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Cleaning up the dungeon called “Beyond the Light of Reason” (Dungeon magazine, issue #96, Jan/Feb 2003, pages 65-89).
With the death of Vargnin, the following changes will occur:
T8) Narhalm's geist will no longer be stuck between worlds. He is now free to leave, but is still in a state of shock. When the party finds him, he will be sitting on the floor on top of (and concealing) his skeletal corpse. He has a scruffy beard that has been braided into four strands that dangle oddly from his chin and is hunched over as if exhausted and will not even notice the party until they approach quite close. When they do, he will slowly look up and ask the nearest person, “Is he dead?” If anything other than an affirmative answer is given, he will act confused and repeat the question. Once an affirmative answer is given, he says the following:
Then I can go home. Berronar will not mind if you travel beyond her fire. It is time for the fires beyond to either be quenched or released. May she watch over you in the darkness you seek.
He then closes his eyes, slumps slightly forward, and vanishes. It is at this point that the party will see his remains - and all his gear (which glows for only a few seconds after Narhalm himself vanishes).
T3) To make Suzanelle a little more challenging, add 3 levels of Cleric to her. This makes her stats as follows:
Half-fiend Harpy Cleric/3 Medium Outsider Hit Dice: 10d8+10 (57 hp) Initiative: +4 Speed: 20 ft. (4 squares), fly 80 ft. (average) Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12 Base Attack/Grapple: +9/+9 Attack: +2 Dagger +9 melee (1d4+4, Crit 19/x2) or Claw +4 melee (1d4+2) Full Attack: +2 Dagger +9 melee (1d4+4, Crit 19/x2) or Bite +9 melee (1d6+2) and 2 claws +4 melee (1d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: Captivating song (Will save, DC 18) Smite Good (Su) (+10 damage vs. good, 1/day) Darkness 3/day, Desecrate 1/day, Unholy blight 1/day Poison 3/day, Contagion 1/day (CL: 10) Special Qualities: Darkvision 60 ft., Immunity to poison., Resistance to acid/cold/electricity/fire 10, Damage reduction: 5/magic, Spell resistance 20 Saves: Fort +6, Ref +10, Will +9 Abilities: Str 14, Dex 19, Con 12, Int 11, Wis 12, Cha 19 Skills: Bluff +11, Hide +9, Intimidate +7, Listen +10, Perform (oratory) +8, Spot +10 Feats: Dodge, Flyby Attack, Persuasive Challenge Rating: 9 Alignment: Lawful evil
The question: How do the seven of us safely pass through these flames to continue on the path towards Einerk's Tomb?
The answer: Do not fear the path of darkness. Even evil can sometimes be used for good.
Note: Bone Devil bumped to CR10 since the party was pretty much out of spells.
# Encounter CR 10 11 10 11 1 Bone Devil 10 3,000 2,200 600 440 5 Crossing the Chasm 4 375 275 375 275
975 715 975 725