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Voyager06 - 16 November 2002 - The Wrath of the Rain King
Previous calendar:
- Third Age, Year 1108
- 8 Mar - Bigby deactivates the staff
- party heads NW from Gressa after a late start
- 9 Mar - Encounter scouts from Adoette; Kill Dretch; Meet Keiki and Gilda
- The Rain King's army arrives in Gressa
- 10 Mar - Send Gilda home to the Elemental World
- The Rain King's army arrives in Adoette!
People/Places/Things:
- Adoette (ah-do-AY-tuh) - Suspicious village
- Keiki (KAY-kee) - Friendly woman from Adoette
- Aprili (Keiki's daughter)
- Alein (al-LIGHN) - Chief of Adoette
- Arve (AHR-ve) - Warrior of Adoette
- Niichaad - Leader of the Rain King's army
- Kaliska - Sorcerer working for Niichaad
- Poloma - Ranking cleric with Niichaad
- Helki - Shaman for the village of Adoette
- Hohnihohkaiyohos (“Hohni”) - friend of Aprili and son of Arve
- Togassia - the witness to the atrocity in Gressa
General Outline of the session:
- I. The Rain King's army
- II. The village of Adoette
- III. The order of battle
- IV. Conclusion
- V. Miscellaneous Encounters
Details:
I. The Rain King's army
When the Rain King's army arrived in the dead village of Gressa, they saw that someone had been there. Since their mission is to retrieve the staff, they were forced to split into two groups: one to head down the trail towards Adoette, and the other to take the long road toward Aulii.
Since Adoette is much closer, it is deemed that whoever “stole” the staff would likely have been from that village. So, the decision is made to split the force unevenly and concentrate the main group towards Adoette. At the same time, a smaller, faster patrol will scout the road to Aulii - with the intention that if something is found, they are to return to Gressa and link up with the rest of the group.
Of the eleven veterans, ten will be in the Adoette party (one of the 3rd level fighters went towards Aulii). Of the twelve archers, however, only eight will join the main group. The fast patrol also includes five squires and one pack animal.
The main group consists of 85 men total: 10 veterans, 8 archers, 1 magician, 3 clerics, and 63 porters, squires, or other non-combatants. Note that many of these 63 look like soldiers and will appear to the casual observer to be a threat. In-depth scouting, though, will reveal that these men are terrified to be this far away from home and could easily be spooked out of combat.
The magician, Kaliska, is a 34-year-old, fifth level Sorcerer who does not consider herself to be much of a follower of the Rain King. In fact, she was quite surprised when she was selected for this mission. At first, she considered it an honor, but when she learned who else was selected, she realized it was more of a curse. The mission, it turns out, is considered high risk - and the people selected were picked from the “expendable” ranks.
The three clerics (two women and one man) are all low-level observers sent by the Rain King. They are loyal and faithful, but have been instructed to flee if trouble erupts - so that word of the mission can be relayed back home. Their names are: Poloma (Female, Cleric/3), Chosposi (Female, Cleric/1), and Honani (Male, Cleric/2). Note that even though the male is second level, he is lower in rank than Chosposi due to the special status that females have in the Rain King's domain. Also note their alignment! Past Rain King's have not all been CE!
Finally, the army has four beasts of burden, and one large cart filled with all manner of supplies for an overland expedition.
Statistics for the main characters:
Niichaad, leader of the Rain King's army: Ftr4: CR 4; Size M (6'0"); HD 4d10+8; hp 30; Init +4 (+4 Improved initiative); Spd 30 ft.; AC 16; Attack +6 melee, or +4 ranged; SV Fort +6, Ref +1, Will +2; AL CN; Str 14, Dex 11, Con 15, Int 13, Wis 12, Cha 9. Equipment: Scale mail w/large wooden shield (+6), Longsword (1d8+2), Shortbow (1d6), Dagger (1d4+2) Skills and feats: Climb +9, Craft +6, Handle animal +5, Hide +0, Knowledge (arcana) +3, Listen +1, Move silently +0, Spot +1, Swim +8; Blind-fight, Combat reflexes, Endurance, Improved initiative, Improved unarmed strike, Quick draw.
All of the other veterans are male and their stats below are based on the “NPC Fighters” section on pages 52-53 of the DMG.
