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While this was called a “Chaos Gate” in the previous writeup, it is more accurately called a “Shadow Gate”. When encountered previously, it was a gate from Limbo (and was therefore rightly called a Chaos Gate). However, as this one goes to the Elemental Plane of Fire, it has nothing to do with Chaos.
The river of blood (see Voyager #87) returned from its journey through the slave pits and emptied into this gate. It is a magical mirror-image of the gate the party found on Prison Plane 121 (see Voyager #66). A successful Spellcraft roll against DC 30 will reveal that the magical signature is the exact opposite of that gate. This is due to the fact that this is the other side of a one-way gate. There is no way to tell, however, where it goes.
The gate itself is an arch of Shadow that stands around 20 feet tall and roughly 20 feet wide. Anyone walking through the gate from either side will be transported to the Elemental Plane of Fire. It was created by the Shadowlord, so it cannot be dispelled by normal means. In addition, unlike the gate on the prison plane, this one cannot be dispelled by a massive influx of shadow. (That only works on the destination gate).
Note that while most of Elm'eny's sanctuary is protected by Forbiddance and Desecrate spells, there is a region at the back that is free from these effects. However, the Underdark's natural faerzress means that a DC 35 Spellcraft check must be made for a regular Teleport, or a DC 25 check for an “errorlesss” spell (such as Word of Recall or Greater Teleport).
The party intends to return to Blanan in order to combine Bigby's elemental vials near Lake Arain. Once this is done, the elements from the vials (including the vials themselves) will form into Apenimon, the Janni who helped the party when they were stranded on the ethereal plane way back in Voyager #20.
He was sent by The Rivers to the Elemental Plane of Fire to find out what Shadow was up to and was given a powerful spell so that if (when) he was killed, his spirit would return to Godsland so he could be debriefed.
Unfortunately, Shadow recognized the spell and placed one of his own before killing him.
Shadow's spell is in the form of a rune on the Janni's forehead. After one minute, the rune will perform the following effects (all at caster level 20):
While the rune is “powering up”, spellcasters will notice a loud hum and most everybody will have a sense of dread. During this minute, Apenimon will be able to recount the following:
Since this is clearly not Godsland, something must have gone very wrong.
I was sent to the Elemental World as a scout to see if I could find out what Shadow had done with the Lords. The Rivers sent me in with a 'recall' spell so that if I were discovered and slain, my spirit would be renewed and I would still be able to report what I found.
Unfortunately, Shadow not only discovered me, but also recognized the recall spell. Since he could not counter the spell, he marked me with one of his own. (gestures to his forehead - which contains the rune of shadow burned into the skin).
We have very little time before his minions will discover that I am here.
Shadow has constructed a great prison on the plane of fire and imprisoned Kossuth, the Fire Lord in it. This prison is powered by necromancy and I fear that once triggered, its seal will be unbreakable.
There is an arching gate made of shadow from which a conduit has been cut that leads into the prison. You must find this gate and stop the necromancy from being sent through.
After this speech, give the party two minutes of real time to quiz Apenimon for more details (use a beeping timer, if possible). At which point, the first of the Shadow Elementals will arrive.
Things he knows that might be relevant:
While Apenimon does not understand the significance of the pyramid, it will be very clear to the party that it precisely matches the layout (and function) of the prison where the gods hold Gruumsh.
Apenimon's spell/curse will summon up to six Advanced Elder Shadow Elementals (see stats below). These elementals have been instructed to destroy him and anybody he has come into contact with. These elementals will arrive one at a time with 1d4 “idle” rounds between each summoning.
If Apenimon is killed, no more elementals will arrive. If he is near a river, he may flee into it to seek the safety of Godsland - however he will probably not come to this realization himself. To remind him, the river nymph will rise up to the surface and beckon. If there is no river nearby, then he will almost certainly fall back into Shadow's hands.
