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Voyager11 - 28 March 2003 - Showdown at Dibe

Previous calendar:

I. Ambush in the pass

Over the pass, the party's typical overland movement rate will be reduced from what it was down in the lowlands. While before, they could make 16 miles per day, now they will be averaging only 12. The entire trip across the mountains is around 160 miles, meaning it will take about two weeks.

On Day #1, the party will encounter nothing unusual. The terrain is lightly forested and the trail follows relatively close to the river. Every mile or so, there are side trails that lead to crude shelters. Some of these are natural, but most appear to have been built (perhaps by magical means) to serve as convenient resting places for travellers. Investigation will reveal that those shelters that are caves are smelly and littered with the detritus from the Bugbears (see below).

During the first afternoon, they will also find an odd platform on the edge of the trail. It is a block of stone about four feet square and sitting about two feet above the ground. There are two oval depressions in the top that measure about a foot and a half long and six inches wide. This a platform that once held a type of stone golem - however the Slaad took the golem somewhere else.

On Day #2, the trail splits away from the main river and proceeds up a smaller ravine, where the terrain changes into a series of high-walled canyons. They will find a second platform - also missing it's golem. But more importantly, in one of these canyons, they will wander into a Bugbear ambush. There are 16 regular Bugbears, plus two sergeants (Rogue/2), and a leader (Fighter/4). (See the stats on the next page)

The Bugbears will be watching the surrounding area with two two-man patrols. It is one of these that will encounter the party first. Both Bugbears will be moving silently, so the party will have to make a Listen roll against DC 14 to hear them. Meanwhile, the Bugbears can be assumed to make their Listen rolls against the party. The encounter distance will be 90 feet. During the surprise round, the Bugbears will turn and flee back to their leader (hopefully with the party in hot pursuit!)

Once the party reaches the main Bugbear enclave, not all of the Bugbears will be in a position to fight. Many are stationed at watchpoints up on the bluffs overlooking the canyon. However, depending on how the party approaches the area, they will certainly encounter quite a lot of Bugbears! (see map for details of their layout).

The Bugbears treasure consists of a large number of coins - many of which are gold (total 500gp) and 4 gems (700gp star ruby, 800gp violet garnet, 80gp rock crystal, 14gp blue quartz). However, since these are likely held by the non-combatant females, the party would have to rouse the critters from their cave and search each one individually to find it all.

                Bugbear           Sergeant          Leader

HD ………. 3d8+3 (16) 3d8+2d6+5 3d8+4d10+7 Init …….. +1 (Dex) +1 (Dex) +1 (Dex) AC ………. 17 (*1) 17 (*1) 18 (*2) Attacks ….. melee +4 melee +5 melee +8/+3 (Morningstar)

                ranged +3         ranged +4         ranged +7/+2   (Javelin)

Damage …… melee 1d8+2 melee 1d8+2 melee 1d8+5 (Morningstar)

                ranged 1d6+2      ranged 1d6+2      ranged 1d6+3   (Javelin)

Face/Reach .. 5×5/5 5×5/5 5×5/5 Saves ……. Fort +2 Fort +2 Fort +6

                Ref  +4           Ref  +7           Ref  +5
                Will +1           Will +1           Will +2

Abilities … Str 15 (+2) Str 15 (+2) Str 16 (+3)

                Dex 12 (+1)       Dex 12 (+1)       Dex 12 (+1)
                Con 13 (+1)       Con 13 (+1)       Con 13 (+1)
                Int 10 (+0)       Int 10 (+0)       Int 10 (+0)
                Wis 10 (+0)       Wis 10 (+0)       Wis 10 (+0)
                Cha  9 (-1)       Cha  9 (-1)       Cha  9 (-1)

Skills …… Climb +2 Climb +4 Climb +6

                Hide +3           Hide +5           Hide +3
                Listen +3         Listen +5         Listen +3
                Move Silently +6  Move Silently +6  Move Silently +6
                Spot +3           Spot +5           Spot +3
                                  Jump +4           Jump +4
                                  Search +4

Feats ……. Alertness Alertness Alertness

                                                    Power Attack
                                                    Cleave
                                                    Weapon Spec: Morningstar