F1) Fighter/3 Str:16 hp:27 AC:17 Init:+5 Attack:+7 (1d8+3) : Qochata F2) Fighter/2 Str:16 hp:19 AC:17 Init:+5 Attack:+6 (1d8+3) : Mingan F3) Fighter/2 Str:16 hp:19 AC:17 Init:+5 Attack:+6 (1d8+3) : Sho-a-kud F4) Fighter/2 Str:16 hp:19 AC:17 Init:+5 Attack:+6 (1d8+3) : Oya F5) Fighter/2 Str:16 hp:19 AC:17 Init:+5 Attack:+6 (1d8+3) : Okabitum F6) Fighter/2 Str:16 hp:19 AC:17 Init:+5 Attack:+6 (1d8+3) : Nukpana F7) Fighter/2 Str:16 hp:19 AC:17 Init:+5 Attack:+6 (1d8+3) : Nigan F8) Fighter/1 Str:15 hp:12 AC:17 Init:+1 Attack:+5 (1d8+2) : Manipi F9) Fighter/1 Str:15 hp:12 AC:17 Init:+1 Attack:+5 (1d8+2) : Dohosan
Common to all veterans: Dex:13 Con:14 Spd:20' Armor: Scale mail w/large wooden shield (+6) Primary weapon: Longsword (1d8) Secondary weapons: Shortbow (1d6), Dagger (1d4)
The 8 Archers will be used at range only. Each is a 1st level Fighter as above, except they have no shields and are armed with a Longbow, rather than a Longsword. Note: these people will avoid close-order combat if at all possible.
A1) Female : Memdi A5) Male : Shilah A2) Female : Polikwaptiwa A6) Male : Segenam A3) Male : Quats A7) Female : Lenmana A4) Female : Mika A8) Male : Lenno Fighter/1 Str:15 Dex:14 Con:13 Spd:20' hp:11 AC:15 Init:+2 Attack:+3 (1d8) Armor: Studded Leather (+3)
Kaliska, magician of the Rain King: Sor/5, CR 5; Size M (5'1"); HD 5d4+5; hp 17; Init +1 (+1 Dex); Spd 30'; AC 11 (+1 Dex); Attack +3 melee, or +3 ranged; SV Fort +2, Ref +2, Will +5; AL N; Str 13, Dex 12, Con 12, Int 18, Wis 12, Cha 19. Skills and feats: Appraise +5, Concentration +9, Craft +12, Disable device +5.5, Hide +1, Knowledge (arcana) +12, Listen +1, Move silently +1, Perform +7.5, Profession +8, Scry +6, Search +7, Spellcraft +10, Spot +1; Craft wondrous item, Enlarge spell, Expertise. Sorcerer Spells Known (6/7/5): 0th -- Detect Magic, Ghost Sound, Light, Mage Hand, Ray of Frost, Read Magic. 1st -- Charm Person, Reduce, Shocking Grasp, Sleep. 2nd -- Blindness/Deafness, Web.
Poloma: Clr3: CR 3; Female, Size M (5'4"); HD 3d8+3; hp 23; Init +0; Spd 30 ft.; AC 10; Attack +5 melee, or +2 ranged; SV Fort +4, Ref +1, Will +6; AL CE; Str 16, Dex 10, Con 13, Int 11, Wis 16, Cha 13. Skills and feats: Concentration +6, Craft +5, Hide +0, Knowledge (religion) +2, Listen +3, Move silently +0, Search +1, Spot +3, Wilderness lore +5; Brew potion, Combat casting, Extra turning. Cleric Domains: Air, Plant. Cleric Spells Per Day: 4/3+1/2+1.
Chosposi: Clr1: CR 1; Female, Size M (5'2"); HD 1d8+1; hp 9; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +1 melee, or +2 ranged; SV Fort +3, Ref +2, Will +5; AL CE; Str 13, Dex 15, Con 13, Int 8, Wis 17, Cha 11. Skills and feats: Craft +1, Hide +2, Knowledge (arcana) +1, Listen +3, Move silently +2, Spellcraft +3, Spot +3; Quicken spell, Still spell. Cleric Domains: Water, Animal. Cleric Spells Per Day: 3/2+1.
Honani: Clr2: CR 2; Male, Size M (5'7"); HD 2d8+2; hp 17; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Attack +3 melee, or +0 ranged; SV Fort +4, Ref -1, Will +4; AL CE; Str 14, Dex 9, Con 13, Int 10, Wis 13, Cha 13. Skills and feats: Craft +5, Gather information +2, Hide -1, Knowledge (religion) +2, Listen +1, Move silently +1, Scry +2, Spot +1; Heighten spell, Quicken spell. Cleric Domains: Destruction, Animal. Cleric Spells Per Day: 4/3+1.
II. The village of Adoette
This small village has lived just outside the Rain King's influence for decades. They live in constant fear that the Rain King will expand to engulf them. As such, they are more than a little paranoid. Despite this paranoia, the village is only barely able to defend itself. The chief, Alein, and his right-hand man, Arve, are the only competent warriors - though there are around 20 men who will fight if provoked.
Chief Alein of Adoette Ftr5: CR 5; Size M (6'3"); HD 5d10+5; hp 42; Init +4 (+4 Improved initiative); Spd 30 ft.; AC 10; Attack +8 melee, or +5 ranged; SV Fort +5, Ref +1, Will +0; AL CG; Str 16, Dex 11, Con 13, Int 17, Wis 8, Cha 11. Skills and feats: Alchemy +5.5, Climb +11, Disguise +2, Gather information +4, Hide +0, Innuendo +0, Intimidate +2.5, Jump +11, Knowledge (arcana) +5, Listen -1, Move silently +0, Pick pocket +2.5, Spot -1; Cleave, Combat reflexes, Improved initiative, Power attack, Quick draw.