Important combat details:
Advanced “Elder” Shadow Elemental (Huge: 40 ft., 20,000 lb.) | Regular “Elder” Shadow Elemental (Huge: 40 ft., 20,000 lb.) |
|
---|---|---|
Hit Dice …………. | 40d8+200 (380) | 24d8+120 (228) |
Initiative ……….. | +11 | +10 |
Speed ……………. | 40'/fly 50'/swim 50' | 40'/fly 50'/swim 50' |
AC (Size/Dex/Natural). | 25 (-2/+7/+10) | 24 (-2/+6/+10) |
BAB/Grapple ………. | +30/+46 | +18/+34 |
Attack …………… | Slam +36 | Slam +24 |
Full Attack ………. | 2 Slams +36 | 2 Slams +24 |
Damage …………… | 2d10+8/19-20 | 2d10+8/19-20 |
Space/Reach ………. | 15/15 | 15/15 |
Special Attacks …… | – | – |
Special Qualities …. | Darkvision 60' | Darkvision 60' |
Elemental Traits: | Elemental Traits | |
Immunity to poison, sleep effects, paralysis, and stunning | DR 10/- | |
Not subject to critical hits or flanking | ||
DR 10/- | ||
10 pts of Energy Resistance against all five forms | ||
Saving Throws: Fort .. | +27 (22+5) | +19 |
Reflex .. | +20 (13+7) | +14 |
Will .. | +16 (13+1+2) | +10 |
Abilities: Str …… | 26 (+8) | 26 (+8) |
Dex …… | 24 (+7) | 23 (+6) |
Con …… | 20 (+5) | 20 (+5) |
Int …… | 12 (+1) | 10 (+0) |
Wis …… | 12 (+1) | 11 (+0) |
Cha …… | 11 (+0) | 11 (+0) |
Skills: Listen …… | +30 | +29 |
Spot …… | +30 | +29 |
Escape Artist …… | +15 | |
Hide …… | +15 | |
Disguise …… | +20 | |
Search …… | +19 | |
Feats ……………. | Improved Initiative (included above) | Improved Initiative |
Flyby Attack (Standard Action during Move Action) | Flyby Attack | |
Dodge (+1 AC vs. chosen opponent) | Dodge | |
Cleave (new attack when opponent dropped) | Cleave | |
Alertness (included above) | Alertness | |
Imp Bull Rush (No AoO during Bull Rush) | Imp Bull Rush | |
Iron Will (included above) | Iron Will | |
Blind Fight (Re-roll if miss because of concealment) | Blind Fight | |
Power Attack (Shift up to +30 from attack to damage) | Power Attack | |
Improved Critical (included above) | Improved Critical | |
Environment ………. | Elemental | Elemental |
Organization ……… | Solitary | Solitary |
Challenge Rating ….. | CR 15 (?) | CR 11 |
Treasure …………. | None | None |
Alignment ………… | N(CN) | N(CN) |
Advancement ………. | 25-48 HD (H) | |
Level Adjustment ….. | – |
Once through the Shadow Gate, the party will be on the Elemental Plane of Fire. This means several things. Firstly, individuals take 3d10 points of fire damage every round and unprotected clothing and other flammable materials catch fire immediately. Note: Resist Energy protects the recipient's equipment as well.
Secondly, spells with the [Fire] descriptor are maximized (dice always roll max) and enlarged (double range).
Thirdly, spells that use or create water require a DC 15 + spell level Spellcraft check to go off.
The “ground” is firm, but is akin to walking across flaming coals. Flight and movement through “earth” is possible, but at half speed. (See the Manual of the Planes for more information).
The river channel that once carried the blood (and necromantic energy) is now empty. It is the same dimensions as in the Drow Slave Pits (see Voyager #87) and has magically smoothed sides. It runs (at a slight downhill slope) for about 500 feet before it reaches one of the corners of the pyramid (see map “Voyager88_Pyramid.jpg”). Near the gate, this channel is only about three feet deep, however when it reaches the bridge near the pyramid, it is roughly 30 feet below the “Floor” level.