Special ….. Sneak Att +1d6

                                  Evasion

Challenge … CR 2 CR 4 CR 6

Common to all:

    Speed: 30 feet
    Special Qualities: Darkvision, 60 feet

(*1) - AC 17 = 10 +1 (Dex) +3 (Natural) +2 (Leather) +1 (Small Shield) (*2) - AC 18 = 10 +1 (Dex) +3 (Natural) +3 (Studded Leather) +1 (Small Shield)

01 (Regular) - hp 25 02 (Regular) - hp 13 03 (Regular) - hp 11 04 (Regular) - hp 13 05 (Regular) - hp 19 06 (Regular) - hp 20 07 (Regular) - hp 15 08 (Regular) - hp 13 09 (Regular) - hp 16 10 (Regular) - hp 11 11 (Regular) - hp 15 12 (Regular) - hp 25 13 (Regular) - hp 14 14 (Regular) - hp 15 15 & 16 are on patrol S1 (Sergeant) - hp 16 S2 (Sergeant) - hp 21 L1 (Leader) - hp 38

A note about the coins: So far, the party has not encountered native currency. Almost all commerce they've seen (outside of the resort) has been done with barter. In some case, though, the barter consisted of items of silver or gold that had no practical use. Now, though, the coins they will find are clear indications of civilization! They are minted with a variety of sizes and designs - mostly animals (or animal-gods), but a few that could be people. There is no real lettering on the coins - although a few have a single rune on one side to indicate the denomination.

II. The tower at Dibe

Shortly past the Bugbear encounter, the party will find the tower called Dibe. Assuming they rested and recovered after the Bugbears, this will likely not be until early on Day #3.

The tower itself is set into a high-walled canyon cliff - and appears to have been shaped magically from the rock itself. (Luckily, this rock was formed in such a way that it didn't require magic to hold it in place, so the tower still stands even though the magic has changed). From the base of the canyon to the tip of the tower is over 200 feet. Roughly the first 100 feet are set into the cliff wall. Above that is a “neck” area that is about 50 feet in all. Finally, there is a free-standing section that is about 30 feet of living space, with a peaked roof that takes the whole tower above 200 feet.

The only easy entrance is a set of massive iron double doors at the base of the tower. These amazing doors stand fifteen feet tall and each of the two is five feet wide. To the right and left of the tower at the main door level are two more empty golem platforms. Across the front of the doors is carved a large, simple rune (see map). The doors are barred from within and nobody will answer if called. However, if the party listens carefully, they will hear strange noises from within.

The rune across the doors is the symbol for “Law” and was, at one time, a magical defense against chaos. The power it once held, though, is gone (see section IV below).

To gain access to the tower, the party will have to either take down the doors (a very difficult task), or climb up to one of the windows. Given time, the easiest course might be to double-back to where they can climb the canyon wall safely, then travel along the mesa to the upper section of the tower. From there, they could gain access to the balcony level door with a rope and grapple.

III. Kendrick's prison

When the magic changed, Kendrick was experimenting with spells based on chaos and law. He had summoned a Blue Slaad and kept him imprisoned in the tower. The magic change caused his imprisonment spell to crumble and the Slaad was let loose. Kendrick was unable to defend himself adequately and the creature's confusion powers soon pushed him over the edge of sanity. Since then, the Slaad has summoned others of his kind and is spreading chaos in whatever manner he can. He, and his companions, seem to have as their sole motivation the desire to move things from where they are to where they aren't. They have done this with monsters - many times - and are doing it with the items in Kendrick's tower.

The tower is now a jumbled mess and Kendrick sits alone, barely able to take care of himself. He has lost weight and isn't entirely sure where he is or who he is. While he is fluent in the Dyanai and Etenai tongues, he is originally from Lowland and will not be able to speak anything other than his native tongue until he is cured of his insanity. In addition, his sentences will be fragmented.

