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Voyager54 - 11 March 2005 - Qo'aycin

Previous calendar:

  • Third Age, Year 1108
  • 9 September - Entrance into The Long Deep

Qo'aycin - see attached character sheet


Magma elementals: (Note: These have been corrected since their prior use)

                Small          Medium         Large

HD ………. 4d8+12 (30) 8d8+24 (60) 16d8+64 (136) Init …….. +5 +6 +7 AC ………. 18 (+1/+1/+6) 19 (+0/+2/+7) 20 (-1/+3/+8) (Size/Dex/Natural) Base Attack . +3 +6 +12 / Grapple … +6 +15 +26 Attack …… Slam +6 Slam +10 Slam +18

            or  Ranged +4      Ranged +8      Ranged +15

Full Attack . Slam +6 2 Slams +10 2 Slams +18

            or  Ranged +4      2 Ranged +8    2 Ranged +15

Damage …… 1d6+3 + extra 1d8+4 + extra 2d6+6 + extra Space/Reach . 5/5 5/5 10/10 Damage Red .. 5/- 5/- 5/- Saves: Fort . +6 +9 +14

        Ref ..  +5             +8             +13
        Will .  +1             +2             +5

Abil: Str .. 16 (+3) 19 (+4) 23 (+6)

        Dex ..  12 (+1)        14 (+2)        16 (+3)
        Con ..  14 (+2)        16 (+3)        18 (+4)
        Int ..   4 (-3)         6 (-2)         6 (-2)
        Wis ..  11 (+0)        11 (+0)        11 (+0)
        Cha ..  11 (+0)        11 (+0)        11 (+0)

Skills …… +3/+4 +5/+6 +11/+12 (Listen/Spot) Challenge … CR 4 CR 6 CR 8

Common to all sizes:

    Speed: 30 feet (moves by flowing and starts fires where it moves)
    Feats: Improved Initiative (+4), Cleave, Power Attack
    Special Attacks: Earth mastery (as Earth Elemental), Pyroclastic attack
    Special Qualities: Darkvision, Elemental, Immune to Fire, Vulnerable to Cold

The pyroclastic attack:

    Any successful hit (melee or ranged) deals an additional 1d6 fire damage
    to the target.  This damage is caused by sticky magma that adheres to the
    victim and will continue to cause 1d6 damage per round for three more
    rounds (4d6 fire damage total).  The victim may expend a move action to
    remove the sticky goo (and stop further damage), but if they use their
    bare hands, they will take 1d6 more fire damage.
    If the attack misses the target's armor class, but hits their "touch" AC,
    then the fire damage is inflicted on their armor.  Consult the tables on
    page 166 of the PHB to determine whether this is a problem or not.
    The ranged version of this attack has a range increment of 20'

Qo'aycin's Temple:

The wizardess lives in a heavily modified building that was once a temple to Dumathoin, the dwarven god of secrets. From the outside, a series of Illusory Walls preserve the appearance of the original temple. However, beyond this faux wall, the original temple has been encrusted with multiple layers of hardened magma (which average ten feet deep). The only remaining entrance is a permanent Phase Door which only Qo'aycin can use. The party will be forced to teleport or stone shape their way in.

Inside, Qo'aycin has a wide assortment of plunder from the dwarven city. Chief among these are the following items:

  • A covered platter that serves a fine meal once per day
  • A pitcher of endless water (a tame version of the “decanter”)
  • An extensive library of history and arcane books (with a special

emphasis on mining and engineering)


The Frost Crystal:

To use the crystal, the wielder must “merge” with it by touching it to exposed skin. This is a standard action which inflicts 2d6 cold damage. Any defenses that prevent the damage will also prevent the merging. The crystal physically enters the wielder's body during this process, and is no longer accessible while in “frost form”.

The merging transforms the wielder's entire body to frost, but does not affect equipment worn or carried. Therefore, any such equipment that is vulnerable to cold may be damaged or destroyed. For the most part, metal armor and weapons will not be affected; clothing would be damaged after repeated mergings; and fragile items (especially potions) are immediately destroyed.

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 crystal will reappear where it entered the body (typically the hand).

Once in frost form, the wielder becomes immune to cold and vulnerable to fire (+50% on damage taken). He also does not need to breathe, eat or drink and may perform the spell-like ability “Ray of Frost” at will as a free action.

In addition, he may perform the following more advanced spell-like abilities:

Level 1 - May be done once per round 1) 10' (Otiluke's) Freezing Sphere, No Range (5d6) 1) 60' Cone of Cold (5d6)

Level 2 - May be done once every two rounds 2) Wall of Ice, 10' radius hemisphere, 10“ thick, No Range

Level 3 - May be done once every five rounds 3) 10' (Otiluke's) Freezing Sphere, No Range (10d6) 3) 60' Cone of Cold (10d6) 3) Summon Small Frost Elemental

Level 4 - May be done once per minute 4) Summon Medium Frost Elemental 4) Wall of Ice, 20' radius hemisphere, 20” thick, No Range

Level 5 - May be done once every two minutes 5) 10' (Otiluke's) Freezing Sphere, No Range (15d6) 5) 60' Cone of Cold (15d6) 5) Summon Large Frost Elemental

Level 6 - May be done once every five minutes 6) Summon Huge Frost Elemental 6) Wall of Ice, 2,000 square feet, 20“ thick, Must occupy adjacent square

Level 7 - May be done once every ten minutes 7) Summon Greater Frost Elemental 7) Polar Ray (20d6)

Level 8 - May be done once every twenty minutes 8) Summon Elder Frost Elemental

Any use (other than the Ray of Frost) resets the “recharge” clock. In other words, to do a 10d6 cone of cold, you cannot use the crystal in the previous four rounds. The crystal retains its charge across merging cycles.

Finally, the Summon power requires concentration throughout the charging cycle. In other words, to summon a large Frost 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 the smaller elementals will almost certainly obey simple commands.


Challenges Overcome: (six players participated)

                                 11      12     11     12

1 Qo'acyin CR 15 13,200 10,800 2,200 1,800 10 Magma Elementals CR 8 1,100 900 1,833 1,500 1 Story Bonus CR 8 1,100 900 183 150

                                             4,217  3,450 Total
                                             4,225  3,450 Rounded


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voyagernotes54.txt · Last modified: 2017/05/27 18:57 by 127.0.0.1