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Voyager83 - 1 September 2006 - Ghosts in the shortcut

Outline: 1. Find The Path 2. Movement method? 3. First intersection 4. The Drow Scout 5. Xorn “ambassador” 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:

Drow Names (asterisks on ones I've already used):

Female: Alauniira, Belarbreena*, Charinida, Drisinil, Faeryl, Haelra, Ilivarra, Laele, Nathrae, Pellanistra, Quarra, Rilrae*, Sabrae*, Talice*, Vlondril, Xullrae, Yasraena, Zarra*.

Male: Alak*, Belgos*, Chaszmyr*, Durdyn, Elkantar, Guldor, Istorvir, Kelnozz, Malaggar*, Mourn, Nym, Orgoloth, Ranaghar, Rizzen, Seldszar, Szordrin, Tebryn, Yazston.

Surnames: Abaeir, Blundyth, Coborel, Dhuunyl, Gellaer, Hune, Jhalavar, Luen, 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

1. 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… To resolve this “problem”, let the players describe what they did last time. If they question what Roderick is seeking with his spell, deal with it. Otherwise, assume that he is targeting the portal. This means that he relied on Matron Talice's word - and is essentially glossing over the details with the rest of the party. It's either a dangerous gamble or naivety. Either way, it's OK since she *was* telling the truth.

Roderick's 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. At 20' movement, this will take a full 8 hours. If the party can move at 30', then it will still take roughly 5 hours - assuming no breaks. In either case, more than one spell will be required - which may or may not force the party to spend the night.

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 point is somewhat moot. However, assume Rod will only reveal details about the “path” if the rest of the party asks).

2. Movement method?

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 in the dark tunnels prohibits high-speed travel). Aside from numerous Longstrider spells (which is a little hokey), I see no way around the requirement to just walk at 20 or 30 feet.

3. First intersection

Dezzavold (located on the main Underdark map at C2-20) has three tunnels leading out of it - all of which are “Secret (tertiary)”. The party will be going east out of the city. This tunnel intersects a “Secondary Passage” at hex C2-18. This intersection is documented on the map named “First Intersection”.

The party arrives in the Brown-walled passage from the SW. This passage ends in an apparent dead-end - which is actually an Illusory Wall. To the left side of this wall is a Poisoned Spiked Pit Trap (CR 10, as per DMG, p.74). This trap, though, has an Automatic Reset, as well as an Illusory Wall atop it to make it appear to be natural ground. (Bump the CR to 11?)

Beyond the wall, the passage opens onto the floor of a small chasm. Above them is a secondary passage (drawn in black), but the initial passage continues on ahead, leading about 25 feet until it ends in a rounded, dead- end alcove.

In the alcove is a small pedestal shrine to Lolth protected with a permanent Symbol of Insanity (Will Save DC 23) that will trigger when any non-Drow approaches.

Beyond this pedestal is another illusory wall. The passage continues on ahead as per the main Underdark map.

There is a concealed rope ladder on the far side of the chasm that can be used to climb to the top passage. This rope can be seen from the bottom easily, but requires a DC 20 Search check to see it from the top. If Roderick's Find the Path spell is still active, it will lead directly to the rope ladder.

4. The Drow Scout

A scout named Belarbreena (“Bella”) was sent by Talice to shadow the party. She will attempt to remain at a distance - but close enough to observe the party's movements. Her task is to make sure they are “on the level”. Despite the fact that she had to go with little notice, she is well prepared for this trip. However, the party had a half-hour head start, so she has to travel fast to catch up.

For stats, use “Assassin” from Dezzavold (p.89)

Unless the party is delayed along the way, she will catch up with them shortly after the first intersection. Roughly twice each hour, give the party a chance to Spot her (vs. a “Take 10” Hide check, the Spot DC is 25). However, instead of allowing each party member to roll, only Aramil and Flint may roll - as they are the ones most “in tune” with the Underdark. Provide the results via secret messages.

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 much of a deception. She does want to come along with the party - and harbors little illusion of being able to combat the party directly. She knows that her role is surveillance only. Though if an opportunity presents itself, she will not hesitate to kill whomever she can.

