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Voyager36 - 30 July 2004 - The Elven Forests

Previous calendar:

  • Third Age, Year 1108
  • 11 July - Evening encounter w/orc warparty - forced march through the night
  • 12 July - After ~36 hours of travel, arrive at pass and “run the gauntlet”
I. Rough itinerary for the game

6:00 - Arrivals and NGSI (Non-Gaming Social Interaction) 7:00 - Recap the last game:

          Running of the gauntlet
          Pushing their horses into the night
          The Barrier at 3am

7:15 - Let them discuss getting past the barrier 7:45 - Dawn on July 13th: Section II. from below

II. Battle in the pass

Modified from the list in Voyager #35.


12 July 1108 Sunrise 4:46 Sunset 19:14 High: 69 Low: 57

         None
    This is the day the party "ran the gauntlet" past the orc armies and into
    the pass.  They had ridden through the night of the 11th and rested
    briefly on the morning of the 12th so that Roderick could continue casting
    Healing spells on the horses.  At the end of the day (just before sunset),
    they arrived at the pass (having expended half of their spells keeping the
    horses alive) and ran past the armies and on up into the pass.

13 July 1108 Sunrise 4:45 Sunset 19:15 High: 74 Low: 62

         5:56 : Local Tribe/patrol/etc.
        11:11 : Ursine: Bear: Sleeping/Hibernating/Dormant
        15:14 : Human Adventurer: Hunting Criminals/runaways/game
    After running past the orc armies, the party then spent much of the rest
    of the night climbing up into the pass - only to arrive at a thorny
    barrier around 3am.  By this time, the party will have a confidence that
    they have put significant time between them and any orcs that may try to
    follow them.  It is their expectation that the orcs will not catch up to
    them before dawn.  In the meantime, they will have to think of something
    clever to get past the barrier - hopefully with their horses.
    The barrier is located roughly at the summit of the pass over the
    mountains, and consists of an enormous mass of twisted, thorny vines.  The
    vines are dead, but remain firmly rooted in the ground and average nearly
    an inch in diameter.  The vines were grown magically (with a series of
    Plant Growth spells), vary from 10 to 15 feet tall, and cover the entire
    path - which is around 80 feet wide at this point.  It extends forward for
    about 100 feet.  This portion of the pass is a high-walled canyon (the
    walls are roughly 160 feet tall) and going around is not practical.  The
    barrier can be hacked or burned through - given time - but it may be
    easier to use magic to fly over or move through somehow...
    If the party manages to make it past the barrier before sunrise, then
    adjust the following encounter.  Otherwise, it is assumed the orcs (and
    the elven air force) will find the party on the eastern side of the
    barrier at around 6am.
    The first encounter will be with Eäruwen (ee AR oo wen), a member of the
    Elven "Air Force" (a group of elven archers mounted on Hippogriffs!).  She
    is a female Sorcerer/Ranger (Levels 6/3) and will approach from the west
    just under the rim of the canyon walls (150 feet altitude).  She will fly
    over the party in a curving pass to inspect them - but will continue on
    down the pass to check for hostiles.  There, she will find the advancing
    army of orcs and will be fired upon (visible by the party).  She routinely
    casts a Protection from Arrows spell on her Hippogriff, though, so the
    orcs' attacks will likely have no effect.
    After this incident, Eäruwen will sound a small, piercing signal horn
    while turning quickly back toward the party.  She will dive down suddenly,