The levels of the tower (from bottom to top) are as follows:

    Cellar (-10')
    Ground (0')
    Arrow-slits (20') (part of Ground level)
    Window I (37')
    Living Quarters (59')
    Window II (88')
    Upper Tower Storage (155')
    Balcony (170')
    Peak (212') (no access)

The stuff in the tower (by level):

1 Cellar: (Workbench covers two and a half walls)

    Nothing to eat or drink (either taken by the Slaad or G.Cube)
    one empty barrel
    Gelatinous Cube (fills the area under the south workbench)
       hp 70, has a partially digested Bugbear inside
    Mighty Composite Longbow, Str bonus +1
    Rod of the Viper

2 Ground level: (interior balcony w/no railing to get to arrow slits)

    Compete bed (sheets made) perched precariously on interior balcony
    chair
    barrel w/water
    crate w/food
    Kendrick's spellbook
    Part of Kendrick's wardrobe
    Part of Kendrick's library (scattered and out of order)
    Wand of Magic Missile (First level) 38 charges

3 Window Level I:

    Holy Water (1 flask)
    Masterwork Bastard Sword
    Potion: Speak with Animals

4 Living Quarters Level:

    chair
    2 crates w/food
    Part of Kendrick's library (scattered and out of order)
    Antitoxin, 1 dose

5 Window Level II:

    Large, ornate wooden table - the only thing that hasn't been moved
    A jade frog figurine hidden in a small sack under the table.
       (This is the one from Vincent's vision).
    barrel w/beer
    2 crates w/food
    A small rock of pure chaos (!)
    Part of Kendrick's wardrobe
    Hand of the Mage

6 Upper Tower Storage Level:

    2 chairs
    barrel w/beer
    barrel w/water
    Part of Kendrick's library (scattered and out of order)

7 Balcony Level:

    chair
    Large stuffed and mounted bird of prey
    Part of Kendrick's library (scattered and out of order)
    Shortbow, +1 Shapechanger Bane, Flaming Burst, Distance

Missing:

    chair
    4 barrels w/drink
    crate w/food

Details:

    Food contains winter stores and quite a lot of "magic" bread
    Many misc. supplies are strewn about (most anything you'd need for an
       overland expedition)
    Mundane treasure (strewn about the levels):
       3,000 gp in coins of various denominations
       12 gems of significance

Somehow try to work into the story the Ring of Wizardry (III) that Dhersion

    got off of Ogun (way back at the resort)

Appendix: Kendrick, the wizard of the tower

Human/male, Wizard 9 / Fighter 4, (5 ft., 10 in. tall); hp 59;

    Init +0; Spd 30 ft.; AC 10; Attack +10/+5 melee, or +8/+3 ranged;
    SV Fort +8, Ref +4, Will +5; AL LN;
    Str 15, Dex 10, Con 13, Int 18, Wis 6, Cha 10.

Languages Spoken: Lowland (native), Dyanai, Etenai, Dwarven.

Skill points: Wiz 74, Ftr 28

Skills and feats: Alchemy +5, Balance +1.5, Craft +15, Disable device +7, Disguise +0.5, Hide +3.5, Intuit direction -1.5, Knowledge +15, Knowledge (nature) +5, Knowledge (religion) +16, Listen -2, Move silently +2.5, Open lock +1, Pick pocket +3.5, Scry +16, Search +7, Sense motive -1.5, Spot +0, Swim +9, Wilderness lore +0.5; Blind-fight, Craft rod, Craft wand, Exotic weapon proficiency (axe, orc double), Heighten spell, Point blank shot, Power attack, Quicken spell, [Scribe scroll], Silent spell, Sunder.

Wizard Spells Known (4/5/5/3/2/1):

0th – Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison,

        Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending,
        Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance.

1st – Change Self, Charm Person, Feather Fall, Hold Portal, Identify, Mage

        Armor, Magic Missile, Protection from Evil, Protection from Good,
        Shield, Shocking Grasp, Sleep, Spider Climb.

2nd – Blindness/Deafness, Levitate, See Invisibility, Summon Swarm,

        Whispering Wind.

3rd – Fireball, Fly, Haste, Invisibility Sphere, Lightning Bolt, Magic

        Circle against Good.

4th – Dimension Door, Minor Creation, Minor Globe of Invulnerability,

        Shadow Conjuration.

5th – Major Creation, Sending.

Vincent,

You have “seen” this room before. It is from your vision. In the vision, the wizard (who you now know is the wizard that lives in this tower) was sitting across you at THAT table. He reached under the table and produced a small sack which held a non-magical jade figurine of a frog.


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