Her main role in this tale is to provide additional information about Erel Hudai and the stolen crystal (see Voyager #82). However, she is younger than Matron Talice, so she doesn't know as many of the details.

5. Xorn “ambassador”

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 the Monster Manual.

His name is Quaeel'u (pronounce quickly - as if spitting the syllables out) and he is mostly interested in conning some gems or coins from the party. He will, however, understand that he is outmatched - so will not press the point if nothing is offered.

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 located at hex B2-14) including details about their toll bridge at hex W-12 (see section 7 below).

It knows nothing about the portal (godstone) - though it knows that there is a 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 go either of those ways - he will offer no warnings.

Quaeel'u has no intention of joining the party - although he could be persuaded to tag along if promises of metal or minerals are offered.

6. Ghosts in the shortcut

When the party reaches hex Y-14, Roderick's Find The Path spell (if it 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 right. She believes the side passage ends in a rubble-choked dead-end, but will humor the party if they insist on going that way.

In actuality, the passage is blocked only by another Illusory Wall. The reason for this is that the Ghosts down this passage are too much of a match for the typical Drow party - so it was easier to block the passage off with an illusion and use the larger (though longer) passage.

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 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.

The next encounter is a large group of Troll Hunters (MM, p.247). Use the “Drow Enclave” map for this battle.

Assuming they have been warned, four of them will cast “Camouflage” spells and 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.

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. Note: There are a total of 20 of these creatures. However, only 12 will be in a position to attack immediately. Hold the remaining 8 in reserve unless it seems appropriate for the combat.

Once the non-possessed Trolls are defeated, the three Ghosts will leave their hosts and flee into a ruined temple (the entrance of which is depicted on the “Drow Enclave” map). They will then gather the rest of the Ghosts and attack the party.

These ghosts are a group of Drow who were killed in some unspecified horrible fashion. Now, they know nothing except “defending” their grave site. The temple area (and beyond) has a permanent Desecrate effect on it.

Use the map “Mithral Mines” map from “Fane of the Drow”. For stats, use “Warlock” and “Master” (Dezzavold, p.95), as well as “Priestess” (Dezzavold, p.83). Once the Ghost template is added, these are CR 12, CR 18, and CR 12 respectively. However, due to the Desecrate effect, add 1 to each of these CR's. There is only one Master and one Priestess, but there are eight Warlocks.

Each Ghost has the following Special Attacks:

    Draining Touch (Su)
       Touch attack drains 1d4 points of ability score (of its choice) and
       heals 5 points to itself.  (BAB + Dex bonus)
    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.
    Malevolence (Su)
       While Manifested, Ghost can merge body with creature on material plane.
       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 their midst before manifesting. Unless the party can see invisible or is ethereal, the ghosts will automatically gain surprise. During the surprise round, four of the Warlocks will attempt their Malevolence power on four of the party members. (Will save DC 17)

Meanwhile, the Priestess will cast Dispel Good on herself.

Before Manifesting, all the Warlocks and the Master will have cast Mage Armor. 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 the surprise round and start off by casting (Evard's) Black Tentacles on as many people as possible.

Important Note about Roderick: For some unexplained reason, the Ghosts and 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 joke where Roderick does not believe ghosts exist).

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). A bridge spans the chasm and is guarded by four Drow (2 on either side).

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 opportunistic shots at them if they become vulnerable in any way.

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.

There are a total of 39 Carrion Crawlers in this area, but only 7 of them will approach the party initially. Each of these is an advanced creature as follows: (Note: Their size remains “Large” even though they have been advanced to 9HD)

Advanced Carrion Crawler (Large Aberration) Hit Dice …………. 9d8+18 (hp 58) Initiative ……….. +2 Speed ……………. 30' / climb 15' AC (Size/Dex/Natural). 19 (-1/+3/+7), touch 12, flat-footed 16 BAB/Grapple ………. +6/+12 Attack …………… Tentacle +7 melee (paralysis) Full Attack ………. 8 Tentacles +7 melee (paralysis)

                         and bite +2 melee (1d4+1)