    land in front of them, turn back to the east (while still mounted) and
    cast a Wind Wall spell. Her intention is to provide a delaying tactic so
    that the party will have a little additional time before the orcs arrive.
    Unless the party interferes with her, she should achieve this.
    She will then turn back to the party and ask them (in Elven) if they have
    means to traverse the thorn barrier.  If nobody in the party speaks Elven,
    she will repeat the question in Rotan.  If the party suggests abandoning
    their horses, she will argue against them.  From her perspective, the
    horses have every bit the right to survive as they do.  If the party opts
    to stay and fight, she will return airborne and use her Shortbow from the
    air.  After about seven rounds of combat, two additional members of the
    Air Force will arrive and join the fight: Thróniel (Female) and Hyndir
    (Male). These two are each 6th level Rangers.
    The orc army arriving here is the combined force of two of the five armies
    that were waiting at the entrance to the pass.  They have been marching
    all night, but will suffer no ill effects from this.  The party, however,
    has been moving essentially non-stop for 48 hours!
    The lead army is the Ettin group: 3 Ettins, 2 Brown Bears, and 100 Orcs.
    The second army is the Fomorian (MMII, p.105), and 100 more Orcs.
    Eäruwen's Wind Wall spell only lasts six rounds - and two of those will be
    spent in discussion with the party before the orcs arrive.  As Orcs are
    fearful and superstitious, they will not attempt to go through the barrier
    for the first two rounds.  However, during this time, a stream of Orcs
    will be able to get past on the edges (as there is only 10' of space on
    either end of the wall, the orcs will file past two deep).  On rounds 3
    and 4, the orcs will begin pushing through the center of the wall - though
    this will be limited to only one orc every ten feet of wall (six total per
    round).  Starting on round 5, though, the spell will end and the army will
    stream toward the group.  Eäruwen, of course, may opt to put up another
    Wind Wall spell...
    Combat Stats for the elves is included below.  All three are equipped with
    the following significant items:
       Mithral Chain Shirt (+4 AC, 10% Spell Fail, 10 pounds)
       Darkwood Elven Masterwork Composite Shortbow (tuned for the STR
       Mithral Shortsword
    As you can see, weight is *everything* to these people.  Note also that
    Eäruwen is the leader of this trio and is also the lightest (though she is
    an inch taller than Hyndir).  They make it farther in the air force
    hierarchy if they weigh less!
    If the party is successful in defeating the orcs (or at least pushing them
    back for the day), then Eäruwen will cast Whispering Wind to send a
    message back to a sentry a few miles down the trail.  This message will,
    in turn, be passed along until every ranger within 100 miles will be
    alerted.
    By the end of the day, there will be 98 additional Hippogriff-mounted
    soldiers in the area.  The sight of them arriving will be something to
    tell the grandkids!  Also by the end of the day, there will be 29 elven
    Rangers.  A similar number of rangers will arrive every day for the next
    week.  Because of their familiarity with the area and their impressive
    skills with bows, each of these elves is more than a match for a dozen or
    more orcs.  By the time the orcs regroup, a fearsome army will be ready
    for them.
    These elves worship Aerdrie Faenya, the goddess of air and weather.  As a
    result, Dhersion's use of the Rain King's staff will be of particular
