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Voyager61 - 2 September 2005 - Incarceration Begins
Outline and Checklist:
I. The contract
( ) Apologize for the R-rating for tonight's game ( ) Distribute a copy of the contract and describe it one more time ( ) Describe tuning fork
II. Party discusses and prepares
( ) Sorgul has learned that Gruumsh is the prisoner on Prison Plane 121
III. Journey to Prison Plane 121
( ) Explain why Sorgul cannot go ( ) Sorgul offers to cast Plane Shift to free up one of Roderick's spell slots ( ) When cast, describe the plane shift - audio, “branding” from the fork ( ) DEX save for landing ( ) Death effect ( ) Roderick's mace and the first encounter
IV. Prison Plane 121
V. Encounters
( ) Ghouls at the river ( ) The Watching Eye ( ) Red Slaad squad ( ) More Slaad ( ) Chaos Beast (undead?) ( ) Githzerai
VI. Conclusion
VII. Combat statistics
Details:
I. The contract:
In the presence of witnesses, I beseech the Unseen Lord of the Underworld and Host of Many to anoint this contract with His assent and seal.
Upon delivery, a binding contract shall exist between Sl'engeld, the Governor Warden of Prison Plane 121 and the mortal-bound soul of the Great Lord's servant, known as Solgar, as well as any creatures who witness its delivery.
Whereas the Prison Planes numbered from 366 and below are under the jurisdiction of the Great Host of Many, and
Whereas Solgar is known to be an expert in matters of Chaos and of the denizens of the plane of Limbo, and
Whereas in the year 1093, Solgar swore fealty to the Unseen Lord and remains bound by that oath despite his more recent transgression back to the mortal existence, and
Whereas the primary (and only) prisoner of Prison Plane 121 requires an extensive level of security and secrecy which could be compromised by relying on the normal investigative resources available to the Governor Warden,
We therefore request (and the Unseen Lord demands) that Solgar or his competent second(s) travel to Prison Plane 121 in order to investigate the recent occupation of said plane by exodus forces, ostensibly from Limbo.
Due to the nature of our request and the expected unwillingness of the subject to assent to the orders of the Unseen Lord, we have been authorized to provide suitable payment upon successful completion of the required task.
This payment shall consist of the following: 1) An invitation to travel to Prison Plane 121 in the form of a tuned fork to be used in Plane Shifting (attached); 2) A bound promise (for up to thirteen souls) of freedom from harm by the duly and criminally enforced prison guards while on Prison Plane 121 and executing the terms of this contract; and 3) The safe return of the soul and mortal body of a marker which has already been chosen and secured by the messenger of this contract.
Payment items 1) and 2) shall be provided immediately upon delivery and acceptance of this contract. Payment item 3) shall be provided upon presentation of a detailed verbal report to the Governor Warden. Said report shall include the reasons for the occupation by Limbo of Prison Plane 121, as well as reasonable recommendations for the removal of said occupying forces. Validity and Acceptance of this report is left to the sole discretion of Governor Warden Sl'engeld or his successor(s).
To the blessed hoard of the dead and to the endless deep of the underworld, we pledge our consent to this contract.
Signed: <Sl'engeld> Witnessed: <I'ildmos> <Malila> <Shyrothack>
() In addition to the contract (which was tattooed on a living person, who was then skinned), the “scroll” comes with a tuning fork tuned to Prison Plane 121 and several unholy maggots. The maggots are only there for color, though they are *evil* and will cause 1 hp of damage if touched to bare skin. In addition, the person must make a Fort save against DC 15 or the maggot will burrow under their skin and inflict 1 point of damage per round until removed.
() The tuning fork is a carefully crafted fusion of a purple crystal and a silvery metal. The metal is an alloy of mithral and nickel. The crystal is a type of amethyst. The fork is somewhat fragile and should be treated with care. If it is damaged in any way, it will not function properly and the plane shift will either fail or deliver them to the wrong plane!
II. Party discusses and prepares
() After a night of research, Sorgul will inform the party that he has learned who the prisoner on Prison Plane 121 is: Gruumsh - the orc god responsible for the “end of the world” 1,108 years ago.