The pyramid is about a mile from the walls of a great, ornate city that serves as the capital of the Fire plane. In the center of this city, a massive geyser of shadow is belching forth into the sky - much like a constantly erupting volcano. This is the means by which the Shadowlord took over the elemental planes. While Ozzie, the infinite was draining the positive and negative energy planes, Shadow struck all six elemental capitals at once - obliterating the throne cities at once. He then sent his elementals to mop up the scattered resistance and capture the Lords.
The five Lords from the other planes are imprisoned in temporary prisons, while Kossuth, the Fire Lord has been housed in this prison pyramid. See “Faiths and Pantheons”, p. 35 for more information on Kossuth.
When the party arrives at the pyramid, they will be confronted by two Advanced “Elder” Shadow Elementals (see stats earlier). While dozens of other Shadow elementals are nearby, they are content to watch the combat from a distance. If the party is victorious, these elementals will either flee or remain at a safe distance.
Aside from the Elementals (who act as guards), entrance to the pyramid is easy. The party can simply walk through an opening at the corner where the channel meets the pyramid. The walls are relatively thick, but the interior is a vast open area that extends 400 feet up to the apex. Suspended by three black tentacles of energy is Kossuth, the Fire Lord. The energy tentacles emanate from a circular channel of necromantic energy that carries the trapped souls and blood of the slaves killed in the Erel Hudai slave pits.
Inside the pyramid is an Aspect of the Shadowlord (see stats below). Add up to two additional Elder Shadow Elementals to taste.
It is at this point that the party will likely opt to […]1)
Important combat details:
All the same information presented earlier is true, along with:
To use all four crystals, the wielder must “merge” with them by touching all four to exposed skin. This is a standard action which inflicts 2d6 damage. Any defenses that prevent the damage will also prevent the merging. The crystals physically enter the wielder's body during this process, and are no longer accessible while in “elemental form”.
To return to normal form is a standard action and does not cause the wielder to take any damage. If knocked unconscious, he automatically reverts to normal form. In either case, the crystals will reappear where they entered the body (typically the hand).
Once in elemental form, the wielder has 30 points of energy resistance vs. all five energy forms. He also does not need to breathe, eat or drink and can move his normal movement through any substance made of the elements. Example: If his normal move is 30 feet, he can now walk, fly, swim, and earth glide 30 feet.
Also, he can perform the spell-like ability “Orb of Energy” at will as a free action. This is similar to the “Orb of …” spells in Spell Compendium (pages 151-152). However, the wielder may choose which energy form(s) are used. Regardless of the energy form used, the spell always deals 10d6 damage and does not provide the additional effects of the “Orb of …” spells. The ten damage dice may be split in any combination among the five energy types. The spell requires a ranged attack roll, but ignores spell resistance. The target gets a Fortitude save against DC 14 + the Wielder's CHA bonus for half damage.
In addition, he may perform the following more advanced spell-like abilities as standard actions. If appropriate, the save DC for these powers are 10 + relevant spell level + wielder's CHA bonus.
Any use (other than the Orb of Energy) resets the “recharge” clock. In other words, to do a 20d6 Energy Ray, you cannot use the crystal in the previous minute.
Finally, the Summon power requires concentration throughout the charging cycle. In other words, to summon a Elder Elemental requires two minutes of concentration. In addition, the resulting elemental is not subject to the crystal wielder in any way. However, the crystal garners a certain amount of respect and most elementals will obey simple commands.
While on an Elemental Plane, the summon powers for elementals native to that plane are shifted to the next level down. For instance, to summon an Elder Fire Elemental on the Plane of Fire requires only one minute.
