Ton%27ang,_Advanced_Beholder_Sorcerer/8]].//
  
 Ton'ang's stats are as follows: Ton'ang's stats are as follows:
  
-Advanced Beholder Sorcerer/8 (Large Aberration) +Advanced Beholder Sorcerer/8 (Large Aberration) ^^ 
-Hit Dice .............  15d8+60 plus 8d4+32 (170 hp) +Hit Dice 15d8+60 plus 8d4+32 (170 hp) | 
-Initiative ...........  +6 +Initiative +6 | 
-Speed ................  5' / fly 20' (good) +Speed 5' / fly 20' (good) | 
-AC (Size/Dex/Natural).  26 (-1/+2/+15), touch 11, flat-footed 24 +AC (Size/Dex/Natural)26 (-1/+2/+15), touch 11, flat-footed 24 | 
-BAB/Grapple ..........  +15/+19 +BAB/Grapple +15/+19 | 
-Attack ...............  Eye rays +16 ranged touch and Bite +9 melee (2d4) +Attack Eye rays +16 ranged touch and Bite +9 melee (2d4) | 
-Full Attack ..........  Eye rays +16 ranged touch and Bite +9 melee (2d4) +Full Attack Eye rays +16 ranged touch and Bite +9 melee (2d4) | 
-Space/Reach ..........  10/5 +Space/Reach 10/5 | 
-Special Attacks ......  Eye rays (Save DC of 20) +Special Attacks Eye rays (Save DC of 20) | 
-Special Qualities ....  All-around vision, Antimagic Cone, Darkvision 60', Flight +Special Qualities All-around vision, Antimagic Cone, Darkvision 60', Flight | 
-Saving Throws: Fort ..  +13 +|  Saving Throws: Fort +13 | 
-                Reflex ..  +11 + Reflex | +11 | 
-                  Will ..  +20 + Will | +20 | 
-Abilities:  Str ......  10 (+0) +|  Abilities: Str 10 (+0) | 
-               Dex ......  14 (+2) + Dex | 14 (+2) | 
-               Con ......  18 (+4) + Con | 18 (+4) | 
-               Int ......  17 (+3) +|  Int 17 (+3) | 
-               Wis ......  16 (+3) + Wis | 16 (+3) | 
-               Cha ......  17 (+3) + Cha | 17 (+3) | 
-Skills: ..............  Bluff +6, Concentration +15, Hide +16, +Skills Bluff +6, Concentration +15, Hide +16, Knowledge (Arcana) +28, Knowledge (Dungeoneering) +6, Listen +20, Move Silently +5, Search +25, Spellcraft +16, Spot +26, Survival +5 (+7 tracking) | 
-                           Knowledge (Arcana) +28, Knowledge (Dungeoneering) +6, +Feats Alertness(B), Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Focused Antimagic, Skilled Telekinetic, Metaray | 
-                           Listen +20, Move Silently +5, Search +25, +Challenge Rating 18 | 
-                           Spellcraft +16, Spot +26, Survival +5 (+7 tracking) +Treasure Double standard | 
-Feats ................  Alertness(B), Flyby Attack, Great Fortitude, +Alignment Lawful Evil | 
-                           Improved Initiative, Iron Will, Lightning Reflexes, +Spells (See separate sheet) |
-                           Focused Antimagic, Skilled Telekinetic, Metaray +
-Challenge Rating .....  18 +
-Treasure .............  Double standard +
-Alignment ............  Lawful Evil +
-Spells ...............  (See separate sheet)+
  
- +=== 10. Godstone ===
-10. Godstone+
  
 Beyond the "Mushroom Cavern", under about fifty feet of rubble, lies the Beyond the "Mushroom Cavern", under about fifty feet of rubble, lies the
-Godstone portal which leads the the N'Galt Underdark. +[[Godstone]] portal which leads the the N'Galt Underdark.
- +
-For more information, see the "Godstones" article from Harnlore Issue 9 +
-(Spring, 1990). +
- +
-Challenges Overcome:+
  
- 1 Pit Trap          CR 10 +For more information, see the 
- 1 Glyph Trap        CR 10  FudgeThey didn't even investigate this +[[http://www.columbiagames.com/HarnPage/harnmaster/magic/godstone.html| 
-12 Troll Hunters     CR 11 +"Godstones"]] article from Harnlore Issue 9 (Spring, 1990).
- 1 Master Ghost      CR 19 +
- 1 Priestess Ghost   CR 13 +
- 8 Warlock Ghosts    CR 13  Fudge: Only 7 used in combat+
  
 +^ 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 |
  
 \\ [[voyager|Back to Voyager page]] \\ [[voyager|Back to Voyager page]]
  
voyagernotes83.1183319287.txt.gz · Last modified: 2017/05/27 18:48 (external edit)