The party will likely discuss whether the mission is foolish or not. Of *course* it's foolish, but that shouldn't stop them. Lashmere needs rescuing and the terms of the agreement from the rider should be seen as quite specific: Lashmere will be returned unharmed if the party delivers a thorough report on the Slaad activities.
Things that are NOT spelled out in the contract, though, should be seen as red flags: 1) There is no provision for safe return. 2) It is not explained how to contact the Governor Warden (in order to deliver the report).
III. Journey to Prison Plane 121
() Sorgul will be unable to join the group because he fears that exposure to Hades' realm will cause him to revert to Solgar. If pressed, he admits that this is an unlikely scenario - but he cannot risk it. He will, however, offer any of his spells that can be cast beforehand. The only one that he will suggest is Plane Shift - which Sorgul can be cast on others (and not plane shift himself).
In addition to spells cast, Sorgul can provide any number of mundane and even some arcane items. Specifically, he can provide a tuning fork for a return plane shift. Additionally, he will have a number of common potions and a few scrolls that he will offer if asked.
The plane shift can take eight people total - which means there will be slots for a couple additional people, if the party so chooses. However, nobody other than Karelia is skilled enough for the journey - and she has NO interest in helping. Also, bringing Aramil's dog is a bad idea and should be discouraged.
The tuning fork provided by Sykthrak is actually a psionic magic item. It is unlikely that the party can detect or analyze its powers, but if they find a way, they will learn that its use will trigger a kind of area effect Arcane Mark. This mark will affect each person being plane shifted so that the prison guards will recognize them and not attack. If the party is paranoid enough to disable this effect somehow, they will find their job *much* more difficult.
() When the plane shift is cast and the tuning fork is struck, its noise will consist of an oscillating harmony that stretches beyond the human range. Without supersonic hearing, no skill roll will be able to identify all the tones being used. The sound will rapidly increase in volume until it acts as a 1d6 sonic attack. At that point, it will emit a white tendril of energy into each traveler's forehead. This tendril will mark them (as described above) and will also inflict 2d6 damage (no save) reduced by the larger of the person's INT or WIS modifier (minimum 1). After this energy effect, the tuning fork will shatter and the plane shift will occur. If Roderick had more experience, he might realize that this is not terribly unusual. However, the ride and the landing on the prison plane will be bumpy, so he may fear the worst. Encourage this.
() Each character shifting must make a DEX roll against DC 15 or tumble on entry and fall prone. Players with magical protections against falling may note that they do not protect against this fall! (See plane details later)
() In addition, there is a tangible death aura that infects the party upon arrival. Everyone will have to make a DC 15 Fortitude save or gain one negative level for the duration of their visit to the plane. Those who fail must make a second save at DC 13 or lose a second level. Those who fail again must continue making saves (at a cumulative +2) until they make. For each failed save, they will gain another negative level. A Restoration spell can dispel the second and subsequent negative levels, but only a Greater Restoration can dispel the first. A Death Ward spell (or similar protection) will prevent this effect.
() Finally, Roderick's mace will go berserk upon arrival. It will begin shrieking insanely Rod will have to make an EGO check to avoid using it in combat against the first encounter. However, even when this encounter is finished, the mace will still be going berserk. This is because the entire plane is steeped in necromancy - and the mace will be unable to discern anything except undead. As far as it can tell, it is surrounded by a sea of death that must be disrupted!
After all the chaos of the arrival settles down, the party will find themselves at the shore of a “river” and in proximity with several Ghouls and a leader undead. See Encounter #1 below.
IV. Prison Plane 121
The entire plane is only about 30 miles across and the terrain is full of deep ravines, sheer cliffs, and craggy rock outcroppings. For the most part, it is in the shape of a shallow bowl. In the center of the circle lies a vast three-sided pyramid that is Gruumsh's prison. There are three “rivers” that come in from the edge of the plane and disappear under the three corners of the pyramid. These rivers are full of dismembered corpses and blood (far more of the former than the latter). However, the corpse pieces are all “alive” and squirm, claw, and scream constantly. When first viewed, all viewers must make a DC 10 Will save (Constitution-based) or be sickened (which means a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). This will remain in effect until the character is taken out of sight of the river. A new save must be made if the character returns to the river - however if they make, they are immune for 24 hours.