Spells memorized: (*) = Probably missing material components | |||
---|---|---|---|
Cleric 0 | Wizard 0 | ||
7+1 (your choice) | Detect Magic (domain) | ||
Cleric 1 | Mage Hand | ||
(*) | Protection from Good (domain) | (*) | Message |
Obscuring Mist | (*) | Open/Close | |
(*) | Sanctuary | Prestidigitation | |
3 more (your choice) | Wizard 1 | ||
Cleric 2 | Expeditious Retreat, Swift | ||
(*) | Darkness | Feather Fall | |
Enthrall | Magic Missile | ||
(*) | Hold Person | Magic Missile | |
(*) | Spiritual Weapon | (*) | Protection from Law |
Cleric 3 | (*) | True Strike (domain) | |
Blindness/Deafness | Wizard 2 | ||
Dispel Magic | (*) | Detect Thoughts | |
Dispel Magic | Scorching Ray | ||
Invisibility Purge | Scorching Ray | ||
(*) | Magic Circle against Good (domain) | (*) | See Invisibility |
(*) | Nauseating Breath | Wizard 3 | |
(*) | Stone Shape | (*) | Fireball |
Cleric 4 | (*) | Fly | |
Moon Bolt | (*) | Lightning Bolt | |
Moon Bolt | (*) | Magic Circle against Good (domain) | |
(*) | Recitation | (*) | Wind Wall |
Unholy Blight (domain) | Wizard 4 | ||
Cleric 5 | (*) | Arcane Eye | |
(*) | Dispel Good (domain) | (*) | Burning Blood |
(*) | Flame Strike | Dimension Door | |
Inflict Light Wounds, Mass | (*) | Wall of Fire | |
(*) | Sanctuary, Mass | Wizard 5 | |
Slay Living | (*) | Dispel Law (domain) | |
(*) | True Seeing | Night's Caress | |
Cleric 6 | (*) | Summon Undead V | |
(*) | Create Undead (domain) | Teleport | |
Inflict Moderate Wounds, Mass | (*) | Wall of Force | |
Cleric 7 | Wizard 6 | ||
Blasphemy (domain) | (*) | Circle of Death | |
Inflict Serious Wounds, Mass | Probe Thoughts | ||
Overwhelm (PHB2, p.120) | |||
Wizard 7 | |||
Arcane Sight, Greater | |||
Finger of Death | |||
Word of Chaos |
Aspect of Shadow (Huge: 40 ft., 20,000 lb.) | |
---|---|
Hit Dice …………. | 42d8+294 (483) |
Initiative ……….. | +14 |
Speed ……………. | 40'/fly 50'/swim 50' |
AC (Size/Dex/Natural). | 35 (-2/+10/+17) |
BAB/Grapple ………. | +31/+53 |
Attack …………… | Slam +40 |
Full Attack ………. | 2 Slams +40 |
Damage …………… | 2d10+11/19-20 |
Space/Reach ………. | 15/15 |
Special Attacks …… | Spell-like abilities (see below) |
Summon Shadow creatures (see below) | |
Special Qualities …. | Darkvision 60' |
Elemental Traits: | |
Immunity to poison, sleep effects, paralysis, and stunning | |
Not subject to critical hits or flanking | |
DR 15/- | |
30 pts of Energy Resistance against all five forms | |
Mastery of Elements with all Spell-like abilities | |
Mastery of Shaping with all Spell-like abilities | |
Spell Resistance 32 | |
Fast Healing 5 | |
Saving Throws: Fort .. | +30 (23+7) |
Reflex .. | +24 (14+10) |
Will .. | +20 (14+4+2) |
Abilities: Str …… | 33 (+11) |
Dex …… | 30 (+10) |
Con …… | 25 (+7) |
Int …… | 22 (+6) |
Wis …… | 18 (+4) |
Cha …… | 23 (+6) |
Skills: Listen …… | +33 (These skills have not been point balanced) |
Spot …… | +33 |
Concentration …… | +30 Plus oodles more that are too |
Escape Artist …… | +18 time-consuming to detail here… |
Hide …… | +18 |
Disguise …… | +26 |
Search …… | +24 |
Spellcraft …… | +30 |
Feats ……………. | Improved Initiative (included above) |
Flyby Attack (Standard Action during Move Action) | |
Dodge (+1 AC vs. chosen opponent) | |
Cleave (new attack when opponent dropped) | |
Alertness (included above) | |
Imp Bull Rush (No AoO during Bull Rush) | |
Iron Will (included above) | |
Blind Fight (Re-roll if miss because of concealment) | |
Power Attack (Shift up to +30 from attack to damage) | |
Improved Critical (included above) | |
Combat Casting (or some other cool feat, as needed) | |
Environment ………. | Elemental |
Organization ……… | Solitary |
Challenge Rating ….. | CR 21 (?) |
Treasure …………. | None |
Alignment ………… | CN(CE) |
Spell-like Abilities: (Caster level 20th, melee touch +40, ranged touch +39) | |
At will | Fireball (DC 19) |
Lightning Bolt (DC 19) | |
Scorching Ray (DC 18) | |
Stone Shape | |
Control Winds (DC 21) | |
Control Water (DC 22) | |
3/day | Flame Strike (DC 21) |
There is a Nymph in the water. She is floating with just her bare shoulders above the surface. When she sees that you have spotted her, she brings her arm out of the water and gestures for you to join her.