    interest to them.  In fact, if this tidbit is revealed to them, they will
    believe that it was Aerdrie's doing.
    Beyond the barrier, as the path begins consistently heading downhill, the
    elevation (and Kesi's spyglass) will provide the party with their first
    glimpse of the western ocean (even though it is over 20 miles away).
    A note about the elves' mounts: The Hippogriffs can carry no more than 300
    pounds while flying.  While I could not find a specific rule covering the
    effect of weight on flying speed, it seems logical that the heavier the
    load, the slower the *overall* speed.  Perhaps they can fly 100' per round
    in combat - but that may not hold up over an 8-hour day.  Thus, I conclude
    that with a Medium or Heavy load (above 100 pounds), the Hippogriff can
    fly "only" 70' (for purposes of daily travel).  This translates to 56
    miles in a day's flight.  With a light load, they can cover 80 miles per
    day!  Sadly, even the smallest elf (with equipment) is a medium load.
    Eäruwen (ee AR oo wen), Female Elf Sor6/Rgr3
    Size M (4'10", 95#)
    HD 6d4+6+3d8+3 (hp 42)
    Init +3 (+3 Dex)
    Spd 30'
    AC 17/21 (+3 Dex, +4 Armor / +4 Shield spell)
    Attack +9/+4 Short sword (d6+2, d6+4 vs. Orcs),
       or +10/+5 Shortbow (d6+2, d6+4 vs. Orcs)
    SV Fort +6, Ref +8, Will +7
    AL CG
    Str 14, Dex 16, Con 12, Int 16, Wis 12, Cha 13
    Languages Spoken: Elven, Rotan, Orc, Dwarven.
    Skills: Bluff +9.5, Climb +3, Concentration +10, Gather Information +3.5,
       Handle Animal +7, Hide +3, Intimidate +3, Knowledge (Arcana) +8,
       Knowledge (Nobility and Royalty) +6.5, Listen +3, Move Silently +3,
       Ride +7, Search +7, Spellcraft +7, Spot +3
    Feats: Mounted Combat, Mounted Archery, Combat Casting, [Rapid Shot],
       Alertness, [Track], [Favored Enemy: Orcs]
    Spells Known (6/7/5/3):  0th -- Dancing Lights, Detect Magic, Detect
       Poison, Flare, Message, Open/Close, Ray of Frost.  1st -- Feather Fall,
       Ray of Enfeeblement, Shield, Shocking Grasp.  2nd -- Protection from
       Arrows, Whispering Wind.  3rd -- Wind Wall.
    Thróniel, Female Elf Rgr6
    Size M (5'3", 120#)
    HD 6d8-12 (hp 17)
    Init +5 (+5 Dex)
    Spd 30'
    AC 19 (+5 Dex, +4 Armor)
    Attack +9/+4 Short sword (d6+2, d6+6 vs. Orcs, d6+4 vs. Goblins),
       or +12/+7 Shortbow (d6+2, d6+6 vs. Orcs, d6+4 vs. Goblins)
    SV Fort +3, Ref +7, Will +3
    AL LG
    Str 14, Dex 20, Con 7, Int 9, Wis 12, Cha 16.
    Languages Spoken: Elven, Rotan.
    Skills: Climb +10, Craft (Shipmaking) +10, Forgery +2, Hide +5, Listen +3,
       Move Silently +13, Search +8, Spot +3, Survival +11
    Feats: [Evasion], [Manyshot], [Rapid Shot], Self Sufficient, Skill Focus
       (Craft (Shipmaking)), Spell Focus (divination), [Track], [Favored
       Enemies: Orcs and Goblins]
    Ranger Spells Per Day: 2.
    Hyndir, Male Elf Rgr6
    Size M (4'9", 101#)
    HD 6d8-6 (hp 24)
    Init +7 (+3 Dex, +4 Improved Initiative)
    Spd 30'
    AC 17 (+3 Dex, +4 Armor)
    Attack +7/+2 Short sword (d6, d6+4 vs. Orcs, d6+2 vs. Goblins),
       or +10/+5 Shortbow (d6, d6+4 vs. Orcs, d6+2 vs. Goblins)
    SV Fort +4, Ref +5, Will +3
    AL NG
    Str 11, Dex 17, Con 9, Int 11, Wis 13, Cha 13
    Languages Spoken: Elven, Rotan.
    Skills: Climb +6, Concentration +8, Craft (Sculpting) +4, Craft
       (Shipmaking) +7, Craft (Trapmaking) +5, Hide +5, Knowledge
       (Dungeoneering) +9, Listen +3, Move Silently +5, Profession (Miner) +6,
       Search +2, Spot +3, Survival +10
    Feats: [Evasion], Improved Initiative, [Manyshot], [Rapid Shot], Run,
       Stealthy, [Track].
    Ranger Spells Per Day:  2.
III. Escorted through the forest