Unless in one of the deep ravines, the watching Eye of Gruumsh is everywhere. See Encounter #2 below.
Gravity and other physical behavior acts as it does on the real world. However, there is one important exception: Flying of any sort (magical or otherwise) is not possible. Any spell cast will fail to produce flight. Any wings unfurled will not be able to lift above a few feet. Similarly, jumping up is impeded so that a normal person can only jump about a foot off the ground.
Magical spells, for the most part, work as expected. However, any spell or ability that negatively affects undead is “impeded” and any spell or ability that positively affects undead is “enhanced”. To cast an impeded spell, the caster must make a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally. An enhanced spell is maximized (as if the Maximize Spell metamagic feat had been used on them, but the spells don't require higher-level slots).
The undead rule this place. There are no “living” devils (though there are all manner of demons and devils that have been converted to undead). All undead will recognize the mark that the tuning fork placed on the party and will leave the party in peace (though most will be reluctant). There are no mindless undead (skeletons and zombies) on this plane.
V. Encounters
#1) Ghouls at the river
The plane shift spell will deposit the party on a wide beach at the edge of one of the “river of souls”. Behind them and on the other side of the river is a steep canyon wall that extends about twenty feet up. There is a steep trail cut in the wall behind them that leads to the “surface”.
At the edge of the river, feeding on the corpses are 12 Ghouls, 4 Ghasts, and a Death Knight (use sample from MM2, p. 208-209). Unless attacked, they will recognize the party's arcane mark and not attack. However, they will not appreciate their presense and the Death Knight will use his Aura of Despair in an attempt to intimidate the party into leaving.
Their mission is to bring construction material (primarily bones) to the outer wall. Aside from “guard duty”, this is one of the ongoing “make work” projects that occupies the denizens of this plane. They are aware of the fight with the Slaadi, but are not involved directly, so will not be able to provide much information.
#2) The Watching Eye
Once up on top, out of the canyon, the party will be in a line-of-sight to the pyramid. Thus, they will become aware of Gruumsh's watching eye. It emanates from the pyramid at the center of the plane and its reach extends to the edge of the plane in all directions. (When within sight of the pyramid, the eye appears much like the eye above the pyramid on the back of the dollar bill). It sweeps across the plane, randomly seeking out interesting things to watch.
While the pyramid is eight miles away, the party will still be aware that there is “something wicked” that way. Even without Gruumsh's attention, the party will wish to remain hidden. If, however, they remain in the open for more than a minute or so, Gruumsh will spot them. If he does, he will watch for several seconds before moving on. During this time, Gruumsh will learn much about the party (however he has no significant divine abilities at this range, so he will be unable to learn about hidden magic items). Any character observed by Gruumsh will be subject to his Divine Aura (DDG, p.28) and must make a DC 33 Will save or be frightened (-2 morale penalty on attack rolls, saves, and checks).
() Decision point: Which way to go? If the party heads down river, they will eventually encounter the pyramid and be told to head into Slaad territory. If they manage to convince the Death Knight to talk, he might direct them to Slaad territory.
#3) Red Slaad squad
Once in Slaad territory, the first encounter will be with a squad of Red Slaad. There will be 10 total: 6 that are 9 Hit Dice (Large) and 4 that are 11 Hit Dice (Huge). See stats later.
#4) More Slaad
#5) Chaos Beast
#6) Githzerai
He will be able to tell the party much about what is happening on Limbo.
VI. Conclusion
Here's what the party may learn from all this…
The slaad are fleeing Limbo - following the only safe route they could find. In fact, a permanent (one-way?) gate was set up that connects the two planes.
They do not know who set it up - nor do they care. They operate with little regard to the larger picture (though they refer to themselves in both the singular and the plural interchangeably).