Circling around the interior of the pyramid is a channel cut in the stone floor. It is similar in size to the channel that traversed the Erel Hudai slave pits. It is also similar in that it carries a river of blood. This blood, though, is thicker, darker and boiling.
Salinthine whispers to you: “Jump in the river, Roderick! The souls there want to be released!”
He sounds strangely calm.
As you activate the crystals, you sense a presence. In the first fraction of a second, you think it may be an unseen opponent standing behind you. Then, in the next fraction, you think perhaps it is Salinthine.
But then, in a flash of sickening realization, you realize it comes from the crystals. There is someone - or something - in the crystals and they are stepping into your body.
And because you invited them in, you can't stop it from happening.
The next thing you realize is that your senses are obscured - as if through the facets of a gem. Roderick is dead and housed in his soul gem.
Elm'eny (the Drow lich) now has his body!
I would like you to run Elm'eny for the remainder of this combat. I have stats and spells for you - along with a kick-ass list of powers that the crystal has given you.
We will have to go in another room for the rest of the details…
As you activate the crystals, you sense a presence. In the first fraction of a second, you think it may be an unseen opponent standing behind you. Then, in the next fraction, you realize there is someone - or something - in the crystals and they are stepping into your body.
And because you invited them in, you can't stop it from happening.
The next thing you realize is that you are standing just outside your body.
Worse, however, is the realization that somebody else is *moving* your body.
Bigby is dead. His soul, however, remains extant for some unknown reason.
Since Bigby will be unable to do anything, I would like you to run Bigby's body for the remainder of this combat. It currently houses Elm'eny (the Drow lich). I have stats and spells for you - along with a kick-ass list of powers that the crystal has given you.
We will have to go in another room for the rest of the details…
—
Shadow does not seem to notice you.
—
When I point my finger at you, please recite the following line:
“Returning the favor”
You notice that your spear is still detecting negative energy. It's been on constant “Yes” mode since you arrived at the Drow enclave - which you had attributed to the river of blood, the lich, and his evil spells.
Now, however, the rune is still glowing - which means there are either still undead nearby (unlikely), or the “dark crystals” radiate enough negative energy to trigger your spear (more likely).
You had not noticed this effect when the party had two or three crystals.
You are having trouble with your axe. It doesn't seem to connect well to the elemental's body. For the most part, it just passes through (Damage Reduction 10). However, your bastard sword seems to do much better (ignore Damage Reduction).
When your arrows reach the target, they flare with a strange prismatic energy that you've not seen before. The fire damage has no effect, but you may ignore the elemental's damage reduction with this bow.
You hear a voice in your head: “Keep your staff away from Shadow. He may be able to use it to find me.”
You then notice that Bigby was looking directly at you while you heard this voice.
You can sense the native fire energy from this plane interacting in positive ways with your fire staff. You may use any of its fire effects here without burning any charges. In addition, all fire spells are automatically maximized.
Sadly, the elementals are (nearly?) immune to fire.