The encounters from here on out are not relevant. The elves will escort the party directly to the great tree city of Thréwiel - where Queen Viondra resides. If appropriate, they will be officially thanked for their assistance with the orcs. They will also meet Vaila Mará (Male), who is a member of the Council of Wizards, and Gludia (Female), High priestess to Aerdrie Faenya. Vaila will be very interested in the Shadowlord, and Gludia will be interested in the soul gems (assuming the party reveals their existence).

It is assumed that the party will spend the remainder of the 13th resting with the amassing elven army. With the elves as guides, the party will be able to return to their full movement rate of 32 miles per day. However, the trails the elves use are not direct, so they will really only be covering about 25 miles as the dragon flies. Thus, the trip to Thréwiel will take about five days. (This will likely be the 14th to the 18th of July).

Despite the fact that elven hospitality is severely lacking here, the elves of Farflen will allow the party to rest and recuperate for essentially as long as they desire. However, they will not be allowed to travel without guides - and will be *strongly* encouraged to stay within the confines of Viondra's palace.

Once the party decides to leave, they will be escorted to “Alrik's grave” (which is better known as Sorgul's commune). This trip will take two days and the chief guide will be an elven woman named Elsa.

IV. Sorgul's Commune

There is too much information to put down here about the commune! Refer to other documents as appropriate.

The short version is that the party will find much more hospitality here than with the elves - and they will meet Sorgul (a legendary hero who helped defeat the Dark Mage). Additionally, they will meet Karelia, Shale, Cindy, and Arundel (all former player characters).

One key ingredient that Sorgul can offer is a Teleport spell! While his range is on the order of 1,000 miles, he can only teleport places he is familiar with - so he cannot reach back to the resort. In fact, the party may be disappointed to learn that Sorgul has never travelled east of the mountains. He's always meant to visit the Lake of Serpents - but never had the opportunity…

V. Misc. NPC data

(Some of these stats date back to the old rules)

Prominent elves that will be met in the Farflen forests:

Vaila Mará - Elf/Male - Member of Council of Wizards

    MU/15, CG, Age 528 (b.579)
    S:17, I:17, W:19, D:16, C:13, Ch:11, Co:6
    hp 33, 5'2", 112#

originally from Pleven - came here while the rest of the elves “left” speciality: Demi-humankind - Theology & Myth Spell: Know Alignment (4th level)

Viondra - High Elf/Female - Leader of “Farflen”

    F/MU 7/11, CG, Age 222 (b.885)
    S:17, I:20, W:15, D:16, C:11, Ch:14, Co:9
    hp 38, 4'9", 81#

Gludia, High priestess to Aerdrie Faenya

    Female Elf Clr20
    Size M (5'3" tall)
    HD 20d8-80 (hp 37)
    Init +0
    Spd 30 ft.
    AC 10
    Attack +17/+12/+7 melee, or +15/+10/+5 ranged
    SV Fort +8, Ref +6, Will +17
    AL CN
    Str 14, Dex 10, Con 2, Int 10, Wis 16, Cha 11.
    Languages Spoken:  Common, Elven.
    Skills:  Craft (Blacksmithing) +12, Hide +0, Knowledge (History) +20,
       Knowledge (Religion) +9, Listen +7, Move Silently +0, Search +4.5, Spot +7
    Feats: Alertness, Craft Staff, Extend Spell, Heighten Spell, Improved
       Counterspell, Iron Will, Leadership.
    Cleric Domains:  Plant, Air.
    Cleric Spells Per Day:  6/6+1/6+1/6+1/5+1/5+1/4+1.

Other people of consequence that could play a role in the party's future:

Sorgul, Karelia, and other player characters

    (stats elsewhere)

Cale & Strachan (and their wives)

    (stats elsewhere)

Konar - Hill Dwarf/Male - Chief of Clangdun

    F/T 11/13, NG, Age 124 (b.983)
    S:18/80, I:13, W:13, D:18, C:19, Ch:14(15), Co:13
    hp 93, 4'0", 161#

Peroippi - Stout Hobbit/Male - Leader of Shalrock

    C/F 5/5, NG, Age 89 (b.1018)
    S:18, I:9, W:17, D:17, C:16, Ch:17, Co:11
    hp 38, 3'0", 69#

Khranalda - Human/Female - Member of Council of Wizards

    MU/13, N, Age 57 (b.1050)
    S:13, I:19, W:14, D:12, C:17, Ch:12, Co:11
    hp 49, 5'3", 127#

speciality: Demi-humankind - Politics & Genealogy Spell: Ancestry (2nd level): Get a picture of a person's past/ancestors