VII. Combat statistics:
Red Slaad, Large Outsider (Chaos, Extraplanar) HD 7d8+21 (52 hp) Init +2 Speed 30' AC 19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17 Attack: Bite +11 melee (2d8+5) Full Attack: Bite +11 melee (2d8+5), 2 claws +9 melee (1d4+2) Space/Reach: 10'/10' Special Attacks: Pounce, implant, stunning croak, summon slaad Special Qualities: Darkvision 60', Fast healing 5, Immunity to Sonic,
Resistance to Acid 5, Cold 5, Electricity 5, and Fire 5
Saves: Fort +8, Ref +7, Will +3 Abilities: Str 21, Dex 15, Con 17, Int 6, Wis 6, Cha 8 Skills: Climb +15, Hide +8, Jump +15, Listen +8, Move Silently +12, Spot +8 Feats: Dodge, Mobility, Multiattack CR: 7
Augmented Red Slaad, Large Outsider (Chaos, Extraplanar) HD 9d8+27 (67 hp) Init +2 Speed 30' AC 19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17 Attack: Bite +11 melee (2d8+5) Full Attack: Bite +11 melee (2d8+5), 2 claws +9 melee (1d4+2) Space/Reach: 10'/10' Special Attacks: Pounce, implant, stunning croak, summon slaad Special Qualities: Darkvision 60', Fast healing 5, Immunity to Sonic,
Resistance to Acid 5, Cold 5, Electricity 5, and Fire 5
Saves: Fort +8, Ref +7, Will +3 Abilities: Str 21, Dex 15, Con 17, Int 6, Wis 6, Cha 8 Skills: Climb +15, Hide +8, Jump +15, Listen +8, Move Silently +12, Spot +8 Feats: Dodge, Mobility, Multiattack CR: 8
Augmented Red Slaad, Large Outsider (Chaos, Extraplanar) HD 11d8+55 (104 hp) Init +2 Speed 30' AC 21 (-2 Size, +2 Dex, +11 Natural), touch 10, flat-footed 19 Attack: Bite +15 melee (3d8+9) Full Attack: Bite +15 melee (3d8+9), 2 claws +13 melee (1d6+4) Space/Reach: 10'/10' Special Attacks: Pounce, implant, stunning croak, summon slaad Special Qualities: Darkvision 60', Fast healing 5, Immunity to Sonic,
Resistance to Acid 5, Cold 5, Electricity 5, and Fire 5
Saves: Fort +8, Ref +6, Will +3 Abilities: Str 29, Dex 13, Con 21, Int 6, Wis 6, Cha 8 Skills: Climb +19, Hide +7, Jump +19, Listen +8, Move Silently +11, Spot +8 Feats: Dodge, Mobility, Multiattack CR: 9
Blue Slaad, Large Outsider (Chaos, Extraplanar) HD 8d8+32 (68 hp) Init +2 Speed 30' AC 20 (-1 Size, +2 Dex, +9 Natural), touch 11, flat-footed 18 Attack: Claw +13 melee (2d6+6) Full Attack: 4 claws +13 melee (2d6+6), Bite +11 melee (2d8+3 plus disease) Space/Reach: 10'/10' Special Attacks: Spell-like abilities, Slaad fever, summon slaad Special Qualities: Darkvision 60', Fast healing 5, Immunity to Sonic,
Resistance to Acid 5, Cold 5, Electricity 5, and Fire 5
Saves: Fort +10, Ref +8, Will +4 Abilities: Str 23, Dex 15, Con 19, Int 6, Wis 6, Cha 10 Skills: Climb +17, Hide +9, Jump +17, Listen +9, Move Silently +13, Spot +9 Feats: Dodge, Mobility, Multiattack CR: 8
Green Slaad, Large Outsider (Chaos, Extraplanar) HD 9d8+36 (76 hp) Init +5 Speed 30' AC 23 (-1 Size, +1 Dex, +13 Natural) Attack: Claws +14 melee (1d6+6) Full Attack: 2 claws +14 melee (1d6+6), Bite +12 melee (2d8+3) Space/Reach: 10'/10' Special Attacks: Spell-like abilities, summon slaad Special Qualities: Change Shape, Darkvision 60', Fast healing 5,