Space/Reach ………. 10/5 Special Attacks …… Paralysis (DC 16 or paralyzed for 2d4 rounds) Special Qualities …. Darkvision 60', Scent Saving Throws: Fort .. +5

              Reflex ..  +5
                Will ..  +8

Abilities: Str …… 14 (+2)

             Dex ......  16 (+3)
             Con ......  14 (+2)
             Int ......   1 (-5)
             Wis ......  15 (+2)
             Cha ......   6 (-2)

Skills: Climb …… +14

          Listen ......  +8
            Spot ......  +8

Feats ……………. Alertness(B)

                         Combat Reflexes
                         Track
                         Improved Natural Armor
                         Weapon Focus (Tentacles)

Environment ………. Underground Organization ……… Colony Challenge Rating ….. 6 Treasure …………. None Alignment ………… Always Neutral

Note: Even with the numbers, this combat is likely not worth any XP.

9. Annihilator + Beholder

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
       encounters or have the Drow Scout turn on the party along with a cadre
       of secret assassin reinforcements placed at a pre-determined point...

The chasm under the toll bridge is actually the passage connecting hexes W-12 and R-7 on the map. Unlike the other passages the party has been on so far, this one gets very little traffic since there is no “civilization” out here.

This passage also has more side tunnels, chasms, and other “uneven” features than the other places. However, Roderick's path will steer them clear of all these distractions. This section stretches eight miles before reaching the Godstone - which is guarded by a particularly nasty Beholder.

The first encounter will be with a bizarre assortment of Beholder Thralls. These creatures share nothing in common except that they all have been persistently charmed by the Beholder and will serve it to the death.

Use the “Mushroom Cavern” map from “Hellspike Prison”

The assortment consists of the following: (Adjust based on miniature collection!)

    1 Gauth Beholder (MM, p.26)
    2 "Lieutenant" Drow (Dezzavold, p.93)
    3 Average Xorns (MM, p.260-261)
    4 Ettins (MM, p.106-107)
    5 Bugbear Captains (see "Gelgar" stat sheet)
    5 Human Fighters (see "Serjeant Thed" stat sheet)

Each of these creatures is CR 6

After a few rounds, three Annihilators (Underdark, p.79-80) will enter the map - along with their master, Ton'ang the Beholder Sorcerer. Since the Annihilators Disintegrate power deals up to 40d6 damage (on a failed save), I've rolled a few results here to save me the trouble of corralling that many dice during the 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 spell list consists entirely of spells without Somatic components. Due to his extra hit dice and levels, he gains three additional ability points and four additional feats. For abilities, he has +1 WIS (16) and +2 CHA (17). For feats, he has the following: Lightning Reflexes, Focused Antimagic, Skilled Telekinetic, and Metaray (the last three are on p.45 of “Lords of Madness”)

Ton'ang's stats are as follows:

Advanced Beholder Sorcerer/8 (Large Aberration) Hit Dice …………. 15d8+60 plus 8d4+32 (170 hp) Initiative ……….. +6 Speed ……………. 5' / fly 20' (good) AC (Size/Dex/Natural). 26 (-1/+2/+15), touch 11, flat-footed 24 BAB/Grapple ………. +15/+19 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 Special Attacks …… Eye rays (Save DC of 20) Special Qualities …. All-around vision, Antimagic Cone, Darkvision 60', Flight Saving Throws: Fort .. +13

              Reflex ..  +11
                Will ..  +20

Abilities: Str …… 10 (+0)

             Dex ......  14 (+2)
             Con ......  18 (+4)
             Int ......  17 (+3)
             Wis ......  16 (+3)
             Cha ......  17 (+3)

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)

Feats ……………. Alertness(B), Flyby Attack, Great Fortitude,

                         Improved Initiative, Iron Will, Lightning Reflexes,
                         Focused Antimagic, Skilled Telekinetic, Metaray

Challenge Rating ….. 18 Treasure …………. Double standard Alignment ………… Lawful Evil Spells …………… (See separate sheet)

10. Godstone

Beyond the “Mushroom Cavern”, under about fifty feet of rubble, lies the 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 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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