Arve, Warrior of Adoette Ftr6: CR 6; Size M (5'5"); HD 6d10+6; hp 40; Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 13 (+3 Dex); Attack +9/+4 melee, or +9/+4 ranged; SV Fort +6, Ref +7, Will +0; AL CE; Str 17, Dex 16, Con 13, Int 12, Wis 6, Cha 9. Skills and feats: Craft +9, Handle animal +1, Hide +5, Jump +9, Listen +1, Move silently +3, Perform +2, Spot -2, Swim +10; Dodge, Endurance, Improved initiative, Lightning reflexes, Mobility, Two- weapon fighting, Weapon focus (warhammer), Weapon focus (battleaxe).
Helki, the Shaman old and weak - considered almost a fool by the villagers. Clr2: CR 2; Size M (5'8"); HD 2d8; hp 14; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Attack +1 melee, or +0 ranged; SV Fort +3, Ref -1, Will +5; AL LE; Str 11, Dex 8, Con 10, Int 10, Wis 14, Cha 11. Skills and feats: Concentration +5, Diplomacy +3, Gather information +2, Hide -1, Knowledge (arcana) +1, Knowledge (religion) +2, Listen +2, Move silently -1, Spot +2; Combat reflexes, Weapon focus (mace, light). Cleric Domains: Magic, Animal. Cleric Spells Per Day: 4/3+1.
For the 20 fighting men, use these stats: Fighter/1 Str:12 hp:8 AC:13 Init:+0 Attack:+4 (1d6+1)
III. The order of battle
When the army first arrived in Adoette, the chief capitulated without hesitation. Arve resents this, but will reluctantly obey his leader. Several other warriors, though, have fled into the woods - assuming that the Rain King has finally come to invade. They will wait for the right moment to return and fight (which will likely never come).
The army itself has a specific mission: To find the staff. They consider the villagers to be little threat and will assume that the staff is hidden somewhere in the village. While they will attempt to corral the villagers, they will also immediately begin searching for the staff. Kaliska will be enlisted to use her Detect Magic spell to attempt to find the staff.
Before any clear observations can be made about the advancing army, Aprili will flee the village to warn her mother - who is still with the party at Gilda's field. While she does make it away undetected, Niichaad will send a squad in her direction - and they can be expected to arrive in about thirty minutes. This squad will consist of Okabitum and five grunts. When they find the party, they will likely flee back to the village.
By the time Niichaad learns of the party, he will have searched the village in detail and will likely come to the conclusion that the party must have the staff. He will therefore focus all of his attention on them. This could involve directing the bulk of his soldiers to head into the woods toward Gilda's field.
Use the following timeline until disrupted by the party's actions:
- 10am - Army arrives at Adoette; Aprili flees before they enter village
- 10:10 - Alein orders his men to stand down; Niichaad takes over
- 10:15 - Aprili arrives at Gilda's bonfire to warn the party
- 10:20 - Kaliska begin scanning village for magic (5 minutes/spell)
- Niichaad begins rounding up villagers for interrogation
- 10:30 - Alein has perimeter established; Sends three squads out
- 11:00 - Squad arrives in Gilda's field ←- first major unknown!
- 11:10 - Niichaad learns about the party from Hohni (a friend of Aprili)
- 11:20 - Niichaad learns about Gilda's field
- 11:40 - Army into the woods, leaving most non-combatants behind
IV. Conclusion
The outcome of the party's encounter with the army is quite simply unpredictable! If they survive and kill or scare off Niichaad and his men, then they will likely befriend Alein and the other villagers. Once that is done, they will learn what really happened in Gressa - as one witness managed to escape to Adoette: Togassia, a curious young woman who had recently met a boy from Gressa.
However, if the party chooses or is forced to flee the vicinity, they will probably be pursued by Niichaad and his army. More importantly, they will not learn much of what really happened in Gressa.
If they remain in Adoette and seek advice about the staff, the village shaman, Helki, will advise them to keep it. He will offer two reasons for this: 1) The Rain King is evil and will hopefully be overthrown if he does not have his staff, and 2) The gods have clearly chosen them to wield the staff. This latter argument is tenuous at best, but should strike a chord with Roderick at least.
V. Miscellaneous encounters
Should the army prove too short of a game…
Large Mist Elemental, 65 hp HD: 8d8+28 Init: +8 (+4 Dex, +4 Improved Initiative) Speed: 20 feet, 40 feet swim/fly AC: 19 (-1 Size, +4 Dex, +6 Natural) Attacks: Slam +10/+5 melee Damage: 1d8+4 Special Attacks: Mist mastery Special Qualities: Damage Reduction: 10/+1 Everything else: Same as Medium Water Elemental
Drawn by the power of the staff, this elemental will at first be non- combative. However, if the party does not quickly send it home, it will attack.