Immunity to Sonic, Resistance to Acid 5, Cold 5, Electricity 5, and Fire 5
Saves: Fort +10, Ref +7, Will +6 Abilities: Str 23, Dex 13, Con 19, Int 10, Wis 10, Cha 12 Skills: Climb +18, Concentration +10, Hide +9, Jump +18,
Listen +12, Move Silently +13, Search +12, Spot +12, Survival +6 (+8 following tracks)
Feats: Cleave, Improved Initiative, Multiattack, Power Attack CR: 9
Gray Slaad, Medium Outsider (Chaos, Extraplanar) HD 10d8+50 (95 hp) Init +7 Speed 30' AC 24 (+3 Dex, +11 Natural), touch 13, flat-footed 21 Attack: Claws +15 melee (2d4+4) Full Attack: 2 claws +15 melee (2d4+4), bite +12 melee (2d8+2) Space/Reach: 5'/5' Special Attacks: Spell-like abilities, summon slaad Special Qualities: Change Shape, Damage Reduction 10/lawful,
Darkvision 60', Fast healing 5, Immunity to Sonic, Resistance to Acid 5, Cold 5, Electricity 5, and Fire 5
Saves: Fort +12, Ref +10, Will +9 Abilities: Str 19, Dex 17, Con 21, Int 14, Wis 14, Cha 14 Skills: Climb +17, Concentration +15, Hide +16, Jump +17,
Knowledge (Arcana) +15, Listen +15, Move Silently +16, Search +15, Spellcraft +17, Spot +15, Survival +5 (+7 following tracks)
Feats: Multiattack, Improved Initiative, Weapon Focus (claw),
Item creation feat (any one)
CR: 10
Red Slaad Corpse Creature, Large Undead (Chaos, Extraplanar) HD 7d12 (45 hp) Init +2 Speed 30' AC 19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17 Attack: Bite +13 melee (2d8+7) Full Attack: Bite +13 melee (2d8+7), 2 claws +11 melee (1d4+3)
or: Slam +13 melee 1d8+7
Space/Reach: 10'/10' Special Attacks: Pounce, implant, stunning croak, summon slaad Special Qualities: Darkvision 60', Fast healing 5, Immunity to Sonic,
Resistance to Acid 5, Cold 5, Electricity 5, and Fire 5, Undead traits
Saves: Fort +5, Ref +6, Will +3 Abilities: Str 25, Dex 13, Con –, Int 6, Wis 6, Cha 8 Skills: Climb +17, Hide +7, Jump +17, Listen +8, Move Silently +11, Spot +8 Feats: Dodge, Mobility, Multiattack CR: 8
Blue Slaad Corpse Creature, Large Undead (Chaos, Extraplanar) HD 8d12 (52 hp) Init +2 Speed 30' AC 20 (-1 Size, +2 Dex, +9 Natural), touch 11, flat-footed 18 Attack: Claw +15 melee (2d6+8) Full Attack: 4 claws +15 melee (2d6+8), Bite +13 melee (2d8+4 plus disease)
or: Slam +15 melee 1d8+8
Space/Reach: 10'/10' Special Attacks: Spell-like abilities, Slaad fever, summon slaad Special Qualities: Darkvision 60', Fast healing 5, Immunity to Sonic,
Resistance to Acid 5, Cold 5, Electricity 5, and Fire 5, Undead traits
Saves: Fort +6, Ref +7, Will +4 Abilities: Str 27, Dex 13, Con –, Int 6, Wis 6, Cha 10 Skills: Climb +19, Hide +8, Jump +19, Listen +9, Move Silently +12, Spot +9 Feats: Dodge, Mobility, Multiattack CR: 9 Challenges overcome:
1 Death Knight, CR 13 4 Ghasts, CR 3 12 Ghouls, CR 1 4 Red Slaad-9, CR 9 6 Red Slaad-11, CR 8
XP awarded: 2,900 to Vincent, Pavo, and Bria; 2,200 to Roderick, Aramil, and Bigby.