King Galin of Rota - Human/Male - son of Queen Carina II

    b. 7 Sep 1088 - will soon be 20 years old
    (no stats, yet)

The King's siblings:

    Nessa(F) - b. 16 Feb 1085 - will marry in 1109
    Barret(M) - b. 9 Nov 1086 - will marry in late 1111
    (Galin)
    Lean(F) - b. 8 Oct 1089 - will die on 01 Dec 1108! (at age 19)
    Lance(M) - b. 21 Mar 1091 - is now 17 years old
    Carl(M) - b. 23 July 1092 - will be turning 16 in days

Other relatives:

    Uncle Simson - b. 4 Apr 1061 - has a family (Aunt Jensine)
    Uncle Audun - b. 16 Sep 1062 - has a family (Aunt Tala - not from Rota)

Kevin Arcana - master of the portals

    (when will he make the portals public?)

Bigby's Spells for this adventure:

Level : 0 1 2 3 4 5

  1. —————— Close = 45' (25 ft. + 5 ft./2 levels)

Wizard/9 : 4 4 4 3 2 1 Medium = 190' (100 ft. + 10 ft./level) INT 17 : - 1 1 1 - - School : 1 1 1 1 1 1

Total : 5 6 6 5 3 2

Spells known:

0 (All cantrips) 2 Blindness/Deafness 4 Charm Monster

                         2  Daze Monster            4  Confusion

1 Cause Fear 2 Hideous Laughter 4 Crushing Despair 1 Charm Person 2 Levitate 4 Geas, Lesser 1 Expeditious Retreat 2 See Invisibility 1 Feather Fall 2 Touch of Idiocy 5 Dominate Person 1 Floating Disk 1 Hypnotism 3 Deep Slumber 1 Identify 3 Heroism 1 Mage Armor 3 Hold Person 1 Magic Missile 3 Suggestion 1 Sleep

Spells for the Orc territory:

0 Detect Magic [ ] [ ] [ ] [ ] [ ] 0 Detect Magic [ ] [ ] [ ] [ ] [ ] 0 Light [ ] [ ] [ ] [ ] [ ] 0 Prestidigitation [ ] [ ] [ ] [ ] [ ] 0 Daze [ ] [ ] [ ] [ ] [ ]

1 Feather Fall [ ] [ ] [ ] [ ] [ ] 1 Sleep [ ] [ ] [ ] [ ] [ ] 1 Sleep [ ] [ ] [ ] [ ] [ ] 1 Magic Missile [ ] [ ] [ ] [ ] [ ] 1 Tenser's Floating Disk [ ] [ ] [ ] [ ] [ ] 1 Charm Person [ ] [ ] [ ] [ ] [ ]

2 Levitate [ ] [ ] [ ] [ ] [ ] 2 See Invisibility [ ] [ ] [ ] [ ] [ ] 2 Mage Armor (Extended) [ ] [ ] [ ] [ ] [ ] 2 Magic Missile (Silent) [ ] [ ] [ ] [ ] [ ] 2 Sleep (Silent) [ ] [ ] [ ] [ ] [ ] 2 Daze Monster [ ] [ ] [ ] [ ] [ ]

3 Hold Person [ ] [ ] [ ] [ ] [ ] 3 Suggestion [ ] [ ] [ ] [ ] [ ] 3 Magic Missile (Silent/Still) [ ] [ ] [ ] [ ] [ ] 3 Sleep (Silent/Still) [ ] [ ] [ ] [ ] [ ] 3 Deep Slumber [ ] [ ] [ ] [ ] [ ]

4 Charm Monster [ ] [ ] [ ] [ ] [ ] 4 Confusion [ ] [ ] [ ] [ ] [ ] 4 Crushing Despair [ ] [ ] [ ] [ ] [ ]

5 Deep Slumber (Silent/Still) [ ] [ ] [ ] [ ] [ ] 5 Dominate Person [ ] [ ] [ ] [ ] [ ]


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